Game Ramblings #26 – Pokemon Sun & Moon

More info from Nintendo/Game Freak

  • Genre: JRPG
  • Platform: 3DS

So one of the things that was continually talked about pre-release for these games was how much the 7th generation was going to change up the formula for Pokemon.  Having now finished the game, I’m not that convinced they really changed much at all, and in a lot of ways they seem to have stripped out features to get to a simplified base to start the generation.  While I’m pretty comfortable saying that as usual, this was a fantastic game and is the best Pokemon entry that’s been released, it feels like another iterative step in the series, and not at all a big change to the formula.

So, I guess to start, let’s look at what actually is new.  We’re in a new region, Alola, this time taking place on a bunch of islands.  The theme of a lot of the new 80 or so Pokemon in the Gen 7 Pokedex revolves around this, particularly in the large amount of legendaries available in the post-game content.  In addition, there’s a handful of Gen 1 Pokemon in new Alola forms, such as the Dark/Normal Rattata or Ice/Steel Sandshrew.  In all you’re talking about 100 or so new entries into your overall strategy.  There’s also a replacement to Gen 6’s Mega Evolutions called Z-Moves, super powered moves tied to type- or Pokemon-specific Z-Crystals that are found throughout the main story.

So all that is well and good, but is largely comprised of expected changes.  From there we have to get into the kinda sort asterisk changes that were really claimed as the big steps forward, as well as some features that were removed from Gen 6 games that are definitely to be missed.

The big one here is the change associated with gyms.  Gyms are gone! You aren’t collecting badges! …kind of.  Gyms were effectively replaced by a new captain challenge system.  Each captain challenge is a special area on each island in which you take on a type-specific challenge.  As an example, in one you are tasked with researching a series of disturbances in a lake, culminating in a series of water Pokemon fights, with the reward being a water Z-Crystal.  Long story short, they technically aren’t gyms, and technically aren’t badges, the functionality is effectively the same, going from area to area to fight type-restricted fights.  Alongside the gym changes, there’s also some big asterisks associated with changes to the Pokemon League that are effectively covered in the story.

As far as removals go, Alpha Sapphire/Omega Ruby extended the gameplay of Gen 6’s post-game in some smart ways that no longer exist.   The first big one of these is the Soar feature, where you could fly on the back of Latios or Latias over the Hoenn region, giving you access to both battles against flying Pokemon, as well as a larger number of Soar-exclusive legendary Pokemon areas, and post game content.  In addition, the DexNav feature is completely removed.  This has two important consequences.  First, the per-route visual indicator of what Pokemon are available is gone.  Second, the entire hidden Pokemon feature is gone.  In general the second-screen experience is effectively only restricted to combat inputs and an always-on Town Map, which fairly heavily simplified the count of non-essential mechanics available to the player.  In addition, the removal of Mega Evolutions is at the very least curious given the amount of marketing push it received throughout the entirety of Gen 6.

All that being said, overall I still think the game is a step forward.  In shedding some of the old mechanics, they have definitely simplified the game back to a much cleaner slate, giving them a good base to start with looking forward to the probable move to the upcoming Switch.  It also provides some questions as to how they are going to handle the assumed Gen 4 remakes when they’re ready to move in that direction.  The team at this point seems to have caught up to a lot of the type mechanics added within the last couple of generations, with a lot of the new Pokemon adopting dual-type combos never seen before.  The addition of region-specific forms also gave us curious new type combinations, lending a bit of mystery to what kind of Pokemon is coming up next when you’re told that you will be facing a Sandslash.  If they really run with some of these features through the rest of Gen 7, we could be set for a huge jump in the quality of the Pokemon games from this point forward.

Game Ramblings #4 – Thoughts on Pokemon F2P Experiments

So this is going to be a two parter covering both of the free to play Pokemon titles Nintendo has released for the 3DS, Pokemon Shuffle and Pokemon Rumble World.  Both are curious small titles, and I think they are an interesting early look into what Nintendo’s long term mobile plans could possibly look like.


Pokemon Shuffle

More Info From Nintendo

Info:

  • Genre: Puzzle RPG

Progress:

  • 95 Pokemon
  • Handful of Mega Evolutions
  • Handful of daily/special events

Similar Titles

The first of the free to play titles is a pretty standard pick-3 puzzle game, with the added twist that you battle to catch Pokemon, and can gain XP to level up the Pokemon you are using in battle.

In general this was a good time waster.  I could go in, spend 15 minutes running through my available stamina, and go back to whatever else I was doing.  The core game is solid, and has enough Pokemon features to feel like it’s well integrated into the overall rule set established in the RPG titles.

What I Like

The type strength/weakness system from the main line series is represented here.  While this may seem like an obvious addition, it does have some fun ramifications in terms of how you build out the squad of Pokemon for each battle.  In addition, because there is a pre-battle party optimize feature, you can get in and out of battle with a generally good set of Pokemon without spending a ton of time in menus.

In addition, the variety of Pokemon was astounding.  The in-game Pokedex lists 233 capturable Pokemon at this time, and special events have been showing off some fun rare Pokemon from time to time.  It results in allowing you to really build out a strong squad from any number of your favorites from past games.

What I Don’t Like

The catching system feels super arbitrary.  Every Pokemon has base odds of being caught, then bonus catch odds based on how many turns remained in the battle upon victory.  The majority of Pokemon typically end up in the 70-90% catch rate range, but the stronger Pokemon are locked behind often < 5% base odds with low per-turn bonuses, making repeated battles a chore in these cases.  This is exacerbated by the fact that Great Balls are extremely expensive in terms of the in-game currency, as well as them only doubling catch chance, making the gold cost often not worth the risk.


 

Pokemon Rumble World

More Info From Nintendo

Info:

  • Genre: Brawler

Progress:

  • 116 Captured Pokemon
  • 9 Balloons
  • Account Level 19

Similar Titles

This one is a continuation of the Pokemon Rumble series.  The basic gameplay is similar to top-down twin stick shooters, with some simplifications.  Combat can either be automatic upon contact with enemies, or triggered via A/B attacks.  Upon defeating an enemy, there is a random chance that they will drop as a capturable Pokemon that can be added to your roster.  As your account levels up, the Pokemon in all areas progressively grow stronger, giving you consistent progress and good excuses to go back to old areas to capture stronger versions of already captured Pokemon.

In general, while I did enjoy this title, it is extremely simple.  It is essentially a 5 minute play and forget title to pick up while you have a few free minutes.  The variety of Pokemon is again really strong, but the F2P mechanic blocking progress is more aggressive than in Shuffle, to some extent to the game’s detriment.


 

So, what does this all mean for Nintendo?  A while back they announced their entry into the mobile market going into 2016, and these feel like their first experiments in that style.  Both games have very similar monetization efforts, with progress blocked via some sort of stamina mechanic, a soft gold currency earned in game, and a hard diamond currency earned through microtransactions.

Shuffle’s stamina mechanic is more typical, with one heart per battle, and hearts earned back over time.  Rumble uses a slightly different mechanic.  Balloons can be purchased that transport you to various areas for battling/capturing.  The balloons then go on cooldown, with progressively longer cooldowns based on how expensive the balloons were to purchase.  In general, this simply forces me to replay old content more often, which doesn’t really feel that good.  However, it does push me more towards purchasing into diamonds, which is good for the typical purchasing path.

Overall both of these titles feel like they would be appropriate entries into the mobile market for Nintendo.  They’re solid quick play titles, have simple but engaging mechanics, and are already setup with the typical monetization scheme that the highest grossing titles typically use.  Looking a year from now, I wouldn’t be that shocked to see both of these as the first of the  Nintendo mobile titles being released as part of their latest market experiment.