It may be easy to write off Pokemon Snap as yet another gimmicky spinoff of Nintendo's most lucrative franchise, but looking back, it’s honestly a very refreshing take on the arcade rail-shooter. HAL Laboratory managed to transform a gameplay vessel known for flashy, action-packed titles into one of the most relaxing and heartwarming diversions in the N64 library. Just consider how the mechanics were translated: the guns became your toolkit, in the form of your camera and your apples + Pester Balls to interact with the environment and local wildlife, and the “damage” became a photography scoring system as you carefully manipulate your surroundings and wait for the perfect moment to take your shot. The game has excellent replayability due to its depth of interactions packed within the span of a few hours, and becomes a fantastic exercise of discovery and optimization: it’s quite satisfying figuring out exactly how every Pokemon can be lured and baited into favorable positions to maximize your score while unlocking a few new courses along the way. Furthermore, experimentation never feels punishing because courses are already naturally short (within 5 min per run) and you’ll later unlock the Dash Engine to accelerate your cart if there are any particular sections you want to get to immediately. It’s a fantastic way to encourage finding as many unique interactions as possible while rewarding acute player awareness; my favorite examples include stringing together multiple far-away shots of Lapras across the beach stage to finally snag an up-close profile photograph at the end, or realizing that you can "feed" Grimer with enough Pester Balls to spawn Muk. Of course, this goes without saying that nothing quite hits the spot like taking pictures of happy, dancing creatures on a chill Pokemon safari.

What does hold Pokemon Snap back a bit is the scoring system. It unfortunately feels like a crapshoot trying to snag a perfect score, since Professor Oak’s requirements regarding size seem a bit nebulous besides the obvious guideline of “make the Pokemon as large as possible within the frame with the whole body included” and pose specifications feel even more arbitrary (given that the Pokemon is facing forward of course), with anything that’s not an aggressive or flashy Pokemon stance often meeting the fate of “it’s so-so,” whatever that means. Also, needing to be exactly pin-point accurate on the reticle in order to associate a score with a particular Pokemon species should work well in theory, but this concept doesn't quite hold up in scramble situations when multiple species are present in the frame and none of them are covered by the reticle. Case in point, Professor Oak was very sure that this was meant to be a picture of Haunter. Let’s just say that being at the forefront of Pokemon research with a PhD doesn’t necessarily make him the most qualified to judge photography. The flimsy scoring mechanics aren't a huge deal for most of the game, given that unlocking courses seems to be locked behind photographing a certain number of different species as opposed to sheer score accrual, but it does hurt the post-game appeal of trying to beat the challenge scores.

Regardless, Pokemon Snap remains a somewhat overlooked and innovative twist on a classic video game genre, popularizing photography games and spawning many spiritual indie successors that have begun sprouting in recent years. While a part of me does wonder what HAL Laboratory could have done with a bigger development budget, given that there are only six main courses and only 63 out of the original 151 Pokemon were included, I have to respect how so many different hidden secrets were packed into a game that can be easily completed in a single afternoon. It never fails to put a smile on my face, playing the Pokemon flute and watching Snorlax bob its chubby face to the rhythm, or luring a horde of Charmanders from over a hill with apples and snapping shots of them jumping joyously about. I’m very much looking forward to committing to a full run of the long-awaited sequel later this year to see how the franchise decided to expand from this snug and breezy little package.

Reviewed on Jun 07, 2023


4 Comments


10 months ago

I love this game. It's part of my childhood

10 months ago

Very nice. This was actually the first console game I got as a heavily Pokémon obsessed kid. Got a nice wave of nostalgia reading this. . . Until you mentioned the "so-so" rating and a bunch of repressed memories surfaced. 😂

10 months ago

@MPK92: Same here, I wasn't as into the competitive aspect of Pokemon back then, and getting to see Pokemon in their natural environments was definitely a huge draw. The little "puzzles" to successfully photograph every single mon sealed the deal.

@LeonardoMF93: I think the first time I played this was back in a hotel, when a few of them still had rentable in-room entertainment with N64 games. As a result, I never beat it back then since it was just a bit too long for the initial trial period, but I have pretty fond memories of the game.

@cdmcgwire: Imagine Todd Snap potentially risking his life to take a picture of a roaring Kangaskhan after chucking a Pester Ball at its back, only for Professor Oak to go "The size? Eh, it's so-so."

10 months ago

I have a somewhat similar story. During the time of the N64, games were very expensive here in Brazil. I only had two games throughout my childhood. There were some places where you could rent games and pay per day, but if you rented on Saturday, you only had to return it on Monday. For many Saturdays, I would rent Pokemon Snap but couldn't finish it. I had to spend the whole week hoping that no one would rent the cartridge and erase my save file. When the following weekend came, I might or might not be able to continue from where I left off. That's why I only finished it years later when I started working and had my own money to buy the cartridge.