POKEMON GREEN'S STORY


Unlike the previous Pokémon fangame I participated in, my desire to create this one stemmed from a desire to pay tribute to this franchise, which is very dear to me and which introduced me to video games (and subsequently inspired me to work in the industry).

It's also a way to create a more personal work where I can express my questions, fears, and aspirations through the eyes of the main character.

 

POKEMON GREEN'S STORY is therefore a very nostalgic opus with the aim of honoring all facets of the franchise (from games to anime, including numerous spin-off products such as cards, but also things that never saw the light of day!

 

And thus, it will take all those who play it back to their childhood... but by offering something that has rarely been done in the vast world of Pokémon fangames: showing the behind-the-scenes of the wonderful world of Pokémon!

 


THE STORY

The game begins in parallel with the events of the 1996 titles, RED and BLUE, except that instead of playing as Red or Blue, we play as Green, a young delivery boy in his twenties who has lost all meaning in life.

 

While trying to recover a stolen package, he finds himself unwillingly enlisted in a strange gang of anarchists who roam the seas and islands of the Pacific (where many of the regions known from the franchise are located) to overthrow the government that rules this area, which is not as benevolent as it is said to be...

  • ALL ROLES (Individual Project)
  • Genre : RPG
  • Support : PC (Windows)
  • Software : PSDK 
  • Start : Fall 2024
  • Release Date  : Unknow
  • Period : On going
  • Team :  1 (Only me)

 



A RETURN TO THE SOURCES... WITH A MODERN TWIST

I made a choice that few fangames make, which was to choose the artistic direction of the second generation games : GOLD, SILVER, and CRYSTAL. This choice is reflected not only in the graphics but also in the narrative atmosphere of the title and the way the dialogues are written (in the very childish tone that Julien Bardakoff communicated in his translation of the official games of the time) .

 

However, the game does not overlook the gameplay improvements, quality of life, mini-games, and strategic depth brought by subsequent titles. This opus should be seen as a “Maxi Best Of” menu of Pokémon games on handheld consoles, but with an early 2000s twist.


 AN ODE TO REFERENCES AND FREEDOM

Aboard a makeshift boat, I want to take players on a grand maritime adventure from island to island. There, they will be able to (re)discover characters, concepts, and locations from the franchise, even the most obscure ones, like Christopher Columbus discovering America.

 

Exploration of the game on both a macro and micro scale is designed to be like a Metroidvania progression, where many areas are completely secondary and optional, and where land and sea routes intersect to form shortcuts or secret passages. I want players to be able to have their own Pokémon experience, based on what they know, and not necessarily how I scripted it.

 

 


 

BEHIND THE SCENES OF THE POKEMON WORLD !

This opus is also a way for me to express how I personally see the world of Pokémon and how I rationalize it, physicalize it, explain it, and give meaning to its unexplained elements and gray areas... while retaining the utopian innocence that emanates from this wonderful universe. 

 

With this game, I also want to reveal and bring to life the abandoned ideas and concepts left behind by Game Freak (the creators of Pokémon) throughout the various games they have designed. Whether it's abandoned Pokémon concepts and designs, game systems that weren't produced due to lack of time, or maps that weren't used due to a change of direction... There's enough material to make an entire game!

 



THE SCOPE OF THE WORK…

Unlike Pokemon Renaissance, I am working on this project alone. I wanted to have a passion project that I could work on at my own pace and according to my own desires, in contrast to my professional life. 

 

Apart from what has already been designed by the PSDK game engine (designed for making Pokémon fangames), I am responsible for creating the more than 400 maps planned (and the new assets that accompany them), the hundred or so new Pokémon and mega-evolutions, the more than 400 different characters that will make up the game (both random trainer classes and well-known characters), programming in Ruby and/or visual scripting the additional game mechanics I want to add, the interfaces and scripted events, writing all the dialogues and descriptions for the game, gathering and mixing all the music and sound design I want to add to the game...

 

In short, it's a monumental task for someone with as little experience as me, but I love doing a little bit every day.

If it takes me a lifetime to finish the game, I'll do it!



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