So Pokemon Sun and Moon are pretty
good, right? General consensus seems to be that the games were pretty
fun at worst, and a fantastic experience at best. But there is one
thing in particular that has me giggling with glee, because I, along
with a minority of people, totally called one thing years ago.
Source |
Mega
Evolution sucked, didn't it?
Ok, ok, I get it, I was far from the only one and really there were quite a few people who didn't like mega evolution when it was first introduced. But I think it was one key element from Sun and Moon to make people really see what was up with mega evolutions. Z-moves. What was it about Z-moves that made them so much better, and why are they getting compared to mega evolution so much?
Z-moves and mega evolution were both
what I call "tacked on" additions. Despite that negative
connotation, when I say that I mean a new element to the gameplay
that has, in a sense, been stapled onto the side of the game. It's a
bit tricky to explain, but you get that sense with a lot of sequels.
The coin mechanics in New Super Mario Bros. 2, for example, don't
change the core mechanics or add a core mechanic. They can still
change a game in positive ways and are a useful tool, but as we can
see in comparing X/Y to Sun/Moon, they can also go very wrong.
So what's the big deal with mega
evolutions anyway? They're flashy, they're cool, and they provide a
neat addition to certain Pokemon. What went wrong was in the
overrarching implications of Mega Evolution. I could list a lot of
things that I take issue with, like how their stats are too much and
how it turns into a "win" button as you play the game, but
those aren't issues with the core idea.
The core issue with mega evolution is
that it's limited to certain Pokemon. This runs in opposition to one
of the best parts of Pokemon, which is the Pokemon themselves. Right
back to Red and Blue, the coolest part of the games for many was
crafting a team that felt your own. You had 150 choices for your 6
team slots, and most players did not have the same teams or even
similar ones. Of course there were optimal teams, but with a little
elbow grease, grinding, or strategy almost any team could beat the
game. It was truly your own adventure and always has been.
Mega Evolution sadly goes back on this feeling. For one, you get the obvious overpowered argument, and yes, it does mess with the balance of the game. However, Pokemon has always really powerful Pokemon, so to be quite honest that's not the issue here. What is the issue is that the defacto new addition to the series is limited to select Pokemon.
Mega Evolution sadly goes back on this feeling. For one, you get the obvious overpowered argument, and yes, it does mess with the balance of the game. However, Pokemon has always really powerful Pokemon, so to be quite honest that's not the issue here. What is the issue is that the defacto new addition to the series is limited to select Pokemon.
It limits team variety, plain and
simple. It runs in opposition to what Pokemon is all about, in that
it's always enabled more Pokemon to be viable from generation to
generation. Through the simple act of making more Pokemon they could
expand team variety. Alongside other things such as refining the
battle mechanics to be more balanced and introducing alternative ways
to use Pokemon besides battles, the series has generally moved in a
direction enabling the usage of most Pokemon in one way or another.
Sadly, mega evolution moves backward.
The fact that the cool new feature that's hyped up in all the
trailers is limited to Pokemon really puts a damper on team quality.
There are a few dozen Pokemon that can mega evolve, and that is it.
You need one of these few Pokemon on your team in order to experience
the feature, and that just means every team, even yours, is likely to
have one of this small group forced upon you in this game.
This just kills team creativity in a
huge way, and I don't think I need to explain why that's a problem.
The core tenant of the series "gotta catch em' all!" has
been undermined in the main quest. You cannot use "all" the
Pokemon and still get the full experience. A more accurate motto for
X and Y would be "Gotta catch em' all but make sure you use one
of these few dozen!"
I do see the intent behind this idea,
and why in concept I'm not opposed to having some way to power up
weaker Pokemon. Sun and Moon definitely proved why it's not a bad
idea.
The gimmick in S&M is super
powerful moves, otherwise known as Z-moves. It gives you the ability
to charge up and superpower any move once per battle, as long as the
Pokemon is holding a Z-crystal. And this is miles
better than Mega Evolution.
It should be quite
obvious based on what I said earlier. Z-moves take what mega
evolution was trying to do and finds a way to apply it to every
single Pokemon. Your starter, legendary Pokemon, even a Magikarp can
use Z-moves. It takes the idea of powering up a Pokemon and spreads
it everywhere, rather than limiting it to a handful. It does the
exact opposite of Megas and continues the series tradition of
expanding who among the roster you can use.
So, why exactly
does this matter? One game messes something up and another sequel
gets it right, news at 7. What's cool about this is how closely
linked these 2 mechanics are, in their implementation and in their
effects, and in this we can clearly see how one went right, and one
went wrong. Beyond the basic ideas being miles apart in their
quality, it's the little details that make the difference here.
How about the
frequency of use? You can use Z-moves once per battle, making it a
careful puzzle as to when they're most needed. Mega evolution, on the
other hand, lasts the entire battle, meaning the purpose it ends up
serving is just a strong new Pokemon.
The held item requirement? Z-moves can be used by every Pokemon, some who really
benefit by held items, so you need to consider what you're giving up
by letting them use Z-moves. Mega Evolution basically results in
legendary Pokemon stats, which, I mean... don't really need held
items at that point. It's a no-brainer.
So what about
giving weak Pokemon a chance to shine? Z-moves do that inherently, on
a broad scale. Mega Evolution, while having the potential to fine
tune specific Pokemon, wastes it on legendaries and Pokemon that were
already plenty powerful. Why did Mewtwo, Salamence, and Rayquazza
need more power?
I think you get the
point by now. Obviously I'm ranting a bit, but it is so great to see
the Pokemon developers realize that Mega Evolution was a bad idea.
They took the core benefits it could provide and reworked it into a
system that helps every single Pokemon. If that's not game design
iteration in action, I don't know what is. I have high hopes for what
comes next in the franchise.
No comments:
Post a Comment