Game Ramblings #222 – Pokemon Pokopia

More Info from Nintendo

  • Genre: Action RPG/Sandbox Builder
  • Platform: Switch 2

Having played Dragon Quest Builders 2, I knew roughly what I was getting into and where my expectations were. I figured I would effectively be playing the sequel to that game with a Pokemon covering. That’s definitely the bulk of what I got and those things tied to the IP were well integrated. However, what I also got that I didn’t expect was an incredibly dark story backing the setup to get us into the game, but we’ll get to that.

A lot of what made the building aspect of DQB2 work so well for me was indirectly carried over and it really settled me into the flow of the game.

The big thing for me in DQB2 was that tasks could be automated – for example, you learn to farm and task a townsperson to continue doing that for you; you learn to cook a recipe and have a townsperson continue to do that – and that still exists in some respects here. Throughout the game you start getting Pokemon or placeable items that you can add resources to to automate production. For example, Scyther can turn wood into boards if you give them to him. If you create a smelter, you can add raw ore to it to get ingots if you have a fire Pokemon. If you give clay to a fire Pokemon they can create bricks. If you put limestone in a mixer you can have a Pokemon with the Crush ability make concrete. These are all little tasks that can be done to get advanced resources. The big change from DQB2 is that the player cannot do these on their own and must have recruited the Pokemon associated with the task.

There’s a similar aspect to building that comes over here, but again in a slightly less automated way. In DQB2 you can setup builds and apply townspeople to them, but the rest of automation allows things to kind of continue on in the background while you go do anything else. Here, you setup the build, bring all the resources, recruit Pokemon with specific specialties, then set them about building the thing.

It’s a little bit more player directed, but also less automated. In a lot of ways this kind of bugged me early on as it felt like I had to be a little bit too involved with my individual Pokemon and steering them to start things for me. However, over time I kind of got used to just bringing Pokemon resources and things to do and assuming that over time they would naturally get around to handling the tasks for me and being less focused on one specific thing to do now and more on doing a wide range of tasks over time. I can easily be running around building out habitats for Pokemon or cleaning up junk or building paths or shaping the environment and by the time I get back around to the resources I need to build some story thing they’re kind of just there. It ended up steering me more into the sandbox nature of the genre than I think I typically would have been comfortable with.

A lot of the systems are kind of that way. They’re similar to DQB2, but less automated and more player directed. Where the focus has instead changed is very well oriented with the Pokemon IP. Your focus is instead on creating environments to pull Pokemon into your towns.

Every Pokemon in this game has some habitat that it wants to live in. It may be a simple four square patch of grass, or maybe it’s flowers and a shade tree, or maybe it’s a vegetable garden, or maybe it’s a volcanic rock next to lava, or maybe it’s a perch on the edge of a cliff, or maybe it’s a patch of grass that is also next to the ocean, or maybe it’s a patch of moss that is also next to a hot spring. The point being is that the player’s focus is on very specific micro tasks to bring new Pokemon into your town, and specifically because you need a variety of Pokemon to get everything done.

There’s about 30 abilities in the game and having a wide variety of them is extremely important. Some are pretty generic and end up being used across all your towns. It may be something like Burn to light campfires used to recruit certain Pokemon or Chop to create Lumber or Fly to allow you to fast travel to specific Pokemon. Some are instead pretty directly tied to the story like Rotom’s DJ ability to play music for a town party or Tinkmaster’s Engineer ability used to build a large story-focused building. Making sure that you recruit a wide range of abilities ends up being a more driving factor for your towns than the automation of DQB2 as it makes it far easier to tailor your current needs to the area you’re in if you have the ability to task any Pokemon there to do something for you. It’s also the thing that is so obviously tied to the IP as the abilities at play, how to recruit Pokemon, and ultimately getting that “collection” of Pokemon in your towns is the most Gotta Catch em All tie-in that the game has.

The one omission that did surprise me is that there was no battling. Pokemon is about collecting but it’s also about battling and the lack of it kind of points right into the overall plot. Do Pokemon battle because they’re told to or because they naturally do? Without humans, is this coexistence kind of their natural state?

So then, let’s look at the story itself. It’s dark if you actually read into it.

Spoiler

The TL;DR version is that this is the world of Pokemon, largely taking place in Gen 1 ruined cities, and all humanity has left Earth because the environment was destroyed. Rather than taking their Pokemon with them to space, they left them in the existing PC storage infrastructure in the event they could ever return back to the planet’s surface. During this process a hacker put in place safety checks to automatically release Pokemon if the return to the surface took too long and the environment improved enough to support Pokemon existing.

This kind of implies a few things. For one, humanity left and never came back and it’s not really specified how long this has been. Everything being ruins implies at least decades, if not centuries, and humanity existing at all is only finally confirmed in the credits sequence. It also implies that Ditto is a freak and can kind of exist anywhere, and that it was kind of lucky that Ditto happened to come out around the same time that Tangrowth also did, leading into the player starting to improve the world. It implies that the player setting up habitats for Pokemon isn’t actually recruiting wild Pokemon because they all likely were killed by the natural disasters but instead is setting up habitats in a way that the PC storage system finds candidate Pokemon to release back into the wild. The fact that humans were not accessing their Pokemon in space also implies that humanity is far enough away that they literally cannot and do not have access to Earth’s systems and they kind of just left it all behind. All throughout the game it’s hammered into the player that the Pokemon miss their humans, and the game resolves by basically showing that humanity will not know about the Pokemon fixing the environment for long enough that it’s unlikely the Pokemon are still alive. On the surface this just looks like a cute Pokemon game, but the lore ends up being horrifying to think about.

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Like the Pokemon Legends games, this is a breath of fresh air for Pokemon. It’s very obviously Dragon Quest Builders 3 in a different IP, but it works pretty seamlessly. It takes systems that worked from that series, morphs them a bit to fit into collecting Pokemon, and hits a really good balance of IP nostalgia and solid core systems that are slightly pushed in a direction that fits Pokemon better. Frankly, it also fills a hole left by the lack of a new Animal Crossing game. It’s just a really solid game.

Game Ramblings #91 – Dragon Quest Builders 2

More Info from Square-Enix

  • Genre: Action RPG / Sandbox Builder
  • Platform: Switch
  • Also Available On: PS4

Playing this game was all sorts of breaking my usual tendencies. I would typically buy this game on PS4 for better performance, but opted for the Switch for handheld convenience. I don’t really like builders like Minecraft, but the story and goal-focused gameplay really looked interesting to me. I would typically shelve a game after reaching end credits, but I’m already hours past that point and still playing. Really I think all of those things and the quality of the core game itself have helped me to really enjoy this game a lot more than I really expected I would.

This game was a relaxing pleasure. Sometimes there’s combat, sometimes there’s building, and sometimes you just sit there and work on your community.

Where the first Builders was a sequel to Dragon Quest 1, this is a sequel to Dragon Quest 2. It picks up some time after the original game, the player becomes friends with the resurrected final boss of that game, and a buddy copy adventure ensues, with the player being the builder and Malroth being the smasher. It’s all a little bit absurd, and it provides just enough of a grounding to the DQ world to really drive the fact that this game has goals and progress and a reason to march forward.

I’ve never really been a big fan of Minecraft, which makes this game perhaps a weird target for me to play. I just never really dealt well with the open ended nature of the game, and never really felt like putting together my own list of goals to move toward. DQB2 solves a lot of that for me by providing even a small overlay of goals to head towards. I’ll just do a quick walk through of the sort of opening little bit of time in the game where you learn to build basics, learn to gather followers, and learn to farm to provide yourself food. How it works in this game is important to why it clicked more than Minecraft.

Automation through your villagers becomes super important to the improved flow of this game over your typical building-type games. Focus on what’s important next, not what you’ve already done.

Eating to keep away from hunger is important in both games, as is the act of creating farms to sustain this growth. The first part is building farms, and importantly equipment for it. In Minecraft? You’ve got to know some recipe or figure it out, then build out some stuff with an interface that is cool to see a few times, but becomes tedious over time. In DQB2? You learn recipes and automatically batch build them in an easy to use menu. Cool, you’ve got a farm. In Minecraft? Manually grab things every time. In DQB2? Recruit followers to your island who will keep the farm in shape, plant new crops, pick grown crops, and put them in storage for you. Cool, now you’ve got some food, and can eat it raw or cook it. In Minecraft? Get on that yourself. In DQB2? Cook a thing once to learn it, then have a cooking follower do it for you, and grab from storage as needed.

I suppose the high level of all of this is that once you do something once, and it becomes automated. This allows you to focus on what’s next, instead of having an ever growing list of things that you have to do on routine. You learn to farm, setup the basics, then automate it. You later learn to mine, setup the basics, then automate it. Hell, as you start to explore smaller side islands you can gain perks that give you infinite resources of some types, which completely removes the tedious nature of having to find more and more and more of basic resources. The nature of all this is that the repetition is removed, and you’re basically focused on always doing new cool things.

The fact that this ties into a light action RPG layer also helps a lot. In general exploration, there’s simple party-based hack and slash combat. You’ve got some light gearing to provide a nice power curve. You’ve got some tools to provide enhanced exploration as the game goes on. Basically, that progression curve of action RPGs is there enough to provide a push forward. Where this really comes into play is the base defenses that grow more complex as the game goes on.

Base defense becomes really important later in the game, to the point where it becomes the focal point of a large segment of building.

The base defenses are effectively tower defense while mobile. On your side, you’ve got your base defenses and your base followers. Followers can be geared up using the same recipes used to create player gear to make them more effective. Base defenses are the real meat though. This runs the gamut from simple spikes and ballistas to more fun magic traps, whether it’s fire, wind, or ice. These provide a really fun way to meld customizing your base through the heavy builder gameplay with the combat mechanics and more typical ARPG elements. As distractions along the way they also provided periods of strategy and pace changing that broke up the monotony of exploring and digging for resources.

Sometimes the food even comes to you.

I think at the end of it all, I’m surprised how well just a few small changes to the core Minecraft loop got me to play the game in a different disguise. Giving me goals, giving me a story, automating monotony – those are all things that are small in theory but huge in practice. Having played the original Builders, this is also a huge push forward just for this series. The first one felt like a half step in this direction, but the sequel really smoothed out the game. It’s gone from being a neat variant on an idea to being something that I don’t want to put down, and honestly I can’t say that I saw that coming.