Pokémon Unite Review: Not Quite a Switch Slam Dunk
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
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Unique point system
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Satisfying fight
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Mostly balanced
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Easy to record and play
disadvantage
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Limited communication
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Depressing microtransactions
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Frame rate and lag issues
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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.
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.
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.
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