Saturday , June 25 2022

"Pokemon: Let's Go" proves to be satisfactory and still unsatisfactory



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A player with Eevee in the new Pokemon Pokemon: Let's Go, Eevee! (via twitter.com)

Never a Pokémon game has had more divisive reaction than "Let's go, Pikachu!" and "Let's go, Eveve!", released earlier this month. For many of those who do not know the franchise in recent years, the idea of ​​a simplified introductory experience was very appealing. Many long-term fans of the franchise, however, the premise of "Pokemon: Let's Go" flew ahead of progress for a series that was blocked more and more with each consecutive entry.

Despite the many spots and halves of success that "Let's Go," it's obvious that a lot of love and care has led to the creation of the game. References to previous games are everywhere. The familiar battles of the story are dressed with cinematic cutscene that have a real emotional weight. Extensive voice action and expressions give you a true sense of attachment to your partner Eevee or Pikachu. You can choose Pokemon from the party to follow your character around and even go on some of the biggest.

That being said, "Let's Go" feels like a culmination of almost all the frustrating aspects of Pokémon's core games in recent years. Freak's game developer is trying to alter an experience that never required a lot of setting in the first place. The game exaggerates the player's hand, avoiding many of the puzzles in the original games, in favor of the fact that the player tells him blatantly how to progress in the story. Your rival has no characterization of previous counterparts and in return there is only to congratulate the player for every chance he receives. The Pokemon capture was simplified in a superficial motion control minion from the Pokémon GO, while the reproduction, target mechanism and ability were removed altogether.

Earlier "Pokémon" games simultaneously provided an intelligent game base while providing deeper and more complex mechanisms if the player wanted to hire them. "Let's go" focuses entirely on the casual side, taking the choice from the player's hands. It's a good thing even an occasional "Pokémon" experience can be as fun as it is.

As far as the basic gameplay is concerned, I was pleasantly surprised to find that Let's Go had a well-developed campaign that was not as ridiculously easy as many feared. The classic elements of RPGs to capture the Pokémon and engage in moving battles to train them back.

The game even offers a decent challenge because of the probable setting of the best-constructed level curves ever seen in a Pokemon game. If the player progresses through the game at an average pace, opponents will always be on par with or above your own Pokémon level, adding a layer of complexity to the battles that causes the player to think more strategically than to spam a move until a battle finish. There is nothing that will prevent a player from progressing due to difficulties, but it has a certain depth of combat system.

The visibility of wild Pokemon around the world is a welcome change for frequent disturbing occasional encounters of the past. However, substantial concentration on the catches of a large number of creatures and their dispatch in exchange for items makes Pokémon feel a little less like the partners and more like a form of currency. The two-player cooperative mode destroys the game, transforming each battle into a 2-on-1 action and throwing any sense of difficulty out of the window. The fact that the second player can not even interact with the world itself, cement, as an unpleasant addition, which fortunately does not hurt too much, since it is optional.

Presentation of the game is probably the most notable aspect of "Let's Go". The graphics are superb, setting it instantly as the most appealing game in the franchise so far. The novelty of seeing familiar locations and high-definition battles certainly contributed to much of my joy. That being said, compared to the flagship titles for other Nintendo Switch franchises, such as "Legend of Zelda: Breathing in the Wild" and "Super Mario Odyssey," it feels like Game Freak could have done a lot more with chart capabilities of the system. Even more frustrating is the fact that the rate of game cadres drops, in fact, in certain areas.

"Let's Go" may not do much to innovate, but it celebrates Pokémon's legacy in a way that touches any player even vaguely familiar with the franchise. If not, it is a satisfactory small precursor for next year, we hope they will be much more ambitious.

Send Ethan Zack la [email protected]

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