Pokemon Sun and Moon, the latest iteration in the 20-year-old monster-battling franchise, provides some of the biggest and most welcome changes to the series yet. While the story is disappointing, the core catch-’em-all gameplay shows how the simple concept of “capture Pokemon, level up Pokemon, and beat the crap out of other people’s Pokemon” has endured for two decades.
In my review in progress, I detailed how changes to the game’s mechanics create a more streamlined, approachable, and fun experience compared to previous iterations. Sun and Moon removes most of the need for memorizing Pokemon types and mentally tracking the paper-scissors-rock matchups that define the game’s combat. Traversing the world is more manageable thanks to a detailed map on the 3DS’ bottom screen. And abilities like Fly, Surf, and Rock Smash have been replaced entirely with a new Pokemon Pager system. Now when you come upon an obstacle in the game world, you can summon the Pokemon you need to keep going (provided you’ve unlocked that ability on your pager).
Sun and Moon is a triumph for the series on both a gameplay and visual level. The beautiful Hawaii-inspired Alola setting pops with color and little details. Trainers you fight hang out in the background of the battle, and even the way they throw their Pokeballs before a battle accentuates their personalities–from the casual side toss of a standoffish scientist to the overhand baseball throw of an energetic grade school kid. And you’re no longer on quite the same linear quest of finding and fighting eight gym leaders with a stop-off near the end to catch a legendary Pokemon and save the world. This time, you’re a newcomer to an island paradise with various trials you have to overcome, four Kahuna trainers to fight…and a brief interlude to catch a legendary Pokemon and save the world.