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Pokémon HeartGold Version

2009

  • role-playing (rpg)
  • turn-based strategy (tbs)
  • adventure
  • action
  • fantasy
  • single player
  • multiplayer

The story

Pokémon HeartGold Version and Pokémon SoulSilver Version are paired Generation IV remakes of the Generation II games Pokémon Gold and Silver. Much like how Pokémon FireRed and LeafGreen revisited the Generation I story of Kanto, HeartGold and SoulSilver retell the story of Johto, with the player's starting town being New Bark Town. While the games feature several expansions in key areas, the overall plot follows the same direction as the original Gold and Silver. Some aspects exclusive to Crystal are also included. Like how FireRed and LeafGreen could link up with Ruby, Sapphire, and Emerald to complete the Pokédex by trading regionally exclusive Pokémon, HeartGold and SoulSilver can link up with Diamond, Pearl, and Platinum to obtain Pokémon unavailable in Johto and Kanto (such as the Sinnoh starters) and vice versa. Kris, despite being the female counterpart of Crystal's player character, is not included as the female player character, with a new character instead taking her place. Whether she is chosen to be the player character or not, this new character will still appear in the game. The unselected protagonist will take a pseudo-rival role similar to the unselected characters of Ruby, Sapphire, Emerald, Diamond, Pearl, and Platinum. The games were released on September 12, 2009 in Japan, February 4, 2010 in Korea, March 14, 2010 in North America, March 25, 2010 in Australia and March 26, 2010 in Europe (this excludes the Netherlands, Luxembourg and parts of Belgium due to an in-game save error, with the patched copies later released on April 2, 2010).

What it’s like

Bright, chunky pixel art with a warm, sun-washed palette: sleepy towns of red-roofed houses under open blue skies, and the day/night cycle shifting the mood from cheerful morning greens to deep blue nights lit by lamplight and the glow of Pokémon Centers. Chiptune-leaning music loops gently through routes, with a bouncier, more orchestral lift in the big moments and the soft tinkle of the Pokégear and healing machines. The pace is unhurried and methodical, built around walking long routes, catching creatures in tall grass, and stopping in at a friendly town between battles. Turn-based fights are clean, readable and punctuated by quick sound effects, so the difficulty spikes come from strategy rather than reflexes. The vibe is cozy and nostalgic, warm and low-stakes, with a gentle sense of wonder and a little exploratory curiosity. It suits a rainy Sunday, a comfort replay, or a long-haul flight, and it is kid-friendly throughout: creature battles are bloodless and cartoonish, with no gore, sexual content, or real cruelty. It is for players who want an absorbing, mellow adventure, collecting, tinkering with team builds, and revisiting a beloved region in a fresh coat of paint.

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