Game Ramblings #215 – Pokemon Legends: Z-A

More Info from The Pokemon Company

  • Genre: Action RPG
  • Platform: Switch 2
  • Also Available On: Switch

This is such a strange game. At a glance it feels like it should be terrible – a Pokemon game contained to a single city with limited zones in which to catch Pokemon. However, they made a crucial decision to focus on combat and boy did that benefit the game as a whole.

If you’ve played the previous Pokemon Legends: Arceus, there’s really nothing to talk about except for combat. Simply put, combat is now done in real time in all situations. There’s no difference between fighting a wild Pokemon and fighting a trainer battle and they really lean into that. You as the trainer run around and avoid being hit by stray attacks while simultaneously hitting buttons for relevant attacks. Pokemon are quickly hot swapped so trainer fights don’t lose the real time feel as you go through your lineup of Pokemon swapping out to gain type advantages. It plays a really tight line of familiar but new for the series, even compared against the same feeling of Arceus. However, I do think it has some rough spots in their first attempt at real time.

The first obvious problem is that I think the player’s active Pokemon has too little agency of its own to actively fight. All ranged attacks are relative to the player and the Pokemon tries to follow the player around if they aren’t being actively commanded, and that’s frustrating as hell. As a player, I have to reposition frequently to avoid being hit by attacks, which then causes the Pokemon to get into spots where it has to wildly reposition just to throw a ranged attack which is always at a fixed spot relative to the player’s position, wasting a bunch of time while it repositions. The Pokemon then often gets into spots where its ranged attacks hit things that it should simply be obviously avoiding. It might be an edge of a fence or a tree or the top of a stair that will clip the attack, blocking it from hitting. It’s just consistently dumb as shit that this occurs, because a Pokemon should clearly be instinctively smart enough to reposition itself a bit to avoid this.

Where this gets particularly frustrating is that they very clearly designed the big PvE boss fights to avoid this. Those fights are all just against a Pokemon on a flat surface, and they’re spectacularly fun. These fights become some of the more chaotic avoidance situations in the game, ranging from anything like pool avoidance to bullet hell situations. Some of the early ones are certainly more straightforward damage checks, but later ones start to test the player’s ability to not just faceroll the attack buttons and actually stay moving more often. And they WORK because they DO NOT REQUIRE THE POKEMON TO THINK.

This is then compounded by the large amount of trainer battles that the game pushes you into. If Arceus was about collecting and not having trainer battles as much as possible, this is about as far opposite as you can get. There are entire segments of the game loop dedicated to trainer battles, where sections of the city are cordoned off each night just for trainers to battle in. This is where you get a lot of mileage out of having a traditionally setup party to counter as many Pokemon types as possible, but it’s also where I have my second real problem with the combat system.

Trainer battles in traditional Pokemon games largely involve you guessing your way through the first Pokemon then distinctly having the advantage to switch Pokemon simultaneous to your opponent, leaving you with a type advantage as long as you can generally know or guess the upcoming Pokemon’s weaknesses. That isn’t present here, but it’s also combined with an annoying delay when switching Pokemon where the Pokemon has to play a spawn animation before it can even begin to move for both the player and NPC characters. Generally it leaves the Pokemon open to being hit at least a couple of times before it can even begin to move. This leaves the defending Pokemon with an always present inherent disadvantage to having been put into battle, which feels generally off in the spirit of Pokemon fights. It’s not necessarily that I want to have the guaranteed type advantage of the turn-based games, but I want to at least be able to quickly get a Pokemon into battle and fighting, rather than watching it slowly spawn and be hit.

However, the bulk of the trainer battles in this are inherently more interesting because of the open world and real time nature. You can sneak up on people and knock out their opener Pokemon before they even know you are there. It’s such a dick move if this was to be happening in real life, but as a videogame power fantasy it’s spectacularly fun and effective.

The thing is, despite me having what feels like real core problems with combat I still found this to be so tremendously fun that it again represents what I think is a better path forward for the series. If Arceus represented a quicker paced capture dynamic with an open world, this represents the feeling of Pokemon in a way that more closely matches the TV series. This feels much closer to what I think Pokemon is, with more trainer fights and less capturing but done in a much quicker paced setup inherently due to it being real time. This keeps important things about the core metagame for me – forming a party tuned to type advantages, swapping them out based on what my opponents bring in, making sure that I’m tuning my move set to take advantage of things that aren’t inherent to the types of my Pokemon – and reducing overall user friction by making everything easy to get to.

If I then take combat at face value and assume that some iteration could be done to smooth it out a bit, this represents a future that I think should be core Pokemon and not side game experiment. This combat applied to the Scarlet/Violet world design would work just as well, and in particular would allow them to eliminate their time saving measure of auto result-battles in the open world that always felt like a grinding crutch to me. This combat applied to gym battles in Scarlet/Violet would make those feel like even larger spectacles. This combat applied to Terastallized Pokemon fights would make those feel like skilled battles instead of dice rolls around picking the right overpowered Pokemon. There is just a lot to be gained from Game Freak paying attention to what they are creating with these experiments, and the hope is that they do pay attention instead of throwing it away again.

Game Ramblings #214 – Ghost of Yotei

More Info from Sony

  • Genre: Action/Adventure
  • Platform: PS5

For all intents and purposes, this is a perfect iterative sequel. It’s familiar enough to not be different from what I enjoyed about the original, but it’s got enough changes to feel fresh. In some ways that is probably something that people would criticize as feeling safe, but for me it’s hitting a fine line of moving the gameplay forward without losing what it was, and that’s a tough balance to hit.

If I put this up against what I thought of Tsushima there really isn’t a huge difference in my mind. They both do the Assassin’s Creed combat hub and free range stuff meta loop very well. They both have incredibly good combat aligned with some really effective stealth moments. They both have the same general discovery loop of looking for landmarks in the world (ex: steam -> hot springs, big fire -> inn, for all of them you can find a yellow bird to follow). Where this one improved for me really did end up being in the iterative nature of its combat.

In Tsushima I specifically mentioned that duels were where I felt combat really hit its stride, and while that is still largely the case here I do think that the wider group combat saw enough of an improvement to be of note. My problem with the previous title was that group combat never felt like I had a good way to focus on where to look, and a lot of that came down to what felt like a lack of obvious prioritization of incoming damage. That feels much improved here.

Part of it is that NPCs simply are better at taking turns. I know it sounds weird for a group of enemies to attack one-on-one, but from a gameplay perspective it makes sense for the player. Spamming dodge or parry buttons because multiple NPCs come after you more or less simultaneously is not a fun experience. Having the NPCs take turns – and more importantly giving the player time to attack the NPC that they successfully dodge or parry – is a big win in playability and letting the player feel powerful against a larger group of enemies. From a danger perspective it also felt like the NPCs would attack more quickly in succession if I wasn’t correctly dodging or parrying, so it encouraged me to be precise in order to not be overwhelmed. Another part of it for me is that rather than using stance switching to go against enemy weaknesses, Yotei uses weapon switching. From a result perspective this is exactly the same – you switch stance/weapon in both games to give yourself an advantage. However, recontextualizing this to something even more obviously visual feels better in a way that I can’t really place my finger on.

It also may just be placebo or fading memory, but it also felt like the general tells about incoming attacks were more obvious. Visually there were fewer large feints to make you guess incorrectly. The visual language of things that are dodgeable or parryable felt more clear. The audible tells of ranged attacks felt like they punched through the general noise of combat better. These are all things that were important to the larger group combat scenarios to make them feel more immediately manageable compared to the original title to really elevate that part of the experience to allow it to shine. It may not quite match the spectacle of duels yet, but rather than feeling like a negative of the experience I was generally able to enjoy combat in all situations much more easily in the sequel.

If there was one thing that I felt did take a step back here it would be the presentation of the story. The story is a generally non-linear set of sections sandwiched between a fixed start and end. What this means for the player is that once they get into the world, they can generally pick the direction they want to go. Each smaller region of the overall game world was its own self-contained experience where entering the zone triggers some story moment to occur, with the zone having its own plot line, side characters, and wrap up moment. However, that section of the game could occur in any order, so it had very little in terms of ties to anything else.

The practical impact for me is that this title felt like what would normally be a series of smaller independent expansion packs, rather than a whole new title. Each section kind of gets you an upgrade path of some sort and a character that ends up being important later-ish but because they have to work independently it often feels a lot like the zones are – for lack of a better description – nerfed down to just kind of be played through. Narratively it works well, but I’m not sure it was the best for gameplay purposes. On the other hand, when it does tie together for the final zone of the game, the toolbox as a whole works incredibly well so I’m not sure I’m overly fussed that each tool you gained had its own zone to learn the thing in with repeated use.

In some respects it also felt like this change might have forced a bit more simplification of side content, which was something I enjoyed about Tsushima over the larger Assassin’s Creed games. There is still some side content in place, but apart from a couple small specific places there isn’t side content that reaches across zone lines. It helps keep the side content locked to very specific upgrade-focused bits, alongside some side quest lines that deal with things specific to zones – for example, all upgrades for kunai take place in the zone where you earn kunai. I can’t tell whether it was an intentional change to match the narrative setup, but I do think the reduced stuff continues to be a benefit to reducing boredom in games of this scope.

I said this of Tsushima:

I certainly won’t sit here and claim that this is generally an original title, but it didn’t necessarily have to be. It takes the framework established by the recent Assassin’s Creed titles, and iterates enough on it to feel like its own thing.

I think that is particularly relevant here. Ghost of Yotei feels even less original, but I don’t think it needed to be original. Tsushima was a wildly successful and fun game. This takes the core put in place there and iterates on it, and in doing so didn’t lose what made the game a standout. Yotei is a wildly gorgeous game with extremely tight combat and that’s all I really needed it to be.

Game Ramblings #213 – Star Wars Outlaws

More Info from Ubisoft

  • Genre: Action/Adventure
  • Platform: Xbox Series
  • Also Available On: PS5, Windows, Switch 2

Non-Jedi Star Wars games need what I would consider a mix of few things to succeed. They need to have you going up against weird aliens and imperials. They need you to be visiting strange alien planets and the cantinas in their towns. They need space flight of some sort, preferably with combat. To some extent they need callbacks to the movies to at least ground them within the universe. Those are important to the games being Star Wars, but it then has to prove itself as a good game and this one delivered.

This fills the void that the lack of a recent Tomb Raider left me with. For me, the most recent trilogy in that series is a stealth and ranged game. Where a lot of games in the realm of Assassin’s Creed are stealth and melee, TR leaned on the bow for ranged. There is very little else that worked effectively in those two modes for me like TR, but this one does and it does it with a perfect Star Wars universe wrapping.

It might seem strange to consider this and Tomb Raider in the same general vicinity since ranged here is almost entirely blaster weapons, but my use of them was pretty similar. For any sort of large scenario I would go in intending to do it completely in stealth. The blasters bring a bunch of options to do ranged stuns that worked in a similar way to TR bow kills in that they are silent and effective. This would be paired with me sneaking around doing melee takedowns to get rid of as much of the enemy presence as possible. The stealth portion was a lot of fun and had elements to it that were relatively IP specific.

For example, there’s situations where you’ll be sneaking into an Imperial base, full of enemies, cameras, and turrets. You could approach this by taking everyone out and getting away through relatively brute force. You could also approach it by finding a computer to hack the turrets and turn them on the Imperials. You could also approach it by shutting down the cameras and finding safe paths through the base. You could also approach it by finding vents that can be unlocked and coming into your objective via a back route. While some of the story stuff is a little more singularly focused than that, there’s almost always multiple ways to approach a scenario, and that variety and ability to change tactics on the fly really gave a lot of life to the stealth gameplay in particular as it was always a little bit different based on the location you’re at.

When I then inevitably screwed something up I could then lean on the blasters to do actual damage. Where this differs from the TR bow is that the blaster is much more of a third person shooter style weapon where kills are fast and effective. The toolbox here is a lot of chaotic fun when this does happen. Equipping shock damage to disable droids is obvious in-universe and a lot of fun. Shooting the wide array of explosive barrels conveniently placed in combat areas and watching bodies fly is the type of stupid physics thing that adds secondary fun to games like this.

However, it’s also got a really nice power curve and more granular customization than that. An example of the type of thing they have is three upgrade paths for the core plasma blaster. You can go into light firing, heavy firing, or rapid firing. This gives you three types of gameplay that fit different preference styles. Light is a semi auto that can be rapidly fired, but with lower damage. Rapid fire is a pray and spray auto fire that gives you more speed but less accuracy. Heavy firing gives you big damage but lower rate of fire and frequency of reloading. Giving the player the ability to bend combat to their preferences is a powerful way to get a lot of mileage out of small changes that don’t really require a lot of new work. It’s some basic tech and configuration to completely change the gameplay experience in a way that empowers the player to play their way.

You may notice that this is all talking about moment to moment gameplay in what are essentially small places, but this is an open world game with space combat. Frankly, that’s because that stuff simply exists. The meta loop of this game is that it’s an Ubisoft game and it plays like an Ubisoft game. It’s a big ol open world with stuff scattered around that you can do, stuff scattered around that you can collect, and random event stuff that pops up. This extends to space combat where the same stuff happens, but now in a space ship with space combat. Like a lot of their games it’s not that it’s bad but it simply exists and works well, but it’s been done before. The meta loop is no different than Assassin’s Creed, Watch Dogs, or Immortals. Like a lot of AAA game meta loops, it’s all well put together and exists without getting in the way, but it was distinctly not the draw of the experience for me by the end of the game.

I’m not going to pretend that there isn’t some portion of me that likes this game because of the nostalgia of being able to work for Jabba or shoot Imperials or go visit Mos Eisley. That absolutely is a portion of the experience that enhances this game over the same loop without the license. However, this game absolutely stands out as a fun experience enhanced by the IP and how they could work that into gameplay mechanics. This takes bits and pieces that work within a stealth experience like Jabba and bounty hunting and blaster pistols and mashes it together into an experience that really surprised me.