Pokémon goes open-world! You can travel through most of the world seamlessly, and the creatures are visible everywhere. This is the actualization of my childhood dream! But after playing Violet, I had a realization: open-world Pokémon doesn’t work. At least, it won’t work with series gameplay as-is unless the franchise goes through major overhauls.

The incompatibility arises from the menu-based combat. Beyond the rock-paper-scissors of types, fighting is entirely stats-based. Unlike other open RPGs, you can’t brute-force much higher-leveled enemies with execution skill, making open-world freedom an illusion. Twenty level jumps from stepping in the “wrong” direction and level caps deciding which Pokémon are usable don’t help, making the experience feel more railroaded. Deviations from the implied path resulting in temporary satisfaction from increased difficulty lead to the tediousness of steamrolling skipped areas. In other open RPGs this is mitigated with gameplay more involved than using a menu to spam your most effective attack.

Battling is ultimately the vehicle for the real goals: completing the story and/or the Pokédex collect-a-thon, both of which see improvements in Gen 9. The story is composed of three separate plots that eventually converge into one, and it’s generally solid. It has some good characters and emotional beats, and even characters with only five minutes of screen time feel distinct. Starfall Street is bizarre in how woefully inept it makes the school staff look, though. Pokédex hunting feels better than ever without random encounters, but some species placements feel off. Version exclusives will never not feel like a cash grab to convince players to buy both games.

Systems are a mixed bag. Terastallization is a cool new gimmick affecting Pokémon typing that can be used offensively to boost attack damage or defensively to change resistances or gain specific passives (such as Grass to resist Spore). While it’s a cool mechanic competitively (VGC), the long, unskippable animation makes it tedious and unusable for the quick battles in solo play. TMs were hit with a huge downgrade, abandoning infinite use in favor of a shoehorned crafting system in yet another series that didn’t need one. Raids are 90% waiting for text and animations, and rewarded Pokémon rarely have useful tera types.

The presentation is beyond awful. If you’ve heard anything about the game, it’s how plagued with technical issues it is, and none of it is exaggeration. Environments are so bland they’re almost painful to look at. The music feels really underbaked with bland area themes and battle themes that sound poorly mixed, grating, or unfinished. Good tracks are saved for the endgame, but they only encompass a small part of the total runtime. Overall, Gen 9 is unfinished in many areas which is disappointing because the main draws of Pokémon (story and collecting) saw huge upgrades. Its success despite glaring issues doesn’t inspire much confidence in the future of the series.

Reviewed on Dec 30, 2022


2 Comments


1 year ago

Sounds like they should have done that Earthbound trick of making the fights automatically end if you're strong enough.

Also sounds like suffering in the other directly if you can't run from fights. Can you run from fights??

1 year ago

This comment was deleted

1 year ago

There is an auto-battle feature! You have to activate it manually, and your Pokémon have to initiate it themselves, which leads to a lot of stop-and-go movement that doesn't feel practical to keep enabled permanently. You'd also want to catch the creatures sometimes, which wouldn't make an automatic application of it like Earthbound work. You can run from battles, though, and if you couldn't, randomly bumping into Pokémon would be the most obnoxious thing. It happens frequently with ones so tiny you can barely see them.

(I accidentally deleted my last message if you saw it so I had to rewrite it lol)