Clearly the excuse is that it’s meant to be a homage to the old Game Boy game, but it often seems less adventurous than even Sun and Moon in terms of camera angles and cut scenes. The only major problem with the game is just how low-tech it all looks. You can’t do it the other way around but there is a brand new pokémon to catch if you trade between the two. ![]() Online options are similarly limited, and not nearly as advanced as Sun/Moon, although you can import Kanto region pokémon from Pokémon GO. Although it is as simple as that and other players with the game can’t join with their crew. There are also a few new features such as a drop-in/drop-out co-op option where someone else can join in (the game requires only a single Joy-Con to play) to help out with pokémon taken from your party. ![]() A balance which the game manages to maintain in all of its various features and mechanics. The mix feels just right and leaves plenty for long-term fans to get their teeth into without overcomplicating anything for new players. Let’s Go does incorporate some elements from later games though, including gender, newer elemental types, a number of references to the Alola region from Pokémon Sun/Moon, and other features from the end game that we shouldn’t spoil here. Regardless of these changes the turn-based combat mechanics work exactly the same as usual, complete with all the complications arising from matching elemental types against each other and customising your pokémon’s moveset according to your own strategies. The fact that we found ourselves frequently unable to progress until we’d levelled up our party more was a welcome reassurance that the game still has plenty of meat to it even though you now carry every pokémon you catch around with you at once, with a portable Pokémon Box. You still earn a lot of experience points by catching pokémon and you won’t earn enough from just trainer battles to level up your pokémon enough to beat some of the tougher story encounters. This makes avoiding them, and spotting rare ones, much easier but it doesn’t remove the need to level grind. This has a knock-on effect on the rest of the traditional gameplay because now there are no random battles and you can see pokémon (at their correct size) in the world at all times. You can use items like berries and more powerful pokéballs but catching pokémon is basically a simple reflex test, just like Pokémon GO. Instead you just throw a ball using motion controls (only aiming in portable mode, which oddly has no touch controls) and without any reference to any of your other pokémon. What is taken away though is the need to battle pokémon you encounter in the wild, before you catch them. ![]() But if they don’t add much to the game they don’t take anything away from it either. To be honest, they really don’t make much difference to the game and we stopped using our pikachu almost immediately because the partners can’t evolve.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |