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00:00:00
[Music]
00:00:07
In my second hands-on opportunity with
00:00:09
Pokemon Legends ZA on Nintendo Switch 2,
00:00:12
I played for almost an hour, which still
00:00:14
wasn't nearly enough time to fully sink
00:00:16
my teeth into this new action forward
00:00:18
take on a mainline Pokémon game.
00:00:20
However, it did ease some of my early
00:00:22
concerns, peak up interest in mastering
00:00:24
its battle mechanics, and reveal a few
00:00:26
new details, like how you can power up
00:00:28
moves with mega power, and mega evolve
00:00:30
repeatedly in the same battle, at least
00:00:32
with some caveats.
00:00:38
The modern setting of Legend ZA doesn't
00:00:41
exactly do it for me, even in real life.
00:00:43
I generally prefer exploring ancient
00:00:45
forests and temples over cities when
00:00:46
traveling. But I did get to explore a
00:00:49
wild zone in Lumio City myself during my
00:00:52
hands-on this time around. And it was
00:00:53
more interesting and fun than I
00:00:55
expected. These wild zones are where
00:00:57
wild Pokémon live within Lumio City. And
00:00:59
so it's also where you can catch
00:01:01
Pokémon. Like in Legends Archus, you can
00:01:03
just toss a Pokeball at a Pokémon to try
00:01:05
and catch it, but you can make the task
00:01:07
easier by damaging the wild Pokémon
00:01:09
first. Legend ZA makes an interesting
00:01:12
change to an already modified catch
00:01:14
mechanic. You don't have to worry about
00:01:16
accidentally knocking a Pokémon out.
00:01:18
They'll faint for a while, indicated by
00:01:20
stars circling their heads as they
00:01:22
wobble in place, giving you a free
00:01:23
chance to capture them instead of
00:01:25
disappearing.
00:01:29
But keep in mind, they will disappear if
00:01:32
you wait too long after knocking them
00:01:33
out. I'm curious about how this affects
00:01:36
capture rate, like how status effects
00:01:38
and less HP increase your chances of
00:01:40
catching a Pokémon. I actually hope that
00:01:42
knocking a Pokémon out resets its catch
00:01:45
rate. So, there's still some benefit to
00:01:47
formulating a Pokémon catching strategy
00:01:49
with the right moves. Removing
00:01:50
tediousness is usually a good thing, but
00:01:53
removing tension to streamline things
00:01:55
isn't the change I'm looking for. Doing
00:01:57
so completely undermines the
00:01:59
satisfaction succeeding would have
00:02:01
granted. I understand it's much more
00:02:03
difficult to methodically choose your
00:02:05
next move to avoid knocking out a wild
00:02:07
Pokémon in a real-time battle, but there
00:02:09
needs to be some consequence for doing
00:02:11
it. If there is no consequence, well,
00:02:14
rip, false swipe, I guess. The wild
00:02:17
zones in Legends ZA use the verticality
00:02:19
of a city very well, allowing for
00:02:22
exploration in the waterways below and
00:02:24
the skyscraper rooftops above, creating
00:02:26
microhabitats for different collections
00:02:28
of Pokémon. At one point, I climbed up a
00:02:31
building to escape a very angry alpha
00:02:33
hound with glowing red eyes and found a
00:02:35
flock of happy golucky swabloo at the
00:02:37
top. Apparently, some other trainers at
00:02:39
the event went up to a different roof
00:02:41
and encountered an alpha Pikachu, who
00:02:43
then chased them back down to Hounddom's
00:02:45
domain, making for an even scarier
00:02:48
encounter. And I say scarier because the
00:02:50
Hounddoom was kind of frightening. At
00:02:53
about five levels above my own Pokémon,
00:02:55
it knocked out my poor Gyarados despite
00:02:57
my type advantage. This encounter made
00:02:59
me want to experiment with my movements
00:03:01
and strategy where I discovered Gyarados
00:03:04
Whirlpool remained on the field when I
00:03:05
switched it out. I tried to dish out a
00:03:08
welltimed sleep powder to Whirlpool
00:03:10
combo with two different Pokémon. And
00:03:11
though I couldn't quite pull it off
00:03:13
well, it had me thinking of what
00:03:15
possible combos could exist. The issue
00:03:17
with having the moves on different
00:03:19
Pokemon is that once you switch out, the
00:03:21
new Pokemon's moves start on a cooldown,
00:03:24
essentially replicating the core game's
00:03:26
mechanic of allowing your opponent a
00:03:28
free attack if you switch out in the
00:03:29
middle of battle. The difference here is
00:03:31
that with quick thinking and
00:03:33
positioning, there's a higher chance of
00:03:34
avoiding said free attack. Legend ZA
00:03:37
requires quick thinking, too. With it
00:03:39
being real time, there's not a second to
00:03:41
waste ruminating over which move would
00:03:43
be the most ideal or efficient, and it
00:03:46
doesn't allow for forgetfulness. You'll
00:03:48
need to know your team like the back of
00:03:50
your hand to be able to make appropriate
00:03:52
switches at the drop of a hat, unless
00:03:54
you want to pause all the time. It can
00:03:56
get a bit hectic, actually, especially
00:03:57
when I didn't know the demo team.
00:03:59
Overall, the Wild Zone had more crammed
00:04:01
in it than what was suggested by looking
00:04:03
at it on the map, made possible by the
00:04:05
affforementioned verticality. There are
00:04:07
plenty of wild zones, but I can't help
00:04:09
but to worry about how seamy they'll
00:04:11
feel considering, well, they're all
00:04:13
contained within a city. During this
00:04:15
demo, I once again got to experience a
00:04:18
ZA Royale battle zone, but this time at
00:04:21
the higher W rank. While playing, I
00:04:23
found some slime blocking my path, which
00:04:25
a watertype attack washed away,
00:04:27
suggesting you'll need a variety of
00:04:29
Pokémon on your team in order to
00:04:30
adequately explore everywhere there is.
00:04:33
You'll also want a mix of Pokémon and
00:04:35
moves on your team to take advantage of
00:04:37
extra missions. As I wandered the battle
00:04:39
zone, I picked up glowing bonus cards on
00:04:42
the ground, which then provided missions
00:04:43
that popped up on the right side of the
00:04:45
screen. We could see these in a previous
00:04:47
trailer, but I didn't expect how much
00:04:49
more interesting they'd make the battle
00:04:51
zones. Instead of just taking out
00:04:53
trainers one by one, which I could see
00:04:55
becoming a bit monotonous, I kept the
00:04:58
special conditions in mind. For example,
00:05:00
one instructed me to start a battle with
00:05:02
a flying type sneak attack and another
00:05:04
to land a super effective water type
00:05:06
attack. Successfully fulfilling these
00:05:08
conditions gave me more ticket points at
00:05:10
the end of the battle, getting me closer
00:05:12
to a challenger's ticket faster, which
00:05:14
would then qualify me for a promotion
00:05:16
match. The promotion match I battled
00:05:18
against Renaro reminded me a bit of a
00:05:20
gym leader battle, except instead of the
00:05:22
trainer having a monotype Pokémon team,
00:05:24
he had a themed team. Renaro works at a
00:05:27
restaurant and had a Simma Sage,
00:05:28
Simapore, and Simir, seemingly a call
00:05:31
back to Pokemon Black and White's
00:05:32
restaurant themed Striaton City gym run
00:05:34
by Silan, Chile, and Crest, whose
00:05:37
partner Pokémon were the pre-evolutions
00:05:38
of this trainer lineup. It was a pretty
00:05:41
cool battle, and I look forward to
00:05:42
seeing other trainers teams as I crush
00:05:44
their dreams to climb the ranks.
00:05:49
[Music]
00:05:51
Finally, in the fourth part of the demo,
00:05:53
I fought a rogue Mega Evolved Pokémon.
00:05:55
In the first demo I played at the
00:05:57
Pokémon World Championships, I faced a
00:05:58
Mega Absole, but this time it was the
00:06:00
larger than-l life recently revealed
00:06:02
Mega Victory Bell. I also had three
00:06:04
Pokémon capable of Mega Evolution at my
00:06:07
disposal. A Hound Doom, an Absol, and a
00:06:09
Gardevoir. The battle against Mega
00:06:11
Victory Bell was more ferocious than the
00:06:13
tutorial fight against Mega Absol,
00:06:15
despite Naveen fighting by my side, but
00:06:17
I welcomed the challenge. Its attacks
00:06:20
left poison on the ground, making it
00:06:22
more difficult to avoid damage, while I
00:06:24
simultaneously dished out commands and
00:06:26
picked up mega power orbs to mega evolve
00:06:28
my Pokemon. When my first Mega Evolution
00:06:30
Pokémon fainted, I thought I was
00:06:32
screwed. In the core Pokémon games, you
00:06:34
can only mega evolve one Pokémon per
00:06:36
battle and can't mega evolve again, even
00:06:38
if your first Mega Evolution Pokémon
00:06:40
faints. Unexpectedly, that wasn't the
00:06:43
case during this battle in Legend ZA. I
00:06:45
was able to mega evolve all three of my
00:06:47
Pokemon as long as I gathered the
00:06:49
required mega power. I didn't get to
00:06:51
test if this works in trainer battles,
00:06:53
so I asked. And I was essentially told
00:06:55
you're not limited to single mega
00:06:57
evolutions per battle as long as you
00:06:59
have the mega stone and mega power to
00:07:01
support it. This is evidently possible
00:07:03
when up against rogue mega evolved
00:07:05
Pokémon and likely possible in wild
00:07:07
zones since the mega ring fills up with
00:07:09
energy with each attack and by
00:07:11
collecting energy from breakable
00:07:12
crystals. I'm curious how exactly this
00:07:15
would work in trainer battles. In our
00:07:16
demo, we weren't high enough rank to
00:07:18
access mega power in the trainer battle
00:07:20
portions, so we'll just have to test
00:07:22
that later.
00:07:23
Speaking of mega power, this resource
00:07:25
does more than just allow your Pokémon
00:07:27
to mega evolve. See, you can also use
00:07:30
mega power to power up a Pokémon's move
00:07:32
into a plus move,
00:07:37
which packs more of a punch than usual.
00:07:39
This powerup can be activated by
00:07:41
pressing the plus button on the
00:07:42
controller. I can't really see a reason
00:07:44
to do this instead of saving up mega
00:07:46
power to mega evolve since mega evolved
00:07:49
Pokémon's moves are automatically plus
00:07:51
moves. However, it could be a great
00:07:53
mechanic to help Pokémon unable to mega
00:07:55
evolve from becoming entirely obsolete.
00:07:58
This would be especially important if
00:08:00
you can actually mega evolve as many
00:08:02
times as you want in trainer battles,
00:08:04
solving the potential problem this
00:08:05
freedom would have caused. Here's the
00:08:07
thing. It's so difficult not to compare
00:08:10
Legends ZA to Legends Archus, as the
00:08:12
predecessor set expectations I feel like
00:08:15
weren't met. I liked Pokemon Legends
00:08:17
Archus slightly modified battle system.
00:08:19
The turn-based battles were just
00:08:21
different enough with the introduction
00:08:22
of speed and strong styles to mix things
00:08:24
up. I also loved Archus' Blast from the
00:08:27
past feudal setting, which allowed for
00:08:29
some really cool and unprecedented
00:08:31
Pokémon lore exploration. It
00:08:33
triumphantly set itself apart from the
00:08:35
rest of the mainline games very modern
00:08:37
settings, and this was my highest
00:08:39
expectation for the Legends series. It
00:08:41
honestly makes me wonder if there will
00:08:43
be time travel stuff in Legends ZA to
00:08:45
bridge this gap. After watching its
00:08:47
intro cutscene and playing overall more
00:08:49
than an hour of Legends ZA, I have to
00:08:51
say I'm still skeptical if I'll
00:08:53
appreciate this experience more than I
00:08:54
did Legends Archus. But I didn't dislike
00:08:57
anything I've played or seen, and I
00:08:59
absolutely had fun with it. Legend ZA's
00:09:01
gameplay loop is unique, and I'm looking
00:09:03
forward to experimenting with and
00:09:05
mastering the new real-time battle
00:09:07
system. I appreciate the risks Pokemon
00:09:09
is taking here. I just hope they fully
00:09:11
pay off. For more on Pokemon Legends ZA,
00:09:14
don't miss the official story trailer
00:09:15
and the game overview trailer. And for
00:09:17
everything else in the world of video
00:09:19
games, throw your Pokeball over at IGN.

Description:

IGN's resident Pokémon superfan Casey DeFreitas got to play more of the upcoming Pokémon Legends: Z-A on Nintendo Switch 2, and she's got a ton of thoughts and reactions about how it compares to Pokémon Legends: Arceus. Watch the video for her full detailed impressions of the first proper Pokémon release for Nintendo Switch 2 (which is also coming to Nintendo Switch 1) on October 16. #IGN #Gaming #Pokemon

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