In case most of my video game writeups strike you as generally positive, there’s a good reason for that – not actually being a professional game reviewer, I stick to writing about games that I’ve played to completion, and which I chose to buy because I expected them to be good and enjoyable in the first place. And usually there’s still plenty of things to criticize and pick apart even in really good games, so I don’t mind almost exclusively doing positive writeups since my critical thinking muscles still usually get a good workout, and I feel that I generally avoid slipping into shill territory (except in my Xenoblade series writeup, but I still stand by 100% of what I wrote because those games are just *that* good).
However, there is one purchase in recent years that burned me bad, a game I ended up finishing, yet still hate passionately. That game is of course Pokemon Sword/Shield (also referred to as Pokemon Generation 8, Gen 8 for short), and it’s about time I broke down just what made this game such a massive disappointment. Because I really did have high hopes for this one, having enjoyed every major mainline Pokemon game until this point (not counting “remakes” like Let’s Go Pikachu/Eevee that I skipped), and SS being the game that FINALLY marked the series’ true 3D debut. I thought most of the pre-release info about the game was promising (except for Dynamaxing, which always struck me as nothing but a dumb gimmick), the new Galar region looked cool despite being based on Britbongistan, and I was even one of those idiots defending Dexit because hey, quality over quantity, 400+ Pokemon available is still plenty etc. What I didn’t properly consider was the sheer laziness and corner-cutting that Dexit represented.
Pokemon Sword/Shield truly is a lazy game. It’s also a rushed game, AND it’s made by genuinely incompetent developers. Additionally, it’s in various ways remarkably ill-conceived. It’s a game that’s only salvaged (and I use that word generously) by the core Pokemon formula, which is genuinely brilliant, the kind of genius gameplay loop that made Pokemon a monster hit and maintained its popularity despite only limited innovations and improvements over the course of 25 years.
The core Pokemon formula involves catching Pokemon, and training/battling with them, but to fans of the series it’s so much more. The rush of excitement when you discover a Pokemon you really like, the painstaking process of weakening it without knocking it out, the satisfaction of finally catching it, it all sets the stage for something truly special. The turn-based 1v1 battle system is on one level extremely basic and primitive, not to mention slow, but it allows you to fully focus on the Pokemon you’re raising, letting you get a great sense of what it’s capable of, and how it matches up against various types of opposing Pokemon. You learn through experience exactly how many hits you need to knock out any particular Pokemon with your primary attacking move, as well as how many hits you can survive, which makes each level up and accompanying power boost genuinely exciting, and whenever you learn a new move that lets you hit harder, or hit new types of Pokemon super effectively, or make use of new strategies, it’s a real game changer. And when all the training and battling finally leads to your Pokemon evolving, changing its appearance and becoming MUCH stronger than before, possibly even changing into a new type and gaining brand new moves, it feels like the culmination of all your hard work.
This process isn’t nearly as slow as it sounds either, since with a party that has room for 6 Pokemon, there’s pretty much always something interesting going on, especially given how many trainers there are to battle, with full teams of Pokemon that you can test your own Pokemon against. Sometimes a particular Pokemon will emerge as an absolute star due to matching up super well against trainers in a particular area (I still remember how my seemingly indestructible Pokemon Red Geodude utterly dominated Mt. Moon), or be rendered completely helpless by awful type matchups (I still remember how shocked I was when one of Misty’s flunkies one-shot said GigaChad Geodude with water gun). Sometimes a Pokemon will straight up lose its slot on your team because you end up catching a new Pokemon that you like even more. The Pokemon catching, the battling and the exploration just comes together so incredibly well, especially since the older games were somewhat open and non-linear, letting you beat various Gyms in the order of your choosing. And of course, the social aspect of trading and battling with friends adds an additional layer of fun and excitement.
This core Pokemon formula is what enables even a game as inadequate as SS to still be relatively enjoyable. Catching and raising new Pokemon will always be fun and satisfying on at least some level, and I did have a good time trying out both the new Galar Pokemon (a number of which I really liked) and some cool, older Pokemon that I’d never used before, like Durant and Golurk. SS even adds some nice quality of life improvements, like letting you quickly swap between Pokemon in your party and benched Pokemon in the PC, and (following in the footsteps of Pokemon Sun/Moon) not saddling you with mandatory HM moves for traversing and exploring the world. HMs have always been something of a pain, and in Gen 4 (Pokemon Diamond, Pearl and Platinum), the HM system actually got so bad that you pretty much HAD TO include a designated HM Slave in your team, with Bibarel generally being the field nigger of choice, so I’m all for removing HMs – any negative effects of this change is purely a problem with the execution, not the idea.