Pokémon Scarlet is the first new game I’ve played in the series since Sun back in 2016. While I enjoyed that game well enough, I felt like the series was going in a direction that no longer appealed to my sensibilities. I still kept up with the series, but I was content to stave off trying a new game until something new sparked my interest. Had I reviewed Sword and Shield, I likely would have been immensely unkind to it. While I understand that the true value of Pokémon for many is its multiplayer, the truth is that many players make it through the campaigns and post-game quests before never going through again. Their own multiplayer experiences would likely boil down to a few matches against friends with their in-game teams. The increasingly pilpul-like reasons given in interviews behind the stripped-down story quests of newer entries, and the willingness of the fanbase to defend virtually any decision made by GameFreak, turned me off to the series for a long while.

I never cared about the “dex cut” that occurred in Sword and Shield, to be clear. I have never once transferred old Pokemon to new games, and frequently wipe the slate clean on save files. Cycling Pokemon in and out was an inevitability as the catalog of monsters grew larger and larger. I found it immensely unfortunate that this potentially reasonable development decision became the chief criticism of GameFreak’s work when there was so much more to complain about. Of course, there were many people arguing the point with more nuance, pointing out how the production value and content density/quality of the game was clearly not compensating for the dex cut, but sadly the waters were already muddied. Those darn entitled gamers were at it again, bullying the hardworking developers. All the bitching was to no avail, as Sword and Shield obliterated sales charts, and it seemed like GameFreak would never have any reason to improve or reassess their insane yearly churn out of games.

So what drew me back in here? Well for one, I was gifted an early copy of the game for my Nintendo PC, so the opportunity cost was literally just my time. Secondly, this game swerves off hard from Sword and Shield’s literal straight line region and Sun and Moon’s tiny unfinished areas. It’s a full-on open world with 18 main quest missions that can be completed in any order. For me, this is the final nail in the Cofagrigus for any excuse over the main campaigns being lacking in order to quickly shuffle players along to the multiplayer. Pokemon is supposed to be an adventure, and for more reasons than just that open world, Scarlet and Violet occasionally succeeded in bringing that feeling back to the franchise for me. They got there stumbling all over themselves but they sort of did it. Please bear in mind that my experience does not involve much engagement with Pokemon Legends: Arceus, which to my understanding is similarly open ended but dissimilarly not so focused on battles. I know many people who disliked Sword and Shield walked away from Legends feeling pretty positively about it, so these last few releases may bode well for the future of the franchise so long as GameFreak can please, please get someone else to help them make the game.

So with these 18 missions, there is no level scaling. This can be a bit of a double edged sword. With this format, the world definitely feels more alive, particularly wild Pokemon encounters way outside the average level of your team. You can also challenge yourself by taking on higher level bosses earlier. This was my experience with the game, going after the highest level gym fourth, the highest level Team Star boss third, and the highest level Titan third as well. Hilariously, I would often ignore the victory road storyline until I reached the obedience level cap that demanded I drag my ass to the nearest gym so that my character would stop trying to roleplay as the average pitbull owner. The world was not accommodating me, and I liked that, even though I knew where it was leading. Eventually, I had to go back and blitz through those lower level missions I had ignored. I quickly decided to only use Pokemon around the same levels as those missions, which made for a more enjoyable experience. However, I know most players won’t think about self-policing that way. Games are meant to be beaten, so people don’t even think twice about doing the most optimal, low risk task in order to destroy any semblance of fun. A Quick Ball at one overleveled wild pokemon that may not even obey, four gym badges in, and then you go back and stomp the entire rest of the game. I can’t help but feel that a lot of people will be robbing themselves of something much more memorable, but GameFreak designed the game this way. They’ve always let you play Pokemon in just about the most boring way possible, just look at all those starters with four STAB moves twenty levels higher than the nearest boss.

SPEAKING OF GameFreak and boring design decisions, let’s talk about SET MODE and how everyone who defends its removal with “Just press B lmao” is brain damaged. Yes, Set Mode is no longer available, a totally baffling decision. Like I stated above, people don’t even think about just how boringly they can play games if it’s less stressful to win by being boring, not even necessarily accomplishing things more expediently. I have played plenty of ROMhacks, and I can tell you that even the toughest hacks eventually lose their luster if you stick with Shift Mode. Knowing what your opponent is sending out and being able to swap to another Pokemon at no risk to you is objectively the best decision you can make. Developers usually put some degree of separation between easier options that allow anyone to beat the game and tougher options they think will be more fun. These are usually called “difficulty modes'' for the uninitiated. Many people considered Set Mode to be a difficulty option, and indeed people who defend the often braindead difficulty curve of the games tell you to just turn on Set Mode. I can only speculate, but I’m sure that those same people are now defending Set Mode’s removal by telling others to “just press B”

The problem is that most people don't even think about how much Shift Mode affects the experience, or how GameFreak removing Set further removes the singleplayer experience from the multiplayer experience completely unnecessarily. They already have VGC, a double battle format, as their main competitive option, something the singleplayer does virtually nothing to garner interest for. Now they’ve gutted yet another way to have singleplayer battles to remotely reflect multiplayer battles. Imagine the frustration a kid will feel when all the power granted to him by Shift is gone the moment he battles a friend, having no means of understanding that’s an intended part of the game. Yeah, I can just press B, in fact, I did press B. Every time. The whole game. Nor did I use items in battle, and it was better for it. These games don’t need ROMhack level difficulty to be interesting. The games are fundamentally expressive enough for you to find a lot of your own fun. The problem is that GameFreak is pretty hellbent on making that expressiveness less palatable. You are presented with an optimal decision constantly, and you have to deny it. Your brain interprets denying the switch as an objectively bad decision nearly every time you see the prompt. You're talking about one decision, turning the game to Set Mode, versus hundreds, denying shift every time you're given the option. Passive versus active. Imagine if you had to hit LB in Halo every time you met an Elite's line of sight in order to activate its good AI. Nobody would find that acceptable except for Pokemon fans. You also get to know what pokemon is coming next which OBJECTIVELY removes part of the game's ability to surprise on a first playthrough. Go ahead and tell me to play blindfolded next.

There’s the biggest issue with the gameplay experience of SV. You need to have the self-discipline to make the game more enjoyable. This isn’t going to apply to everyone, and of course Pokemon games have never been hard, but there are people out there who will walk through the latter half of the game dozens of levels higher than the opponents they need to beat in order to progress due to the openness of the game. Players who aren’t just kids with overleveled starters, doing this completely by accident. There are some solutions to this. One might be having moderate scaling based on your progression, with certain opponents having higher minimum and maximum levels for their pokemon. That leaves the game fairly open without giving you as much exp.

Further muddying the divide between singleplayer and multiplayer is the TMs. It seems like GameFreak just can’t decide whether or not their decision to make these items infinite use in Gen 5 was good or not. Here, they are back to single use, but you can make new TMs at any time by using materials from wild Pokemon. This is a pretty new thing for Pokemon that brings it a little closer to a traditional RPG. I found it to be a pretty neat idea for singleplayer but its implementation leaves a lot to be desired. Most people have severe loss aversion. As such TMs before Gen 5 were notorious for being nothing but bag space from those suffering from analysis paralysis. With them becoming unlimited in their use, they could act as much better rewards for exploration or progression, and do more than sit in your bag until you were ready for multiplayer. Here, you might have had the best of both worlds; You have more decision-making added to your playthrough, asking yourself if it’s going to be worth it to teach this Pokemon a certain move without it feeling like a total loss. Except it’s still kind of a grind to acquire these once you want to jump to multiplayer, not nearly the grind it used to be, but it’s just going to feel like unnecessary extra time once we all move past the main campaign. Among all the ways GameFreak has tried to make transitioning to viable competitive teams more smooth, they still find ways to make it a little bit silly. However, this may be a compensatory measure for a lack of move tutors in the game, as the list of TMs is substantial. You can ask yourself whether or not those were worth it to grind for as well, or whether or not you should just boot up Showdown. It seems like GameFreak wants you to earn that optimal team, and in this case, it’s certainly among the easier grinds for moves.

The way these TMs are displayed in the menu where you craft them is pretty subpar though. It reminds me of how modern digital storefronts just show you a thumbnail of the game’s box art, that either doesn’t have the title visible or has it displayed with an illegible font. No font here or anything, but I wish there was. You just have a zoomed in picture of the move in action. You can sort by type but there was no reason the UI had to be so unintuitive.

Quality of life features have always been a mixed bag with Pokemon. Here, for example you can still reset EVs for your team, but not with the same ease you could after Sword and Shield’s DLC. I guess GameFreak considers that feature a premium service. You can, however, have your Pokemon relearn any moves they previously knew at any time, including TMs they had, should they have been deleted. This carries over from Legends, I believe. This is honestly a great change, and helps open up team building for the whole game. While I can see the appeal of more committal decision-making previous games had, even going down to how the much maligned HMs affected team building, I much prefer this system. This is one feature that makes the games easier at basically no expense to their ability to craft interesting encounters, even if they don’t choose to make those encounters. With this set up, you can basically go about every major mission with a completely new team made up of each area’s surrounding Pokemon, which is exactly how I plan to play it next.

The major battles seem to have finally gone back to having decent coverage and preparation for certain Pokemon you plan to sweep with. I’ve always felt like type specialists should really ease off on just how much they specialize in their type by the late game. Players should understand type matchups by that point, and in fact they can even see what types are effective against what Pokemon at all times now. I absolutely never understood the criticism when bosses didn’t have a full team consisting of their preferred type, this should almost always be considered a good thing. Even if cases like Flint in Diamond and Pearl only got that way from desperation. Both the Team Star and Titan Pokemon quest lines involve taking down boss Pokemon with health bars equivalent to that of the Tera Raid you encounter on the overworld. Each Team Star boss has a magic car of their respective type that you fight. Interestingly, the game never tells you this car has taken on their type, but it’s easy to surmise. Go ahead and spam that same super effective move, kiddo.

Each quest line provides a lower stakes adventure for you that eventually opens up to a typical storyline where you save the world, but I liked the ride getting there. Operation Starfall involves you running through each base before engaging in a boss battle. The base raids have you run through on auto-battle mode in a “race” to KO thirty Pokemon. This timer is all too generous, and in most cases all you need to beat these challenges within 2-3 minutes is a slight level advantage and type advantage, as that is all that goes into determining whether or not you even take damage in an auto-battle. However, if you go in underleveled, you might find these moderately interesting, as you have to select who among your three chosen Pokemon you send out at what time to deal with what enemies are throwing out. Dual types on both sides mean that certain Pokemon may be more vulnerable than you thought going in.

There’s an adorable little anti-bullying message for the kids in this storyline. It didn’t do much for me but I appreciated the effort. The game is sadly afraid to fully commit to the premise of Team Star becoming the bullies they hated. They did nothing but act truant, they are completely innocent and have nothing to apologize or be held accountable for. GameFreak seems to have settled into the villainous teams no longer being the world ending threat for each game, which I think is a better tone to set for something as laid back as Pokemon. That being said, I’m sure people will eventually want to go back to something more threatening than kids playing hooky. For the time being though, I don’t mind it in concept. This is still the weakest part of the game thanks to the poorer structure of its storytelling that seems unshakable in these Ohmori-directed games.

Secondly, there’s the Titan Pokemon storyline. This is a more intimately character driven story, and I think it shows that GameFreak’s storytelling abilities CAN get better. They’re still nothing special, but this is an improvement over Sun and Moon and a huge improvement over Sword and Shield. While I may have enjoyed certain aspects of SM’s story more, SV is clearly more competent at actually presenting its story. SM’s story is highly intrusive and you are often made to feel like a bit player in it. You just want to get through your island trial but you’ve got to mend this broken family first. It made subsequent playthroughs of the game much harder to stomach than any of its predecessors. Sword and Shield could win an award for being just as intrusive as SM while having absolutely nothing going on in its plot. In SV, you have to go out and pursue these story segments when you feel like it, and you feel like a much more active presence in the story yourself. Arven, the principal role of the Titan’s story, has a very down-to-earth struggle to heal his wounded friend. Something the player is made to relate to, as this quest is used to power up your lizard bike buddy. I wasn’t a fan of either box legendary’s design this time, but it’s hard not to be at least a little endeared to Koraidon after spending so much time with it and watching it regain its strength before finally coming through in a (scripted) battle sequence. If ever there was a time where “Pokemon held on so wouldn’t feel sad” felt appropriate, this would be it.

Lastly there’s Victory Road. This is the traditional run through eight gyms you expect from Pokemon. These gyms, like most of the boss fights, might surprise you with decent coverage, but they have a disappointing flaw. They use Terastalyzation to change the type of one of their nonconforming team members to the type they specialize in. So you can safely spam that STAB super effective move if you want. Go right ahead. The Elite Four and champion is comparatively more challenging because they just Terastalyze to their own specialized STAB that the Pokemon already has, giving them a free boost. Just a very boring use of the mechanic.

You also have your rival, Nemona, checking in on your progress throughout the way. Framing for rivals is pretty important, and I think SV succeeds here. Many people mistakenly focus on a lack of “asshole” rivals in newer games, even though we have examples like Gladion and Bede. I think the problem is that rivals should feel like people you really want to bring down and the games have often struggled with this. Bede is basically broken and never comes off as anything but pathetic. For comparison, Blue has an awful team, you beat the hell out of him every time you see him, but he never takes you seriously even when he loses, and he’s always one step ahead of you in the story. When you get to the League and find out this little shit you’ve slapped throughout the game actually beat you to being champion, you want to teach him a lesson. Like I said, framing is important.

Nemona is a friendlier rival, and she’s built up by the story as highly competent, the best of the best. She’s testing you, she’s holding back in fights against you until the very end of the game. So even though she loses every time, bringing her down remains a credible goal throughout the game. She does use the starter weak to yours, which many players have taken umbrage with through the years. I agree with this as an issue to an extent. It is probably better to teach players about type matchups by giving them something to wail on that they’re strong against. A rival with the starter that counters yours means that you won’t even get to start with STAB moves. I see the logic, but I also think it harms the feeling of you as an underdog overcoming the odds. That being said, the games have become so adamant about worshiping at your feet that I’m not sure if GameFreak even wants to give players that impression. Anyway, it would have been much better if Nemona used Terastalyzation to change her starter’s type to one that countered your own. That would have been the best of both worlds right there.

A persistent problem with some of these Ohmori-directed games compared to Masuda-directed games, even “post-decline” so to speak, is that they’re totally in love with their own characters. It’s like Ohmori is straight up limerent for characters he has full control over, so it’s weird that it feels like they don’t love him back. They spend just a little too much time on “quirky” traits for these characters that come off as shallow and insincere. Perhaps the poor production value is to blame for that. Characters are still completely silent and move like automatons on an axis. There is a rap battle in this game, a fucking rap battle, and it manages to be more lifeless than it is cringeworthy. That’s got to be an achievement. Hip-hop in children’s media is almost always pure, organic cringe, but here it’s just befuddling. The game can really fall flat here with the Team Star members. It wants to sell you on their personalities and friendships, and I guess it’s a better effort than Ohmor’s other work, but not enough to get me to read most of their dialogue. I got the gist, their ending was kind of cute. Each member did not need their own flashback. Especially when each flashback is not about their individual problems but more about what each of them did to bring Team Star to life, not ideologically, but in terms of presentation. Like a fucking friendsgiving.

Enough story bullshit though, what the hell is so good about this game that I basically enjoyed it despite everything? Well, the world is densely populated with Pokemon to find, team building is intuitive, routes feel expansive, the game is truly not lying about it being open. I genuinely like the idea of feeling blocked off by high levels and either needing to find somewhere else to go or toughing it out up a dangerous trail. Picking up items no longer stops you in your tracks. If you do want to challenge yourself, you still can. I genuinely liked Arven’s storyline. The weakest link as far as the quests go isn’t dragging things down too horribly, as the boss fights were a good time. The movement options opening up over the course of the game feels empowering. I got to see Sudowoodo and Toedscool book it from me hilariously. Ditto and Zorua never appear on the overworld because they’re always disguised as other Pokemon. When the world feels alive for a bit, when you come across an old favorite roaming in the wild, something about the game genuinely sings for a moment.

That is the thing though, the game is basically a series of boss fights. Your mandatory battles are the gym leaders, E4, Champion, Nemona a few times, each team star boss, the titans, a few wild pokemon in Area Zero, and your game’s respective professor. Probably about thirty battles. You can run by every trainer, they’re all optional. Like a lot of decisions for this game, it’s a double edged sword. I’m rarely jumping into anything I’m not asking for beyond accidental wild encounters. Going about each open area to find every trainer and get your TM/item gift can be fun, but you can’t replace the feeling of overcoming a harder fight you were completely caught off guard by. You run into a trainer you didn’t want to see, your lead goes down, but a Pokemon you thought very little of pulled through and helped you to keep going. It’s a feeling that’s lost here even on the more perilous routes. Even knowing there were a few trainers who very nearly kicked my ass, I still know I asked for that ass kicking.

This might be a sharp step down from Legends. To my knowledge, that game tried to mix up the mission structure with modified tasks focused on capturing Pokemon. There’s no progression within any of the main storylines that doesn’t just involve battling here. The best you get as a pace breaker is gym “puzzles” that barely qualify as such. I understand that SV and Legends were developed at the same time, but it’s just odd that this open world game doesn’t have any side missions to tackle. You have Tera Raid battles. Okay, fine I guess. What about something like Totem Battles from SM? Double battle focused side quests? Triple and rotation? Oh sorry, GameFreak doesn’t want you to remember those. A sidequest that’s all inverse battles? Restricted quests with rental Pokemon? Rewards for quests like rare Pokemon or rare Tera types?

At the end of the day, the huge world is really neat to go through for the first time. Discovering every ecosystem and every Pokemon that dwells in it, but I’m unsure if this would hold up on subsequent playthroughs. That’s all there is to do here except fight the bosses. Pokemon’s formula is still the most sustainable solid gold in all of video games. Even at its worst it’s still probably mindlessly enjoyable, but even with all the expressiveness the games give you, the developers always seem confused over whether or not they want to give you anything interesting to express yourself to. One thing’s for sure, it’ll be a pain to get through that intro again. My god, that had to have been nearly two hours before I felt like I could do anything.

SPEAKING OF slow as fuck. This game is Shuckle slow. I thought it was the PC at first, but apparently reports are coming out that the Switch version has the same performance issues. Stuttering framerate, major pop-in, outright freezing, long load times. All the stars are here. Not to mention, this battle engine seems like it’s giving Gen 4 a run for its money with the lulls between text boxes and animations. By the way, YOU CAN’T TURN OFF ANIMATIONS ANYMORE. Yeah, it looks like GameFreak took those comments about their animation work in SwSh to heart. They were so proud of their work this time that they wanted you to see all of their high quality animations forever. All at a stunning 21 fps. The lack of interiors to buildings sure is disappointing but damn you have to wonder how much worse the game would have run if they were present. In fact there appears to be MORE issues on the official console release of the game than the day -10 PC version.

Not to mention, we are so far beyond Pokemon’s current battle presentation at this point. Tell me the necessity for all these text boxes and animations playing out separate from one another. Persona 5 was able to communicate relevant information on screen in a very timely manner. At one point, I realized that things like Leftovers recovery, poison damage, or sandstorm damage occurred at the same time as the prompt displaying your team receiving exp and I’m like HOLY SHIT IMAGINE THAT. How the hell are those five-hit moves still the way they are? Pick up the pace. Also I don’t need to see a text prompt telling me that the move hit three times AFTER the Pokemon I hit it with already fainted. Display the information on screen as it’s happening, it CANNOT be that hard. Move makes contact, visual indicators for CRITICAL HIT and SUPER EFFECTIVE pop up at the same time the health bar is going down and maybe even slap on a KO on top of that. Like I need an extra prompt to see my Pokemon’s HP reaching zero. Jesus Christ. Cut down on this dead air. POKEMON USED MOVE - ANIMATION - it’s SUPER EFFECTIVE - FAINTING ANIMATION - POKEMON FAINTED - USE NEXT POKEMON? Dead air between every single one of those prompts and animations.

There have been a FEW improvements to the presentation. The Pokemon models really are updated this time. Tropius and others are at last free from Sky Battle hell. Charizard has its caveman brow back. Pokemon now have actual interiors to their mouths and their eyes are modeled rather than just being painted on. Pokemon are more properly scaled to get a sense of their size. This is a huge boon for making the world feel more lively, with some monsters being so small you have no idea you’re running into them. Just pray you’re not caught in a crowd because it will be a constant stop and go. The scaling is handled a little strangely in battle. In the open routes, you control the camera during battle, so you can move it to get a better view of things. During important battles, the camera is fixed, and many Pokemon on your side are viewed from such angles that you basically never see them during fights.

Many Pokemon have cute overworld animations, and most have sleeping animations. Near inexplicably, none of these sleeping animations make it into battle. Pokemon don’t even close their eyes when sleeping in battle anymore. I thought the removal of such a thing was a result of the aforementioned modeled eyes, but they close their eyes in the overworld. What the hell did they mean by this?

Among the most important parts of presentation in a Pokemon game would be character design. This is just about as subjective as it gets. Everyone has wildly different favorite Pokemon. I’m of the mind that Gen 3 had the most consistently decent designs across the board despite having very few of my personal favorites. By contrast, I consider Gens 5 and 7 to have some odd choices for designs, yet they have way more of my favorites, so maybe there’s something to be said about polarizing design philosophies yielding stronger results. You can still go too far with that polarization though, as Gen 8 was what I considered to be a clear low point in design quality. Little did I know that Gen 9 was just around the corner to give it a run for its money. Running the math, I liked about 4/10 new designs on average.

The starters in particular are still leaning a little too hard into these fixed character archetypes. I’ve always felt that starters are better off feeling more general in personality. The best one, Skeledirge, is saved by virtue of still feeling like an animal first and a guy second. Even then, it is trying to balance things like emulating the relationship between the crocodile and the Egyptian plover bird, Dia de Los Muertos, and being a vocalist. That’s a lot at once and the design is made weaker for it. At least it was spared the humiliating fate of Quaxly, becoming a large-rumped duckperson with giant sausage toes instead of its first form’s webbed feet. Still, it’s nice to see “animal + element = Pokemon” is going strong all these years later with designs like Killowattrel and Mabosstif. Other designs like Ceruledge and Armorouge just throw caution to the wind and go all in on being as cool as possible, your expectations of Pokemon designs be damned, and they did this to great success. Those designs are cool and you have no inner child if you say otherwise.

My friend Steve is a noted crab hater. The man just hates crabs. He hates Klawf and he hates any crabs reading this review. I however, think Klawf is an immensely welcome addition with its horrifying eyes that follow you wherever you go. Among all the new designs, Klawf is the one that most feels like an unpredictable, dangerous animal, that cannot feel anything resembling love or affection. Its silliness actually lends itself very well to that sense of unease around it. Klawf will never be my “bro” and that’s beautiful.

Bug types seem like they got the short end of the stick in this generation. Rather than drawing them out first, these designs look like they were modeled in Blender with thirty minutes of work before calling it a day. There’s a great looking snail Pokemon, but it’s not a Bug type. There’s at least Slither Wing, but that’s just comfy pajama Volcarona.

It’s tough to really assess what exactly the design language behind each new generation is. There are several different designers, after all. There is a clearer throughline for things like the ancient and future variants of existing Pokemon, though. Ancient Pokemon clearly got the better roll here. They have some thematic consistency with more spikes and tails, but they don’t feel needlessly uniform. The future variants fell flat on their faces. They’re all robots. Some just look like a robotic sheen slapped on an existing design. I’m not usually one to complain when Pokemon do not always reflect their types, but these completely fail to visually communicate their general lack of Steel typing. In the future, all these Pokemon become robots that exhibit the exact same animal behavior. Dumb. Don’t give me any BS about cyborgs. These are robots, get out of my face.

Of all the complaints Sword and Shield received, character design wasn’t really one of them. Many have observed a change in human design philosophy over the years to favor a more “cosplay” style of dress, but it’s more like a passive acknowledgment rather than a straight criticism. So what exactly is going on with this sudden change for SV? Characters look almost doll-like, and no longer reflect their official artwork nearly as accurately as the past three entries on Switch. This velvety texturing of skin and clothing along with the glossy eyeballs only serve to make the animations look more unnatural and automaton-esque. Certain characters clash just standing next to each other. Geeta’s eyes are three times the size of other characters. Also bitch is the goddamn big boss of the league and uses a fucking Gogoat holy shit.

Player character designs have remained a pretty important part of each new game’s identity, but Scarlet and Violet seems like the first time the developers chose to make the player characters as blank as humanly possible. It’s not necessarily bad, it’s just another notable change. The default male and female designs used for promotion were previously distinct, but now really feel like identical twins. It’s both fitting and strange that the school uniforms are the context through which this blandness is achieved. Of course this was the golden opportunity to scale back the importance of a default trainer to identify, given that you’re uniformed at all times. But you’re uniformed at all times, so you don’t even have anything close to the range of fashion customization available to you in XY, SM, and SwSh. You do however have a greater number of options for your head, and both genders share those options. So you can really live out that discord moderator dream. I however, was content to just give my guy a signature jewfro and call it a day.

Strangest of all is the absolutely hideous crop of random NPCs. Many of them are adults dressed in school uniforms. I suppose framing the school as something more like a college for Pokemon enthusiasts is meant to lend itself to the franchise being all-inclusive to everyone everywhere. The result is instead a bunch of creepy looking adults waiting around for you in the dead of night. Also some very broad shouldered women. Why the hell are they so broad? Are they okay? They look like they’re in pain.

However, there is this character named Rika, an Elite Four member. This character is unreasonably sexual. Only Anabel’s Sun and Moon design compares. Designs like these are so beyond degenerate in appearance and I need this stop before they destroy my life.

I have many, many negative thoughts on the state of pokemon, on the directions it’s taken, and even the very idea of calling this game a step in the right direction. How many steps in the right direction are we going to have? How many indicators of great things to come will we need before we’re ready to properly judge the here and now? It’s undeniable though, that my curiosity about this series is back, and Scarlet offered enough novelty that I’m interested in replaying just to see how much further I can push it. There may come a day where GameFreak strips me of any ability to create something fun out of Pokemon, but it hasn’t come yet. If nothing else, it has the absolute craziest ending to a Pokemon game ever, complete with Ed Sheeran coming out of nowhere to scare the living shit out of me.

Please get someone else to make the games.

Reviewed on Nov 19, 2022


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