Bio
Hello! For most of my life, I've been a fan of multiplayer FPSs, with the occasional single-player RPG, but lately I've trying to make the most of single-player experiences and forays into new genres. I try to be objective with my reviews, but it's so much more fun to like a game than to dislike it, so I often give many games much more credit than they're due. I can be critical for a review, but outside of reviews I am essentially blind to a game's shortcomings. I love gaming too much.

I'll probably only be using Backloggd to review games that I've recently played or replayed; I've played a lot more games than I've actually listed on here.
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Rain World
Rain World

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I first caught wind of Rain World around 2023, a few months after I joined Backloggd. I had affectionately heard it referred to as “backlog-core”, in that everyone wants to play it but no one actually does. Well, after doing my own research on the game, I decided I didn’t want to be one of those people, and so I tried out the demo, really liked it, and decided to buy the game. A wiser man would have bought it for $25 on the PlayStation or Xbox store. But me? I’m a physical game collector, and unfortunately for me, the Limited Run release of this game came out in 2018. Resell price? $137. And that was one of the cheapest I could find. No matter, I’m a very stupid person and bought it anyway.

To paraphrase a line from my VA-11 Hall-A review (a game I also spent an unreasonable amount of money on)...it was worth it. Rain World is unlike any game I have ever played before, and I doubt I’ll ever find anything like it.

Gameplay is king, so I’ll start there. Rain World has you play as this adorable little creature called a slugcat. It's very cute, but it's also edible. And A LOT of things in Rain World are hungry. I won’t sugarcoat it—this game is fucking HARD. Your movement is wobbly and imprecise, there are very few offensive and defensive options when you find something that wants to eat you, and all the tutorial tells you is the controls. For many people, these are clear signs that the game is much too difficult and that your time would be better spent doing something else. But those people are WRONG. The game is hard, don’t misunderstand. But there is meaning in the struggle.

When you start this game, you are given an intro cutscene and some basic movement mechanics. Everything else about this game is for you to discover. It's up to you to figure out how to navigate this overgrown mechanical landscape, how to deal with these funky multi-colored lizards (and MANY other types of creatures), and if these small objects are food or just something that can fit in your mouth. I have never played a game that left so much up to the player to learn for themselves and it is so insanely enjoyable. One of the first thoughts I had about Rain World that was more than just “wow so pretty!” or “goddammit I died again” was that it truly captured the feeling of being prey in a hostile ecosystem. Where you don’t even know about all the different things that can end your life, and you have no idea what is food and what isn’t, and death could be a few seconds away and you can’t do anything about it other than accept your fate and recognize that this life is just naturally unfair. And yet, it feels so rewarding when you finally figure out that yes, there is food in these long red seed pods if you just hit it hard enough. The small victories matter, and as you progress through the game and begin to master its systems, you grow beyond the clumsy wet cat that can barely scrounge up enough food to survive the night, and you truly become a part of the ecosystem like any other.

The ecosystem itself feels insanely realistic. There are dozens of creatures, all with their own behavior and niches that they fall into, and as you explore and progress, you begin to realize they don’t exist solely to challenge you, but that they are a part of the world just as you are. There is a food chain that goes from the smallest batfly to the largest vulture, and creatures will attack and eat each other just as they eat you. Naturally, this means you can use these behaviors to your advantage, and skirt by dense creature encounters if you’re lucky. When you’re not fighting for your life it can be fun just to watch groups of different creatures size each other up and duke it out. The design of the creatures are really cool too; naturally I don’t want to spoil much, but even just playing the demo, I was continuously surprised by the novel ways they kept killing me. Like, just…what? What do you mean that flying worm grew a needle out of its head and launched itself at me? Like, what was I even supposed to do about that? I was constantly impressed by how odd and occasionally brutal my deaths could get. But that’s just life down here. The creature AI is also ridiculously good at mimicking what real animals might do, and it's different for every creature, so what a green lizard can do is different from what a purple lizard could do. I know I shit my pants the first time I saw a lizard climb a pole. And it's reactive too; the way you behave around certain creatures—lizards and “scavengers” in particular—affects the way they treat you in future encounters. There’s so much to these creatures that you’ll be learning new things about them no matter how far you’ve progressed in the game already.

The movement system is similarly pretty hard to wrap your head around when you first start. It feels just a smidge unresponsive, but not in a bad way, more like you're a baby deer that just figured out how to use its back legs, and realized that throwing its weight around causes momentum to carry the rest of its body with it. You can climb poles, long jump, crawl forwards and backwards into small gaps—and if you’re like me and just pressed as many buttons as I could all at once when confronted with the slightest bit of danger—you may accidentally do a backflip or ground slide, and then spend five minutes trying to figure out how on earth you could replicate it because “oh my god that was hype, I just juked the fuck out of that lizard!” The animations do wonders in immersing you in the role of slugcat, from the way your tail swishes as you fly through the air after a jump, to the way your head whips around as you eat your juicy berry in measured bites. I also want to dedicate some time to talk about the humble spear, a tool you’ll find in great numbers during your fight for survival. It is a platforming tool as much as it is a weapon and boy does it feel good to go ultra instinct and wall-jump from side to side only to stick that spear into solid steel and create a handhold to escape danger.

The art design and environment of Rain World does just as much to sell the feeling of living in a hostile world as the creatures do, if not more so. The art in this game is STAGGERINGLY beautiful. I think this may be the prettiest game I have ever played. There are times where I just stopped everything I was doing to stare at the background and just took it all in. Every area has its own distinct vibe, and all of that is thanks to the god-tier art. Rain World is an industrial landscape overrun with nature, and it shows in the towering metal skylines peppered with flora and flecks of color. The sound design and music? Oh my lord. I could cry. It's this perfect mix between relaxing and isolating, and it also knows when silence is the best soundtrack. I’m listening to it as I write this! When the music gives way to quiet, and the quiet gives way to pounding rain at the end of a cycle…that is something truly special.

The story and lore of this game is best left to be discovered for yourself, and unlike other reviews where I’ll mention a few small out-of-context details here and there, I firmly believe this game is best played knowing absolutely nothing about it. That goes for gameplay and exploration too—it is tempting to give in and Google some details about the game just so you can have an easier time playing it—but if you can help it, go in blind. I did have to look some things up, so I’m no saint in this matter. But the beauty of this game is that you have to piece it together yourself. There are some mechanics and features that it absolutely kills me to omit from this review because they’re sooooo cool. Even if you’re dozens of hours in and still have no idea what built all of these big buildings and why the rain kills you, I promise, you will get some answers eventually. There is a real payoff to exploring every inch of this map.

All of these elements combine into an experience I’ve honestly struggled to put into words. Even this review is a little more esoteric and flowery than I usually get with my writing; admittedly that might be a crutch for not knowing what I’m really doing with this one. The way you figure out the gameplay is the same way you figure out the story—piece by piece, in uncertain terms, and and never being truly sure you have the full picture. Just as you as a player do not fully understand the world you’ve stumbled into, your slugcat cannot hope to understand the history that’s been left for it to uncover. Everything here is beyond you. You are but one piece in this puzzle, and you can’t solve it alone…but you are all you’ve got. It’s not a player-centric game by any means. There’s…this beauty, in the unforgiving and unknowable. I get a weird feeling playing this game. It's an indescribable sensation. The main menu music inspires this sense of longing within me and I don’t even know why. Maybe I left a part of me in those flooded hallways.

Feelings and musings aside, the game really does have a lot to interact with if you survive the near-vertical skill curve at the very beginning. It has officially supported mods—I don’t know what the situation on PC is, but on console they’re literally in the main menu itself. There’s a lot of good quality of life features in there to smooth out some of the rougher parts of Rain World’s design, like extra tutorials and UI elements to display some of the under-the-hood mechanics. And if you play on PC, there are of course tons of other mods that add wayyyy more things than you could do on console. There’s also a big-ass DLC: Downpour, which I have not played but will definitely be playing eventually that adds several more campaigns with new slugcat abilities and like, triple the amount of areas the base game has. And apparently there’s a SECOND DLC coming out on PC soon called The Watcher? Which I just learned about today? And it’s supposedly twice the size of the Downpour? That’s crazy. Apparently the DLC is a bit more game-y and strays a little from the themes of the base game, but hey, that’s one of the things DLC is good for—trying new things free from the constraints of the original work. Regardless, Rain World without any DLC is still an unforgettable experience.

I don’t really have much bad to say about this game. I’ve heard apparently the easy difficulty slugcat Monk loses access to the lore bits you can get on normal (Survivor) and hard (Hunter) difficulty. That is pretty bad actually, I’m not going to lie. But apparently there are mods to fix that available on the subreddit for this game. Another common modder W. I think the amount of bad a player has to say about this game boils down to if they like the challenge and unfairness that is inherent to the experience. I for one think those factors greatly elevate the gameplay and story, but of course not everyone is liable to do that and that’s okay. Play the demo and see if the game clicks for you. If you don’t like the demo, the full game isn’t likely to change your mind. But if you love the demo, then MAN...are you gonna like this game. I know I do. If you got this far, thanks for reading.

This review contains spoilers

My completion of Persona 3 Reload at the beginning of May 2024 left a MASSIVE hole in my heart. So, when my friend told me that a DLC called “Episode Aigis” was releasing that September as a continuation of the story, there wasn’t a doubt in my mind that I would play it. And so, I waited patiently for its release, and bought it the day of. And yet, despite being a roughly thirty-hour DLC, it took me—checks calendar—FIVE MONTHS TO BEAT IT???? What gives?

Well, it’s because I didn’t really like it all that much, which honestly kind of hurts to say because the base game is phenomenal. Apparently I’m not alone in thinking this though, and Atlus really just didn’t improve the original The Answer from Persona 3 FES enough. Now, I can’t speak on what did or didn’t get improved from FES since I never played it, but I can still speak on what I saw in Episode Aigis with my own eyes, and what elements I liked and didn’t like.

As usual, I’ll start with gameplay. Combat is mostly unaltered from the base game, which is good, because the combat is awesome. However, one thing that is NOT awesome is the pacing of said combat in comparison the story. The Abyss of Time is waaaaaaaaaayyyyyyy too long. It is seven blocks long! With basically no story in between! The only thing you get to tie you over is the flashbacks to each SEES member’s past. No life sim because y’know, time has stopped and the dorm is the only place you have to go. This is why the DLC took me so long to complete—because you’re just doing absolutely fuckall but fighting for like twenty-five hours with like, a cumulative fifteen minutes of story in between. All of the story is at the beginning and end with the absolutely GAUNTLET of seven Abyss blocks as the only thing to do in the middle. It was utterly mind-numbing. Not to mention the design of the blocks rotate between like, four or five different backdrops every twenty or so floors. Visually it's just uninteresting.

In my opinion, the ONLY saving grace of the Abyss’ level design was the final block, Empyrean, just because it's finally the endgame and you get to unlock all the cool overpowered skills and Shuffle Time Arcana cards. Empyrean was genuinely really fun; I had stacked several of the Arcana that let you pick more Shuffle Time cards, and so I was picking three to four cards every single Shuffle Time, which caused my team’s level to skyrocket at the end. I got Mitsuru to level 91 by the end of the Abyss and it was awesome. Other than that, absolute misery. It doesn’t help that SEES’ levels all get reset to like, level 20, and so you have to slog through leveling everyone up again even after you get a taste of how fun endgame combat is during the base game ending. I think the Abyss should have been three blocks long: an easier block, an intermediate block, and then Empyrean. Atlus could have stood to raise the starting level as well. Making me have to use Agi and Dia again was not fun. They stretched this out for no reason.

Okay, onto the story elements. I’ll do this somewhat chronologically, which means I’m starting with a pretty subjective opinion of mine: Episode Aigis opens with confirmation that Makoto passed away after using the Great Seal to bind Nyx. I truly was coping super hard after the base game ending; I honestly thought it was up to interpretation whether or not Makoto died or actually went to sleep. But hey, they say sleep is a metaphor for death, and Hypnos and Thanatos were brothers, so it makes sense. That said…I personally feel like this DLC skipped one of the most interesting parts of Makoto’s death as a plot point—the immediate aftermath. I think it would have been really haunting to see SEES slowly realize that Makoto isn’t waking up, and to see them approach the people they were when Episode Aigis actually started.

Regardless though, the grief SEES feels toward his death is done very well, especially via Aigis and Yukari. It’s interesting to see Aigis relapse into her more mechanical-side, locking herself in her room and depersonalizing. She fixates on her directive to keep Makoto safe, so much so that she loses track of who she became as a result of his influence. I think it compliments Yukari’s jealousy and bitterness towards Aigis for becoming the new Wild Card pretty well. Aigis inherited Makoto’s power, and yet Aigis can’t even make up her mind on how she feels about his death, as if she can’t appreciate his power—Makoto’s legacy made manifest. Yukari’s character in particular was done really well. She’s always been the more actionable type, willing to act in spite of her own self-doubt—though as we see in this DLC and base game—not always to her own benefit. So when it comes time to gather the keys out of the Abyss, and choose to move on from Makoto or go back in time to try and save him, she’s willing to fight against SEES if it means she can finally act. I do think it's kind of weird how its Yukari specifically that gets this sort of focus, as opposed to any other character—in fact I feel like Mitsuru (specifically when she comforts Yukari after Aigis gathers the keys) is the only other NPC that meaningfully reflects on what Makoto means to her. Doesn’t seem like any of the others had much to say about him at all, which I found really strange and kind of unsatisfying, since they all had pretty good arcs in the base game.

Now, for the character of Metis. She’s…something alright. In one of my journal entries, I think I described her as giving off “golden retriever energy”. It’s ALWAYS fucking “Sister!” this and “I’ll always defend my sister” that. That’s it! That’s all she is! She’s a walking plot device that only exists to give the player exposition on the Abyss, replace Aigis’ Orgia Mode in gameplay, and whine about her sister. I’ve heard she’s a lot easier to tolerate in FES because that game doesn’t have so many battle voicelines, but even not considering them, there isn’t much to Metis at all. I know that giving her the amount of depth as the other SEES member was never going to work out, but surely she could have been something more than what we got. Her relationship with Aigis doesn’t feel very genuine at all, more like Aigis just tolerates her existence, much like I did.

Begrudgingly, I admit that the revelation of her being Aigis’ Shadow was interesting. Metis herself explains that Shadow’s are peoples’ basest desires and feelings made manifest, and it seems like Aigis’ grief toward losing Makoto was so great it completely severed ALL of her emotions and made Metis. I guess that explains why she doesn’t have any memories of her own, since all she is is just Aigis’ human emotions without any context to interpret them. I still don’t like her though. She’s more funny than anything, I guess. Every time she said “how can I help my sister” when I selected a skill, I couldn’t help but laugh because of how often I heard it. I really think all of the soul-searching Aigis has when she speaks to Metis could have been had with other SEES members, or even just with Aigis herself. Metis kinda just feels like Ryoji but “again.” And obviously that isn’t going to be as intriguing the second time.

Speaking of Shadows, the Abyss being naturally empty and only being populated by Shadows because of SEES’ grief creating them is pretty cool. I like that the Abyss was a void opened up by Tartarus, since the opposite of an infinitely-tall tower is an infinitely-deep chasm. And the connection to time makes sense, since Tartarus was linked to the Dark Hour, an hour that existed out of time. I wonder how Mitsuru has to feel about her family creating not one but TWO anomalous spaces that defy the laws of physics and hold affronts to god within their walls. And I also really like learning that Personas are just tamed Shadows. It makes you take a second look at why characters have the Personas they have. Ken awakens to Nemesis because he wants vegenave for Shinjiro causing his mother’s death, and Nemesis is the Greek goddess of vengeance. Akihiko loses Polydeuces upon Shinjiro’s death because Polydeuces (or Pollux) was the brother of Castor, who is Shinjiro’s Persona. I don’t think we needed to have Metis tell us this, since everyone who played Persona 3 already knew the choice of Persona had to mean something, but I don’t really mind either.

Shadow Makoto is very cool too (especially him using the Persona’s of characters on your team. That is badass as hell) but my enjoyment of his presence is mostly because I watched the original cutscene of his disappearance from FES where he turns into a super creepy skeleton. The cutscene in Episode Aigis is a MEGA downgrade. SEES not being able to figure out the shadowy figure stalking the halls of the Abyss of Time was Makoto was super frustrating given that I could tell it's him the first time I saw him. Then they have to draw that plot thread out for SEVEN BLOCKS. By the time of Empyrean, Fuuka was just sitting there on comms being like “ummm was that…? No, it can’t be…right?” and I’M sitting there tearing my hair out at how contrived this whole thing felt.

Again, speaking of contrived, let’s talk about the SEES conflict, where they all realize they want different things to come out of Makoto’s death, and disagree on who should unite all of the Keys out of the Abyss to do so. The conflict itself is very interesting, and the sides make sense. Both Akihiko and Ken have lost someone—Miki for Akihiko, Ken’s mother for him, and Shinjiro for the both of them. They know what it's like to live for someone else, and that regardless of the grief felt as a result of someone's death, to treat it like it never happened is doing a disservice, especially when that person died to save you. To reverse Makoto’s death would disrespect his sacrifice. This is the side that I was on when I first saw the argument begin. On the other hand, we have Yukari and Mitsuru, who I already talked about a little bit earlier—both of them were irrevocably changed by Makoto’s death, and believed that if there was a chance to bring him back, they should take it. It's interesting because this line of thinking is doomed from the start—the narrative was never going to have them go back in time to undo the events of the base game. I think because of this, some people might look at Yukari unfavorably, for not only suggesting this, but being the one to resign herself to fighting for the keys. People can think whatever they want to think, but I don’t think anything she says is unexpected or irrational for a story standpoint. She just stood by and watched as Makoto ascended to enact the Great Seal, and she doesn’t want to feel that helpless again. If there’s a chance she can save him, any action contrary to that idea sounds to her like SEES never really cared in the first place. I like that she’s wrong. It really reinforces that even among friends, conflict is inevitable, and you must be prepared to fight for what you believe in. Junpei and Koromaru kind of get pushed to the side as the “centrist” third side, who think everyone needs to take a step back and think about this more carefully. Even though this is kind of a “nothing” argument that doesn’t really get things moving, I think it actually makes a lot of sense for Junpei. He was the one that blew up at Makoto in December for indirectly contributing to Ryoji and Nyx’s return, so he knows first-hand what jumping to conclusions and conflict is like. So to see him be the rational one, urging everyone to think about this more clearly, is a really cool capstone to his character. Junpei is one of my favorite characters in Persona 3 for his growth, so I loved seeing this moment even if it was fleeting.

Okay, all of that said, I think pitting these sides together in a fucking tournament death match, complete with a convenient arena just…sitting somewhere in the Abyss, I guess (thanks, Metis…) is just…so contrived. Like…why? There are more interesting ways to show a conflict between friends than literal fighting. Junpei didn’t even pick a side! Why is he on his own with Koromaru? And why shoehorn in the fact that Aigis will die if she loses her key? That’s just mind-boggling; no one else died when they lost their key! Is it just an excuse to have Metis fight alongside the player (since she doesn’t want to see Aigis get hurt?) It’s manufactured tension. Why is Aigis even the one fighting the teams in the first place? They’re the ones that disagree with each other! Just…agh. It’s just such a weird way of handling the whole thing. Still, I liked the fights themselves, although with how overleveled I was, I didn’t really struggle all that much. I’ve heard they’re formidable if you aren’t prepared though.

Aigis gathers all the keys and decides the best way to resolve the conflict is to enter the space where Makoto died and see for themselves if it was his choice to do it. Very cool story beat. They find that the Great Seal wasn’t to keep Nyx from humanity, but to keep humanity from Nyx—people will always subconsciously wish for death, and as long as that happens, humanity will never truly be rid of Nyx. Also, humanity comes for Nyx in the shape of a massive four-legged demon called Erebus which is kind of just objectively cool regardless of how you slice it. I’m still kind of conflicted on if I like this or not. When it comes to the supernatural—not even just in Persona, but in media in general—I think knowing less about it makes it more compelling. In the base game, Nyx is just death, and she’s coming. That’s it. The reason I liked Nyx and the climax of Persona 3 isn’t because Nyx had super well-developed lore—it isn’t even about Nyx at all. It was seeing how SEES reacted towards taking a situation they had no control over and that meant certain death, and refusing to just lie down and die even if their death was guaranteed. I don’t know if I was like this before Persona 3, or if Persona 3 made me like it, but I think seeing people cope with certain death is really compelling. And Persona 3 did it really well by showcasing everyone’s despair, anger, fear, acceptance, and determination and how those emotions interact with everyone’s outlooks on life…over the last two months of the game. It was never about what Nyx was, or how the Great Seal works, and I think showing that makes me feel like Atlus was more concerned with maintaining a continuity for the Persona series rather than improving upon the themes of the base game. Still, I did think Erebus looked kinda cool. And it's sweet that SEES took the knowledge of the Great Seal’s function, and interpreted honoring Makoto’s life and sacrifice as working to change the hearts of the world, to ensure Erebus never threatens him again. I just feel like that’s a story beat I would love in a fanfiction, but find kind of unnecessary to know in canon. And again…how does Exposition Bot 9000 Metis over here know this?

The end of Episode Aigis was very sweet, with Aigis cheating death unlike Makoto and reuniting with everyone to continue going to school. She even becomes roommates with Yukari, the latter person having resolved her bitterness toward Aigis. (Oh my god, they were roommates.) Two things I wanted to mention about it though. Metis says something to Aigis in the Velvet Room that I didn’t really like; namely, that Aigis can continue to fulfill her original promise to protect Makoto by protecting the integrity of the Great Seal. At the beginning of Episode Aigis, Aigis has to cope with having failed that promise, and throughout the events at the end of the DLC, she learns to shoulder the burden of his death—not just forget it, or reverse it, but to stare her failure to protect him right in the face, and live on it spite of it. So to hear Metis essentially say “oh well actually you can still protect him!” is a little out of place. She’s not wrong, I just didn’t think it needed to be said out loud. It’s better as a conclusion the player draws themselves.

One last thing before I wrap up. Now, this is where I’m gonna lose a lot of you. This is COMPLETELY subjective, and kind of insane to say…but I kinda thought it would have been cool if Aigis stayed dead. Please, put your pitchforks away and hear me out. Yes, that would be super fucked up and pretty dark even for a game about death. But I just feel like the price of being a Wild Card being death would be pretty cool. I feel like death can be seen as a proof of life. You can’t die if you aren’t alive, I guess, so for Aigis to die as a result of finding her answer to life—essentially, just like Makoto did—would be the ultimate affirmation of her personhood, and a good conclusion to her character, which is all about her becoming human. If you really wanted to hammer it home, after everyone returns to normal life on April 1st, have Aigis’ robot body boot up like normal when Fuuka runs diagnostics, but with no emotion in her voice and no memory of her time with SEES—as if only her soul died, but not her body. The base game showed that despite Aigis being a robot, she was still human, so for her soul to die and her body to remain functional would further prove that she had become more than what she was built as. I don’t want to claim that my version of the end would have been objectively better though. It would be unequivocally sadder, and even if it would be a cool way to end Aigis’ arc, it would kind of put the rest of SEES in the same position they were after Makoto’s death. And that could be a pretty unsatisfying ending. I still think it would have been cool though. I’m a sucker for bittersweet endings.

All in all, I’m hesitant to say that Episode Aigis isn’t worth playing at all. I loved the SEES conflict from a story standpoint, even if I didn’t like it from a gameplay standpoint. The Abyss and its Shadow population is conceptually very cool, even if its way too long. Uhh, what else…Don’t is a banger fucking song, Persona 3 music is always a W. Metis is annoying but her combat animations and Theurgies are absolutely dope. I still prefer Maximum Firepower (Aigis’ second Theurgy in the base game) but seeing Metis launch boulders into the air or slingshot herself using Psyche (who by the way is a FANTASTIC Persona design) is just so badass. Also I didn’t get the chance to do it, but having Joker Persona 5 as a secret boss is really funny. Though I don’t get inserting it between actual Episode Aigis story beats. Whatever.

Ultimately, I’m kind of glad I finished Episode Aigis, not because the story was super good like the base game, but because I no longer have the threat of an unfinished game looming over my head. There’s some good in this DLC, but it's complemented by an equal or greater amount of bad. I was gonna end this review with a pretty terrible pun, but I think what I wrote was actually pretty good, so I’ll stay my hand this time. First spoiler tagged review too!

Objective rating: 3 stars
Subjective rating: 2.5 stars

I remember when Pokemon Legends: Arceus was revealed alongside Pokemon Brilliant Diamond and Shining Pearl, that Legends: Arceus seemed infinitely more interesting. It's set in the past? I’m a history major! That’s awesome! I bought it having seen minimal gameplay, and thus was incredibly surprised by how unique it was, not just because it was so different from other main series Pokemon entries, but because what lay before me was a Pokemon game willing to take a risk in its design. Revolutionary.

Sarcasm aside, I genuinely love Legends: Arceus. As with all Pokemon games though, it has numerous flaws that have been increasingly harder to ignore as I age out of the series’ target demographic. Keeping with its uniqueness from other Pokemon games though, most of these flaws are NOT shared by the rest of the main series. Legends: Arceus has a whole new set of problems…and a whole new set of praises! The ways this game shakes up the formula are actually really fun, and unlike most Pokemon games, I never really got bored of playing it for long stretches of time. It's a shame that Pokemon Scarlet and Violet dropped a lot of the things that made this game so enjoyable. Hopefully Legends: Z-A will return to correct GAME FREAK’s mistakes…but I have my doubts.

Anyway, let’s start with the pros of this game—and more specifically, the gameplay.

First off, Legends: Arceus is “open world”. I say open world in quotation marks because it’s not really “open” and doesn’t have a lot of things to do in the world. The various areas of the Hisui region players romp around in are very large, but have loading screens between each of the different biomes. And really, the only things to do in the world are Requests (this game’s quest system) and catching Pokemon (luckily, a pretty fun thing to do). The open world of Legends: Arceus in and of itself isn’t really something to praise, but what it does to make Pokemon catching and behavior more complex certainly is.

The most basic role of the open world is to allow Pokemon to just “exist” in the world without the player forcing an encounter with them (like with encounters in tall grass in the other main series games). Wild Pokemon can be approached from multiple angles, and behave and move in different ways that changes the way you approach them. Bidoof run up to you all cute like, Starly run away as soon as they sight you, and Shinx immediately start lobbing Electro Balls at you. As such, players have to actually think about how they’re going to get close to wild Pokemon in order to catch them. Higher thought in Pokemon catching? Say it ain’t so.

Because of this and a whole host of other features, the process of catching Pokemon in Legends: Arceus is the most in depth and fun it's ever been in the entire series. In the overworld, players must aim the Poke Ball they wish to throw—as opposed to just clicking a button during battle. It’s amazing how this simple change makes the entire game way more enjoyable. Poke Balls aren’t the only thing you can throw; you can also toss smoke bombs to obscure your approach as you close in for the perfect shot, “scatter bangs” to make noise and attract the gaze of nearby Pokemon, bait to attract hungry Pokemon, and clumps of mud or spoiled Apricorns to stun Pokemon and give you an opportunity to strike (or run away).

For most wild Pokemon, players need to use stealth to catch them, so they don’t run away or attack (which prevents them from being caught without starting a battle or stunning them). This is done with the aforementioned Smoke Bomb, crouching and hiding in bushes, or simply lingering outside of the Pokemon’s notice by hiding behind something or climbing high above them. Stealth is rewarded with the back strike mechanic, which drastically increases catch rate on a Pokemon if your Poke Ball strikes them from behind. It's an insanely satisfying mechanic.

And should players attract a hostile Pokemon’s attention, they better be prepared to either nut up and start a battle, or get ready to dodge attacks because Legends: Arceus isn’t afraid to have Pokemon attack you outside of battle. That’s right, you have health in this game and you can DIE. That hostile Octillery seems really harmless until it fires its death-ray Hyper Beam at you. Hostile Pokemon in this game are scary little fuckers. Electro Ball and Shadow Ball tracks you, Poison Powder and Thunder Wave disable everything in a 6 meter radius, and Rock Slide dumps (wait for it) rocks on your head no matter how far away you are.

Crazy to think Dawn and Lucas from Diamond and Pearl are out here putting stickers on their Poke Balls while Rei and Akari in Legends: Arceus are fighting wild bears with their fists. God forbid you attract the attention of Alpha Pokemon. They’ll knock you right off any mount you're using and hound you with attacks that hit harder and faster. They’re also actually intimidating at times—they’re like twice the size of their normal counterparts and their loud-ass cry is all distorted and echoey. They’re very cute when you catch them though.

Luckily, in addition to the array of tools players have to distract and misdirect wild Pokemon, there are three main types of Poke Balls at your disposal with different types of physics when thrown. Standard Poke, Great, and Ultra Balls fly in a normal arc; Heavy, Leaden, and Gigaton Balls fall off very quickly but have much higher catch rates; and Feather, Wing, and Jet Balls sail far through the air in almost a perfectly straight line. Poke Balls will do the trick for most Pokemon, but Heavy Balls are great if you can get in close, and Feather Balls are great if you decide “I don’t want to be anywhere near that Alpha Parasect.” Feather Balls are also good if you want to capture flying Pokemon—as in, wild Pokemon that literally fly above you in the air that you could only hope to hit with a Feather Ball like a professional sniper. Seeing a flying Gyarados in the Obsidian Fieldlands for the first time hits different as a longtime Pokemon fan confused on why Gyarados is a Flying-type.

All in all, the catching mechanics are an actual breath of fresh air for a series that doggedly refuses to change its core gameplay loop. They incentivize players to approach Pokemon catching with tact, and reward careful, steady stealth to nail that perfect shot. Or, if you’d like, you can just smack a Pokemon with a snowball and quickly sprint behind it for the back strike if you’d like. Whatever floats your boat.

Of course, you can opt to battle wild Pokemon instead of sneak around all day, and luckily, Legends: Arceus changes up the battle mechanics as well. Perhaps the largest change is the introduction of action order. In the other main series games, players get one action per turn, and then their opponent gets an action. This is not the case in Legends: Arceus, as there are now a lot of opportunities to increase the amount of actions per turn—both for your Pokemon, and the opponents. The Speed stat still influences which Pokemon gets to move first, but now if it’s high enough, the faster Pokemon might get two turns in a row.

Similarly, the new Agile and Strong style moves affect action order. Agile moves reduce damage and the likelihood of additional effects (status conditions, stat changes) from occurring, but increase the user’s action speed. Strong moves are the reverse; increased damage and effect likelihood, but they lower the user’s action speed. This adds a new element of strategy to battle, even just a little bit—should I Agile Style Swords Dance and buff my offensive stats before striking with a normal move? Or will a Strong Style Liquidation take down my opponent in one shot?

The aforementioned back strikes also grant the user the first turn automatically when wild Pokemon are struck with a Poke Ball with your Pokemon in it. This is a lot of fun if you’re trying to take on a wild Pokemon that’s much higher level than yours. If you can give yourself enough turns before the wild Pokemon can fight back, you’ll reap the benefits of massive EXP gain. But if you fail to secure the advantage, you’ll just get swept. Dare I say this mechanic adds actual strategy to a Pokemon game? It’s a far cry from spamming super-effective attacking moves every turn until you win. Plus, it works much better in a game where most battles are against lone Pokemon.

There are a couple other changes to battles that don’t impact the game as much, but are nevertheless great. Two new status conditions were introduced to replace the two most annoying ones. Drowsy replaces Sleep and Frostbite replaces Frozen; finally, we are freed from guaranteed failures to act during battles. Players can also finally throw Poke Balls when faced with multiple targets (and players will certainly be faced with multi-Pokemon battles in the wild). Being unable to throw Poke Balls because it’s “impossible to aim” was always bullshit, so it's good Legends: Arceus changed it.

EXP share is always on, like how it is starting with the Let’s Go games, but unlike the other games where you can’t turn it off, it’s pretty necessary in Legends: Arceus since there’s very few Trainer battles. Incredibly rare modern EXP share W. Running from wild Pokemon battles actually keeps the wild Pokemon around in the overworld, meaning you can hop right back into the battle if you feel so inclined; it's great if you mess up a back strike and want to reassess the situation or heal your Pokemon.

The ability for Pokemon to attack you outside of battle is turned up a notch with the Noble Pokemon “boss fights”, and while I have my gripes with these fights as some of the only interesting events the story has going for it, they are admittedly kind of fun. Noble Pokemon are wayyyy larger than Alpha Pokemon, and so draining their “health bar” by pelting them with offerings (more on that later) whilst dodging their huge-ass attacks is actually fairly engaging. I also like the Eternal Battle Reverie minigame that unlocks after completing the Pokedex. You choose which battle to fight, they get more difficult over time, and the higher the difficulty of the battle you win, the more points you get to buff yourself or modify future fights in between rounds. Then simply battle as long as you can. I only ever did one run of it, but I really liked it! The battle system in this game is just really fun, and since Trainer battles are few and far between, it's great to be able to go through a gauntlet of them.

While I think the changes to catching and battle mechanics are the real advantage of this game, the main gameplay loop involves completing the Pokedex. But unlike every other Pokemon game where that is also your goal, Legends: Arceus has players complete the first Pokedex. And you’re helping Professor Laventon write it himself. Firstly, not only is that just cool from a story standpoint, but it's also pretty fun! Every Pokemon has a certain set of research tasks to complete in order for Laventon to complete its Pokedex entry, and it's up to the player not only to capture every Pokemon, but also observe them doing different things.

These things range from seeing them use different moves, use those moves in different styles, catch them stealthy or at certain times of day, evolve them, watch them eat, stun them with objects, and other tasks like that. Despite my praise for it, I’ll admit that it isn’t the most interesting gameplay loop. I’ll touch on my criticisms of it in the cons section. Still, with how much I enjoy the catching and battle mechanics, I find it much more engaging than completing the Pokedex in the other main series games. And since tasks can be completed even if you aren’t using the Pokemon they correspond to, you can get them done very quickly if you know the best ways to multitask them.

My favorite part of the Pokedex is its design though. It’s an actual book, complete with notes inserted between the pages, and Polaroid-style photos stuck to each entry. The appearance of the book becomes more worn the more entries the player has completed, which is a very fun detail the artists could have totally ignored. Also, all of the Pokedex entries are written from Laventon's perspective as opposed to an omniscient third person perspective. They occasionally reflect this personal thoughts and biases, such as Raichu’s detailing it could knock out a Copperajah from Laventon’s “homeland” (suggesting he’s originally from Galar). Porygon’s is really fun since it's a digital Pokemon stranded out of time: “It has no discernible heartbeat and does not seem to draw breath, and yet it appears to function without issue. I cannot even begin to explain this utterly bizarre anomaly.” Some part of me just loves seeing Pokemon described through the lens of someone living in the world with them. I hope we get something like this in Legends: Z-A, even if the circumstances in that game are different.

Legends: Arceus also includes new regional forms and even new cross-generational evolutions, which I will always be a fan of. This small batch of new Pokemon absolutely rocks. The Hisuian starters all bang super hard, and Hisuian Arcanine, Lilligant, Zoroark, and Electrode are all super creative designs. Shoutout to Electrode in particular for being our first standard Electric/Grass-type, and exchanging the standard Poke Ball design in favor of Hisui’s wooden Poke Balls. The new cross-gen evolutions also give some massively overlooked Pokemon relevance. Basculegion, Wyrdeer, and Ursaluna all look amazing and get better typings.

Most Pokemon games since Gen 4 have had some way to show affection to your Pokemon outside of battle, and Legends: Arceus is no different—you can let your Pokemon outside of their Poke Balls and watch them emote and interact with you. Unlike those games however, I like that Legends: Arceus lets you do this wherever you want; all you gotta do is toss your Poke Ball at the ground, and they’ll just pop out and act all cute and shit. You can “speak” with them, pump your fists to make them assume a battle stance, and they’ll “talk” to your other Pokemon if they’re let out too. They also curl up and go to sleep if left idle and that is so damn cute!!! Love the interactivity.

Finally, Legends: Arceus introduces a lot of quality of life changes that make moment-to-moment gameplay much more enjoyable, and removes a lot of the annoying contrivances that the main series stubbornly insists on keeping. For one, nicknames and moves can be freely changed from the menu, as opposed to having to go to a specific person to edit. The Name Rater and Move Reminder should have been removed ages ago; thank goodness they finally did it. Next, trade evolutions were completely phased out in favor of item evolutions; though this was probably only done because held items aren’t a thing in Legends: Arceus. Still, for someone with no Nintendo Switch Online (and for other people with no friends), this is literally a god-tier change. The Linking Cord item should be standard in every future game from now on (it isn’t lol), even if it's just as a secondary option in addition to normal trades.

Level-up, new move, and evolution ready notifications are moved to the side of the screen in an incredibly unobtrusive manner, as opposed to being multiple messages that must be button mashed through at the end of a battle. Again, another god-tier change; one of my main gripes with Pokemon that I only really noticed when I became older was how slow it plays since messages are only shown one at a time. Legends: Arceus fixes this by speeding the process up.

Speaking of evolution ready notifications, evolution is now manually controlled—Pokemon will only evolve if you choose to do so in the menu. I suspect this was added so that players could avoid evolving their Pokemon if they haven’t finished filling out the tasks for its first stage, but it's a feature that I wish stayed in Scarlet and Violet because of how convenient it is. Legends: Arceus also removes the need to level up a Pokemon if it already met the conditions for its evolution—for example, catching a level 50 Oshawott lets you evolve it into Dewott and Samurott immediately. Another little annoyance sent screaming into the abyss.

Legends: Arceus is also the best Shiny hunting game, not even because Shinies are so much more common (up to you whether you like that or not), but because it plays a sound cue whenever you see one. Obviously, it’s done because players will be approaching Pokemon at much farther distances than in past Pokemon games, but it's still great. Fans of similarly elusive Mythical Pokemon will also have a field day with Legends: Arceus, as every Mythical Pokemon introduced in Gen 4 are indefinitely available in this game; albeit Shaymin and Darkrai require SwSh and BDSP save data on your Switch respectively. No limited-time events to give you “the fear of missing out” with this game.

Three more little nice quality of life mechanics before I get into the story of Legends: Arceus. For one, you can press ZL to toggle first-person mode, and as long as you hold it down you can stay in that mode. Not that practical but I like looking at my Gastrodon face-to-face. Two, you can enable pressing the right stick down to toggle on and off the HUD in the settings. The graphics in this game aren’t all that great, but having no HUD makes Legends: Arceus a little cooler. Lastly, while I generally dislike tutorials in Pokemon games, the tutorial in this game shows a type matchup chart (that you could then screenshot with your Switch). I know a lot of players still struggle to remember them all, so that’s a great addition to the ever-present forced tutorial.

Now, I’ll move on to the good things about the story, and luckily for this long-ass review, this part should be short because I don’t think the story is very good. My criticisms are for the end of the review though.

First off, I can at least say that Legends: Arceus has a lot of good ideas, even if they are executed poorly. The protagonist is plucked out of present day Sinnoh (their appearance suggests it’s literally Dawn/Lucas) and sent back into the past, when Sinnoh was known as Hisui, Pokemon were feared instead of loved, and the Diamond and Pearl clans debated on whether their deity “almighty Sinnoh” represented space or time. That is an insanely cool pitch for a Pokemon game.

Hisui being set in the past means we get a lot of nifty archaic designs for common Pokemon items to fit the theme. Poke Balls are now made with natural Apricorns, and are thus wooden with metal clasps, and they shoot fireworks when successfully capturing a Pokemon. Potions are now a salve made with ground up plant matter encased in a glass jar. Clothing is more traditional, with kimono and geta sandals being purchasable customization options. And yet, because of space-time distortions being a major plot point, players can also expect to see anachronistic items like the Dubious Disk, and anachronistic Pokemon like Porygon, Shieldon, and Cranidos. The theming is really neat and the contrast between the past and future is fun too.

The architecture and UI elements are similarly themed. The opposing Diamond and Pearl Clans, who have settled Hisui for centuries make their homes in tents with wooden supports, while the Galaxy Team, who have recently made their home in Hisui, have entirely wooden homes, paper windows—and in the case of the Galaxy Team headquarters—a massive brick building reminiscent of Meiji-era Japan. The map elements are styled off of woodblock paintings, and even the game’s cover art portrays Mount Coronet in a style similar to Katsushika Hokusai’s Thirty-Six Views of Mount Fuji. (You might know Hokusai from the Great Wave of Kanagawa, that ocean wave illustration.)

The characters of Legends: Arceus are…not that great. Most of them are pretty forgettable, though main characters like Adaman, Irida, Cogita, and Volo occasionally have their moments. It's cool to see Adaman denounce Irida’s leadership based on the short time she’s been leader, since his Diamond Clan worships Dialga (which controls time) as the true manifestation of almighty Sinnoh. Meanwhile, Irida dislikes the Galaxy team for constraining the space Pokemon exist in via Poke Balls, since her Pearl Clan worships Palkia (which controls space). Cogita is mostly an exposition machine, but her manner of speaking sounds very cool, I’ll give the writers that. Her telling the protagonist to “bind the world together” with the Red Chain is fucking awesome. And Volo…don’t need to say much about him. If you know, you know.

The only story events I think are truly memorable are the encounters with Giratina (y’know…that encounter) and Arceus. Good story or not, the portrayal of those Pokemon in Legends: Arceus is badass. They’re putting Dialga and Palkia to shame. The Giratina encounter is too cool to spoil. It’s a genuine challenge in a Pokemon game, which is very rare these days. And the sound design for Arceus is fucking killer. Plus, Legends: Arceus introduces the Legend Plate, which allows Arceus…to do something I won’t spoil because I actually laughed with glee when I first used it. Genuine, unadulterated happiness using that item. Unironically one of my favorite moments in the entire game (which might not be the most glowing endorsement of it now that I’m thinking about it lol).

The last pros I have to say concerns some miscellaneous design elements that I mention in basically every review I write. The suboptimal graphics of Legends: Arceus will be discussed later, but I wanted to mention that I think the lighting and skybox is actually above average for a Pokemon game. The amber lighting and dramatic shadows during sunsets are very striking, and the starlit sky on a backdrop of “jagged” clouds looks very good as well. Legends: Arceus also has some pretty good remixes from DPPt; again, Giratina and Arceus come to mind.

Okay, the cons. There are a good amount of them. I’ll start with gameplay criticism.

The most obvious one is that if you aren’t a “number go up” person, you will probably not enjoy this game’s main goal of completing the Pokedex. Luckily for me, I am (to an extent). Without the catching and battle mechanics, I won’t have enjoyed completing the Pokedex nearly as much as I did. So, if you’re a person that doesn’t really care about the mechanics of Legends: Arceus one way or the other, you probably won’t enjoy filling in entries by doing the same 20 or so tasks over and over again. There isn’t much else to do other than that and some battle minigames like Path of Solitude and Eternal Battle Reverie. For being “open world”, there sure isn’t a lot of world to be open in.

Another big criticism is that even though the introduction of action order adds a lot of depth to Legends: Arceus’ battles, the removal of features like Abilities and held items subsequently returns the level of strategy to average. I can at least understand the removal of held items from a story perspective—Pokemon-human interaction isn’t very common in Hisui, so Pokemon aren’t just gonna hold an apple core or piece of charcoal because some human told them to. But why aren’t Abilities here? Is it because a lot of Abilities wouldn’t work quite right? (For example, Shadow Tag isn’t very useful in wild Pokemon Battles, and Own Tempo is pointless because there's no confusion or Intimidate.) Is it naive of me to think that removing Abilities is just a cop out so the developers didn’t have to do the legwork for changing Abilities to fit the game? Maybe. But that’s what I think anyway. There’s also a bunch of moves, volatile status conditions, and weather conditions/terrain missing for similar reasons. Way to make battles more boring right after you made them more interesting.

Status moves that buff attacking and defending stats were also reworked in Legends: Arceus to buff both offensive or defensive stats. Swords Dance will increase Attack and Special Attack, and Calm Mind will increase Attack, Special Attack, Defense, and Special Defense. Despite me listing this in the cons section, I don’t think this is a bad idea in a vacuum. The distinction between Attack and Special Attack, while certainly there, has always been a little arbitrary, introducing complexity for the sake of making things more complex. (Is that a weird take? I wasn’t around before the physical/special split. Maybe I’m crazy.)

The reason I think the change to status moves is a negative is because it just reminds me how much artificial complexity there is in the main Pokemon series. There’s a lot of additions that increase the amount of mechanics to remember, but don't actually make battling feel more deep. I think of the Pokemon battle system as “ocean wide, puddle deep”, and the change to status moves forces me to confront that reality head on.

Like the other Generation 8 games, Legends: Arceus introduces new cross-generation evolutions for Pokemon from past generations. Accordingly, the developers try to ensure continuity by making the new evolution methods impossible to perform in past games, so players can’t say “why has no Trainer ever evolved their Ursaring before if it's possible to do so?” The problem with this approach is that all of the simple and easy to intuit evolution methods (like stones, trades, happiness) have already been done, so new methods just get more and more obscure, to the point where the only way a new player could hope to figure them out is by googling it.

Let’s see, Legends: Arceus has you ‘checks notes’...expose Ursaring to a Peat Block on a full moon? Level up Basculin after taking at least 294 HP in recoil damage without fainting. Have Stantler use Psyshield Bash in the Agile Style 20 times? Hoo boy. At least it's no Runerigus. Usually I’d only level a criticism like this at the first games in a generation, but I am NOT playing Pokemon Sword again for a long time.

Legends: Arceus also introduces quests, which are fine. The main series has basically always had quests, Legends: Arceus just has the decency to write them down for you. The requests (side quests) however are very middling. They aren’t offending bad enough to be a detriment to enjoyment or anything, but very few of them are engaging enough for me to actively like them. I think the only ones I saw as more than just tasks on a list (ironic that I’m complaining about that) are the ones that gave you research task points. Drifloon playing with children is funny. Alolan Vulpix and Shiny Ponyta sightings are fun. The rest is just eh.

Now the story…it’s mid. Dare I say bad. I mentioned early that the idea of Legends: Arceus rules. A modern protagonist is sent to a past with rival clans and scary Pokemon? Sign me up. Such an idea could explore themes of religious conflict, Pokemon “domestication”, the separation of myths and history, human impact on the environment, and the protagonist grappling with losing all they’ve ever known and being thrust into an unfamiliar land where they are condemned as an outsider. Aside from the outsider part, a grand total of zero of these themes are explored in any meaningful way. I guess I’m expecting too much from a Pokemon game? What should I expect from a Pokemon game story-wise? I feel like “more than what we got” is an acceptable answer to that question.

There’s just so much wasted potential with this story. The characters are all nothing-burgers with dope designs, like pretty much every character in the series that isn’t N, Lillie, or Lusamine (I haven’t played Violet, don't flame me pls). If you’ve played Legends: Arceus, can you tell me the name of Kleavor’s warden? I can’t because he’s not memorable enough to make an impact despite being the warden of the first Noble Pokemon you quell! Speaking of Noble Pokemon, why on earth are they our problem? They get zapped by holy lightning and get really mad. Doesn’t change the fact that three out of five of them are located literally nowhere near human civilization. I kinda think I agree with Mr. Kleavor Warden, Kleavor wasn’t really harming anyone. Sarcasm aside, the Noble Pokemon are pretty much the only impetus for anything happening in the story, yet they aren’t a very good one in my opinion. They’re good for boss fights, but not really for storytelling.

The story is also very predictable, though most not-Sun-and-Moon Pokemon titles are. You’re telling me the Legendary Pokemon are the source of all our problems? Who would've guessed? And it’s that legendary? Color me surprised. The announcement of the completion of the Pokedex is also insanely anti-climactic, much like the celebration after quelling the Legendary Pokemon is. The battles preceding them are pretty cool though. I think the only other positive thing I can say about the story is a backhanded compliment—at least it's not that invasive and lets me enjoy catching Pokemon in relative peace.

I have a few nitpicks with the story as well. They’re less major systemic flaws, and more inconsistencies and unanswered questions though. One, why does throwing offerings at a Noble Pokemon make them more calm? It does give players cool boss fights that actually feel different than normal gameplay, so maybe I shouldn’t question that. But would you like getting pelted with tiny bags over and over, even if they had your favorite food in it? I sure wouldn’t like getting a bottle of Mountain Dew Purple Thunder thrown at me. Two, “every Pokemon can shrink itself down to miniscule size” is a really stupid explanation for why Poke Balls work. I’ll reluctantly accept it though, because frankly it's the only explanation that makes sense. Three, Volo mentions “HP” in one of his dialogues. If Pokemon are unstudied, mysterious creatures, how does he know what that is? Four, how does Laventon even know the Pokedex is complete? This is the first Pokedex ever devised in Hisui. What if there’s a secret fourth evolution in the Pikachu line that no one has ever seen before?

Okay, I’ll move on to design and artistic choices now. First of all, the elephant in the room—the graphics are kinda mid. The same tree models are copy-pasted ad infinitum, models pop-in over long distances (most visible when flying on Braviary), textures are all mushy and blend together, and many areas are super empty, with little variety in plant life or terrain. This has the side effect of also making battle environments mid, since they take place in the same environment. Even if you argue that Legends: Arceus was made in a shorter time than the other main series games, Sword and Shield’s Wild Area and Scarlet and Violet’s everything have the same issues. The Switch can run Breath of the Wild, and that game looks sick. What’s the problem here?

Voice acting should also probably be added in full to the series by now. Ever since Pokemon games started having long cutscenes and highly detailed 3D renders, it's becoming increasingly odd for there to be no voices whatsoever. Some good voice acting would make the emotional moments in these games absolutely killer, and give even shallow characters some depth. I will give Legends: Arceus credit for actually having voice acting on a limited scale though. Protagonists Rei and Akari make various grunts of exertion when throwing Poke Balls or while taking damage. It’s certainly better than nothing.

Finally, I’ve got a bit of a weird criticism. Most of the new Pokemon and regional form designs are based on traditional Japanese and Ainu culture, which without context is very cool. Despite this, I can’t help but feel a bit weird about it, given that the setting of Hisui directly parallels the colonization of Hokkaido by the Meiji-era Empire of Japan, during which the Ainu were forcibly relocated and assimilated into Japanese culture. I guess this cultural insensitivity is the price paid for having a historical Pokemon game. Frankly, I feel conflicted even having this in the review, since I don’t know all that much about how the topic is treated in Japan, but I still feel like it’s my duty as someone who majored in history to at least mention it. (I also cut this paragraph from earlier in the review, so sorry if it sounds super out of place.)

Ultimately, I think Pokemon Legends: Arceus was a fantastic step in the right direction of the Pokemon series, though most of its best features were immediately rolled back in Pokemon Scarlet and Violet. Oops. Like most Pokemon games, it's missing a lot of things that could elevate it to being a “good game” instead of just a “good Pokemon game”. But with great catching and slightly-less-great-but-still-good battle mechanics, GAME FREAK really struck gold with this entry and they deserve credit for that. This is a great foundation for a truly epic Pokemon game, and it's definitely a title to try if you’re a hardcore Pokemon fan (shame it’ll only get more expensive from here). I really hope Pokemon: Legends Z-A can capitalize on what made this game good and give us a banger next year.

Objective rating: 3.5 stars
Subjective rating: 4.5 stars