#why do I always hate the 'creative new gimmicks' of newer games
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Yea no sorry but I'd take a million boss rush caves over one dandori rush cave.
#woah dragon is liveblogging!#pikmin 4 spoilers#pikmin 4#i thought the mysterious cave's gonna be some ultra hard boss rush dungeon but no#it's all dandori#motivation decreased#I'm only at stage two and already failed#this sucks#why do I always hate the 'creative new gimmicks' of newer games#the worst thing of all: I STILL HAVEN'T FOUND THE PURPLE AND WHITE ONION#WHERE. ARE. THEY?!?
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A Critical Look at “Pokemon: Sword and Shield” From a Casual’s Perspective...
A/N: Hey! if you’re reading this, then thank you! I don’t know why, but I thought to myself, “Hey, wouldn’t it be cool to write a pointless essay about a Pokemon game?” And then I realized today was the 1YR anniversary of SWSH, so I figured I might as well just do it! So even though I’m late and probably nobody will really care to read all this nonsense, I wrote it! If you’re interested in all the analyses of PKMN SWSH, but aren’t too invested in the technical mumbo-jumbo used by the more hardcore fans, then maybe you’ll enjoy this.
Also, it’s worth mentioning that I’m literally just some rando on the internet saying my opinion. None of this should really be taken SUPER seriously - it’s mainly designed to provoke thought rather than try to argue any specific idea. So if I say something that you don’t agree with, you got two options: 1) Draft a constructive comment or DM to me and we can discuss calmly like adults, 2) shake your idea and ignore this. There’s really no need to get heated up over a video game essay, of all things, so let’s not do that lol.
But other than that, yeah! If you’re interested in more stuff like this from me (in-depth analyses of Pokemon games from the perspective of a low-key casual), lemme know! I’d love to chat with anyone about this awesome series.
So, without any further ado, let’s get into the essay (warning: it’s like ~8k words).
Introduction...
Welcome to the wonderful world of Pokemon! Love it or hate it, Pokemon has had a huge impact on popular culture in countless countries in a number of different ways, sparking memes, dreams, and happiness everywhere! It holds a very special place in my heart - Pokemon was a game that I got to share with my two older siblings, was one of the first fandoms I got into, and was a big reason as to why I grew to love creative writing so much after writing a couple fanfictions for the games. I’ve been playing Pokemon ever since my brother gave me a copy of Pokemon: Ruby and have been a devoted fan ever since. While I may not be super into the strategy and damn near mathematical aspects of gameplay, I’d like to consider myself a relatively knowledgeable fan with enough extra knowledge to give a look at one of these games from a casual, yet analytical view. So what game other than the newest title, Pokemon: Sword and Shield, with its release anniversary being today? In this casual online essay, I hope to describe all my thoughts of Sword and Shield (which I’ll shorten down to just “SWSH”) from the perspective of the everyday Pokemon fan.
General Gameplay...
Many top-title games of Nintendo are best known for their simplicity: in Super Mario Bros, you’re a mustachioed red guy jumping on monsters to try and save some random princess (who may or may not be in this castle); in The Legend of Zelda, you’re a green elf-looking guy slashing wildly at monsters with a sword given to you by some old guy in hopes of defeating some ultimate bad guy; and in Pokemon, you’re a child wandering around the region catching monsters who also accidentally saves the world before becoming the very best (like no-one ever was). And while the games themselves have grown from that initial stylistic simplicity, some have lost that creative in-depthness in favor of being playable for children. This is probably the biggest issue with the newer Pokemon games as of late.
Regardless, let’s look into the playability of SWSH.
It’s played like your regular Pokemon game; you’re a kid who journeys to become the Champion of Pokemon Battling with your friend, catching monsters known as “Pokemon” with pocket-sized balls dubbed “Pokeballs.” But I’m sure you’re all aware of that information, and are instead asking “Well, what’s the deeper plot?” Yeah, no, that’s it. You’re a kid catching Pokemon to become champion - oh, and you also accidentally save the world from a power-hungry businessman - but that’s neither here nor there.
Plot aside, the game is a bit barebones. It’s pretty linear gameplay (literally linear - the map of the Galar region is almost exactly a straight-line waltz from Postwick to Wyndon, which is a bit weird after dealing with the giant, sprawling maps of earlier generations) where you travel from place to place, beating gyms and catching ‘mons, before getting into a couple scuffles and becoming champion. For an RPG-styled game, it comes off as much too simplistic for older fans (I’d even reason that it’s too simplistic for younger players, as well). While I will say, I don’t exactly miss the days of hopelessly wandering around a pixel city, trying desperately to figure out how to move on to the next town because the answer to the puzzle is hidden in this giant area that my little peanut-brain couldn’t figure out at the time. But it is a bit demeaning to get “Hey, do you know where to go?” and “Hey, follow me so you don’t get lost!” and “Oh, yeah, want another tutorial on how to easily catch Pokemon for the fourth time in a row?” every two seconds in a city where there’s only two places to check out.
But we can’t really discuss the gameplay of Pokemon without discussing the highlights of the region. Ever since the transition from 2D to 3D, Pokemon games have begun a trend of gimmicks - which I like to call “battle enhancers” - that they use to add uniqueness to their games. X&Y had Mega Evolution, Sun and Moon (and USUM) had Z-Moves, and now we have Dynamax! As we all know, battle enhancers are the strategy by which the player uses some extraterrestrial/magic stone to physically enhance one pokemon at a time for a certain period of time - in the case of Dynamax, the pokemon either grows in size or changes in form, gaining the ability to use special type-based attacks for a duration of three turns.
Honestly, I think it’s a pretty fun mechanic! Dynamax combines the good components of both Z-Moves and Mega Evolution - new forms, awesome moves, and a ticking clock. It adds a bit more strategy to the battle enhancer, where the player actually has to plan out who and when to Dynamax (though it’s really not that hard - most everyone will save it for their ace or the pokemon with the type advantage at the very end of the battle, because that’s what you do). But it’s fun and creative, making the battle a bit more exciting when you see your beloved ace become gargantuan on a field while the audience chants in excitement. Initially, I was skeptical of the battle enhancer, but once I threw myself into the game and really got into it, I felt it was fun and cool for the region. My feelings were further improved when I learned that Dynamax was inspired by the idea that the Nintendo Switch had the potential to be played on the TV as well as in a hand-held mode. The idea of turning pokemon “big” on a “big-screen” is really just so cute to me, really. Overall, it’s a fitting concept that is paired well to the game when everything is considered.
But when you look beyond the Dynamx experience to find more content in the game… there’s really not much else. Many people (including me) were ecstatic to hear about the free-roam areas in SWSH - the Wild Areas. Here, you can do all the fun grinding stuff that makes Pokemon games a bit more challenging and fun - hatching eggs, shiny-hunting, running around in circles, Dynamax dens, etc. But when looking at other Pokemon games, that’s really it. Let’s examine Pokemon: Sun and Moon, for example. This game really shines not just for its refreshing setting and compelling plot-line, but also for it’s amount of cute and quirky mini-games to be enjoyed for a good while outside of the main story. Pyukumuku Chucking, Mantine Surfing, the Alolan Photo Club, Ultra Warp Ride Travel - a good handful of mini-games that appeal to different kinds of people! All of these mini-games aren’t just tossed in there, either - they have a fitting place in the culture of the world and add to it, rather than just reiterating it. But when you look for mini-games in SWSH, you won’t really find anything aside from just battling. Sure, there’s the Battle Tower, as well, but I’ll personally say that I’ve never been a fan of the concept of post-game NPC battle buildings. For a hardcore player, they might be fun, but as a casual who can’t devote the time to really dig into understanding how IVs and competitive breeding works, they’re really no fun. Not to mention that nothing is really being added or developed with these battle buildings; they don’t add to lore, they don’t add to the culture of the region, you don’t even really gain anything from it - they’re pretty much just places to battle the occasional familiar face and that’s it. While I’m sure plenty of people adore these facilities in the games, I’ve never been too partial to them (I’d even prefer those god-forsaken casinos over another goddamn battle frontier).
But my biggest problem lies with the release of the DLC. While I’m not against the idea of DLC in general, both The Isle of Armour and The Crown Tundra left a bitter taste in my mouth when I started thinking about the issue of playability in SWSH.
I have always been more invested in the storyline of Pokemon games rather than the battling aspects. Usually I’ve always just gotten through the main story, then wandered around to find extra post-game content or mini-games, and then moved on to other games. And that’s not necessarily a bad thing - I just figure that the games have served their purpose for me upon completion, so rather than bore myself wandering around and doing things that don’t interest me, I go find another game that has more story-based content. That being said, I finished SWSH in less time than any other Pokemon game (I’d say somewhere around twenty hours, complete with me running around in circles like an idiot before rushing through content intermittently); as a result, I was no longer actively playing the game by the time the DLC was announced.
I’ll be honest and say that when I learned about all that was being offered in both sets of DLC, I felt a bit betrayed. I’m well-aware that Nintendo is a corporate business, and therefore will always prioritize financial gain over their fans’ lasting enjoyment of their titles - that’s just a fact of life. But I couldn’t help but feel like I paid a bunch of money for the bundled titles, only to play a game that hardly could be considered worthwhile or satisfying without added headcanons or fan-works, and then get told that extra content is available that may or may not add satisfaction to the experience that’s already long since ended for me. It was just a bit disappointing - and I’m not talking about the whole “Dexit” deal (I actually was on-board with the idea of having no real National Dex - I felt it added realism to the games and would force players to get to know the new Pokemon instead of just choosing the same team they always have since Gen 1 or whatever). My gripe is that I paid for a whole game, wasn’t satisfied with the result, only to hear later that the content that I might have been missing is available to pay for? That’s incredibly annoying. Not to mention that I was further disappointed after learning about the contents of the DLC, but we’ll get into that later.
Overall, the playability of SWSH is very basic, but can be enjoyable if you suspend belief and just enjoy it for what it is. When it comes to storyline, it’s not much of a game, and doesn’t sport much post-game content besides battling.
Immersion and Ambience...
Many of my friends can attest that I tend to like silly, fantastical concepts because I personally love to throw myself into the universe being offered to me. Pokemon is really no different - the games have always sported a very immersive experience for me thanks to the combination of interesting regions and evocative music (especially the music).
I think that most every Pokemon fan has a specific region, city, and music theme that sparks a plethora of nostalgic emotions to the point of near tears. For me, that’s always been Pokemon: Platinum, the Twinleaf Town theme - just staring into the rippling reflection of the pond by the player’s home, listening to that beautiful synth clarinet playing that nostalgic melody - it makes my heart beat with so much fervent passion that I hardly have the words to describe it! And I think that sense of nostalgia - regardless of whether or not those memories are old or new - has always been a strong-suit for Pokemon games. They always have the ability to inspire such deep emotions in me and other alike in a variety of ways, further adding to the ability to immerse us into the game’s world. And whether your favorite area is as simple as Twinleaf Town in the Sinnoh region, or as agonizing as Rock Tunnel in Kanto, it’s the spirit of certain cities/towns/routes that further add to the immersion of the world in question. But how well does SWSH hold those values? Spoiler Alert: Not very well.
SWSH, in the end, is still a Pokemon game - so the setting is very vibrant and colorful and everything that can hold my attention for long periods of time. But the problem arises when one begins to progress through the game and continuously forgets what’s where and where’s what. A lot of the map is painfully basic (again, due to the literal linear nature of the Galar region) and the cities themselves kind of lack their own real originality. There was an attempt at unique cities that’s become iconic of the Pokemon franchise, but it doesn’t really stick. I think most people would agree with me that the only real memorable areas in the main game were Slumbering Weald, Ballonlea, and Spikemuth, and each of these areas have their own set of problems that also make them a bit difficult to fully enjoy. At their core, most all Galarian cities have the same basic set-up: basic green plants (if plants are in that area at all), the same brick roads that lead either to the gym or to a route leading in/out of city to another city, and a giant gym/key building in the center of it all. And that’s really about it. No real interesting buildings except for gyms and Rose Tower (and I guess technically the hotels), no extraneous locations that aren’t directly related to the plot or to gimmicks - it’s very bare-bones and really can take you out of the experience.
In a hard contrast, I’ll give the example of Generation 1’s region set up - every city has its own personality that also matches the feel of the region as a whole. Every city is based on colors, and each city is themed after that, respectively (i.e. Vermillion City, the city of sunsets themed around the color orange, is home to the Pokemon Fan Club and the kick-ass electric-type gym that initiates feelings of excitement; Lavender Town, the noble town themed around the color purple, is home to the Pokemon Tower and spooky spirits that inspire feelings of somberness and reticence). Obviously, this isn’t very realistic, but the trick isn’t to replicate reality - it is to inspire reality. The Kanto region is incredibly creative, and therefore is easy to immerse oneself into the world because it’s become a world we are actively interested in. We know that it could never truly be real or plausible, but that hardly matters when we are so enthralled with the colors and set-up and feeling of the towns. We don’t really get much of that in Galar. It probably isn’t such a great idea for your final city - being Wyndon - to feel blank and lifeless when compared to minor cities in the region. And even when we find cities that hold that uniqueness we desire like in Spikemuth or Ballonlea, there’s really no other reason to be there longer than just beating the gym. It’s sad, really. Spikemuth is such a interesting, creative-looking town home to such cool characters, and yet there literally is only one path to get in and out of the town - the town isn’t even given small houses to investigate like literally every other city in the region. It’s a waste of potential! The fact that I can’t investigate such a promising setting that inspires me really takes me out of the world, reminding me that this is just a video game in which you move from Point A to Point B. It’s no longer a fantasy world for me to explore, but instead a line at the DMV to get my Drivers’ License. The only real good thing about this is that fanfiction writers get so much free-reign when it comes to writing about the city - the only thing we really learn about the city is that it’s underfunded and gloomy and that’s literally it. I would have really liked to see more inspired cities around the region where things outside of the main plot can be done, but hopefully this is just a problem we’ll see in this region.
Probably the most important aspect of immersion (in my opinion) is the music. With the potential to make or break a game for me, I hold a lot of expectations on the music found in video games (I’ve been classically trained in music since elementary school, and have always had a fondness for video game music). Pokemon music has always been some of the most inspiring pieces of art in my life - whether it be the kickass battle suite of Champion Cynthia, or the somber piano melody of Emma’s Theme, the music of Pokemon has always been the first thing I notice and analyze whenever playing the latest title. That all being said, I have quite a few notes to make in regards to the soundtrack of SWSH.
I’ll start with the pros, first. Generally, every main title has had its own feel when it comes to the soundtrack - DPP was jazzy and smooth, Sun and Moon was based on popular Hawaiian music meshed together with classic Pokemon synths, RSE was all about the horn section (trombones and french horns all the way!). SWSH, at the end of the day, isn’t much different. The region is inspired by the UK, so it’s no surprise to discover that the soundtrack was inspired by popular British Rock. As a result, a lot of themes went really hard, keeping a hint of individuality even when some battle themes hosted similar instruments. The biggest appeal of the soundtrack, I believe, was found in the little moments, namely the cheers of the gym battle themes. I think it’s safe to say that most people get super hyped when they hear those rhythmical chants coming to life whenever in the final leg of the battle, right when you begin to Dynamax. That’s amazingly exciting, never failing to suck me into that exact moment to gather the power of God and anime to defeat my opponent. While I wasn’t totally rocking out to every single song that came on, I was pretty satisfied with the music of SWSH, overall. It’s not too bad, and hosts a few bops that I still seek out to get my blood pumping.
But, as to be expected, there are plenty of cons when it comes to the soundtrack of SWSH. I could go over this for hours and hours, detailing complex definitions of music theory and basic song comprehension, but I’ll just make this nice and simple: it was really bland.
Note that I said “bland” and not “bad” - the music is fine in my opinion, I just wasn’t feeling the same feelings as I had in previous Pokemon titles. It all felt like Pokemon music, but not much else. It was like remembering hints of a memory long-lost, but you don’t really care about to dig deep into your mind for context. Towns had music, routes had music, pokemon and characters had battle themes, yada yada yada, nothing really to write home about. If I had to pick a song that honestly, truly invoked emotions beyond “Oh it’s battle time, now”, it would have to be the Battle Tower Theme, and that’s most likely because it was written by someone else entirely (Toby Fox, also known as the creator of Undertale and composer of super hard-hitting jams). And the worst part is that I never would have even been able to hear the Battle Tower theme because I hate battle buildings (which is more of a personal problem, I know, but still). Honestly, I would have preferred hearing that theme as compared to Champion Leon’s battle theme - I feel like his champion theme was very bland and lifeless, simply holding all the required elements of a Pokemon battle theme just because that’s what has to happen. It’s uninspired, faceless, and corporate, only to be completely foiled by the unique blast of energy found in the Battle Theme, which just screams “Prove that you’re the best!” over and over to me (also known as a big theme in the Pokemon games, especially in SWSH).
That’s not to say that every other theme in the game was terrible. I much enjoyed Marnie and Piers’ battle themes, but for a different reason. As we know, Piers and Marnie host a more “punk rock” style when compared to literally everyone else in-game, a trademark of Spikemuth citizens. With their occasionally cold and prickly (no pun intended) personalities, their themes go a bit harder into rock-land as compared to characters like Hop or Bede. There’s no conflict of style there - it’s “punk” with “rock”, loads of guitars and bass with a hint of synths to keep that Pokemon flare, and fits a bit better in the setting of the world. Mild conflict arises when we start looking at characters who aren’t rockstars or idols - let’s look at Bede’s theme, for example. While it really isn’t a bad theme (it’s actually, dare I say, a bop), I wouldn’t exactly say that the resulting pieces fit neatly together like they do for the Spikemuth duo. Bede’s theme requires a lot of synths to accentuate his more flamboyant and immature personality, but also holds ties with the rock guitars while also trying so desperately hard to sound like a Pokemon song. Now, I don’t think “Pop Synth Rock” is anything bad, per se; I just feel like the added rock elements didn’t do much to add to the musical representation of our cliche jerk-face “rival”. It feels like the rock elements were an after-thought rather than a planned layer of musicality. I could really say the same thing about Hop’s theme, but then I would have to re-listen to Hop’s theme because I always forget what it sounds like even after listening to it a second before.
A big problem is that not many of these themes hold lastingly memorable motifs/melodies, which is a personal pet-peeve of mine in games where the music is highly esteemed. In pretty much every battle theme (except the generic pokemon encounter theme, which is the same melody in every Pokemon game, only with variations added to fit the music theme of the region) is just an on-going strip of notes that sound nice when playing the game, but if you tried to pick out the specific melody-line of that character, it’s a bit of work to really find anything. Let’s look at a more concrete example: Lusamine’s battle theme from Pokemon: Sun and Moon is up on my list of most memorable battle themes, and will do well without the extra influence of young me’s nostalgia seeping in like it would with earlier generations’ battle themes. Lusamine, as we know, was the elite antagonist of the game, being the leader of this esteemed Pokemon protection group who later is revealed to be using Pokemon for her own demented goals of perfection. Almost immediately, the player hears the signature accents of the harpsichord playing the prime motif before the piece digs into a full orchestration. It doesn’t sacrifice anything for the sake of “sounding like a Pokemon song”, nor does it sacrifice anything for the sake of keeping with the musical inspiration. Instead, it focuses on being exactly what it needs to be - a musical representation of Lusamine, hosting orchestra-based instruments (piano, violas and cellos, horns, violins, light pad synths, etc…). Most anyone can pick out a handful of memorable motifs from her theme (the main horns melody line, the harpsichord melody line, the mid-section cello and piano melody line, etc…), and those remain in our unconscious. So, it’s no surprise that when she becomes the “Mother Beast” later on, when the player hears hints of those signature melody lines becoming distorted in the madness of the new battle theme, it invokes a particular emotion that fits elegantly with the subject matter of the plot right then. In short, it’s musical storytelling done right. In SWSH, we don’t have that extra omph of emotionally-nostalgic motifs; instead, we just get songs that play in the background of this video game, and that’s really it. If you don’t like the song, good news - you’ll probably only hear it once or twice, depending on who the NPC is. If you do, then you’re out of luck for the very same reasons. This game lacks a very basic hint of soul to its soundtrack, which is really such a jarring idea especially when you realize that they paired up with a composer who arguably has mastered the idea of musical motifs (Fox).
This really isn’t just SWSH’s problem, either. I also went through a similar heartbreak in S&M during the final stretch of the main game; after battling Lusamine and saving the region from the threat of Ultra Beasts (more or less, anyway), we the player go to challenge the champion, who is revealed to be Profession Kukui since there really is no true champion for the newly-made league. It’s hard to go from an exciting, powerful battle theme like Lusamine’s to some generic, cardboard-cut-out version of a champion battle theme for Kukui. It’s hard to invoke any sort of emotional appeal when there’s no real inspiration to be felt in the music; with no emotional connection, there is no emotion. It’s, once again, just music that plays in the background of a video game. A similar experience happens in SWSH with the player’s match against Champion Leon; though we have the potential to gain an emotional connection to a Leon Theme motif, we don’t get that. Instead, we just get music that is programmed to be exciting for our championship match that will undoubtedly change our lives forever. Bland, boring, anti-climatic - all for the sake of coloring in the lines. This has been an on-going problem in Pokemon games for years in which the Championship Battle Theme is less interesting than the Evil Team Battle Theme, which probably isn’t a good idea. It’s annoying when your villain has a better theme than the literal strongest trainer in the region - it ruins the chances of likability for the region’s “good guys” and overall is anti-climatic when it is finally time to become champion.
Overall, the ability to immerse someone like me in a game is very important when it comes to retaining players. While SWSH isn’t the worst Pokemon game when it comes to immersion (considering the fact that I actually beat the main game, which I can’t say for other main Pokemon titles…), Game Freak certainly could stand to learn from the game’s shortcomings.
Creature and Character Design...
The monster design is arguably one of the most controversial topics when it comes to any Pokemon game. Some people only care about the designs of Gen 1, others accept everything but Gen 5, and a select few could rant for hours on the stupidity of literally every Pokemon design in the franchise. Regardless, the design of the Pokemon native to the Galar region is an important topic of discussion when analysing the potential for enjoyment of the game. After all, I’m an artist who loves drawing all my favorite characters as well as my favorite Pokemon, so understanding the designs of these beloved figures is vital to understanding the game in general. For sanity’s sake, I’ll only be discussing new Pokemon introduced in this region, and will be ignoring all previous pokemon that aren’t regional variants.
Overall, the designs of the latest Pokemon are satisfactory. Because of my tendency to always suspend belief in fantasy works, I’ve very rarely had much to hate about Pokemon designs (not even in Gen 5, though I don’t particularly like any of them aside from the game cover legendaries). SWSH didn’t really bring much to the table when it comes to brand-new Pokemon, but the ones introduced are fitting and interesting: the Dragapult line, all three starters (even if I did laugh for literal hours at the discovery of Cinderace’s typing), Wooloo and Dubwool, Yamper and Boltund - just to name my top favorites. And I was totally invested in the designs of the game cover legendaries, Zamazenta and Zacian, since they held cultural relations with the region’s inspiration and therefore had actual meaning within the game besides just being cool mythical creatures. Nothing really outright bothered me with the designs or pokemon choices in this game; as I mentioned earlier, I was okay with the idea of no National Dex for this region, and that all the pokemon allowed in this game matched with the region well-enough.
But, of course, it’s not without faults. I found there to be a substantial lack of original legendaries in this game - we only have three real legendaries to catch in the main-game, four if you consider the DLC. We had a similar problem in Pokemon: Sun and Moon, but it was later amended with the introduction of Ultra Beasts (which can technically be regarded as legendary Pokemon, albeit from another dimension and not technically Pokemon). In SWSH, we are only given the option of catching more than two legendaries if we buy the DLC - this is remarkably disappointing for those who are interested in seeing new, unique Pokemon designs. I know many fans are constantly frustrated with Game Freak’s tendency to overuse Gen 1 Pokemon, but the fact that nobody is bothered by the running trend of being able to easily catch a bunch of previous games’ legendaries is beyond me. It’s essentially the same thing, overly relying on the fanbase’s sentimental nostalgia rather than moving forward to create new creature designs. I know for a fact that so many people would have been excited to catch Pokemon with cultural significance (maybe like elf Pokemon that resemble that of Seelie/Unseelie fairies, or more Pokemon that resemble chess pieces, or maybe more Pokemon that follow a theme of medieval artifacts - there are many possibilities), so the fact that they skimped out in favor of making people pay for nostalgia is ridiculous to me. This was a majority of the reason why I rejected buy any of the DLC content - why would I pay for Pokemon I’ve technically caught before? I mean, I guess it can be more for the kids who have never encountered the older legendaries, but then again, wouldn’t it be more beneficial for your game to have Pokemon that actually represent the new region? Instead of just stealing other games’ legendaries for the sake of saying that you have them, they could have just worked a little harder to design maybe three or six more cool legendary designs and centered those guys around the two DLC locations instead of just having Calyrex for The Crown Tundra. At the end of the day, it’s really just a cash-grab; the only reason I could ever see myself understandably buying the DLC for SWSH would be because I wanted to interact more with my favorite NPCs, but then again, I can just look at screenshots on Twitter and feel just as satisfied.
But not all is lost in terms of designs. Now let’s get into my favorite design portion of this segment and discuss the NPCs.
First, we’ll dig into the rivals. Personally, I really enjoyed the rivals of this game; while Pokemon is definitely running on a formula, I still was able to find enough about the three rival characters to genuinely enjoy their presence whenever they came on screen. I suppose we can expect to keep seeing this new Pokemon Trainer Rival Formula: Kind of Annoying but Too Sweet to Hate BFF Rival (Hop), 2 Edgy 5 U Rival (Bede), and Some Pedo’s Waifu Material Rival (Marnie).
Hop is arguably one of my favorite Pokemon rivals of all time (right up there with Gladion from S&M). He’s one of the only Pokemon characters to get a realistic character development over the course of the game’s playable story, which really humanizes him and makes up for his occasionally annoying personality. Over the course of the game, Hop goes from silently residing in his brother’s shadow to learning to stand on his own without needed any outside validation; much to my surprise, it’s not some half-hearted transition. Hop doubts himself during the challenge, as evidenced not just by his dialogue but in the way he actively changes his team to try and be more competitive like everybody else. I remember feeling so heartbroken in realization that Hop stopped using his beloved Wooloo, which is rightfully paired up with the excitable boy. The idea that Hop uses Wooloo, a normal-type cute Pokemon that generally wouldn’t be used in a competitive team, really adds more dimension to his character; when he learns to enjoy himself instead of letting his doubts overtake him, he returns to using Dubwool and his favorite team, demonstrating how he would prefer to have fun as himself than be someone he isn’t. I found that to be a really wholesome theme to his character, one that we haven’t really seen in a Pokemon game yet - it was a pleasant surprise! Hop is sweet and kind, always wanting to motivate the player even when he’s in his own internal turmoil. With all that added with his adorable babyface and goofy/awkward preteen disposition, he really makes for a likeable rival character.
The next rival to be introduced is none other than our classic Mean Boy rival, Bede. He’s a character the fanbase is a bit more accustomed to due to previous titles’ rivals (i.e. Green/Blue/Gary Oak from in R&G/B, Silver from SGC, technically also Gladion from S&M…), so are quite a few expectations placed on his character as a result. Also true to the typical Pokemon Jerk Rival, he has a complicated homelife (he comes from an orphanage, as we later learn) and has a similarly complicated parent-child relationship to the leading antagonist of the game (in this case, Chairman Rose). Bede constantly assumes himself to be better than he is and isn’t afraid to be a total prick about it, choosing to bully Hop upon winning battles against him to boost his own inflated ego (though there’s hints pointing to Bede actually having rather low self-esteem). All things considered, I liked Bede as a character about as much as one can like a mean rival archetype, but I was more than pleased to discover his transition to a more likably mean-spirited character when he later returns to the game to challenge the player after being disqualified from the challenge. While we’ve had a likeable mean rival before (namely Gladion), Bede is something of his own entity with how he actually has an attempt at character development that leads him to a mini-redemption near the end of the game. He’s really the first mean rival to have a transition from total jerk to slightly-peeved tsundere, which was probably a good idea on Game Freak’s part so that we wouldn’t be left with a character we downright hated after the way Bede quite literally destroys Hop’s confidence. It’s nowhere near as impressive as Hop’s character development (which isn’t super impressive to begin with, but let’s ignore that fact for a bit), but it’s still interesting to see in a monster-catching game about being the best you can be.
And then, of course, we get to the cute-girl rival, Marnie, also known as the place where I get a bit mad again. I’d like to say that I absolutely love Marnie; she has an adorable design and interesting personality that captures my attention whenever she has screen time. But she serves one purpose in this game, and one purpose alone - being the main cute girl rival of the game. Marnie has the potential to be a similarly interesting rival (cute design that meshes “punk” with “cute”, has a wholesome and fun dynamic with her gym leader older brother, uses a Pokemon that isn’t considered to be a “competitive” choice as her ace, has a cool/cute personality…), and yet we probably only talk to her about five times over the course of the main game. Little is done with her character - in fact, the only real thing she does in the game other than becoming the next dark-type gym leader is that she helps the player sneak into Spikemuth after the gates have been shut by the remarkably-harmless Team Yell. I don’t think I’m alone in saying that I would have loved to have seen more done with her character. With the boy rivals being more fleshed out than her, it leaves a sour taste in my mouth because the female rival is the one left with a blank personality (and I’m not just saying that because she hardly smiles - that’s really one of the only things we get about her that gives her an actual personality). My frustrations are further exacerbated because this has always been an issue in Pokemon games, in which the girl rivals are so barebones for seemingly the only purpose of serving as some neckbeard’s waifu that they can input a personality they desire despite the fact that she’s canonically a minor. Why put in the time to give dimension to Hop and Bede, but not Marnie? And we know for a fact that Game Freak has to recognize the lack of personality given to Marnie, especially since they had previously come out with Lillie’s wonderfully sweet character arch in S&M and USUM. Personally, I feel that it was because they didn’t feel like having a more punkish girl character who also had traditionally feminine-coded interests (she’s known to have been distracted during the gym challenge by the boutiques) and ultimately decided to just not give her any further personality other than that, perhaps fearing that it would dissuade the gross creeper fanbase from latching onto her. But that’s really just speculation, so don’t take any of my nonsense too seriously. Really, I’d just rather we had a girl rival with more personality to match the other two rivals so it wasn’t so annoyingly unbalanced.
Moving on from the rivals, we get into the designs of the League Staff of the game. In most other Pokemon games, I’d never really been too interested in the gym leaders; they had always been more of minor bosses, just faces that you saw for a couple of seconds before pummeling their ‘mons and moving to the next city. But in this game in particular, there was a sudden transition from simple puzzle master to a full-on celebrity figure. I really enjoyed this! It was so nice to actually have some information on the gym leaders other than what type they sported; suddenly, they have personalities and interests - they become real to the player. Not to mention that there really is a gym leader for everyone to enjoy, thanks to their unique personalities and styles.
I’ll be a bit honest and say that some of their clothing designs are remarkably stupid for even an anime-based RPG game (I mean, I know we joke about Leon’s terrible sense of fashion in the fanbase, but can we just pause and ponder what Piers’ wears? I mean, a leather jacket with spandex? Metal boots and a work-out tank??? What is he wearing?!), but it isn’t exactly distracting. In Western cultures in particular, we can see a trend towards the glamourization of the “athleisure” style, or athletic wear designed more for everyday use rather than just working out. It was kind of fitting to see this be the primary style for the gym leaders, who can basically be described as hierarchical sports stars. Weird? Sure. But in the context of the world, it all fits together, and once again adds to the immersion aspect of the game.
Looking at our main antagonists, they are designed quite well. Chairman Rose is designed to be quite easy and fun to hate (at least for me) - he’s an important-looking businessman who’s very impressed with himself, paired up with a beautiful yet terrifying subordinate woman who does most all the hardwork for him (...actually, they kind of remind me of an antagonistic Cl. Mustang and Lt. Hawkeye from Fullmetal Alchemist…). They also had noteworthy battle themes that popped a bit more than other battle themes in the game.
While they hardly count as antagonists, I’d like to also make a brief mention of Team Yell. They’re more annoying than anything, which is a trend that I’m not too sure how I feel about yet. It was definitely more likable coming from Team Skull, that’s for sure. I would have liked Team Yell doing a bit more damage, having them be a bit more unruly and controversial before evening them out with the whole emotional appeal of them cheering on for Marnie in hopes of saving their ruined town. But they weren’t too terrible in my opinion.
I could talk for hours on the champion of the region, too, Champion Leon. He’s a really fun and charming character overall, less of the supremely wise and powerful champion that we’ve seen in older gens and instead being a more quirky but worthwhile opponent on the path towards the crown. But I definitely preferred him more as a character than as a champion; even though his team changes depending on your starter, it’s not too challenging of a fight if you know what you’re doing, especially when you immediately know what his ace pokemon is (something we don’t really learn in other gens about the champions). While I’m sure the idea of a powerful but transparent champion can be done, Leon doesn’t really stand up as a powerful trainer when compared to other champions in the franchise. But he’s definitely still a fun, interesting character concept that I am grateful for in this particular game.
When it comes to the designs of the primary NPCs and Pokemon, SWSH continues to talk that line just above mediocrity. Not too bad, not all that great, but definitely not something to be forgotten. I’d reason that the primary strength of this generation lies within the characters that are introduced.
Uniqueness vs. Status as a Pokemon Game...
In regards to the uniqueness - how well this game stands on its own as an individual concept rather than just another Pokemon game - I’m a bit divided. On one hand, I’m a bit saddened by the watering down of content and constant reliance on concepts from older games. But I can also see that SWSH introduced a lot of interesting ideas that have inspired so many fans for this generation. And while yes, this gen didn’t have much to offer in terms of new Pokemon, new scenarios, or new lore, I do think that it does hold its own when compared to the other games in the main series. New characters are introduced to the player, all of which having good (and bad) traits that allow for lots of fan-created content with their essence; a new look into a brand-new battle enhancer that requires a different strategy than those of previous battle enhancers; a new culture found within the Galar region that can inspire many more thoughts and theories on the Pokemon world as a whole in a number of ways. We cannot pretend that SWSH isn’t an influential game just because it wasn’t ground-breaking; even with my extreme distaste for the Black and White games, I still admit that they led to important decisions and ideas that led to the creation of games I did enjoy. So, as its own entity, I think that Pokemon: Sword and Shield really has a lot of offer and would probably be an amazing game for a younger player who’s just getting into the Pokemon universe.
But I think that a lot of us long-time fans can agree that this game doesn’t quite match up with the others in terms of giving those real “Pokemon game” feelings. The problem with big-titles like this is that the company tends to lose sight of what really makes a franchise so influential isn’t the stuff found at face-value. It’s not the creatures or NPCs or game mechanics or design or any of that garbage - it’s the feelings we get when all of those things reach that perfect harmony. It’s the rumble in my chest whenever I listen to that famous intro-sequence of my old Pokemon: Ruby game; it’s the fire in my eyes when I went back to challenge Pokemon Trainer Red for the tenth time that night back in my old Pokemon: Heart Gold game; it’s the tears I cried when I watched the only interesting character, N, leave my playable character after his emotional spiel following the defeat of Ghetsis in my long-since abandoned copy of Pokemon: White. At the end of the day, Pokemon is more of an emotion I get rather than a game I play, and I think this is an idea that few people can recognize for themselves. And while I’m aware that I literally just spent several thousand words bagging and praising this game for all those face-value aspects, I also know that when you add that extra little bit of care to your work, go a little further with a character you know someone will adore, or try something new with that new battle theme, there comes a sensation that goes beyond that of love for a silly fantasy game. I’d like to think it’s something akin to inspiration.
Conclusion...
In conclusion, Pokemon: Sword and Shield is far from perfect. With a number of faults and disappointments, I can understand why a lot of fans were less than interested in giving this game the time of day. But I also want to say that this game deserves to be understood and appreciate for what it is, for what it’s done. Who knows what sort of new ideas this game has inspired? Whether it be in the name Pokemon game or someone else’s passion project, I am confident in the potential that this game has to bring someone’s dreams to fruition. It already has inspired so much amazing fan-content from the community; after so many years of being away from the fandom, SWSH was the game that drove me right back, giving me the drive to once again indulge in my middle-school days of sketching out my latest comfort character or writing out a million headcanons in a way-too plot-heavy story. Many fan-creators in this community feel the same as me, I’m sure, so it would be untrue of me to say that this game was anything less than what it was: a fun, simple game that prides itself in its characters and potential rather than complex combat mechanics or some corkboard-plot nightmare. It’s a game meant to be enjoyed, so we must remember to find our enjoyment wherever it can be found. For me, Pokemon can’t really do much wrong, but also is held up to a level of expectations that I can’t quite understand even for myself. This, at the end of the day, is a video game from my all-time favorite franchise; so long as I can find enjoyment there in it, then it’s worth it. In a world filled with nihilism and cynicism, it’s nice to visit a land where you’re wise to try and be the very best like no-one ever was, to be the next best Pokemon Master.
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