Pokémon Legends: Arceus review: Bidoof of the Wild

A Pokémon trainer rides a deer in Pokémon Legends: Arceus.

Pokémon Legends: Arceus

RRP $60.00

"Pokémon Legends: Arceus is a step in the right direction for the aging series, even if its technical limitations can't always support its ambitions."

benefits

  • Research is rewarding

  • Optimized catching

  • Charming side quests

  • Excellent combat optimizations

disadvantage

  • Tasks can be boring

  • Weak optics

  • Biomes lack variety

For the past seven years, every new Pokémon game has felt like a bright idea scrawled on a napkin. Each new release brings a really clever twist to the franchise, but none have felt like a complete painting. Pokémon Legends: Arceus isn't that definitive version either, more of a museum that collects the best doodles in one place.

In the franchise's biggest departure yet, developer Game Freak has thrown out some of the series' fundamentals. There are no gyms, no Elite Four, and no competitive component. While it takes inspiration from more modern RPG series like Monster Hunter, it's more focused on organizing disparate Pokémon innovations from the 2010s into one place.

Pokémon Legends: Arceus makes bold changes to the time-tested formula, successfully launching the long-needed reinvention of Pokémon. But the technical limitations of the series hang around her neck like an Everstone and prevent her from fully developing.

A professor's game

Bitten by the Breath of the Wild bug, Pokémon Legends: Arceus is an open-world reimagining of the monster-collecting series. While it is about catching and fighting, the key verb is explore. Players are transported to an ancient version of the Sinnoh region (called Hisui) and tasked with creating the first Pokédex.

The emphasis on research leads to some ingenious gameplay hooks. Observing Pokémon behavior earns players Research Points, which help create a complete Pokédex entry for the creature. Players earn points by things like catching a Pokémon, using type-effective moves against it in battle, feeding it, etc. It applies the idea of ​​mobile daily challenges to each creature and lets players progress to do virtually anything. It's satisfying to tick boxes, and there are literally thousands here.

Wyrdeer in Pokémon Legends: Arceus.

Sometimes Pokémon Legends: Arceus is a dream come true. Creatures move freely and can be caught simply by throwing a ball at them without triggering combat, an improvement over Pokemon Let's Go's streamlined catching. Wild creatures can attack players, forcing them to move out of the way. Players can ride creatures like Wyrdeer, jump into the ocean, and switch seamlessly to sailing a Basculegion. Whenever I found myself in the gameplay loop, it truly felt like the seemingly impossible dream game I always envisioned as a kid.

At other times it can be a bit boring. Studying creatures became a torment when I had to do it to improve my star rank (a kind of world progress indicator) and advance the story. It's most reminiscent of Pokémon Go, which plays the replay unconvincingly. Arceus is much better at handling this idea, but it may subside once you've caught your eighth Shinx.

At its best, Pokémon Legends: Arceus is a leisurely game where people learn to coexist with the unpredictable creatures around them.

In terms of its scripted content, the game is hit-and-miss. The main story never feels like it takes full advantage of its feudal setting; it just feels like your average Pokemon world minus the extravagant cities. However, side quests are more entertaining. These micro-stories explore the behavior of Pokémon in a fun way. In one mission, players capture a Zubat to help a woman figure out how they can fly in the dark so easily. Another has players on the hunt for a stray driftfloon that continues to play with the village children.

A pair of Hisuian Growliths in Pokémon Legends: Arceus.

At its best, Pokémon Legends: Arceus is a leisurely game where people learn to coexist with the unpredictable creatures around them. For those who have never been interested in the competitive side of the series, it's a warm, fuzzy experience that rewards players who identify more with professors than coaches.

Super effective

Although fighting isn't the main focus, it's still a core part of the game. While the series' turn-based combat is retained, they've been completely revamped here – and that's the best part. The biggest difference is that Pokémon now have initiative in battle, so a Pokémon's Speed ​​stat is crucial. Instead of both creatures moving back and forth, a turn order determines when each acts. This means that a fast monster can make two attacks before their opponent gets one.

In line with this idea, Arceus introduces a new clutch for movements. When a Pokémon "masters" a move, it can choose to make it Strong or Agile, both of which consume more Power Points. A strong style hits harder, but usually means it gives the opponent an extra move. The agile style does the opposite, trading power for extra moves. These changes make battles even more strategic and exciting, as players have to balance their damage output and attack frequency.

A battle against a Gastrodon in Pokemon Legends: Arceus.

A creature's move set can be toggled at any time. Each time a move is learned, either through leveling up or by purchasing new moves, it is added to a list. Players don't have to forget a move to set a new one, mercifully removing one of the series' most complicated features.

The fight will be tough, which is great news for gamers who have been begging for the series to challenge them. But it's also been streamlined in all the right ways. On-screen icons communicate better when changing a Pokemon's stats, there's an in-fight tab that explains each active buff or debuff, and players can change Pokemon on the fly without opening a menu. Every single quality of life improvement is outstanding and should make it into the main series.

I have no doubt that many of the mechanics here will make their way into the next mainline Pokémon game based on how fans get them here.

But I felt at times like playing around in a design proving ground. This is particularly evident in noble Pokémon battles, which are repeated in the Sun and Moon Totem Battles. Here, players face off against a powerful monster by repeatedly throwing balm at it, sending out Pokémon to weaken it, and dodging attacks.

While they're an excellent change of pace, there's only a handful of them throughout the adventure, and only the final fight or two really hold the concept. In the first noble fight against Kleavor, I didn't even send out a single Pokémon to defend myself. I just kept pressing a button to throw balm – not exactly a Monster Hunter-quality fight.

A Kleavor in Pokemon Legends: Arceus.

Few of the ideas here, both in and out of combat, feel like the final draft. Instead, Arceus is a safe place for game freaks to test new ideas without freaking out longtime gamers. I have no doubt that many of the mechanics here will make their way into the next mainline Pokémon game based on how fans get them here. It just makes this game feel like a solid opening storyline.

slow development

When it comes to the tech, I won't mince my words: Pokémon Legends: Arceus is an ugly game. I say this as someone who has openly poked fun at people who have complained about the visuals of Sword and Shield. While I felt the unassuming art style suited this game well enough, it less suited an open-world game built on being awe-inspiring.

Landscape textures shift and load jerkily as players move through the world. Sometimes distant Pokémon move in a two-frame animation. Character clothing is muddy when shown up close, with more jagged lines than a GameCube game. The "pop-in" edition of Sword and Shield is back too, and it's a lot more frustrating considering the fun of an open-world game is being able to see something in the distance and travel there.

I won't mince my words: Pokémon Legends: Arceus is an ugly game.

The open-world design itself isn't inspired either. Instead of throwing players into a massive world, it breaks them up into five different biomes. Each has a specific theme, meaning you don't get a lot of visual variety. When you are in the grass zone it is just fields and trees for miles with little variety. Some other areas honestly look the same but with slightly different textures or lighting. That's a shame from Sword and Shield's surprisingly well-designed Isle of Armor DLC, which features an intricate, varied island.

A trainer is trying to catch a Bidoof in Pokemon Legends: Arceus.

There aren't many environmental mysteries to uncover, which is what made Breath of the Wild's Hyrule so satisfying. Instead, it's a large empty room built to hold Pokémon – one that at times feels like a test prototype.

While I've really enjoyed my time with the game, it's also a little frustrating. It shows how icy the franchise is in implementing change. For the past seven years, every single Pokémon game (mainline and spinoff alike) has experimented with really neat ideas, but all come close to presenting the best version of it. I always look forward to a follow up that really pulls it together.

With Pokémon Legends: Arceus, I'm in exactly the same place. I'm already imagining how the next Pokémon game will incorporate all of these new mechanics and make the game of my dreams a reality. But that's a few years away, and the franchise already feels like it's consistently five years behind. Arceus is a step in the right direction, but still has a lot of catching up to do.

Our opinion

Pokémon Legends: Arceus takes many experimental turns – and many of them are successful. The switch to research-oriented gameplay does a better job of rewarding players for every little thing they do. The quality of life changes it brings to the table are excellent across the board and feel like they're going to become standard in the future series. It is only held back by some initial design ideas and weak visuals that fail to support the project's ambitions. Despite its issues, it still gives me hope that the series is finally ready to move on.

Is there a better alternative?

For more traditional fans, grab Pokemon Sword and Shield and its secretly good DLCs. These games feature some of the same open-world experimentation along with the normal series hooks.

How long it will take?

I can't reveal the length of the story per embargo guidelines, but it's an open world game with lots to do. Between researching, completing side quests, and finding collectibles, I imagine it will keep dedicated fans occupied for dozens of hours.

should you buy it

Yes. Though it has its warts, Pokémon Legends: Arceus is an intriguing and much-needed reset for the aging series. It's a cozy experience that fits the Nintendo Switch perfectly.

Pokémon Legends: Arceus was tested on a Nintendo Switch OLED in handheld mode and on a docked TCL 6-Series R635.

Editor's Recommendations



Pokémon BrilliantDiamond/Shining Pearl Review: Old Faithful

Pokémon Brilliant Diamond and Shining Pearl Promotional pic shows trainers relaxing with their Pokémon in Amity Square.

Pokémon Shiny Pearl and Brilliant Diamond

RRP $ 60.00

"Pokémon Brilliant Diamond and Shining Pearl play it safe and reinvent two classic DS games true to the original – sometimes with a mistake."

advantages

  • Great for kids

  • Grand Underground is an improvement

  • Strong endgame

  • Wonderful music

disadvantage

  • Formula adventure

  • Lack of challenge

  • New graphics are too faithful

Pokémon Brilliant Diamond and Shining Pearl are exactly the games fans have been asking for – and they still won't be happy about them. The notoriously hard-to-please fan base has been begging for years for a remake of the Nintendo DS classics Pokémon Diamond and Pearl, but immediately went into nitpick mode when they were actually announced. While the Switch remakes stay true to the originals, the internet discourse is undoubtedly fused with anger over missing features or "cut corners".

However, the entertainment related to the game will sound very different when you have kids. Budding coaches who are venturing into the Sinnoh region for the first time will not know or care whether a popular feature has been tweaked. You will be too busy capturing an army of monsters and battling your way to the Elite Four. The magic is still there as long as you leave decades of luggage at the door.

Nintendo plays it safe with Pokémon Brilliant Diamond and Shining Pearl and serves two remakes that are almost flawless. A straightforward adventure makes them perfect for kids, but older players can get bored with a familiar structure and lack of challenge. Fortunately, the return to Sinnoh is worthwhile with a strong endgame and the cleverly redesigned Grand Underground.

For the kids

Although I played and enjoyed the original Diamond and Pearl when they first launched in 2006, I couldn't remember much about them going into the remakes. I immediately realized why: They were Pokémon for drawing by numbers.

In a matter of hours, I experience beats that I feel like I've played through a dozen times. In my first gym, I use water attacks to defeat Geodudes and Onixes. Inevitably, I have to fight a fisherman with a team of six Karpadores (Pokémon's favorite punch line). I later infiltrate the headquarters of a seedy company by stepping on teleportation pads. While every other mainline Pokémon game has a crucial characteristic (good or bad) that sets it apart, Diamond and Pearl were just consistent. They doubled what people loved about the original games and polished up the formula with the power of the Nintendo DS.

A trainer looks at a Dialga statue in Pokemon Brilliant Diamond and Shining Pearl.

Maybe that's why people remember the classics so fondly, but it's a little too familiar in 2021. Pokémon Brilliant Diamond and Shining Pearl are careful not to change too much in the originals, which will be a relief for those who just want a nostalgic trip that keeps their childhood in Amber. But as someone with no real attachment, I often played on autopilot. A cave full of zubats and geodods? Check. A safari-zone-like area where I can bait and catch monsters? Check. It's as if the ICLA developer is following a strict set of rules.

It doesn't help that the remakes are ridiculously simple. The first time I passed out was in the Elite Four. My Pokémon were consistently 10 to 15 levels above my opponent's monsters, and I was able to take out most of them with one shot. That was without grinding. Anytime it looked like I might be in danger, the game's friendship mechanics saved me like a deus ex machina. Pokémon can dodge inevitable attacks, heal their own status ailments, or hold out with a point of health if their friendship is high enough. I couldn't lose most of the game if I wanted to.

The remakes are the best choice for kids who like Pokémon as cute cartoon to actually play the games.

It is clear who the target group is here: children. Any change in quality of life removes any friction a young player might have – and I don't think that's a bad decision. The remakes are the best choice for kids who like Pokémon as cute cartoon to actually play the games. The straightforward story and the lack of challenges serve as the perfect introduction to the series without completely dumbing down the mechanics as in Let's Go Pikachu and Eevee. Those longing for a more competitive adult experience may need to face the facts: the Mainline series won't grow up with them.

Big changes

While the core structure of the remakes is largely untouched, there are some important changes to the side activities. The biggest difference here is a completely reinterpreted version of the underground called the Grand Underground. In the original games, this was a place where players could dig for treasure and build secret bases in an adorable touchscreen mini-game. That's all mostly intact here (missing some collectibles ruffling some feathers) and as addicting as ever, even without a pen.

ICLA has made impactful changes where they matter most, especially in the Grand Underground.

More importantly, players can now trap creatures in the Great Underground. It has essentially been turned into a giant dungeon crawler full of type rooms and roaming Pokémon. Once I had access to the area, I could come down and add non-Sinnoh monsters like Absol to my team. Most of my last party came from hours spent exploring the underground, which makes up for the fact that Sinnoh's normal Pokémon list is pretty weak. You didn't start with Chimchar? Ponyta would be your only other fire option if it weren't for the Grand Underground.

A trainer exploring the grand underground in Pokemon Brilliant Diamond and Shining Pearl.

This updated feature is just one of many that give Brilliant Diamond and Shining Pearl an impressive endgame beyond the main story. I really enjoyed looking for fossils and statues (which can be used to decorate secret bases) as a different type of post-game collection. There are even more legends to catch after the Elite Four thanks to the new Ramanas Park area. Stickers are also cute collectibles that players can use to create small effects when freeing a creature from their Poké Ball.

Not every feature has been upgraded here. Super Pokémon Competitions are a weak point as they have been reduced to a boring one-button rhythm game. Other DS-centric functions don't translate very well here either. Pokétch returns, offering players a handful of cute apps like a clock, but they'll feel out of place without the DS's second screen. Players can also choose partner Pokémon to follow, but it's a low-cost implementation compared to the Pokémon Let's Go games, which include more playful interactions and a better sense of monster size.

Luxio uses an electric attack in Pokemon Brilliant Diamond and Shining Pearl.

There are likely a few other nuances missing that die-hard fans will complain about. Not every aspect of the original games got the same luster here. Even so, the ICLA has made impactful changes where they matter most, especially in the Grand Underground. There are many reasons for players to come back after the credits and I can't tell for a lot of the final installments.

True to a mistake

The remake's most polarizing design decision is its aesthetic approach. Instead of giving Diamond and Pearl the full sword and shield treatment, ICLA chose a "Chibi" art style here. The cute and colorful graphics won't be for everyone, but the choice makes sense. It modernizes the game graphics on the DS, but stays true to its top-down sprite work. It looks essentially the way fans envisioned it in 2006 – and that's exactly what makes a good remake.

But that is a blessing and a curse. The graphics maintain a sense of nostalgia and help avoid some of the “cornering” discourses that plagued the launch of Sword and Shield, but they have a few drawbacks. The world itself suffers particularly as it feels indebted to the original visuals. It feels like every place has been put together with a Super Mario Maker-like asset tool that allows developers to put trees and buildings on a grid. This makes the entire visual experience feel a little flat and devoid of personality.

A trainer explores a cave in Pokemon Brilliant Diamond and Shining Pearl.

The music does better, which is proof of how great the original soundtracks are. Classic themes are remixed with surprising rhythmic ticks that undermine my expectations far more than the gameplay. I imagine that this time the music will stay with me more than the cities or the gyms.

It feels like every place has been put together with a Super Mario Maker-like asset tool that allows developers to put trees and buildings on a grid.

It's so true to the original that I wondered if it had to exist at all. Couldn't Nintendo have simply ported the Nintendo DS games to Switch and sold them in the eShop for $ 20? In this particular case the answer is no. The DS's two-screen experience puts many classic games in an odd position. We'll likely never see the concept mirrored again unless Nintendo starts integrating smartphone controller support into its consoles. So the remakes are a necessity in a way.

Perhaps that is why Brilliant Diamond and Shining Pearl are playing it safe. They're trying not to disturb the original template too much as they are essentially replacing it. This publication also serves as a conservation project, regardless of whether this is intended or not. I'd love to play a remake that completely reinvents Sinnoh and turns the formula upside down, but that wouldn't be Pokémon Diamond and Pearl. These games are more like my experience with these games in 2006, and that comes with all its ups and downs.

Our opinion

Pokémon Brilliant Diamond and Shining Pearl are absolutely adorable remakes, even if they aren't the most memorable adventures. Smart tweaks to the Grand Underground help fix some of the bugs of the original games, though other features like Super Pokémon Competitions have been overly simplified. A lack of difficulty and a cute but polarizing art style suggest these remakes are geared more towards kids than adults, which doesn't go down well with some already irritable fans. But if you want to bring the magic of Pokémon to your kids, this is an easy entry point like any other.

Is there a better alternative?

Pokémon Sword and Shield take more creative turns on the formula, even if they don't always land.

How long it will take?

The main game can be completed in 20 to 30 hours thanks to quality of life changes, but there is a lot to do here. Above all, the Grand Underground will offer some playtime.

Should you buy it?

Yes, but keep an eye on your expectations. This is a cute, simple Pokémon game best for kids, not adults who want tough, competitive play.

Editor's recommendations



Pokémon Unite Review: Not Quite a Switch Slam Dunk

Cramorant eats Pikachu in Pokemon Unite

Pokémon Unite Review: Not Quite A Slam Dunk For Switch Owners

"While the core gameplay of Pokémon Unite is fun, strange design choices and a complicated microtransaction system make simple MOBA difficult."

advantages

  • Unique point system

  • Satisfying fight

  • Mostly balanced

  • Easy to record and play

disadvantage

  • Limited communication

  • Depressing microtransactions

  • Frame rate and lag issues

  • Lack of game depth

Pokémon is a franchise that focuses on travel. Every time you open a case or download a new title, you know you are on an adventure that will take you to a new place in the ever-expanding world of Pikachu, Charizard, and friends. In my time as a Pokémon trainer, I've traversed the land of turn-based RPGs, navigated the AR landscape, and even traveled into the depths of the roguelike realm, but I never thought I'd find myself at the foot of Mt. would find again. MOBA.

Yes, Pokémon Unite is primarily a multiplayer online battle arena, much like League of Legends and Dota 2. However, it's far more accessible than those notoriously dull games: Unite is a fun, easy-to-learn spin on the usual Pokémon formula that gives players new experiences with their favorite pocket monsters.

Pokémon Unite was released for Nintendo Switch on July 21st. It's coming to mobile sometime in September, though Nintendo and developer TiMi Studio Group (a subsidiary of Tencent) aren't yet to announce an exact date. The game is free to start and features a variety of real money microtransactions. While spin-offs are nothing new to the franchise, Unite is the latest in a long line of Pokémon mobile games aimed at taking the franchise in new directions.

By and large, Pokémon Unite is an approachable, if not exceptional, MOBA. The gameplay is fun and the design choices are original, but it often feels more like a Pokémon-skinned MOBA than a real-life Pokémon game. Focusing on the pick-up and play factor means it lacks the depth of other MOBAs and the Pokémon RPGs. The game's mobile-centric design lends itself to a number of performance issues and a suspicious pay-to-win mechanic. Among all that junk, however, Unite isn't a bad game. Only a few layers need to be shed.

A fight for the ages

Unite takes place on Aeos Island, where Professor Phorus and her assistant Erbie teach players the basics. Unite Battles take place on the island, where Trainers collect points by collecting their Pokémon Aeos Energy and scoring goals in their opponent's target zones. Pokémon teams compete against each other in 5v5 battles, with each trainer controlling one Pokémon. The team that scores the most points before the time runs out wins.

It's a refreshingly easy experience that ensures fights never drag on and losing teams always have a chance to return. It gives players a lot of individual freedom of action as they don't need the help of their teammates to defeat AI-controlled wild Pokémon and drain their Aeos energy. However, to win big teamfights, it definitely requires the support of a teammate.

Zeraora fight in Pokemon Unite.

Despite an interface that was obviously designed for mobile devices, the game on Switch is easy to control. Simple attacks have to be initiated and continued manually, resulting in a significant amount of button spamming during fights. There are only a small selection of Pokémon available to play with at launch, but each has a wide variety of movements and passive skills that are gained as you level up and evolve, which is achieved by defeating opponents and scoring points. You can occasionally choose between two different trains, but you have a limited number of movement slots. So it is up to you to determine which move is more advantageous in your particular battle.

It's a refreshingly easy experience that ensures fights never drag on and losing teams always have a chance to return.

While I like that outside of combat you can use a menu to choose which train to switch to by default, I wish there was a way to see a brief description of each move during combat. If you don't research the moves and skills beforehand, it can feel like you're guessing.

Pokémon are categorized in two different ways. First and foremost, all Pokémon are either melee or ranged Pokémon, which determines the average range of their basic attacks. Below this class, Pokémon can be attackers, defenders, speedsters, supporters or all-rounders. From the selection of Pokémon I've played, each one felt satisfactory and was pretty balanced (except for Lucario, who needs a nerf). Many Pokémon have abilities designed to hunt down fleeing enemies – few things felt more satisfying than jumping on and taking out an enemy who almost escaped. Outside of combat, I wish the movement was faster, especially if you aren't playing a Speedster Pokémon.

There are a few weird omissions in the user interface as well. For example, there is no way to see the actual score of a game. You will get a couple of automated pings over the course of a game telling you if your team is winning or losing, but there is no way to see the actual number. I suspect this should keep people from getting out if their team is trampled on, but that doesn't change the fact that there is no way to closely check how the game is going. I would also like the descriptions of Pokémon movements to include actual numbers and percentages in their descriptions, rather than "X for a short time" and so on.

Grind and wait

While the in-game performance is generally good, the game's frame rate and responsiveness are seriously affected in the game's menus. I experienced a significant menu delay when selecting a Pokémon before a game, navigating the confusing shop interface, and receiving the introductory week free items. It feels like the game has been optimized for mobile devices and simply ported to the Switch. There's no way to predict the game's performance on mobile, but Unite shouldn't be as sluggish on a dedicated game console.

Mobile games are still struggling to shake off the stigma of microtransactions; Unite does nothing to help.

If you can manage to get past the delay, there are a variety of menus available to view that show available Pokémon, items for sale, and the game's Battle Pass. Between ongoing events, the Battle Pass, and the daily gift system, there are way too many menus, all of which look very similar, so it's easy to get lost. The coach cosmetic items are a fun twist, but there aren't that many to buy to start with, and it would be extremely difficult to get without spending real money. The large number of currencies does not make the system any easier.

A congratulations screen for completing the tutorial.

That brings us to the elephant in space: microtransactions. Although the game tells you how to earn free currencies, it is obvious that the fastest way to level up stats increasing items is to buy them with real money. This creates a frustrating pay-to-win experience as those willing and able to pay for item upgrades will receive larger bonuses in battles that will allow them to win more easily. The exorbitant upgrade prices, combined with a weekly cap on the amount of free currency that can be earned, mean that those who try without paying will get upgrades much more slowly than those who pay.

Mobile games are still struggling to shake off the stigma of microtransactions; Unite does nothing to help.

Nintendo is Nintendo

The game has a variety of Nintendo-specific issues. As with previous multiplayer Nintendo games, the communication and ping system is pathetically inadequate, with just a small selection of pre-made phrases that you can use to communicate with others. Voice chat can only be used in games, not in a lobby or menus, and requires a Switch-compatible headset microphone.

As with previous multiplayer Nintendo games, the communication and ping system is woefully inadequate.

The friend system is annoying too, as Nintendo's usual codes are the only way to add friends that you're not yet Switch friends with. I couldn't test the friends lobby system, but if you have nine friends who want to play Unite, you can create custom lobbies together.

Venusaur in a very cute beach outfit.

In my playing time I also had a pretty high number of players who were AFK, both on my team and on other teams. I'm not sure if this is due to users' unstable internet connections or Nintendo's famously unstable servers, but the number seemed high enough that something needs to be done. The game has a fair play system where coaches who play well get access to additional rewards, but hopefully players who boot due to a server failure won't lose any points in this regard.

Our opinion

Pokémon Unite can be a lot of fun, but it's not a must have for multiplayer experiences. Pokémon and MOBA fans will likely miss some of the depth of their respective titles, while the game's extremely confusing menu system, pay-to-win microtransactions, and weird design omissions make it difficult to recommend. There's a good game deep in there, but it's covered in layers of unnecessary material and gas.

How long it will take?

Pokémon Unite is a live multiplayer game, so Nintendo and TiMi will likely plan to support it for at least a while after it launches. However, the game has excellent replayability; No two games feel the same.

Is there an alternative?

If you're looking for a purer Pokémon experience, you'd better wait for this winter's Diamond and Pearl remakes or Pokémon Legends: Arceus. MOBA fans looking for a deeper game that is still easy to play should check out Heroes of the Storm.

Should you buy it?

Considering the game is free to start, it can't hurt to download it and see if you like it. If you enjoy it, it may be worth spending a few dollars on cosmetics.

Editor's recommendations



Pokemon Sword and Shield: The Isle of Armor DLC Review

Pokémon Sword and Shield The Isle of Armor DLC

Pokémon Sword and Shields DLC review "The Isle of Armor": summer vacation

"The Isle of Armor is improving Pokémon Sword and Shield's open-world experiments with a slight expansion."

  • Improved wild area

  • Thoughtful exploration game

  • Reward side quests

  • Many new Pokémon

  • Battle lights

  • Missing long-term value

Pokémon Sword and Shield's DLC "The Isle of Armor" is as bold as it is inevitable for the franchise. The series has always flirted with the idea that Pokémon is a long-tailed official game, but has taken small steps to the altar.

That's because Game Freaks' approach to its main RPGs has always had a strange tension. Players are asked to tie lifelong ties with their monsters, but they can just as easily be thrown to the side of the road when next year's sequel or remake comes. Isle of Armor is the first time the developer has asked players to continue their journey instead of leading them on a new adventure.

While the expansion lacks the depth needed to make Pokémon Sword and Shield an enticing experience, Isle of Armor is a pleasant little coda that enhances some of the best ideas in the base game.

Pokemon Isle of Armor

Wild Area take two

The extension is on a brand new island east of Sword and Shields Galar with a British flavor. The eponymous Isle of Armor has a completely different feeling and swaps in industrial cities for sunny beaches that are more like the Alola region of sun and moon.

The compact locale is a successful second draft of the Wild Area, the extensive base game field populated with Pokémon. While the Wild Area often felt separate from the rest of the game, the new island is a more natural implementation of the idea. Lush marshes weave seamlessly into remote caves and shady forests. Moving from place to place feels fluid, as if the island were a coherent ecosystem.

It's not just the interconnected design of the island that makes it work better. The history of the expansion is based on the new location. Isle of Armor sends players to a dojo and asks them to complete a series of exams. Each mission is less about fighting than exploring every corner of the island. An early quest lets players run through marshland to hunt three fast slowpokes (an adorable oxymoron). It is a cute micromission that offers a good narrative reason to look at the landscape.

The best example of this design comes from a subquest asking players to find 150 Alolan Diglets. The creatures are scattered across every sector of the island and players receive Alolan Pokémon in return for their location. To find them all, players have to search every corner of the new location. It is a simple activity that rewards those who learn the world internally and externally.

Moving from place to place feels fluid, as if the island were a coherent ecosystem.

The compromise to exploration-oriented gameplay is that the DLC is very easy in battle. Throughout the campaign there are only a handful of short battles that may not be necessary. I arrived on the island with a Pokémon team that was pushing level 70. The enemies scale a bit to the level of the players so that someone starting sword and shield can drop by, but most of the time I was 10 levels above my opponents. I've survived almost every battle with nothing but a pelipper.

There's no challenge for fans who continued to play Pokémon Sword and Shield after the end credits, but Isle of Armor isn't about increasing the difficulty. It is a sightseeing tour for players of all skill levels.

Pokemon Blastoise

Known faces

It's hard to revisit Sword and Shield without thinking about the Dexit controversy that didn't affect the game's record sales. For some Diehards, Game Freak's decision to reduce the number of Pokémon in the game was a nail in the coffin of the series. Others loved the move, which made filling out Galars Pokédex an achievable goal.

The expansion pays off for Sword and Shield's originally slimmed-down squad.

It seemed pretty obvious that despite contradicting statements from Game Freak, the games would add more creatures over time. Isle of Armor puts over 100 Pokémon into the game, including many favorites from the original 151.

The well-timed addition is very effective on some levels. For fans who have been conditioned to catch them all, there is a new Pokédex that they can fill. The competition scene is also reissued, and Pokémon from the past of the games enter the online arena. In the meantime, those who were sad that their favorites didn't make the original cut had reason to celebrate.

With the addition of some new Gigantamax shapes and raids, the expansion of Sword and Shield's originally slimmed down list is paying off. When the Crown Tundra DLC adds another batch in November, the final version of the game should feel closer to what the naysayers wanted from day one.

What now?

After exploring the island for a few hours and slowly reviewing the story's tasks, I came across a Wailord-sized roadblock. To push the campaign forward, I had to develop Kubfu, the expansion's newest Pokémon. To do that, I would have to do a five-fight fight with my little gray mate.

The catch? An NPC told me that Kubfu should be around level 70 to prepare for the fight. He joined my group at level 10.

Despite the hundreds of creatures to collect and the vast areas to explore, Pokémon's endgame is still incredibly limited.

I had enough Exp. Candy to catapult him to this request, but I wanted to see what it was like to train him naturally. In less than an hour, something became crystal clear: there is not much to do after defeating Pokémon Sword and Shield.

Despite the hundreds of creatures to collect and the vast areas to explore, Pokémon's endgame is still incredibly limited. If I wanted to train the old-fashioned way, I had the opportunity to lead the championship for the 100th time or to fight wild Pokémon. In the end, I chose the candy method.

Isle of Armor brings some new features, but it doesn't add much value to the base game in the long run. The closest comes the new restricted sparring mode, a challenging variant of the Battle Tower. When the story was done, I was back exactly where I was when I beat the game last year: a PC full of Pokémon and nothing to do with it.

Perhaps Game Freak's concerns about modernizing the franchise's business model were justified all along. Maybe Pokémon games should be finally conquered. Maybe the fun is starting over. Isle of Armor isn't a strong argument for changing how long players stay in a Pokémon game, but it's a sunny break as they wait for their next trip to begin.

Our opinion

The Isle of Armor is an easy summer vacation for old and new players. The focus on exploration successfully builds on the experiments of the base game in open world design. The DLC misses the opportunity to turn Pokémon Sword and Shield into a long-term experience, but does offer players a good reason to log in to their friends.

Is there a better alternative?

Unless a new main role-playing game is surprisingly released this year, Isle of Armor is the only thing that will satisfy the craving for Pokémon until the DLC in November.

How long it will take?

It took about five hours to finish the campaign, find two thirds of the Alolan Diglett, and thoroughly explore each sector of the island.

Should you buy it

Yes, if you just want more Pokémon sword and shield. It's not a breakthrough package, but it's a fun excuse to see some old favorite monsters.

Editor's recommendations




Pokémon Mystery Dungeon: Rescue Team DX Review: A Dull Quest

Pokemon Mystery Dungeon: Rescue Dungeon DX

Pokémon Mystery Dungeon: Rescue Team DX Review: A Monotonous Adventure

"Pokémon Mystery Dungeon: The DX rescue team is wasting its charming premise with repetitive gameplay."

  • Colorful pictures

  • Lovable story

  • In-depth team building

  • Boring design

  • Repeated fight

  • Bulky party size

  • Overly simplified new features

Pokémon Mystery Dungeon: The Rescue Team DX is a colorful remake of a Game Boy Advance dungeon crawler from 2005, which is dedicated to the entertainment of the franchise's youngest fans. But it is also a concrete example of the tension that the entire Pokémon franchise faces. Developers strive to find a balance between young players who learn the ropes and veterans who grew up in the original games.

Similar to Pokémon Sword and Shield, this means making sacrifices that could annoy fans looking for an experience that grows with them. While some fans complained about the easy difficulty of Sword and Shield, others defended Game Freak's decision with a simple rally cry: These games are for kids. The same goes for the new Nintendo Switch game, but the case is less convincing this time.

Pokémon Mystery Dungeon: Rescue Team DX is a monotonous, but undeniably charming game that focuses so much on simplification that it forgets to have fun.

Just tap A.

Instead of following a beaming Pokémon trainer, Rescue Team DX throws the player himself as a Pokémon – or at least as a human being trapped in a Pokémon's body. Players assemble a team of friends and set off to rescue other animals from randomly generated dungeons.

This is more exciting on paper than in practice. Most of the game is spent crawling floor by floor with a team of up to eight Pokémon through indistinguishable card layouts. In each level, players collect resources, save Pokémon by speaking to them or delivering an item, attacking enemies and looking for an exit. It's a rinse and repeat flow that quickly feels like a Pokémon version of Groundhog Day.

With this change, Rescue Team DX feels less like Pokémon, with its talent for finely tuned battles, but more like a mobile game.

The lifeless dungeons and repetitive gameplay loop don't do the game a favor, but combat is its main weakness. The game clumsily drops turn-based battles into exploring free roaming and creates a start-stop pace that feels like a constant stutter. It doesn't help that the game still uses jerky movements in four directions in dungeons, even though players outside of these rooms have the full direction.

It's easy to attribute this to the rusty design of the 15-year-old game, but the Rescue Team DX only aggravates the problem when trying to modernize the original. In the Game Boy Advance games, players fight by choosing their attacks from a menu and carefully planning each action, as would be the case in a normal Pokémon fight. While this style of play is still available here, with a new primary control option, players can simply press A to launch their Pokémon's strongest attack. This means that many battles can be won by pressing a button until the enemy is defeated.

Pokemon Mystery Dungeon: Rescue Team DX

With this change, Rescue Team DX feels less like Pokémon, with its talent for fine-tuned battles, and more like a mobile game where thoughtless knocking will ultimately lead to victory.

It's a shame because the rest of the franchise's ingredients are there. There is a satisfactory "catch & # 39; em all" mechanic, classic type advantages and a team building aspect, all of which should form the basis for a well-known spin-off that playfully experiments with the genre. Instead, it sucks the childish miracle out of a funny premise by making Pokémon's secret life seem deeply boring.

New but not improved

The one-button combat system is not the only change to the remake. The Rescue Team DX is equipped with new features and quality of life improvements that are designed to improve the experience. Adding shiny Pokémon and Mega developments makes collecting exciting. There are more moves available, a passive bonus system and new ways to amplify Pokémon and their attacks. All of this adds a little more depth to team building.

Not every new function improves the experience. The remake increases team size from six to eight and allows players to randomly recruit defeated enemies in dungeons. As the group size increases, the gameplay changes from a tactical grid-based fight to a chaotic mosh pit that is difficult to master. As soon as Pokémon are in the mix again, the game plays almost automatically. Most encounters end before the player even has the opportunity to start their own attack.

Pokemon Mystery Dungeon: Rescue Team DX

It's a bit like an older brother giving his sibling a disconnected controller and making them think they are playing. I often felt like this unsuspecting child when my teammates attacked enemies and moved in a way that felt completely out of my control. If I tried to escape a situation so I could team up with my rescue team, my character would stop so the camera could go back to other Pokémon that were having a blast.

Rescue Team DX feels less improved than a misguided pivot that confuses the ease of accessibility.

It's a change that feels like it should make the experience easier for children, but it goes so far that it's almost condescending. There's even a new auto mode that allows the team to move around the dungeon independently by pressing L.

The design choices are a bit strange considering that kids had no trouble clinging to Pokémon Red and Blue when the series came out. Despite Game Boy's limitations, Game Freak provided a complex but accessible role-playing game that everyone could enjoy. The Pokémon Company has always struggled to restore the same magic in spin-offs.

Rescue Team DX feels less improved than a misguided pivot that confuses the ease of accessibility. The result is something that feels so cautious when it's child-friendly that it threatens to alienate everyone else in the process.

Full of charm

Despite its dreary gameplay, Rescue Team DX is a vibrant adventure full of Pokémon charm. The Game Boy Advance sprites are replaced with a pleasant hand-drawn style reminiscent of Kirby's Dreamland 3. It's a relaxing look that makes the world of Pokémon appear colorful and inviting.

With no people in sight, the playful dialogue gives creatures the opportunity to show their personality. High-spirited Alakazams, mischievous Gengars and wise Wiscashes populate the world of the game, making Pokémon feel more clearly and less like interchangeable fighting animals.

His story delivers a kind message that teaches children the value of teamwork.

The story itself is a standard adventure rate, but offers moments of genuine empathy that fit well into the franchise. In other Pokémon games, Man and Monster work together to defeat everyone on their way to championship gold. The DX rescue team is less controversial and focuses more on how the power of friendship can be used to help those in need. Sure, it's cheesy, but the narrative delivers a positive message that is easy to get past.

Pokemon Mystery Dungeon: Rescue Team DX

Here Rescue Team DX is a child's play with greater appeal. His story delivers a kind message that teaches children the value of teamwork. This is a simple concept that adults sometimes need to be reminded of.

The idea of ​​child-friendly gaming shouldn't be about watering things down to automation. It's about giving younger players the right motivation and fun, flexible ways to learn lessons. Rescue Team DX provides only half of this equation.

Our opinion

Pokémon Mystery Dungeon: Rescue Team DX is a monotonous task that spoils its charming premise with weak villain-like design and repetitive battles. The colorful, new graphics and endearing story give the remake a welcome dose of character, but the additional features over-simplify the adventure. It may be enough to keep the franchise's youngest fans busy for a few hours, but there are many other Pokémon games on Switch that offer a more satisfying experience for all ages.

Is there a better alternative?

Pokémon Quest is a free mobile and switch game with similar mechanisms that makes better use of its small requirements.

How long it will take?

The main story takes 15 to 20 hours, but finding a full collection can take at least a dozen more.

Should you buy it

No. There are many Pokémon games for all ages that don't compromise on fun.

Editor's recommendations