My Top 100 Games of All-Time (25-1)

25. Star Wars: Knights of the Old Republic (2003, PC)

Knights of the Old Republic has some of the best writing in all of Star Wars. Back when Disney bought Star Wars and everyone was still excited about the possibilities of new movies, I had a pretty simple request: adapt Knights of the Old Republic to film. You could adapt this game’s script with little changes required and it would be a hit (assuming they didn’t screw up in the execution). The twists would be able to land too, because most mainstream Star Wars fans haven’t played it, so it would still have impact. Oh, and most importantly, adapting KOTOR would not ruin the ending of Return of the Jedi and piss off the fanbase.

KOTOR is just the ultimate union of Star Wars fantasy and Bioware RPG gameplay. Customizing your character and slowly developing their Force powers and lightsaber over the course of the game is awesome. The real-time with pause combat is simple, but flashy in-motion. Seeing what the Star Wars universe was like long before the original trilogy is fascinating. The way that your affinity towards the Dark and Light sides of the Force affects your character, your companions, and the way the story plays out. If you love Star Wars, then you owe it to yourself to give KOTOR a try.

24. Sly Cooper and the Thievius Raccoonus (2002, PS2)

Another one of those games that was bought for me as a gift and that I wasn’t too interested in until I started playing, Sly Cooper is a fantastic blend of 3D platforming and stealth gameplay. In order to emphasize stealth, Sly (and most enemies you face) will die in one hit. This might sound rough, but the game is balanced around it and it feels very fair – if you are being sneaky, then you should have the upper-hand in every encounter. In fact, I actually prefer this system over Sly‘s sequels, which give everyone health bars… presumably because it is more “expected”? I guess it makes combat have a bit more depth? Whatever the case, combat isn’t really the focus of these games and I much prefer the snappier system in place here.

Like many 3D platformers of the day, Sly Cooper features collect-a-thon elements, but they aren’t just here to give you something arbitrary to do. Levels are littered with coins to steal, which will net you lucky charms (which allow you to take up to two hits before dying) or extra lives. You also collect bottles containing pages of the titular Thievius Raccoonus, which will eventually unlock really useful new moves and abilities that you can use, such as slowing time or creating a decoy to distract enemies.

So the core gameplay of Sly Cooper is rock solid, but the game’s presentation, characters, and story really elevate it. The game has a cartoonish, 50s noir style which is complemented by its cel-shaded graphics which have aged very well. The characters aren’t revelatory, but they’re fun: Sly’s your charming rogue, Bentley’s the high-strung brains of the operation, Murray’s the dumb-but-eternally-loyal and eager getaway driver, and Carmelita is the cop who will stop at nothing to put Sly behind bars… but is her obsession purely professional…? The whole thing is wrapped around a plot which is just perfect for video games: Sly comes from a line of master thieves who have recorded the techniques they have developed in the Thievius Raccoonus, but the book is stolen and his family murdered by a group of rival thieves called the Fiendish Five. Sly and his friends then need to reclaim his family’s knowledge and get revenge on the Fiendish Five. It’s a fairly simple setup, but compelling. Sly Cooper is just an extremely well thought-out video game: everything has been carefully considered and maximized to make Sly Cooper the best it can be.

23. Sly 3: Honor Among Thieves (2005, PS2)

Sly 3 doesn’t evolve the formula of the franchise very much: gameplay-wise, it’s more of what was established in Sly 2 (basically: Bentley and Murray are new playable characters, the one-hit-kill system is gone, stealth is de-emphasized, and guards can be pickpocketed for easy cash for upgrades). What really makes Sly 3 stand out is its exemplary writing, which builds upon all the developments made over the course of the trilogy. In this game, Sly is putting together a team to pull off a heist against Dr. M, who has taken over the island housing the Cooper family vault. Dr. M has been attempting to break inside to steal the generations of hoarded treasure held within. It seems like a pretty simple setup, but there are some major revelations and developments which twist the way we view our characters and the Cooper family in surprising ways. We also get several returning characters from the previous two games, some of which have undergone major developments. Most notable of these is Panda King, one of the Fiendish Five who killed Sly’s parents. The gang finds themselves having to recruit Panda King in order to successfully pull off the heist, but the tension between Sly and him is so taut that feels like it could snap at any moment. It is great writing, daring to take the difficult route, and the game is so much more rewarding for it. Dr. M is also a surprisingly complex villain, who I’d argue is the best antagonist in the franchise. Building up the gang and then executing this final heist makes for one of the most enjoyable game stories in its own right, but when you combine that with the things this game is doing as a trilogy-ender, it is a monumental achievement.

22. Ninja Gaiden (2004, XB)

Ninja Gaiden is notorious for its difficulty, demanding precision and quick reflexes to survive on higher difficulties. The game’s hero, Ryu Hayabusa, is a demon-slaying ninja badass and one of the coolest game heroes around. The story is functional by video game standards: Ryu needs to get back the Dark Dragon Blade, which was stolen from the Hayabusa ninja clan by the Vigoor Empire, all while battling ninjas, Fiends, and the Black Spider Clan. That’s right… there’s actually a game in my top one hundred which is here purely because of the gameplay. Ninja Gaiden‘s harsh challenge is tough, but fair, demanding that you learn its systems if you want to succeed. When you do overcome a fight that has been challenging you, the feeling of satisfaction is palpable, and the the fight is all the more manageable for it. Something I like about this game in particular which makes it stand out from its sequels is the hub-based world. For most of the game, you explore the streets of Tairon, battling enemies as you gain access to new areas and uncover some cleverly-disguised secrets that only a true ninja could perceive. I know that it’s been said before about this game, but it really does bear saying: Ninja Gaiden makes you feel like a true ninja badass and is well worth experiencing if you can stomach the challenge.

21. Bioshock (2007, PS3)

Whenever I recount my time with Bioshock, I always go back to the very first thing that happened to me in the game. You have an extremely brief opening cutscene where your plane crashes into the ocean and your character rises to the surface of the water to see flames from the wreckage. I sat there a good twenty seconds or more, expecting some object to come into frame from off-screen. Then it hit me: No… these are the in-game graphics!? The reflection of the fire on the water looked so good that I literally thought it was a CGI cutscene. The game was that immersive at its very first second. Then you travel down into the undersea city of Rapture and your mind is in absolute awe of what you are seeing. An art deco, undersea, libertarian dystopia is such a unique setting. And then the horror elements creep in, as you see what has become of the city and its denizens. By that point, you are just fully invested in Bioshock‘s atmosphere: this is just the coolest world design in videogames. It also, quite famously, has some of the best writing in any game of the time, being philosophical while also keeping it entertaining. It also has one of the best twists in gaming, a mind-blowing revelation that makes you re-evaluate your sense of self. And then there’s the plasmid powers you collect and upgrade during your journey which shake up the gunplay in unique ways.

Oh, and who could ever forget the first time they saw a Big Daddy? How about the sheer terror the first time you had to kill one? This game is fantastic, full-stop.

20. Metal Gear Solid (1998, PS1)

Since release, Metal Gear Solid has rightly been praised for pushing the boundaries of cinematics and storytelling in videogames. It’s a staggering achievement for a PS1 game, boundlessly creative and quirky in equal measures. There’s so many legendary moments in this game, that I’m not even sure it makes sense for me to recount them: you either know about them already, or you need to experience them for yourself. So, instead, I’m gonna use this space to describe my introduction to Metal Gear Solid

This was a game that I had heard about while growing up. I was really into gaming magazines around 2001. One of the first gaming magazines I bought was the Metal Gear Solid 2 cover story for The Official US Playstation Magazine, which really hammered home to me that these games were must-plays (I can still remember their guide on how to fake being sick to get a whole extra-long weekend off to play it). They all sang the praises of the Metal Gear franchise, and they said that Metal Gear Solid was the best one. That said, I wasn’t able to play them at the time: I was eleven when MGS2 came out, I was not allowed to play any M-rated video games, and I didn’t have any money to get them myself.

Around 2005 or 2006, I had fallen in love with the stealth action genre after playing all of the Splinter Cell released to that point. I was itching for some more top-tier stealth games, so obviously Metal Gear Solid was at the front of my mind. I managed to get a ROM of Metal Gear Solid, which I played on an emulator on my PC. I’ll tell ya, over the course of the next few evenings, my mind was blown. I loved the over-the-top action and characters. I loved the equally philosophical and farcical narrative. The presentation was incredible. I loved the insane, fourth-wall breaking gameplay moments. The boss fights were incredibly unique. It was just such a good experience that I started checking out the other games in the franchise as well, and soon Metal Gear Solid was even more important to me than Splinter Cell itself.

19. Shadow of the Colossus (2005, PS2)

Another one of those “early, undeniable examples of games as art” games, Shadow of the Colossus is unrivalled in its atmosphere. The colossi are these majestic, sombre beasts who you have been tasked to slay in order to resurrect an mysterious woman. The resulting journey is nearly wordless, which just absolutely sucks you into this game’s world. Each colossi is not fought in the traditional sense: they are all have a fairly simple puzzle based around their movements which, once solved, will allow you to climb onto their body and stab a weak point until the beast dies. Each colossi is unique and memorable, and the minimalist story really packs an emotional wallop. It’s just such an impactful and artfully-crafted videogame, you just can’t help but be in awe of the talent on display here.

18. Nioh (2017, PS4)

Once again, Team Ninja have an entry that I love entirely for the gameplay. Nioh has the best combat system of any game I have played, bar none. It plays largely the same as any other Souls-like: a stamina bar, challenging difficulty, if you die you lose your souls, etc. The main differences are that Nioh has a loot-based item drop system and that the game is linear and mission-based, rather than having you seamlessly navigating an open world. However, Nioh introduces two mechanics that shake up the Souls formula in some genius ways:

  1. Weapon Stances – Each weapon you get has three stances for your attacks: high for a slow, powerful attack, mid for a standard attack, and low for a quick, weak attack. Right away, this wildly expands the options you have at your disposal for any given combat encounter, but certain enemies are also immune or vulnerable to specific stances.
  2. Ki-Pulse – Nioh has a sort of “active reload” system to instantly replenish your stamina bar if you time a button press correctly. You will quickly get to grips with this maneuver when you play, it makes for a really cool system where you encourage aggressive combat maneuvers in order to maximize your damage dealt.

The game also retains Team Ninja’s pedigree for difficulty. In that quality, Nioh definitely stands out compared to its peers, with a level of precision required that rivals Ninja Gaiden. And I just love the guardian spirits, a charming gang of adorable, magic spirit creatures that give you special powers if you become friends with them. Nioh is just a great game to play, constantly pushing your limit and forcing you to get better.

17. Halo 2 (2004, XB)

Halo holds a special place in my heart. Some of my fondest gaming memories are playing Halo and Halo 2 at a couple youth group LAN parties as a young teenager. I loved the first few Halo books. The writing and world-building was (and still is) top notch. Despite this, I didn’t have an Xbox or a decent PC growing up. So, when the LAN parties stopped happening, I never really got a chance to play them again. I did, briefly, have an Xbox 360 and I attempted to play through Combat Evolved a couple times, but found that I didn’t like the game’s design. As a result, I never made it to trying Halo 2.

Fast-forward to a earlier this year. The Master Chief Collection was on sale for cheap on Steam, and I finally have a PC capable of playing it. Fuckin’ sold, that was an awesome deal. Once again, I found myself growing tired of Combat Evolved‘s design, but I forced myself through. Even then, it took me a couple months to get through to the end.

But then I started Halo 2. MY GOD, the sheer leap forward in every single way is spectacular. The story presentation and writing are legitimately film-like. The level design is much clearer and more distinct. Gameplay is improved in every regard. Dual-wielding guns is such a power trip. Even the small changes to the shields system make you feel more like a badass than before. I would turn off Combat Evolved after one or two levels, but for Halo 2 I blitzed through three levels back-to-back without breaking a sweat, and the only reason I didn’t go any further was because I badly needed to sleep. I got through Halo 2 in about a week, and loved it the whole way through.

16. Call of Duty 4: Modern Warfare (2007, PS3)

The release of Call of Duty 4 was a bomb-shell in the gaming industry. This one game effectively killed the World War II shooter, which had been a gaming staple for a decade. Suddenly, every shooter had to be a modern military game. Its set-piece moments were jaw-dropping and influenced countless imitators. Halo had been the top dog shooter up until that point, but then this game dropped and arena shooters were decimated. Given that we were still early in the Iraq War at the time, the game had an extra layer of relevance. At the time, this game felt kind of dangerous and daring for how much it invoked real-world politics. This also, of course, started the annual Call of Duty release schedule that we are all sick to death of now.

And, in spite of all that, Call of Duty 4 is still as incredible as ever. This game looked unbelievable back in 2007. The campaign was shockingly strong for a straight-forward shooter game, with memorable characters, cool set-pieces and some gut-wrenching moments. It’s the sort of game that demonstrates the effectiveness of a good, curated, linear campaign: the iconic “All Ghillied Up” is almost entirely scripted, but goddamn if it does not get your pulse pounding. You may be done with Call of Duty now, but anyone who was there for Call of Duty 4 knows that that game was (and still is) a singular experience.

15. Ape Escape (1999, PS1)

Of all the games that were bought for us as a gift that I didn’t have much interest in until I played it, Ape Escape is the best of them. My brothers and I got a PlayStation for Christmas in 2000 and Ape Escape was one of the games we got with it. We didn’t have a whole lot of interest at the time though: what, we’re trying to catch some monkeys? Eh, sounds boring. But then, being bored one day, I decided to try it out, and quickly got sucked in. Now, Ape Escape is my most-replayed game of all-time. I must have played through it at least seven times since I first bought it. Hell, one of the first things I did when I got my Retroid Pocket 4 Pro was to load Ape Escape onto it and then play through the whole thing again, which ultimately led to me writing the Ape Escape Love/Hate series.

The core 3D platforming gameplay of Ape Escape is solid, but what really makes it stand out is the innovative use of the (at the time) brand-new dual analog controller. The left stick controls movement and the right stick controls whatever gadget you currently have equipped, giving you a level of control and precision unseen in console games up to that point. The gadgets themselves are also really neat, with the stun baton to whack monkeys and enemies, the sling shooter to snipe distant targets, the sky flyer to launch yourself high into the air or extend a jump, and the RC car to access small spaces (and harass monkeys), just to name a few of them.

Also… chasing the monkeys is just a hell of a lot of fun. They have three levels of alertness, so approaching them strategically is incentivized, and each ape has its own level of aggression and speed, making each encounter feel fresh. The time-travelling structure is also inspired, shaking up the environments and gameplay after every three levels so that it never gets stale. I love this game so much and I can guarantee that there will be even more replays of it in the future.

14. Super Mario Bros. 3 (1988, NES)

Super Mario Bros. 3 is one of those sequels that blows its predecessors out of the water. Super Mario Bros. was a monumental game for its day, but Super Mario Bros. 3 surpasses it in every single metric. Its graphics are some of the best on the NES, and it’s wild to see how much they have improved in only three years (or two years if you consider that the Japanese version of Super Mario Bros. 2 originally released in 1986 and had basically the same graphical fidelity as the first game). There are way more levels and you navigate through them using an overworld map. There are even more clever secrets than before. The power-ups are more varied and are super cool: leaves and tanooki tails to fly, the frog suit to swim easier, and the hammer suit to hurl hammers at enemies. The combination of ambitious innovation and flawless execution make Super Mario Bros. 3 a timeless classic and one of the few NES games that is just as enjoyable today as it was back then.

13. Uncharted 4: A Thief’s End (2016, PS4)

So, as you can see from my placement of Uncharted 2 on this list, I really loved that game. However, it’s follow-up, Uncharted 3: Drake’s Deception, was pretty disappointing to me: sure, the set-piece moments were better than ever, and there were some fun new characters, but the story felt like it was an after-thought, which made it by far my least favourite game of the trilogy. I figured that Uncharted 2 would remain the best of the franchise and that would be the end of it, but then a fourth game was announced for PS4. I was optimistic, but I really did not expect to love Uncharted 4: A Thief’s End as much as I did. The writing is the best in the franchise, bar-none, giving us a satisfying and mature end for these characters we’ve grown to love so much over the course of the series. The set-pieces are grander than ever, which is aided immensely by the improved technology since the previous game. The game also takes a cue from the Tomb Raider reboot, introducing some hub areas where you can explore and pick your next mission to complete. The game is also just gorgeous, putting its predecessors to shame in this regard (and those games were no slouches in the graphical department either). For the most part, Uncharted 4 is more of the same, but executed at the absolute best this franchise has ever seen.

12. The Last of Us (2013, PS3)

The Last of Us is one of those games that is so good that it transcended the gaming industry and is just part of the wider culture. This sombre, contemplative, depressing, and tragic story of a man and a girl travelling across a post-apocalyptic wasteland is easily one of the best-told narratives in the medium. Its ending is legendary, one of the most iconic in modern pop culture, and one which has been heavily-debated since it released (for my part, Joel did not do the right thing, and the Left Behind DLC is meant to make this unmistakably clear to the audience).

On top of this, I think that the gameplay is also very underrated. As opposed to Uncharted‘s bombastic action, the gunplay of The Last of Us is slower, more visceral and dangerous. You’ll often spend significant chunks of gameplay using stealth, avoiding alerting enemies as much as possible until you have to engage them. The cordyceps zombies also present a significantly different threat to the human survivors you come across, giving the game a survival horror tone. The way that you scavenge for supplies to craft make-shift weapons and items was also quite innovative for the time, and would be replicated for years after release by other games. This system encourages careful exploration and is done in such a way that you never have enough supplies to do everything you may want to. The Last of Us is Naughty Dog at their peak, flexing their development muscles to create an unforgettable experience.

11. Dead Space 2 (2011, PS3)

Your mom may hate Dead Space 2, but I love it. The game comes out of the gate swinging, featuring one of the most horrific and pulse-pounding opening sequences of any video game. The original game was already great, but Dead Space 2 ups the ante by bringing in more Uncharted-style bombastic action set-pieces. Contributing to this is that Isaac Clarke is no longer a silent protagonist, which allows him to have a lot more personality. This also enables the game’s more personal story, which sees him grappling with crippling PTSD and mental illness due to the events of the first game. Perhaps the most remarkable thing about all this though is that the game does all this without compromising the survival horror tone – this game is every bit as scary as its predecessor, while also being an action thrill-ride at the same time. The franchise’s core gameplay is every bit as compelling as before, but is now more refined and has more variety of weapons and enemies to keep combat fresh and endlessly replayable. Of all the new additions, my favourite is the Stalker enemies. While most necromorphs will attack the moment they spot you, Stalkers mess with your head like a pack of wolves. They’ll surround you, peek at you to see if you’re distracted, fall back if you get too close, and then scream like a banshee as they charge in for the kill. The first time I fought these guys, I was absolutely terrified, it was such a special experience. The Tormentor is also one of the coolest and most intense boss fights I’ve ever experienced, despite basically being an interactive cutscene.

10. Pokémon HeartGold (2009, DS)

I played countless hours of Pokémon Gold and Silver back in the day, making them one of my favourite games in the franchise. I think that the fourth generation of Pokémon games were the peak of the franchise’s gameplay. Combine these two interests together and we have Pokémon HeartGold and SoulSilver, remakes of the gen two games utilizing the engine and mechanics of the fourth generation games. These games are the ultimate Pokémon adventure, full-stop. The difficulty is legitimately challenging, even for series veterans. The Johto region feels lived-in and steeped in history. The post-game in Kanto is expanded further as well, making this meaty second chapter even more impressive. Your favourite Pokémon follows you around on the overworld. It’s just the best rendition of the classic Pokémon formula, I don’t know how else I can describe it.

9. God of War (2018, PS4)

I’ve dabbled in the God of War games, but I haven’t gotten a chance yet to play through them all. However, I decided to try out the 2018 God of War and was surprised by just how good it was. While I do think that the story of the Greek God of War games is underrated and a lot more interesting than people give it credit for, God of War‘s 2018 entry is unrivalled in its writing. Maybe it’s just the timing of the game for me: I got this right after the birth of my son, so the tale of Kratos and his son, Atreus, on a journey to spread the ashes of Atreus’ mother really resonated with me. Seeing a more matured Kratos lends him so much more depth and sympathy – you can see how he’s trying to direct Atreus to not make the same mistakes he made. And then there’s the primary antagonist, Baldur: he looks like a drunken weenie the first time you see him, but he quickly demonstrates that he is incredibly dangerous, unhinged, and a legitimate threat to Kratos.

The game is also just gorgeous. The environments are breath-taking and I love all the colourful particle effects which just make the game look magical as you go on your Norse journey. The way that the game plays out like one long, seamless take keeps you immersed in this world.

The game also just plays well. I wasn’t sure if I’d like an over-the-shoulder melee system, but it actually plays about as well as the more traditional action game camera in the previous God of War games. It plays like a nice middle-ground between a Souls-like and a more traditional character action game. Kratos’ axe is also just the coolest melee weapon ever, allowing you to throw it and then have it fly back into your hand with the press of a button (hitting any enemy it crosses paths with on the way there for bonus damage). Combat is bloody, visceral, and satisfying. I particularly like the optional Valkyrie bosses hidden around the game world, which really test your skills and are a stiff challenge.

I loved my time with God of War. I rarely bother to platinum games, but I knew pretty early in that I was going to see it through for God of War. I loved this game so much that I had to see everything it had available, including all the optional challenge areas.

8. Dark Souls (2011, PS3)

Another example of “gameplay isn’t everything”. I think that Nioh is superior to Dark Souls in terms of its combat. However, I think that Dark Souls is, without question, the better game overall due to its less-obvious qualities. Of these, the best is the looping, open-world structure. Each area is designed like a linear level, funneling you through encounters until you reach a boss or the next area. However, many of these areas will connect to other areas, giving a sense of interconnectedness and geography to the world. There are several moments where you will reach a gate or an elevator, use it, and then be shocked to see that you’re now in an area you’ve already explored. The sense of verticality is also very unique, as the world is designed as a bunch of regions stacked on top of each other: at the bottom are the ancient, forgotten dregs of this world, while the top is the isolated, gilded realms of the gods themselves. That’s right, FromSoft have mastered world design so well that it’s even thematic. The game’s story presentation is also very unique, choosing to communicate it through the environment and item descriptions rather than an overt narrative. This intentionally leaves much of the story up to interpretation.

Of course, then there’s the combat system, which still influencing the industry to this day. It is relatively slow and deliberate, forcing you to carefully consider every action you make while balancing your stamina bar and limited healing resources. The enemy designs are inspired. Creatures like the Gaping Dragon, Pinwheel, and The Four Kings are such unique concepts, but so evocative and mysterious in their design. The difficulty is tough but fair. Pretty much anyone is capable of overcoming its challenges with a little perseverance and, if that fails, level-grinding.

Dark Souls is a game which just feels like a myth brought to life. Exploring and battling through its forlorn world is haunting, like you’re trespassing in a place you were never meant to be. Its difficulty may have been long surpassed by its successors, but it is still a good challenge and as satisfying as ever to overcome.

7. Bloodborne (2015, PS4)

Bloodborne was my first Souls-like experience. Like Dead or Alive, this game came across my radar after completing the Ninja Gaiden games. I was looking for another game with challenging hack ‘n slash combat, and Bloodborne came highly recommended. With that in mind… I was not primed for the kind of experience that Bloodborne was offering. The combat was fast, but not as fast as Ninja Gaiden, and there was no way to block, so I kept getting destroyed by basic enemies. The gameplay wasn’t really “clicking” with me, but I decided to persevere. However, piece-by-piece, it started to click in place in my mind. The importance of shortcuts, parry and dodge timing, careful analysis of the area, and stamina management really started to settle in. Around two-thirds of the way in, I “got” it, but I still wasn’t blown away. However, this all changed in one moment: I bought the DLC, played through to Lady Maria of the Astral Clocktower… and I was stuck. She absolutely destroyed me multiple times. I tried to summon a co-op helper, but no one was answering my bell. I distinctly remember sitting there, waiting for minutes for someone to respond, when I decided: “Fine, I guess I’m just gonna knuckle-down then and do this myself.”

I died, over and over again. I must have done so over twenty times, but I was slowly learning more and more of Lady Maria’s moveset, getting her health down lower and lower as I went. When I finally managed to overcome her, it was like a deadly ballet between the two of us, and I felt a satisfaction that I had never felt in the game up to that point. I was changed, and I resolved to try to beat every Souls-like boss thereafter without summoning, if I could reasonably do so. It was the true start of my love affair with these games.

Like Blasphemous, Bloodborne is a game which ticks all my boxes. Souls-combat, but faster and more aggressive? Gothic and eldritch horror aesthetic? Blood? Fanatics? Goddamn fuckin’ werewolves!? Bloodborne is what you get when you take a solid gameplay foundation and then commit to a particular vision and aesthetic, elevating the game well beyond the sum of its parts.

6. Civilization VI (2016, PC)

While I think I’d say that Civilization IV was the most fun I had with a single Civilization game, if I had to pick one of these games to play today, it’s Civ VI, without question. Starting with Civ V, Firaxis shook up the series’ formula in some pretty fundamental ways, moving from a grid to a hex-based map, and making cities far more specialized and customizable. While I wasn’t a big fan of Civ V, Civ VI plays like a more refined version of that game, but with several more features added. Shaping your nation and conquering the world through diplomacy, culture, religion, or good ol’ fashioned war is a lot of fun, and no two games will ever play out the same. There are also an overwhelming number of civilizations available to play, providing even more variety and incentives to play the game how you want. I also like how the game doesn’t really force you into picking one particular victory route early – it’s completely viable to wait until the modern era to really commit to a victory condition (unlike, say, Civilization: Beyond Earth, where you’re pretty much knee-capping yourself if you diversify your nation’s interests). The “just one more turn” gameplay is just as addictive as ever as you set goals for yourself and see them come to fruition over the course of the next few turns and there are lots of options to customize the game to your liking (including options for some pretty wild, alternative game modes).

5. Tetris (1989, NES)

Tetris is the definition of “simple, but addictive”. Drop shapes made up of four blocks, try to make lines with them to clear them out before they reach the top, you get more points if you clear more lines at once, and the game gets faster the more lines you clear. Good luck, and try to get the highest score possible.

There are lots of different versions of Tetris out there: they’re all great, and I really like the quality of life improvements that have been developed over the years, but the NES version was the one that first got me into the game. Whenever I start replaying Tetris, I can see the blocks falling in my mind where ever I go. I used to keep track of my scores in NES Tetris… I wanted to show off a bit, but I can’t find the text document anymore… As I recall, I used to be able to get to around level twenty-five when it starts getting too fast to react, and I’d get as many four-line-clears as possible up to that point.

4. Resident Evil 4 (2005, GC)

Resident Evil 4 is an incredible game. The ambition, innovation, and attention to detail on display is staggering. Resident Evil games had grown really stale at the time, so it came out at the perfect moment. What makes this more remarkable is that the game basically plays like a classic Resident Evil game, only with full 3D and manual aiming, but its changes make it feel like a wholly new thing. Its over-the-shoulder camera revolutionized third person videogames and resulted in numerous imitators for years thereafter. It established Leon Kennedy as an absolute badass. There are just so many things you can say about this game’s legacy, that you really can’t understate how important it was.

For my part, I owned a copy of Resident Evil 4 on PS2 back around 2008, but I hadn’t really gotten past the opening village battle. It wasn’t until 2021 when I started the Resident Evil Love/Hate series that I finally decided to commit to trying it out. While it took about an hour to get used to the controls, once I acclimated, I was stunned at just how refined this game was. The whole experience is so lovingly crafted and varied that it never gets boring, and the campy tone doesn’t diminish from the horror elements. Then there’s all the little, optional systems you can engage in: treasure-hunting to get extra currency, the gun range where you can win prizes for good shooting, and you can do tricks during the jet ski section. Hell, what other game makes inventory management fun!? There’s a reason why this game is still being re-released and remade twenty years later, it’s an essential pillar of the gaming landscape and a monument to fantastic design.

3. Baldur’s Gate 3 (2023, PC)

Back during the early-to-mid 2010s, video games liked to tell us that “your choices matter”. However, after scores of Telltale and Quantic Dream games, the Mass Effect trilogy, Fallout, etc, gamers came to realize the truth of the matter: making consequences matter in games is hard. If you give the player the ability to make a choice which could change the game world, it’s simply too much work to make that choice actually matter in the grand scheme of things. At most, you may create a short, branching path, but it will just lead back to the main path again. Have to choose to let one of two characters die? You can be sure that the one you saved with have basically no bearing on the plot, or they’ll do the exact same things the other character would have done anyway. Hell, Fallout will let you kill just about anyone, but if a character is actually important, you can shoot them as much as you want, but they’ll just fall unconscious and forget anything happened the next time you see them. Once you realize this, it really destroys the illusion and can make certain choices completely worthless when you encounter them. I remember distinctly feeling this in The Walking Dead: Season 2 when you had to choose which characters would live and die… effectively rending that character useless for the rest of the journey, since they could be dead in another player’s playthrough and it would be too much effort that half your player base will never see to give them a major role thereafter.

Baldur’s Gate 3 throws this conventional wisdom out the window. While the game’s narrative does move forward on a fairly linear track, the amount of influence you have over events is astounding. While it doesn’t offer nearly as much freedom as a proper, tabletop DND game, it comes unreasonably close to achieving that. Like, for the earliest example of this unprecedented amount of freedom: you come across a druid grove where tiefling refugees are staying. The relationship between the grove and the tieflings is extremely strained, but the tieflings can’t leave because the road to Baldur’s Gate is too dangerous due to raids by the Cult of the Absolute. As a result, they’re on the verge of committing violence to stay in the safely of the grove. Initially, you can pick a side to support, or you can choose to try to find a compromise. Or, later on, you come across the Cult of the Absolute, who are trying to kill both factions, and you can choose to side with them. The expectation is that you will find a peaceful solution, but if you want to side with the cult and massacre everyone, that is completely viable. In fact, an entire character and their unique storyline is locked behind this option. Hell, you can choose to kill everyone on all sides and the game will just continue to go along, locking off content as characters abandon your party and questlines become unachievable. Characters will even acknowledge all the unexpected little choices you make. And, if this isn’t ridiculous enough, the game is fully voice acted, meaning that the amount of work that has gone into planning for every eventuality players could make is mind-boggling. Most players will never see much of this content. Hell, there’s an entire world of animals and corpses you can talk to, but you will only ever see it if you cast “speak with animals” or “speak with dead”, respectively (and you really should, these interactions are amazing). Hell, when you do reach Baldur’s Gate, much of the populace are interactable, with dialog trees and fully voiced performances. Many of these characters are there for nothing more than flavour, and all it does is make the world more believable and lived-in. That is the scale of the work put into Baldur’s Gate 3, and the more you think about it, the more it defies comprehension.

That’s all well and good, but the game is also just really fun. Due to the level of freedom, you get to approach its turn-based combat system in whatever ways you see fit. You really come to love the characters here, customizing their abilities to suit your needs, and forming relationships with them as you advance their side-quests. Baldur’s Gate 3 is an unreasonably good game, the sort of experience that you simply cannot expect anyone else to one-up. It will be the sort of game that we point to even a decade from now as an unrivalled pinnacle of the industry and one that you can go back to over and over again and find new secrets each time.

2. Splinter Cell: Chaos Theory (2005, PS2)

As I said in the Metal Gear Solid entry, I became interested in those games because of my love for Splinter Cell. When I was in my early teens, I bought Splinter Cell: Pandora Tomorrow at a street fair, and it began my love affair with stealth games. I loved it and made sure to pickup a copy of the original game shortly thereafter. With those two completed, we came to the newest game at the time: Chaos Theory. I had loved the previous two games, so I was super excited to get it… but, I couldn’t. See, Chaos Theory was the first Splinter Cell game to be rated M. My parents had a “no M-rated games” policy for us kids. I was only sixteen, I couldn’t wait another year to be old enough to play them! No, I was going to have to put my own roguish skills to the test…

So, one day when we were at Wal-Mart, I headed to the electronics section to look at the games. There was Chaos Theory, locked behind the game cabinet. I asked the clerk to get it out of the cabinet and ring it up. I figured he was going to ask me to verify my age, which would dash my plans, but he didn’t bother. I snuck it home and kept the game hidden so that my parents would never know that I had bought an M-rated game. My brothers and I were very good kids, so intentionally disobeying them like this was exciting and dangerous. It’s kind of silly, but it felt like I was the one sneaking about and pulling off secret missions without getting caught.

Chaos Theory plays much like its predecessors, but with some tweaks. These include a new noise meter, an EMP device for your sidearm, improved graphics and animations, smarter enemies, and a choice of lethal and non-lethal melee attacks. The missions are also really well-designed. Most famous of these is the bank heist near the start of the game, which is just a flawless example of thrilling game design. The level mixes infiltration, exploration, combat, and puzzle-solving in such a glorious blend. The voice cast are on top form here, especially Michael Ironside as Sam Fisher. His performance in this game makes Sam Fisher downright terrifying at times. Chaos Theory was the absolute peak of Splinter Cell, before Ubisoft felt that the series needed to be shaken up. As a result, we’ve never really gotten another game quite like it, making it a game that is still worth playing to this day.

1. Metal Gear Solid 3: Snake Eater (2004, PS2)

Snake Eater is perfect.

I love the writing. The political philosophizing stands side-by-side with big, dumb action sequences, and juvenile humour. The journey that Naked Snake goes on in this game is genuinely moving.

I love the characters. Naked Snake is the best Metal Gear character, bar none. The Boss is just incredible, and her motherly relationship with Snake adds so much emotional weight to the plot. EVA is a great Bond girl; enticing, but one who you never really think you can trust. Ocelot is a lot of fun when he shows up, I love that they gave him a more immature personality to match his age. Volgin is such a fun villain to hate; joyously evil and sadistic.

I love the boss battles. The obvious highlight is The End. The first time I came across him, I knew his reputation. I got shot by him almost immediately without even seeing him and decided right there to chicken out on the fight. I knew about the clock-skip trick, where you can win the battle automatically by moving your system clock forward a week, which causes The End to die of old age. I did it, but I didn’t feel good about it. Some time later when I replayed the game in the Subsistence re-release, I decided to knuckle-down and do the fight for real this time. I can distinctly remember running around lost for the first part of the fight, trying to figure out where The End was hiding. However, I soon began to realize all the ways you could pin-point his location, and soon it was a game of hunter vs hunter. I think it took me an hour and a half, but I gunned him down and felt the rush of satisfaction for overcoming such a creative and unique challenge.

I love the setting. A jungle in Russia is a pretty wild setting, but it’s so evocative. The jungle is the realm of predators, so being able to hunt enemies here makes you feel so cool. The setting also takes Metal Gear from the hallways and corridors they had been in up to that point. Levels are open, with lots of room to maneuver and pick your approach. You have to hide in plain sight, which is so much more badass than hiding in a locker.

I love all the ways you can mess with guards. For example, you can blow up their food supplies to make them hungry and vulnerable to eating poisoned food that you’ve left around. You can also blow up their ammunition stores so they can’t shoot you if you’re spotted. You can also throw a pissed-off, poisonous animal at them to get it to bite them to death.

I love the new survival elements. Having to hunt for food to sustain yourself really hammers home the idea that you’re an operative deep in enemy territory. I love how the camouflage meter facilitates the more open level designs without sacrificing the stealth gameplay.

I love the ending. Snake Eater has my favourite ending of any piece of media. The first time I played this game, I was blown away by the final boss fight and cutscene. It re-contextualized the game’s events and really made me question what I had done to get to this point. It’s beautifully acted and emotional. It’s the cherry on top of a perfect sundae.

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My Top 100 Games of All-Time (100-51)

Lately, I’ve been seeing people on social media posting Topsters lists of their favourite video games, which has gotten me thinking about the topic. It got to the point where I put together my own quick-and-dirty list on Bluesky, but that didn’t really leave me all that satisfied. You see, for about twenty years now I’ve been using IMDb to track and rate every movie I’ve seen in that time. It’s actually been pretty useful for me, and I can easily look back and get a rough idea of what movies I’ve seen and what my thoughts were on them. This put me on a journey to try to do the same for every video game I’ve ever owned and/or played, which led me to a site called Backloggd. Having spent a couple weeks recounting every game I can remember playing, I’ve now got a big list of nearly four hundred games I’ve played (four hundred!? GOOD GOD). That’s a big enough library that I can legitimately put together a top one hundred games of all time list… so why not do just that?

A few notes before we start: first, I’m not going to include compilations here (so no Master Chief Collection, Tetris & Dr. Mario, Super Mario All-Stars, Metal Gear Solid HD Collection, etc). The upper-echelons of the list would probably be dominated by compilations, and that just doesn’t feel fair to the legacies of the individual games. Secondly, I’m not going to make this “one game per franchise” like I would if this were, say, a top twenty-five. If your franchise is good enough to get multiple entries, then you’ll get that representation (although a sequel that basically invalidates its predecessor’s existence will likely push prior entries off the list entirely). Thirdly, this is wildly subjective and, by its nature, only based on the games that I’ve actually played. As a result, I guarantee you that I have not played some all-time classic that you love. Please tell me how much you hate me for not including it down in the comments below.

Got it? Let’s get onto the list then…

100. Echochrome (2008, PSP)

A fun, quirky, minimalist little puzzle game on PSP where you have to rotate a 3D maze in order to change perspectives and allow a mannequin to reach the exit. Can be a bit finnicky with its controls, but it’s such a unique and striking premise that I can’t help but love it.

99. Theme Hospital (1997, PC)

This business simulation game was a blast back in the day, but what really made it stand out from the crowd was the various wacky ailments your hospital would have to treat.

98. Peter Jackon’s King Kong: The Official Game of the Movie (2005, PS2)

In the annals of licensed video games, King Kong was easily one of the best. 90% of the time it’s a tense, immersive first person shooter where you struggle to survive against the monsters of Skull Island. For a glorious 10% of the time, you turn the tables and become Kong, beating the ever-living crap out of every monster that had been harassing you up to that point. The game was also just legitimately revolutionary, pushing the boundaries of immersion, with no HUD to speak of and direct involvement from Peter Jackson himself.

97. Guacamelee! (2013, PS Vita)

A joyous, lucha libre-themed Metroidvania. I remember trying a demo of the game when I was on a vacation in Atlanta and immediately deciding that I was going to buy this game when I got back.

96. Pokémon Diamond (2006, DS)

The fourth generation of Pokemon is probably my favourite of them all (and I say this as someone who stopped at gen two and came back for gen six, so this isn’t nostalgia speaking). The physical/special split was revolutionary for the gameplay and the difficulty was legitimately challenging. Granted, Diamond makes the list largely because I have not gotten around to playing Pokemon Platinum yet. When that happens, I expect Diamond to drop off and Platinum to move higher up, as it’s generally considered vastly superior to the other two Sinnoh games.

95. Vigilante 8: Second Offense (1999, PS1)

Car combat is one of those genres which are dominated by one big franchise (Twisted Metal), and the rest are a bunch of forgettable rip-offs. Vigilante 8: Second Offense is the closest anyone ever came to stealing the crown, with its significantly better graphics and interesting innovations. Who cares about any of that though: on the Arizona stage, you can cause a meteor to strike the arena, which will send any nearby cars flying and then a giant ant comes out which attacks everyone on sight. Entire evenings were spent in our household on this one level as we blasted each other and this giant, fuck-off ant over and over again.

94. The Lord of the Rings: The Return of the King (2003, PS2)

Another Peter Jackson licensed game makes my top one hundred! The Return of the King game is a fairly simple hack ‘n slash by modern standards, but it sure is fun and miles better than it had any right being.

93. Assassin’s Creed 2 (2009, PS3)

At the time of its release, Assassin’s Creed 2 was a revolutionary experience, perfecting the half-baked formula of its predecessor, and featuring an interesting narrative with a protagonist who was surprisingly endearing. At the time, I would have easily put Assassin’s Creed 2 much higher on this list. However, only one game later, I was halfway through Brotherhood, when I suddenly found myself completely done with this series’ structure of “travel halfway across the city to your mission, then travel halfway across the city to complete the objective”. I still think Assassin’s Creed 2 is good enough to warrant a spot in the list, but oh how the mighty have fallen.

92. Freedom Fighters (2003, PS2)

Freedom Fighters is a legitimately revolutionary game for its time. It starts out as a pretty terrible third person shooter due to its wildly inaccurate weapons. However, it soon evolves into something special, as you start being able to command an ever-growing number of squadmates, until you’re eventually commanding a dozen guys into massive battles against tanks and helicopters as you attempt to liberate an occupied USA.

91. The Sims 3 (2009, PC)

I wasted way too many hours in university playing The Sims 3 that I should have been spending on homework and socializing. Oh well, it’s not like I wasn’t enjoying myself.

90. Rise of the Tomb Raider (2015, PS4)

I reviewed the first Tomb Raider reboot game back when it came out and, as much as I enjoyed it, it clearly was a bit rough around the edges. Rise of the Tomb Raider largely smoothed off the rough edges and made for a much more refined and enjoyable experience overall.

89. Bioshock Infinite (2013, PS3)

Another one of those games that probably would have ranked a lot higher at one point, Bioshock Infinite still impresses due to its amazingly-realized world and mind-bending story. Hell, the game spends a lot of time just being a walking simulator and, honestly, that’s when it’s at its best. The shooting gameplay’s pretty rough, which does lower its overall quality somewhat, but Booker and Elizabeth’s adventure remains as unforgettable as ever.

88. James Bond 007: Everything or Nothing (2004, PS2)

Everyone’s got a favourite James Bond video game, but for my money, Everything or Nothing is the GOAT. An early third-person cover shooter, this game was hard as nails back in the day. Its plot was pretty over-the-top, but considering it was coming out after Die Another Day, I guess that was just par for the course for Pierce Brosnan’s Bond. Honestly, the craziest thing about it was probably that Shannon Elizabeth was a Bond girl, but then again, so was Denise Richards during the Brosnan era, so what do I know?

87. Future Cop: LAPD (1998, PS1)

Future Cop‘s single-player gameplay is fun enough – blast away violent criminals, gangs, and cultists from the comfort of your transforming mech. However, what really pushes it over the top is its multiplayer mode, Precinct Assault, which is basically a proto-MOBA: get points for killing enemies and capturing neutral territory, use these points to buy bases, defensive units, and offensive units, which will attempt to enter your opponent’s home base. First side to get an offensive unit inside the enemy’s home base wins. It makes for an endlessly addicting, back-and-forth struggle to come out on top.

86. EarthBound (1994, SNES)

This cult classic is largely memorable for its quirky humour and writing, which does away with the JRPG conventions of the time, instead featuring a bunch of psychic children fighting gangs of weirdos in the 1990s.

85. Age of Empires II: The Age of Kings (1999, PC)

Man, you had to be there back in 1999, chopping down trees, mining stone and iron, and then marching out your massive armies to go obliterate your opponents’ base while the horns of war sound.

84. Total War: Warhammer III (2022, PC)

…and then we have the ultimate evolution of the epic RTS, Total War: Warhammer III. Total War has been producing jaw-dropping battles for decades, but the Warhammer games unshackled that formula from the limits of history and into glorious dark fantasy. Warhammer III gets the placement here by default since it allows you to bring in all previous factions and DLCs into one enormous world map to conquer. It’s a staggering amount of content on offer and makes for an overwhelmingly massive sandbox to play in.

83. Super Smash Bros. Ultimate (2018, Switch)

And speaking of overwhelmingly massive, Smash Ultimate is probably never going to be surpassed in the fighting genre in terms of sheer roster size and content on offer. The core gameplay is as simple and fun as ever, making for a great pick-up and play experience with your friends and enemies.

82. XCOM 2 (2016, PC)

Confession: I kind of hated XCOM 2 on launch. I had loved XCOM: Enemy Unknown, but the guerilla ops of vanilla XCOM 2 just didn’t jive with me and the RNG felt way off. However, after War of the Chosen released, I decided to give it another look, and it sank its hooks into me deep, to the point where I can’t really see myself going back to the original game anymore. The modding scene is also pretty incredible, allowing you to deck out your soldiers as Space Marines, Solid Snake, and even Helena Douglas and Hitomi from Dead or Alive.

81. Metal Gear Solid 2: Sons of Liberty (2001, PS2)

I have my issues with Metal Gear Solid 2, but in the eight years since I wrote about it, the game has only managed to become even more relevant. Even if it’s not a game I’d particularly want to go back and play at a moment’s notice, I find myself thinking about it all the time, which is a level of longevity you really can’t say about a lot of media two decades from release.

80. Bully (2006, PS2)

Billed as “Grand Theft Auto in a school” at a time when anti-bullying campaigns and the Grant Theft Auto moral panic were at their height, Bully is nowhere near as controversial as it may sound. In fact, you’re the one bringing down the bullies (although you can wedgie the nerds if you want to be a dick).

79. Death Road to Canada (2016, Switch)

A hilarious and addictive zombie survival roguelike, Death Road to Canada is the definition of a “just one more run” game.

78. Journey (2012, PS3)

One of the early, undeniable examples of “games as art”, Journey is a short, thoughtful, gorgeous experience.

77. Super Mario Bros. (1985, NES)

The quintessential 2D platformer, Super Mario Bros. is still a great game even today. Hell, its plethora of secrets are so well-ingrained in the collective conscious, that it’s easy to forget how truly mind-blowing all the hidden blocks and warp pipes really are for a forty year old game.

76. Dead or Alive 3 (2001, XB)

Oh hai, Ayane! Dead or Alive 3 is a gorgeous, spectacular, and downright fun fighting game, which really stands out due to its awesome stage designs.

75. Minecraft (2011, PC)

You don’t need me to explain what Minecraft is, right? I actually only started playing it this year as a bonding activity with my son. As cool as it is to see our world get built piece-by-piece, it’s even more exciting getting to see him learn and get to grips with how to play games in the process.

74. Call of Duty: Modern Warfare 2 (2009, PS3)

Very few games reach the level of blockbuster hype that Modern Warfare 2 achieved, and it lived up to that hype and then some. The campaign is explosive and exciting. The notorious “No Russian” mission is still referenced today, fifteen years later. The multiplayer was also a massive evolution, bringing in dual-wielding and even faster gameplay than its predecessor.

73. Star Wars: Rogue Squadron (1998, N64)

Whenever we’d visit my cousins, the first thing we’d do is fire up their N64 and play a few levels of Rogue Squadron. Flying around in various Star Wars vehicles and dogfighting Tie Fighters is a joy, and it’s still just as fun today.

72. Lollipop Chainsaw (2012, PS3)

A perfect example of how gameplay isn’t everything, Lollipop Chainsaw demonstrates the power of leaning into style. The combat is kind of janky and overly-simplistic, and the enemies are downright rude, but when you’re bopping to pop hits while chopping zombies to bits and the entire screen is turning rainbow, it’s hard to not have a great time.

71. Among Us (2018, PC)

It can be easy to forget due to all the memes and merch which have flooded the public conscious, but at its core, Among Us is a fun social deduction game. Seeing how your friends react under pressure is fascinating, and trying to off them as an imposter gets you sweating like no other game can when your friends are trying to figure out who did it.

70. Life Is Strange (2015, PS4)

At a time when the market was saturated with Telltale narrative games, Life Is Strange stood out with its unique time travel powers and bold writing choices.

69. Pokémon Black Version 2 (2012, DS)

I maintain that the fifth generation of Pokémon was a fairly messy one, but they got the balance between fresh experiences and wild ambition far better for Black 2 and White 2. It largely continues the gameplay improvements from gen four, but adds a ridiculous amount of content, while providing a completely remixed map from Black and White and brand new story.

68. Metal Gear 2: Solid Snake (1990, MSX2)

I will never stop banging the drum that Metal Gear 2: Solid Snake is an underrated masterpiece. Many of the things Metal Gear Solid was hailed for were present here in their infancy eight years earlier.

67. Star Wars: Battlefront II (2005, PS2)

Star Wars: Battlefront II was a wild game, especially considering it came out only a year after its predecessor. It adds more maps. It has a progression system to upgrade your weapons. It makes heroes playable, and adds significantly more. It completely overhauls the flight system from the previous game, adding full-on space battles where you can dogfight, blow up critical ship systems, or board the enemy ship and cripple it from the inside. It was just a massive game with a scope and scale beyond many modern games that I sank countless hours into back in the day.

66. Pokémon Crystal (2001, GBC)

Back when I was a kid, gen two was the pinnacle of Pokémon, a massive improvement upon its predecessors and a shockingly expansive game for a tiny little Game Boy cartridge. Of the gen two games, Crystal was easily the definitive version, hence its placement on the list.

65. Left 4 Dead 2 (2009, PC)

Left 4 Dead 2 was controversial prior to launch, due to releasing only a year after its predecessor. However, as soon as it arrived, all complaints were washed away in a sea of undead. Left 4 Dead 2 is a fun co-op action experience, made all the better due to its AI director who makes every playthrough unique and tense.

64. Halo 3 (2007, XB360)

Halo 3 is a damn good time, with the best gunplay of the original trilogy. If not for some personal gripes about the story, I’d probably rank this significantly higher.

63. Fire Emblem: The Binding Blade (2002, GBA)

The last Fire Emblem game to not get an international release, The Binding Blade has some fan translations which are easily accessible and which help make the game playable for English-speakers. Its sequel would be fairly dumbed-down for the western audience who weren’t used to the series’ gameplay, but for those itching for a larger, more challenging experience, The Binding Blade is just what you asked for.

62. Civilization IV (2005, PC)

The last Civilization to retain the series’ “classic” structure, Civilization IV is possibly my favourite single entry in the franchise. However, its successors have taken the overall experience so far that I am not sure if I could ever actually go back to this game. This made it a bit hard to rank for me as a result, but I think that its more classic Civ gameplay gives it a somewhat unique place and its legacy deserves some recognition.

61. Battlefield 3 (2011, PS3)

While there’s a palpable sense that Battlefield 3 was taking a bit too much influence from Call of Duty, this game was an incredible experience back in the day. This was also the last time that DICE prioritized my favourite game mode, rush, and some of the rush maps here were incredible.

60. Dead Space: Extraction (2009, Wii)

Extraction is leagues better than it has any right to be. A rail shooter spin-off for the Wii of all things, Extraction tells an entertaining and surprisingly well-paced story about the fall of Aegis VII and the Ishimura.

59. Ancestors: The Humankind Odyssey (2019, PS4)

Whenever I bring up memorable video games, I always go back to Ancestors: The Humankind Odyssey. To some degree, this game is kind of crappy… there’s basically no explanation of its mechanics, extremely repetitive gameplay, and very simple combat. You will struggle to make it more than a few hundred meters from your home without your ape having a panic attack (oh hey, just like real life!). You will be killed by predators out of nowhere and you will miss multiple jumps and fall to your death. These deaths are permanent, mean one less ape in your colony, which is already teetering on the edge of extinction.

However, you will eventually begin to get to grips with the mechanics. You’ll learn how to move around so as to avoid danger. You’ll learn how to make tools to make things easier for yourself and to fight back against the predators. You’ll start trekking out further and further from your home. You’ll learn to communicate with your troupe and start forming armed, roving gangs for safety. Soon, this massive jungle you’ve been exploring won’t seem so massive.

What really cemented the game for me was when I decided to climb the father tree, the largest tree in the jungle. I was carefully making my way up this massive trunk, climbing into the clouds, giving myself literal vertigo due to the sheer height. I reached the top and the entire world stretched out before me. There were so many more places left to explore, and I’d barely scratched the surface of it all…

…oh, and then I had to figure out how to climb back down. Truly an unforgettable game, far more than the sum of its parts, even if it takes a lot of patience to find the gold within.

58. Battlefield 4 (2013, PS4)

While the first six months were unacceptably bad, Battlefield 4 is now arguably the best Battlefield game on the market. Packed with tons of weapons and maps to engage in large-scale war on, I poured hundreds of hours into this game at the peak of my obsession with online shooters.

57. Teenage Mutant Ninja Turtles: Turtles in Time (1991, SNES)

Turtles in Time is a great beat ’em up, but it’s one of those games that cements its legacy with one simple mechanic: you can grab enemy Foot soldiers and throw them at the camera. This would be cool enough as-is, but the cherry on top is that this is how you have to damage multiple bosses. Fuck yeah.

56. Fallout 3 (2008, PS3)

Fallout 3 came out at the perfect time, back when the open world game was still special, and when the Fallout universe hadn’t been explored in a decade. It made for a really evocative and unique experience that can’t really be recaptured now that everyone knows what Fallout looks and sounds like.

55. Twisted Metal 2 (1996, PS1)

In terms of pure gameplay, Twisted Metal 2 may just be the pinnacle of the series, with some iconic maps, lots of fun characters to play, and entertaining weapons to blast your friends to smithereens.

54. Resident Evil 7: Biohazard (2017, PS4)

I really love RE7. I love how it mixes the long-forgotten, classic Resident Evil gameplay with modern horror conventions to create a truly fresh, terrifying experience. This is easily the scariest Resident Evil has ever been.

53. Tom Clancy’s Splinter Cell: Pandora Tomorrow (2004, PS2)

Pandora Tomorrow was my first Splinter Cell game and it immediately cemented my love for this franchise and stealth games in general. Shooting out lights, hiding in shadows, using gadgets, and generally just fucking around with your enemies is as fun as ever.

52. Tom Clancy’s Splinter Cell (2002, PS2)

Oh hey, remember how I said we’d get multiple games from the same franchises on this list? Well, I had a really hard time picking between Splinter Cell and Pandora Tomorrow, but I had to give the original game the slight edge, due to preferring its story campaign just a tad more (sadly, I never got to play the multiplayer in Pandora Tomorrow, so I can’t comment on that).

51. Hitman 2 (2018, PS4)

IO Interactive’s modern Hitman trilogy is a stunning accomplishment. Create a vibrant, expansive, multi-level open sandbox, throw at least two targets into it, then set you loose to figure out how to kill them in a manner that suits you best. The sheer level of freedom is jaw-dropping and the ways that the world will react to your actions is remarkable to see. I’ve only played the first two of these games, but Hitman 2 gets the edge for me due to its more creative scenarios.

And that’s it for part one. If you’re reading this the day it came out, then part two will be up tomorrow!

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Love/Hate: Pokemon Scarlet & Violet

Welcome back to the Pokemon love/hate series! We’re covering the newest mainline entry in the franchise today, Pokemon Scarlet and Violet. There’s been plenty said about these games already and they’ve quickly become some of the most polarizing entries in the entire franchise, representing a bright future for the series while also being mired in technical issues which would be enough to sink any other game. I’ve got plenty of thoughts on these latest games in the Pokemon franchise so let’s dive in and find out what I love and what I hate…

Love

  • Great Pokemon Designs – I’m not one of those “new Pokemon look so bad!” people that come out every time there’s a new generation, but I’ve been really pleasantly surprised by how good this generation has been. During preview season I was unimpressed by a lot of the new Pokemon that were being shown off, but getting to see Pokemon like Grafaiai, Gimmighoul and Fidough up close in battle and in the overworld, I have really warmed up to them. There are also an unusually high number of top-tier Pokemon for me this generation, which run the gamut from cool basic Pokemon like Flittle, flawless evolutionary lines for Fuecoco and Sprigatito, awesome paradox Pokemon and really interesting legendaries. As usual, I’ll have my list of best and worst Pokemon of the generation at the end of this post.
  • Lively Open World – My expectations for an open world Pokemon game were very much tempered by Sword and Shield (not to mention Game Freak’s never ending capacity to under-deliver at every opportunity), but I was shocked by just how lively the Paldea region can be and how much personality its Pokemon inhabitants exude. Everywhere you go, Pokemon will react to your presence in interesting ways. Pokemon like Hoppip or Gogoat may walk up to you with curiosity, while Deerling or Stantler may be skittish and flee, Dugtrio and Orthworm will hide from you underground, Cyclizar can often be seen bounding around without a care in the world, and aggressive Pokemon like Tauros or Veluza will actively come after you to initiate battle. It also helps that battles now seamlessly occur on the overworld map instead of in themed arenas as in previous Pokemon games, meaning you can actually see Pokemon continuing to go about their business even then. It’s really cool, immersive to see in action and far more fleshed out than I had expected.
  • Overworld Shinies – Shiny hunting is one of my favourite parts of the Pokemon experience, even if my patience for long, full-odds hunts is lacking. This is a big reason why I love exploring in Violet, because I know that at any moment I could come across a shiny Pokemon. This is a pretty simple way to make world traversal much more engaging because I am constantly watching for shinies to appear. As of the time of writing this entry I’m currently up to 3 shinies found at full odds, but I will the shiny charm soon, making this vigilance even more rewarding and will eventually start using herba mystica to up my odds even further.
  • Freedom to Choose How to Advance the Story – Pokemon games run on a pretty standard formula, but Scarlet and Violet make the inspired decision to split the now standard “gym battles”, “evil team” and “raids” storylines and make them be able to be tackled at your own pace and discretion. While there is a “recommended” and “incentivized” path, you’ll still be weaving in and out of these plots at will. It also helps that these three main plots all improve as you go, especially the titan plot with Arven. By the second battle I was all-in on his story and it only gets better as you go along and the three plots become unified in the climax of the game. I am not exaggerating when I say that Scarlet and Violet have possibly the best story in Pokemon, up there with Black and White and I’d argue that it definitely eclipses Sun and Moon.
    • It’s also worth mentioning that there are also several completely optional side-plots and characters in the academy who you can get to know and help out. Your teachers are a colourful cast and it actually helps the sense that you’re off learning at school in these games (completely with mid-term and final exams!).
  • First Pokemon Game to Feel Like a AAA Experience – Pokemon was very much designed as a handheld, social experience and really excelled at establishing this formula for itself for a long time. However, one of my issues with Sword and Shield was that it felt like it was a half-measure, attempting to take the Pokemon series into a console-based future but with the mindset of a game that was still rooted in 25 years of handheld traditions. For Scarlet and Violet it feels like Game Freak finally stepped back and thought “Okay, how can we leverage the technology we have to make a Pokemon game with a modern, open-world structure?” The result is a game which is leaps and bounds removed from the traditional structure of how you interact with the Pokemon world, while retaining the core RPG mechanics that make the game work. It’s a huge step forward for a franchise which has been accused for decades now of creative stagnation.

Mixed

  • Customization – Character customization has been a big factor of Pokemon games since X and Y and I’m sorry to say that Scarlet and Violet take some baffling steps backwards in this regard. While you can still change your look, hairstyle and most of your clothing, for some reason your main outfit is set between one of four seasonal styles. I have no idea why the hell they would do this, other than “you’re at an academy and therefore need a unified dress code”, even though this is a fantasy game and they could do whatever they wanted to. This game’s player card is also far less interesting and far more limited than Sword and Shield‘s customizable trading card system, to the point where I stopped bothering trying to perfect it early on.
  • Graphics – Look, I didn’t care about the stupid N64 trees in Sword and Shield because of the scope of that game and the fact that it looked much better elsewhere. However, the graphics in Scarlet and Violet are notably bad given the game’s much wider scope. You’re meant to get to the top of high vistas, look down and go “Oh wow!”, but instead all I can think is “Wow, those textures sure are muddy” and “Man, this world sure is lacking in foliage and detail”. This would be one thing if the game ran really well, but it does not (which we’ll get to later) which just makes the graphical issues even more pronounced. Now, I certainly think that the graphics are functional and don’t actually impact my enjoyment of the game, hence why I put it in the Mixed section rather than Hate, but it’s worth mentioning since we’ve already seen better looking open-world Switch games for years now.
  • Tera Raids – Raids were by far my favourite addition in Gen 8, despite some frustrating network issues that tempered that enjoyment somewhat. While I’m happy that they’re back in Gen 9, their implementation here feels like one step forward and two steps back.
    • On the one hand, these move way faster than they did previously. In Dynamax raids it wasn’t uncommon to wait 45 seconds each turn for people to pick their moves, then actually have to watch them all play out before going to the next turn again. Tera Raids, in contrast, occur in real-time and moves all take no more than a second or two to resolve, meaning that the whole process goes far faster. However, it also means that you and your allies need to be focused and acting deliberately, otherwise you may miss your turn or use a heal too early.
    • Tera Raids have also improve the cheer system to no longer give random chances of bonuses, instead allowing you to boost attack, defense, or provide a heal up to 3 times per battle. This is incredibly useful and really helps strategizing during these raids.
    • On the other hand, raids basically are the endgame, especially 6 star raids. These raids are legitimately hard, especially because the Pokemon will create an energy shield halfway through the battle which reduces damage significantly. Sure, you can terastalize to break this shield easier, but 6 star Pokemon will drain your tera orb during the battle, making it take several turns of attacking fruitlessly and trying not to die to make it work. Meanwhile, if a 6 star Pokemon can buff itself, or has a super-effective move against you, it will spam it every turn and just wipe you out. The result of this is that raids have basically devolved into an extremely limited meta of viable Pokemon who can buff themselves massively, heal themselves/take several hit, and/or provide massive team support, all of which need to be max level and ideally using competitive EVs and IVs. On the one hand, it’s exciting to overcome this, but on the other hand it’s frustrating because even a single weak teammate can make a 6 star raid team worthless. Making all this worse is that if you do manage to win a 6 star raid, you aren’t even guaranteed to get a rare item drop, which is what the entire endgame of Scarlet and Violet revolve around (these rare items are needed to easily get competitive boosts and shinies). Now, to be fair, 5 star raids have a chance of dropping these rare items as well and are significantly easier, but it just increases the grind required to access endgame items even more.
    • Add onto this that, somehow, the online infrastructure of Scarlet and Violet for raids may actually be worse than Sword and Shield (which was worse than Gen 7, which was worse than Gen 6…). At least in Gen 8 I could do a surprise trade or player card swap to cause the raid list to refresh regularly, but in Gen 9 you only get a grand total of 8 random raids at a time that everyone in the world can get into at the same time and these can only be refreshed every ~30 seconds, meaning that you have like a second to try to get into a raid before none are going to be available. There’s also a random raid option, but that’s a band-aid on a bullet wound when you want to get into specific raids. Why they couldn’t just implement a server browser with some basic filters is beyond me.

Hate

  • Performance is Shit – Without a doubt, the main talking point about Scarlet and Violet at launch has been the game’s notoriously awful performance, innumerable bugs and poor programming. Fun story: literally the first thing I did in this game was move the right analog stick to get a better look at my character’s room, which caused the camera to clip into a black void. I wasn’t even trying to break the game either, but it set the tone for the experience to follow. Your camera will constantly clip out of the world, I’ve had characters go invisible, Pokemon disappear or slide out of frame during a battle, menu screens and icons that freeze in place and refuse to go away, etc. The performance woes are the real problem though, with the frame rate regularly dipping below 20fps in and around city areas. It’s real bad and can make the game headache-inducing, although saving and resetting your game will often alleviate some of the performance issues. Still, it’s an unacceptable state to launch a game in and clearly was due to The Pokemon Company’s mandated game release schedule.
  • No Level Scaling – The biggest issue with Scarlet and Violet‘s ambitions of being open world and letting you chart your own path is that Pokemon and trainers’ levels are all set from the start. That means that you can go into an area, be massively under-levelled and grind to beat that area, but if you do then several other areas of the game will be a boring chore because they will all be hopelessly under-levelled. You can somewhat counter this by following recommended progression guides, but if you spend any time exploring and filling your Pokedex off of the main path then you’re pretty easily going to find yourself over-levelled in no time at all.
  • The Map is Pretty Empty – While the Pokemon make the world interesting and alive, the actual design of the Paldea region is really unengaging. In previous, more tightly-designed Pokemon games there were all sorts of secrets and cool things to find hidden away in the world, but in Scarlet and Violet you will mainly find basic items, or TMs if you’re lucky. The main reward for exploration are stakes which can be used to free legendary beasts, which is admittedly pretty cool. However, the cities are where the game really falls flat. Previous Pokemon games would always have hidden shops, people who wanted to trade, people who could tell you things about your Pokemon, or even just flavourful lore dumps. In Scarlet and Violet, towns are basically worthless. Towns will basically just have food shops which are arbitrarily spread out over a half dozen locations through the town with different menus, item shops (which get spread out between two locations, plus Pokemon Centers themselves) and, if you’re lucky, clothing shops (which are also spread out between 1-2 types of clothing per shop). Very rarely will you come across people wanting to trade or do anything interesting, so you’ll basically just enter to do the gym challenge and then leave quickly (again, the shit performance in cities doesn’t help either). It’s a real shame, considering that places like Goldenrod, Celadon and Lumiose City had so much going on in them and are so memorable to this day, I can’t imagine Paldea’s cities doing the same.
  • Still No Voice Acting – This would probably be my big caveat to the point about Gen 9 feeling like AAA Pokemon, because these games still, somehow don’t have any kind of voice acting. I get that it’s probably a localization issue, compounded with the time and money that it would take that TPC are too cheap to invest in, but goddamn, voice acting would add so much to this game’s story and characters. It’s just one more embarrassing mark against this series that takes some major steps forward but then shoots itself in the foot with moves that feel super goddamn lazy.
  • Missions Can Be Dull – While I do like the storylines in this game, some of the actions that you have to do to complete them can be really dull. The worst offender in this regard is Team Star bases. There are five Team Star bases spread across the world map, they all play out the same way and they’re all easy and boring. All you have to do is use the auto-battle mechanic to make 3 of your Pokemon beat the crap out of 3 opposing Pokemon. Rinse and repeat until you defeat 30 Pokemon and then you’ll have to fight a boss. And if this doesn’t sound easy enough, you get an extremely generous 10 minutes to complete this and unlimited opportunities to heal. I don’t know how you could struggle to complete these missions unless you’re massively under-levelled and using a full team with poor type matchups. Gym challenges can also be pretty boring. Most of these involve doing some sort of chore before you’re allowed to fight the boss and they make me yearn for the days when I just had to fight 2-5 trainers before the leader which would act like a mini-tutorial for that gym’s theme.
  • Slow Battle Pacing – If there’s one major caveat to Pokemon battles occurring in the overworld now, it’s that it has slowed the pace of battles to a crawl not seen since Gen 4. Battles often have long delays between actions, especially if a Pokemon gets swapped out of faints, where you may wait like 5+ seconds before you’re able to make a decision on how to proceed. Thankfully most move animations have been sped up to compensate for this somewhat, but this is definitely the most sluggish battles have felt in several generations.
  • Let’s Go Feature – Pokemon following you on the overworld has always been a fan-favourite feature in these games, so the idea of having your companions come out whenever you want and even battling for fetching items for you automatically seems enticing. Well… as with most things in this game, the implementation really lets it down. This all comes down to the fact that the tether for this ability is extremely short and is based on your Pokemon’s actual movement speed. This means that if you try to navigate the world at a normal pace on the back of your riding Pokemon, you will almost immediately get too far away from your companion and cause them to head back into their pokeball. This is especially frustrating for the Pokemon who evolve by following you around for a certain number of steps, forcing you to either travel the world at a regular pace, or slow your movement to a crawl so you can have a Pokemon follow you. Suffice to say, I barely use this feature now, which is a damn shame.

Scarlet and Violet have been a bit of a mixed bag for me. I love seeing Pokemon living in the open world, constantly keeping an eye out for shinies and struggling through competitive and raid battles, but the performance and design issues are undeniable and unforgiveable and I’m often finding myself yearning for the tighter, focused design of Gens 2, 4 and 5. I hope that Game Freak will actually do something to improve this game and win back some community trust, but given the history of this franchise I’m not holding my breath.

Best Pokemon of Gen 9: Ceruledge, the entire Sprigatito line, Iron Valiant, Miraidon, Koraidon, Roaring Moon, Klawf, Flittle
Shittiest Pokemon of Gen 9: Frigibax, Palafin (the base form is super lazy and the Hero form is an abomination), Sandy Shocks, Dudunsparce (25 years for this… Dunsparce is already the joke, you don’t say the same joke again and expect it to be funny), Gholdengo

Love/Hate: Let’s Go, Eevee!

It has been a while since I did a Pokemon Love/Hate and you may notice that there was one glaring, recent omission from my list – where were the Let’s Go games? I have had a half-finished Love/Hate list for these games in my drafts for a while and debated restricting this series to the mainline games only, but recently I decided to give it another shot. Since these game released I’ve had a lot more thoughts about Let’s Go and was surprised at just how many things I liked and disliked about them. So, without further delay, I’ve finally got this list written up for your viewing pleasure!

Love

  • Pokemon Appear in the Overworld! – At the time of release this was a controversial addition, but I have always loved it. Random encounters in Pokemon are a series legacy but they have always been annoying. Let’s Go completely shakes that up by having Pokemon appear in the overworld. This makes the world itself feel far more alive as you have Pokemon going about their business on it, plus it allows you to hunt what you want at your leisure (and if you accidentally encounter one, that’s your own fault). Even better, shiny Pokemon apper on the overworld in this game, so you could be just travelling casually when one pops out at you unexpectedly! It makes simple route traversal exciting since you never know when or if a shiny may appear and is something I wish was retained in Sword and Shield.
  • Riding and Following Pokemon! – Following Pokemon has always been a requested feature in Pokemon games, despite the fact that it doesn’t really add much functionality and is more of a characterful quality of life improvement. Well, Let’s Go goes a step further because not only can you have your Pokemon follow you, but you can freaking ride on top of several of them!!! This replaces the bike feature from the original games and is an absolute joy to experience once you unlock it! Hopping on an Arcanine’s back and bounding across the Kanto region never gets old… and don’t even get me started on soaring in the skies on a Dragonite!
  • Can View PC Boxes in Overworld! – This was a simple but HUGE quality of life improvement, easy to overlook. Being able to manage your party and caught Pokemon while out in the wilds is such a time-saver. No longer do you have to trudge back to a Pokemon center or sit through a lengthy Fly animation and then make your way back to where you were hunting, now you can just take care of this whenever your heart desires. Sure, it does make things a tad bit easier to be able to swap out your party on the fly, but the convenience more than makes up for this. Honestly, of all the features that made their way from Let’s Go to Sword and Shield, this is probably my favourite!
  • Partner Pokemon Interactions are Adorable – Let’s Go takes the Nintendogs-style Pokemon interaction systems introduced in Gen 6 and takes them to the next level. Not only do you get to interact with your partner Pokemon in various ways but you can also dress up your partner in several cosmetic items! It’s one of those additions which doesn’t really have any effect on gameplay but, like, my Eevee’s wearing a hat and a vest, holy shit I want to hug it! The whole point of this game is to grow as attached as possible to your partner Pokemon and all these features go a long way to pulling that off.
  • Single-System Co-Op Mode – Holy shit, a Pokemon game with a built-in two player mode?! The mode itself is very simple, but this was actually an amazing feature for me regardless. My fiancé doesn’t play a lot of games or care all that much for Pokemon, but this simple co-op mode allowed us to share some bonding time together catching Charmanders and hunting for a shiny one. I’d love to see this feature return in the future, especially since I now have my own kid who is getting to the age where he could appreciate joining me in a Pokemon adventure.
  • Streamlining – In addition to the improved access to the PC box, Let’s Go has expected quality of life improvements over the Gen 1 games or their Gen 3 remakes. Most obvious is the removal of HMs, which are now just performed by your partner Pokemon. The most notable example of streamlining though is that the item finder has been removed and repurposed. I always found the item finder to be a pain in the ass, not worth mapping to Select over the bike, but in Let’s Go its functionality built right into your partner Pokemon – when you walk around their tail will start wagging faster as you approach a hidden item! It’s a clever and much better way to handling this function, I love it.

Mixed

  • Pokemon Go Integration – It was believed that the Let’s Go games were created as a way to rope new fans into the franchise who had only played Pokemon Go, and to that end several mechanics from the mobile game carry over to Let’s Go. However, the actual interaction between the two games is seriously lacking. For one thing, Let’s Go only includes the first 151 Pokemon, their Alola variants and the Meltan line, so most of the Pokemon Go Dex can’t even be used at all. Furthermore, transfers only work one-way – you can only transfer compatible Pokemon to Let’s Go and none can be sent to Pokemon Go. This has given me a handy, niche use where I can offload duplicate Pokemon Go shinies and legendaries to send to Pokemon HOME, and it has given me access to the Mystery Box to get several Meltans and Melmetals, so it’s not a complete wash. Still, the interaction between the two games could have been far more ambitious and it feels like they just did the bare minimum to integrate them.
  • Missing Areas – At this point it’s pretty obvious that the Gaming Corner from Gen 1 is never coming back due to its simulated gambling, which sucks but fair enough. They’ve set the precedent and it’s more or less expected that this will be the case, even if it does make the game feel a bit more empty. But why the heck do Game Freak refuse to do a Safari Zone area anymore? The Safari Zone was one of the funnest distractions in the original games, why is it completely gutted here in favour of the Pokemon Go transfer room? Again, there’s kind of a precedent here to take the Safari Zone away so it’s not a complete shock, but it’s disappointing none the less.

Hate

  • XP Gains – Let’s Go completely shifts the focus in Pokemon away from battling to catching, doing away with random battles entirely. As a result, your main source of xp comes from capturing wild Pokemon, supplemented by the occasional trainer or gym battle. In my opinion, this is a more tedious system compared to random battles though – catching a Pokemon takes longer than grinding random battles. Even then, previously oppressive areas like the Rock Tunnel were at least a good way to farm for xp til you were strong enough to get through. In Let’s Go, I just dodged around every Pokemon and didn’t get into any battles I didn’t want to, meaning that I was also missing out on xp I probably needed. In general, this also makes it difficult to measure your relative level, since you can’t use wild Pokemon as a measuring stick for your progress and instead have to commit yourself to a battle not knowing if you’re about to get stomped or not. That said…
  • Partner Pokemon is OP – Oh, you thought that Pokemon X and Y were too easy? Just for fun, I wanted to see if I could solo Let’s Go with only my partner Pokemon, without grinding and by using as few aids as possible (eg, medicine). This is very much doable in Let’s Go, as my partner Eevee went down maybe once or twice (and one of those was to a lucky Horn Drill Seaking) and then my other Pokemon were easily able to clean up afterward. Your partner Pokemon is just plain overpowered in this game, which isn’t helped by the fact that they can learn several insane (and stupidly named) tutor moves for coverage. Oh and Eevee gets several more tutor moves than Pikachu does, because screw you Pikachu.
  • Mew and the Pokeball Plus Are BULLSHIT – The Pokemon Company have really been preying on their fans’ compulsive desire to “catch ’em all” in scummier and scummier ways over the years and the Pokeball Plus was one of the most blatant examples. For $60 you can get a Pokeball motion controller which can only really be used in Let’s Go… wow what a crappy deal. But wait, if you don’t buy it then you can’t get Mew and will therefore never complete your Let’s Go Pokedex! Making matters worse, you have to buy the Pokeball Plus new because the Mew is on a serial code packaged inside, meaning that you can only ever get 1 Mew per Pokeball. Well fine, I’ll just transfer my Mew from Pokemon Go to Let’s Go… lol, no they don’t let you do that for completely arbitrary reasons which definitely aren’t related to making you buy a shitty $60 accessory. Oh and speaking of which…
  • Forced Motion Controls – If there’s anything Nintendo loves more than gimmicky motion controls, it’s making them not optional even when the potential to do so is built right in the game itself. If you play the game in hand-held mode, you have to turn the entire system to line-up your shot and then press a button to throw the ball. This is generally what I prefer, but sometimes I want to detach the joycons and put the system down on a flat surface or dock it. Boy it sure would be nice if I could just press a button to throw, but no – when you switch to the joycons the game forces you to rely on terrible motion controls to aim you throws. You can aim right at a Pokemon and have the ball fly off in the complete opposite direction, which is bad enough since it wastes your resources, but in this game Pokemon run away at a high rate so you could even lose a shiny because of this. Like… you’ve built an alternative into the game already, why force me to deal with the gimmick you came up with to sell Pokeball Pluses? It’s bad enough for me, but I can only imagine it’s even worse for players with motor control issues. And all this just compounds another big issue with the game…
  • Endless Catching Is A Boring Core Mechanic – Let’s Go does away with requiring you to battle and weaken Pokemon in order to catch them. Instead it has you just throw Pokeballs at every Pokemon you encounter, with very little that you can do to swing the odds in your favour (you can throw a berry, land an excellent throw or use a better Pokeball, that’s it). If you want one of your Pokemon to be stronger, you have to grind catching that same Pokemon over and over again to get candies. Let’s Go just demonstrates to me that battling in the mainline Pokemon games is a far more interesting core mechanic, since it makes any Pokemon you want to catch tense as you try to avoid knocking them out, but also manageable as you can stack the odds in your favour.
  • Friendly Rival – I get that Let’s Go is meant to be “baby’s first Pokemon game”, but… like, so were Pokemon Red and Blue and everyone in my school had few issues getting through those games. One of the weirdest changes to me is that they take away Blue, who was famously a dickhead who you wanted to beat in every encounter, and replace him with Trace, who’s just a pleasant nobody. Like… why Game Freak? They seem obsessed with giving us friendly “rivals” for the past several years (in fact Sword and Shield are the first games to reverse this trend in ages), but they make for boring characters to interact with and battle against.
  • Seriously? Another Kanto Remake? – Let’s Go mark the second full remake of the Gen 1 games. Sure, it’s been quite a while since FireRed and LeafGreen, but these games are coming out only two years after the Gen 1 games were re-released on the 3DS virtual console. Furthermore, Gen 1 is so oversaturated and over-represented by The Pokemon Company that it can’t help but make Let’s Go a bit disappointing for long-time fans.
  • Competitive Scene Was Dead on Arrival – As soon as the battling mechanics for this game were revealed it was obvious that Ultra Sun and Ultra Moon were going to continue to be the main platforms for competitive Pokemon until Gen 8 arrived. Why, you may ask? Well, Let’s Go strips out abilities, held items, several moves, not to mention that it features a greatly scaled-back Pokedex, has no auto-levelling system (meaning you have to get all your Pokemon to level 100 to stand a chance) and there’s no breeding for ideal natures or IVs (although Bottle Caps are still a thing at least). The worst thing though is that Let’s Go ditches the EV system that has been in place since Gen 3 and replaces it with AVs, which are effectively EVs that you can use to max out every single stat. No longer are you forced to specifically decide how you want to build your Pokemon’s stats, now you just max out all your stats because you’re literally handicapping yourself if you don’t. This also means that most Pokemon are straight-up useless because their stats don’t make them good at any one thing when everything’s maxed out. Yeah, it’s no wonder that VGC never even bothered with a Let’s Go league in 2018 and 2019.
  • It’s Not For Me – Some people really enjoyed Let’s Go, and that’s totally fair. I’m not saying that they’re objectively bad games or anything, and as you can probably tell I really loved the characterful additions this game brings. However, I like battling with my Pokemon and Let’s Go does not cater to that side of the fandom at all. Endless catching makes this game so dull for me, to the point where I haven’t even gotten through the entire thing and don’t really plan to. Hell, the only reason I bought it was to try to get a shiny Melmetal and even then I had to wait for a pretty hefty price drop before I could justify it. I think that Let’s Go has its own niche within the Pokemon fandom and I actually do hope that we get Let’s Go sequels in Johto in 2021, but this spin-off just doesn’t do it for me… which is fine, I guess.

15 Best Movie Posters of 2019

Welcome back to the annual, year-end countdown of the best movie posters of the year! And just like that, this is now officially an annual thing! I’ve been browsing impawards throughout the year, keeping an eye out for eye-catching, interesting posters and saving them for later. Suffice to say, I had a bunch of posters to sift through and narrowing this down to a top 15 was difficult (not least of all because new posters are released all the time so I couldn’t even begin to narrow the list down until the start of September). Also, starting this year I’m going to be giving extra consideration towards posters which are actually intended for mass distribution rather than posters which are intended to be artistic but very limited in their reach. I mean, this Dark Phoenix poster is really cool, but it’s also clearly a poster you’re never going to see if you go to a theatre. I’m still going to consider these kinds of posters if they’re really good, but I find it more impressive when a poster which is meant to sell general audiences on the film does something particularly artistic or interesting.

Anyway, with those considerations out of the way, let’s get onto the list! As usual, you can see the full-sized poster in all its glory if you click on the images.

Honourable Mentions

While Disney absolutely destroyed the competition at the box office this year, their posters were, by and large, very mediocre and lifeless. This poster for Frozen II was one of the few exceptions, with its interesting use of colour and reflections hinting at the plot and feel of the film. It ultimately just missed the list, but it was definitely worth mentioning.

This is another entry which could have easily made the list if the competition wasn’t quite so fierce. It’s got such a creepy design already and then as your eye gets drawn upwards you realize that the trees have been arranged in such a way that they spell “FEED”. I like this poster a lot, it looks way better than a gritty, Grimms fairy tale adaptation should.

Having seen Us, I like this poster quite a bit with its minimalist design resembling a Rorschach blot, but with the right side missing bits which hint at the film’s psycho doppelganger premise. It gets across the idea of the film very well, but I feel like it’s just a bit too subtle to really be appreciated unless you’ve actually seen the film first.

15) The Death of Dick Long

This is one of those posters where I have no idea what the film is actually supposed to be about, but it kind of makes me want to see the movie regardless. As I’ve said in previous best posters of the year countdowns, that’s ultimately the goal of a movie poster, so it’s worth some points in my book. On top of that, this poster is just eye-catching with its use of harsh, contrasting lighting and muted colours… and then you notice that the fireworks are coming from the guy’s freaking crotch. And then you notice the title is called The Death of Dick Long, and that it’s from one of the directors of Swiss Army Man. Yeah, it’s going to be weird as all hell, but intriguingly so. That said, I could have very easily skipped over this one if the poster wasn’t so eye-catching so I’d say that this is well-deserving of a spot in the Top 15.

14) Low Tide

Every best movie posters countdown needs a poster which is just a beautiful, “artistic” shot and Low Tide takes that spot for me this year. It really isn’t much more than an extremely well-composed photo and a cleverly integrated title using a reversed gradient, but that’s all it really needs to be. Low Tide‘s poster is so beautiful it makes your eyes water, suggesting that you’re in for a gorgeous treat if you watch it. In addition, its use of colour and gradients also implies a dangerous tone for the movie without really having to overtly spell it out. A great poster all-round, and that fact that it is only in at #14 just shows how impressive posters have been in 2019.

13) Hail Satan?

This poster is just so clever. It’s appropriately interesting, informative and inflammatory in equal measure. Most Americans (especially evangelicals) are uninformed about the Satanic temple and have a knee-jerk opposition to them, but that is exactly how they get awareness to their admittedly worthy causes. Usually, if you hear about Satanists in the news, it’s because they’re fighting for religious equality – after all, if an evangelical is okay to do something, a Satanist should be able to do an equivalent action, right? That idea gets across perfectly in this poster, with the image of the Statue of Liberty as Baphomet as a striking visual that is guaranteed to trigger evangelicals. Oh and it also has one of the best taglines of the year, which just manages to put this over Low Tide as far as I’m concerned. I love it.

12) Bliss

This is definitely the poster I’ve mulled over the most on this list. At first glance, the colour choices make it very ugly to look at and unappealing. However, the longer you look at it, the more intriguing it is. For one thing, the ugliness is clearly intentional and is meant to be at odds with the title, Bliss, which is usually associated with bright, cheerful colours. If you look closer you can pick out all sorts of unsettling details – screaming, disembodied mouths, blood dripping off the woman’s face, and piles of reaching, naked bodies scrambling over each other. The longer you look at it, the more unsettling things you begin to notice and the more intriguing Bliss becomes to me. Also, it’s worth mentioning that the hand-painted art help make this stand out a bit more compared to all the photoshopped posters of its contemporaries. All-in-all, when I was narrowing down this list to just a top 15, I had considered dropping Bliss on a number of occasions because of its surface-level ugliness, but I’m now confident that it really deserves a spot here due to its bold and evocative design.

11) The Ghost Who Walks

Again we have another poster which is, by itself, super intriguing. We’ve got what appears to be a very zoomed out, birds-eye shot of Santa Claus in an alleyway being escorted or robbed by a pair of men – whatever the scenario is, they don’t seem to be doing him a favour anyway. The story the poster tells is enough to make you go “WTF?”, but what really puts it over the top is the very clever composition and framing of the image and the way that the title has been integrated into the shot. It doesn’t really give you any information about the film’s story beyond a tone, but it’s fascinating enough that I can see it selling someone on the film by itself.

10) Pet Sematary

There’s no movie in 2019 that I wanted to love more than Pet Samatary, but good God the film was so mediocre that I can’t even be charitable to it. Oh well, at least we have this awesome poster that’s forever going to get my imagination going for a movie better than what we got. I love the way colour has been mostly drained from the poster. The use of black and white tones makes for great contrast and allow the bits of gold in Church’s eyes and the red in the title to stand out all the more. It’s all put together in such a creepy manner, from the great, shadowy shots of the main cast (especially the look of dread on Amy Seimetz’s face and the nearly skeletal-looking Jason Clarke), to the scary, masked children, to Church’s glower hanging over everyone. It uses the Drew Struzan style in an interesting way, is just striking and original in its own right, and ultimately does a better job of selling the film’s premise than the actual movie did. Sigh, sometimes print is better.

9) Once Upon a Time… In Hollywood

Tarantino’s latest kind of had to make this list. Sure, it’s not exactly the flashiest poster of the year, but it captures the aesthetic of 1960s film posters perfectly. The hand-drawn style, the vignettes of moments from the film, the way that the cast is shown off, even down to the way that the credits are listed – it’s perfect. Considering that that’s clearly the intent here, it would feel wrong for me not to recognize it on this list.

8) Child’s Play

Speaking of posters that, on their own, aren’t all that flashy… holy crap, Childs Play just goes bonkers. If you’re not aware, the Child’s Play remake/reboot went head-to-head with freaking Toy Story 4, and the marketing department were eager to make the most of this with this bonkers poster that takes the aesthetic from Toy Story 4‘s own marketing and uses it to make a freaking statement. There were a few posters in this Chucky murders Toy Story series, but the one with Woody’s arm and hat was the most striking, in my opinion. It reminds me of those posters for You’re Next a few years ago which had a killer hiding in the “reflection”. I just love how cheeky, bold and clever this poster design is and can only imagine how hard Bob Iger must have shit himself when he saw it for the first time.

7) Joker

Hoo boy, if there’s one movie we didn’t need in 2019, it’s probably a sympathetic, mass killer origin story for Joker for all the incels to admire… That said, this poster does a great job of conveying the idea without making him into someone we’re meant to feel sorry for. There’s such a creepy vibe here with the idea of a psychotic person who can’t smile without physically forcing himself. The awfulness of this is further reinforced by the paint-drop tear, the sickly colour palette and the disturbing extreme close-up which shows off all the strained emotion on Joker’s face. It’s a very well-composed image that gets across the idea of the film perfectly… arguably better than the actual film does, in some ways.

6) The Unborn

What. The. FUCK. IS THAT!?!?!! Okay, I’m sold on this movie already – I don’t know what the hell it’s about, but this poster is straight-up disturbing shit. It has such a disgustingly creepy vibe to it with little more than a shadowy mutant baby in a jar backlit by what looks like a hundred year old light bulb. It’s horrifying and, while I’m certain the movie can’t hope to live up to the sick shit running through my head when I look at this poster, it makes me want to find out what the hell this movie is all about. Sign me the hell up.

5) Detective Pikachu

Okay, obviously I’m a Pokemaniac, so I’m kind of biased on this one. That said, this is a dense poster packed with all sorts of subtle Easter eggs and plot hints that are enough to make a Pokemaniac like me jizz their pants. Seriously, whoever designed this poster clearly loves Pokemon and packed nearly every inch of it with obscure references to the games’ universe. Even if you don’t get the nerdy references, the Easter eggs still do the job of making the world of Ryme City appear lived-in and bustling, inviting you to pour over all the details that have been hidden in it. As a result, I’ve probably sunk more time into this one poster than I have on all the other posters on this list, combined. That by itself is an accomplishment worthy of some appreciation, which is why Detective Pikachu ranks so high on this list.

4) Aladdin

Perhaps mirroring their creative bankruptcy for most of the year, Disney’s poster output in 2019 has been unfortunately mediocre. Even Endgame didn’t have any particularly interesting posters, so imagine my surprise when I finally found a visually arresting poster for a Disney movie: the live-action AladdinAladdin was a mostly-mediocre and over-stuffed film, but it did have its charms thanks largely to the performances from the three main leads, especially Will Smith. Thankfully, they’re all on display in this gorgeous poster which uses the white background and expert use of a red and blue to draw your eye and tell a particular story. Your eye is naturally going to be drawn to Will Smith’s genie first, then down to Jafar and Jasmine, then down to Aladdin, then down to Abu jumping into the lamp before you reach the title. It’s such a cool and clearly-intentional trick, using the space of the poster itself to great effect to direct the viewer in an unnatural upper-right to lower-left line. That’s impressive on its own, but the fact that the poster itself is just gorgeous-looking easily cemented this as one of my absolute favourite posters of 2019.

3) Glass

Glass was, in a lot of ways, a colossal disappointment which threw the nascent Shyamalan resurgence back into disarray. There are a number of reasons for this, but probably the most pertinent is that Glass represents so much wasted potential. We can see some of that potential here in this poster, which captures the essence of a climactic superhero story in such a beautiful way. Each broken piece of glass shows off characters painted in a comic-book art style, interspersed with actual comic art created for the films itself. It’s enthralling to look at, packed with strong emotions for each of the characters and can’t help but feel evocative to for anyone who appreciates comic book storytelling.

Also worth mentioning is this other poster which creates a portrait of Mr. Glass out of literal shards of broken glass. It’s not nearly as striking as the above poster of course, but it is quite interesting in its own right, especially for a “character poster”, which usually just comes across as a boring, requisite marketing piece.

2) John Wick: Chapter 3 – Parabellum

There were ultimately only two films on this list which were duking it out for the top spot, and I have to say that John Wick: Chapter 3 only just barely lost out on it. I mean, just look at this poster, it is exquisite! I would hang this on my wall in a heartbeat. The neon-soaked colour palette is simultaneously arresting to look at and a perfect representation of the aesthetic of John Wick, while the harsh metals and skull imagery convey the feel of the series. There really isn’t much more to it than that – it’s just a poster so cool that it just plows its way to the runner-up position of this year’s posters.

Oh, also worth mentioning is the poster on the right, featuring John Wick versus hundreds of assassins. This gets across the tone and sort of odds that ol’ John is in for in the film in such a striking and frankly funny fashion. It isn’t quite as visually-arresting as the above poster, but it is definitely worth mentioning in its own right.

Which brings us to our #1 spot for 2019…

1) Godzilla: King of the Monsters

 If there’s one film whose marketing department absolutely killed it this year, it’s definitely Godzilla: King of the Monsters‘. To put it simply, every single poster for this film is simultaneously visually beautiful and totally kick-ass (as if this were an action movie starring Emily Blunt and Charlize Theron). Unlike a lot of blockbusters, even the regular theatrical posters have a level of creative artistic merit to them which is usually reserved for more specialized posters (presumably for fear of alienating the mass audience with a poster that’s not aimed at the lowest common demoninator). When you consider that the beautiful shots in these posters are also just being indicative of the cinematography of the film itself, it just makes the marketing for this film even more impressive. Godzilla: King of the Monsters may have been a bit bloated and underwhelming on its own merits, but holy crap if the film’s marketing department didn’t go all-out this year. Here’s hoping that next year’s Godzilla vs. Kong continues this trend, because if it does then we are in for an absolute treat.

Love/Hate: Pokemon Sword & Shield

Over a year ago I wrote the first of what would become my Love/Hate series, a retrospective of the pros and cons of each generation of Pokemon. Since then, we’ve obviously gotten the start of another whole generation of Pokemon with Sword and Shield and, having completed the main story and gotten some time to mull over my feelings on the game I feel like it’s time for a Love/Hate update. That said, this is of course only my opinion and there’s the potential for it to change over time (opinions on the Pokemon themselves in particular are likely to soften as more time passes). So, with that in mind, let’s get this started!

Love

  • Raids – Easily my most-anticipated feature from the previews was raid battles, which pit four players against an extra-powerful Dynamax Pokemon. I’m happy to say that these are about as fun as I had hoped, requiring some additional strategies to get through successfully. That said, for four- or five-star raids you’re definitely going to need 2 or 3 human companions because the default NPC trainers are terrible.
  • Dynamax Makes Gym Battles Climactic – Restricting Dynamax to raid battles and gyms was a truly inspired move. By the time you get to a gym, you’re already pumped up by the music and the roar of the crowd as you march out onto the turf and then send out your first Pokemon. Then, when the battle is drawing to a close, you finally get your chance to bring out your Dynamax Pokemon and things get even bigger and more exciting. I have to admit, with these rare intervals, Dynamax is a really cool feature and the flashy moves make for a suitably epic climax to each challenge, almost like a reward in itself.
  • Some Great Characters – I was actually pretty surprised how well fleshed out many of the characters were in Sword and Shield. Hop starts out as your standard friendly rival, but he actually learns to not just define himself in the shadow of his superstar brother or feel like he’s hurting the family legacy. Meanwhile, Marnie is carrying the hope and dreams of her town on her shoulders as she battles through the Gym Challenge. Bede goes from arrogant prick, to desperate to prove himself worthy, to humble over the course of the story. It’s also pretty exciting to see Sonia earn the mantle of Pokemon Professor for her efforts in studying the Darkest Day. All-in-all, these characters are great and are going to be remembered for years to come.
  • Quality of Life Improvements – As always, Sword and Shield have brought some much-needed refinements to the formula which just make playing the game more enjoyable. These include Surprise Trades which go on in the background while you play, nature-changing mints, XP candies for quick and easy level-ups, access to PC boxes at any time, name raters and lotto-ID in every Pokemon Center (halle-freaking-lujah!) and the introduction of TRs to replace move tutors. It’s a lot of little things, but add them all up and it makes the experience of actually playing the game far more enjoyable.
  • Spoiled For Choice – While much has been made of the restricted Pokedex in these games, you are absolutely spoiled for choice at the start of the game. Most Pokemon games will very slowly dole out the available Pokemon, often repeating the same ones over and over from route to route. Sword and Shield say “screw that!” and give you two packed routes and then throw you into the Wild Area in the first couple hours, absolutely spoiling you with choices for a solid team. While I did eventually settle into a composed team by the second or third gym, the amount of choice you get off the bat was impressive and helps ease the sting of the restricted Pokedex in the first few hours.
  • Customization – Due to an increased emphasis on multiplayer options, Game Freak have really upped the number of customization options available to the player. Almost everyone I’ve encountered playing the game has customized their character beyond the default outfits (which is almost too bad because even the default outfits are really cool). Even better, the Card Maker allows you to design your own player trading card, which has no real purpose other than to be cool… and I love it. It’s such a small, pointless feature but probably my favourite thing in the whole game.
  • Some Really Cool Pokemon Designs – As always, there are some really great Pokemon introduced this generation. Corviknight, in particular, is probably the coolest “starter bird” Pokemon of all time, while Yamper and Wooloo make your heart melt as much as any Eevee could, and the Galarian forms are all quite interesting and distinct. There are some wildly different Pokemon in this game and several of these experiments pay off in interesting ways.

Mixed

  • Graphics – Much has been made about the graphics in this game and, while I’m nowhere near as critical about them as some, I understand the criticism. Personally, I like the game’s aesthetic and think that it looks very pretty in places like Wedgehurst, Galar Mine, Slumbering Weald and Ballonlea. That said, the game has an embarrassing amount of pop-in, with characters just disappearing into thin air if you move more than a couple dozen meters away. Worse, the frame rate drops in the Wild Area are really bad a times, especially when playing online (and, considering that this is basically how you’re supposed to be playing in the Wild Area, this is a big problem). The game doesn’t even look particularly taxing for a Switch game so this lack of optimization is frustrating.
  • The Wild Area – A lot of people love the much-hyped Wild Area, but I’m pretty mixed on it personally. On the one hand, it’s certainly cool being able to explore the world, but the design is very limited. Each area is basically just three patches of grass spawning the same three or four Pokemon over and over again. The world would feel more lively if there were way more Pokemon in each area instead of just having to see the same three again and again – it’s pretty bad when traditional routes feel way more lively and diversified than your open world. World traversal is also a pain in the ass because you can’t climb over even tiny hills. Oh, and the dynamic weather sounds great, until you get stuck encountering Pokemon over and over again in snow or sandstorms, trying to figure out where you’re trying to go. Look, I think the Wild Area’s a decent trial run of this concept of an open world Pokemon game and I do think that this is where the series is going to be going in the future, but it’s going to need to feel way more open and lively if it’s going to be better than traditional routes.
  • Camping – Much was made of camping in this game, but there’s very little going on with it. I mean, it’s pretty cool seeing your Pokemon (or an online player’s) walking around the camp, but it gets boring pretty quickly. You can also play with your Pokemon, but there’s only two toys available and they also get very boring quickly. Then the only thing left to do is make a curry, of which there are a 151 different varieties! There are probably some players who are going to have fun filling out their “curry dex”, but it’s a pretty lengthy mini-game which involves a ton of resource gathering with little reward… basically, for all the effort you go through, your Pokemon just get some XP, happiness and get healed. It can be handy when you’re out in the Wild Area and need to heal, but just using a healing item is far faster and less of a pain in the ass.
  • In-Game Events – Holy crap, Game Freak are actually using online functionality to add things to their game and keep players engaged? So far they have been having special events which make certain Gigantamax Pokemon appear more frequently in raids and have even released new Gigantamax Pokemon into the game (apparently there are 30+ unavailable Pokemon in the game’s code which are going to be released in future). That said, there Pokemon are such a pain to obtain. First off, you have to find the Pokemon to begin with. Second, these tend to be five-star raids and therefore require at least a couple online partners to succeed, which can be enough of a pain in the ass to wrangle. Then you still have to win the raid and you only get one chance to catch the Pokemon. What if it breaks out? Too bad, you have to go through the whole process all over again of finding the Pokemon in a raid, wrangling your partners, winning the raid, etc… Just trying to get a Gigantamax Snorlax recently took me hours of unsuccessful attempts.

Hate

  • Weak Story – As good as some of the characters in Sword and Shield are, the story surrounding them might just be the weakest in the entire main series.
    • For the story itself, you get endorsed by the Champion and go complete all the gyms. Every once in a while something unusual happens, but for nearly the entire game the Champion tells you to forget about it while he goes to deal with it instead. The “evil team”, Team Yell, aren’t even all that much to talk about either, they temporarily block your path and fizzle out quickly. The villain is potentially interesting, but he gets very little development and makes maligned villains of games past like Lysandre look positively inspired by comparison. Eternatus is also very poorly explained as a villainous Pokemon.
    • Worst of all though is the post-game, which involves you running around Galar to each of the gyms and fighting a bunch of repetitive, weak raid battles… but you don’t even get a chance to catch the Pokemon you fight. Oh, and you also have to fight a pair of chodes, Sordward and Shielbert, who might be my least-favourite characters in the entire series. They suck and this whole post-game is just a pain in the ass that I only plowed through in order to catch the box art legendary.
    • It’s also worth noting that several characters are totally underserved by the story. Professor Magnolia, for example, shows up maybe twice in the entire game and ends up getting completely overshadowed by Sonia by the mid-point of the game.
  • Feature Removal – Look, I know much has been made of this already, but it’s really difficult to ignore the fact that over 500 Pokemon are missing from this game. On top of that, the removal of Megas and Z-moves sucks. I’m still exploring what the region has to offer, but the longer I play, the more this exclusion is going to sting because it cuts down on the variety Pokemon has always offered.
  • Dynamax and Gigantamax – Like I said earlier, I actually like Dynamaxing as a mechanic in gym battles, but allowing it by default in online battles isn’t very fun. It encourages stall in order to get through the three turns, while also being broken for certain Pokemon because of the additional effects of attacks (being able to set weather or terrain AND cause damage is so much more deadly than the more powerful base damage of one-use Z-moves). Gigantamax, on the other hand, is kind of a pointless addition considering the additional work it caused. The only difference is that the Pokemon gets a new look for three turns and can use a G-Max move if they have the right type of attack. Funnily enough, these G-Max moves tend to be less useful than the default Max Moves they replace… so can I just have my Megas and Z-moves back? Please?
  • Online Features – Online stability has never been a sure thing with Game Freak, but I had hoped that they’d be able to get with the times on Switch. Unfortunately, the online functionality in Sword and Shield is not great at all. Not only does being online in the Wild Area make your frame rate tank, but it also can cause connected players to float in the air or go into impossible places. Navigating the online menus is a waiting game, as you can wait for a minute or two for it to refresh and show you a bunch of useless notifications. Trying to connect to raids is also a total crapshoot, if any even show up in your feed (this is a particular sore point for me because raids have been my go-to entertainment thus far). Oh, and to make matters even worse, basic stuff like the VS Recorder and the freaking GTS have been removed! I know some people have said “oh, well just use Discord if you want to get a specific Pokemon”, but no, screw that. I should be able to just search the Pokemon I want or deposit to get what I want. Removing this key feature is just a kick in the nuts for a collecting game like this, especially when you have pointless shit like Gigantamax and camping which were clearly taking up a lot of resources to implement.
  • Catching/Level Cap – Game Freak put themselves into a weird situation by allowing you to encounter extremely-high level Pokemon in the early game if you wander around the Wild Area. Their solution to this potentially game breaking problem? Just outright forbid you from catching Pokemon of certain levels until you have a gym badge allowing you to do so. This is a baffling decision. For one thing, it discourages exploration – after all, why go off the beaten path to look for new Pokemon if the game isn’t going to even let you catch it? In the early to mid-game I was just blitzing through the Wild Area to get the gym badges so I could be allowed to catch Pokemon. Even stranger, your team’s level cap outpaces the catching level cap very early, so you can be rocking a team of Pokemon at level 40 and still not be allowed to catch Pokemon of a lower level than them. It’s such a dumb decision and I don’t think that this was the right way to handle it.
  • Game Just Feels Half-Baked – The sum of a lot of these issues is that the game just feels half-baked and incomplete, likely due to the strict annual release schedule of these games. Missing features and unsatisfying story might not even be an issue if Game Freak had some more time on their hands, or if they’d be willing to outsource some of their work. Game Freak and The Pokemon Company really need to take a 2-3 year break to give us a game with some serious, uncompromised passion behind it, although given the success they have regardless I can’t see this happening…
  • Some of the New Pokemon… – Good God. I was really liking every Pokemon that was officially revealed prior to release, but having played the game in full there are some seriously butt-ugly Pokemon hiding in this roster.
    • I feel like Eiscue deserves a special mention here. It’s a penguin with a gigantic ice block on its head and then when the ice block breaks, it’s got this stupid, derpy, sad face underneath… what the actual hell. It’s so stupid and derpy that I can actually see myself turning around and maybe liking it someday, but right now I’m deciding whether or not this Pokemon is worse than Barbaracle.
    • The four fossil Pokemon are also so bad looking. I find the idea of having two Pokemon fused together to be an interesting one, but then you remember that Kyurem Black and White exist and that these Pokemon look arguably worse. Having genetic abominations that look like they wish they were dead is funny in a Judge Dredd comic, not in Pokemon. These things are seriously the most casually unethical development in a series which has long lampshaded the fact that it’s all about cockfighting.
    • It’s also worth mentioning that the final evolutions of the starter Pokemon are pretty much universally acknowledged to be the worst ever. They’re all incredibly disappointing or off-putting, which is particularly unfortunate since their first evolutions are actually probably the best since at least Gen 2.

Best Pokemon of Gen 8: Corviknight, Wooloo, Eldegoss, Thievul, Yamper, Frosmoth, Flapple, Dragapult, Zacian, Zamazenta, Galarian Weezing
Shittiest Pokemon of Gen 8: Chewtle, Sandaconda, G-Max Copperajah, Impidimp’s entire evolution line, Pincurchin (guaranteed to be a future “most forgotten Pokemon”), Eiscue, Dracozolt, Arctovish

Movie Review: Pokemon – Detective Pikachu

Hey guys, I saw Pokemon: Detective Pikachu a day before its wide release and did up a video review of it. I normally will be relegating Pokemon content to my Youtube channel rather than here, but there is a bit of cross-over here since I often do movie reviews on my blog so I figured I would post it here. Check it out (note: there are some very minor spoilers in the video, just so you know)!


A few additional notes that I have thought since I recorded this:

  • The opening scene feels like it was either added in reshoots or was all that remained of a longer opening act – it feels at odds with the rest of the film, introduces a character that we’re never going to see again, and only really matters in that it introduces Cubone.
  • Having thought about it a bit more, the villain’s plan is even stupider than I realized. In addition to the fact that he probably could have initiated it earlier than he does, it’s also just extremely contrived writing.
  • The writing in general is easily the weakest aspect of the film. There’s a big action set-piece near the end of the second act which doesn’t really have any bearing on anything, it just happens and goes on longer than nearly any other action scene in the film. It’s fun, but when you give it some critical thought it isn’t particularly satisfying.
  • I geeked out at the soundtrack, there are some classic Pokemon music call-backs in here.
  • Where the hell are Jolteon and Chikorita? I saw an ad with Jolteon in it, but we don’t see one in the flesh? 1/10, would not recommend.

Pokemon Sword & Shield: 10 Speculations Based on the Trailer

Welcome back! As promised, I have a number of speculations based on the announcement trailer for Pokemon Sword and Shield. With that in mind, if you didn’t read my hype piece or watch the reveal trailer, I would definitely recommend doing so before going forward. Got that? Okay, let’s put on our tinfoil hats and dive in!

(Update: I have also made a video companion to this article with some of the more interesting theories. You can check it out below!)

10) Runes and Nazca Lines

Let’s get the obvious speculation out of the way now, because this is clearly the most tantalizing detail that Game Freak has put into the trailer. In the town with the Grass-type gym, you can see a number of rocks with runes on them, a Stonehenge-like rock structure and a huge mural carved into the countryside which looks similar to real-life Nazca Lines. So what does this all mean? Well the runes remind me of the Unown from Gen 2, but I doubt that they’re a direct link with a Pokemon like they were back then. More likely to me is that the runes are simply describing the events of the Nazca Lines that we see. The environmental art here seems to depict a giant dragon-like creature breathing fire or lightning. There really isn’t a lot to go off of about what this Pokemon may be like, other than it’s large, bipedal and spiky. The art also depicts people and cattle around this Pokemon’s feet, but whether they are worshipping the creature or being killed by it is ambiguous (the fact that there is a person lying upside down to the far left of the mural has me thinking that it’s likely that this ancient Pokemon was attacking people though).

(Edit: Fiore1300 from Discord has let me know that the Nazca lines as I called them here are called “Hill Figures” in Britain. That doesn’t change the implications or the theory too much, but it’s worth updating, thanks Fiore1300!)

It’s worth taking into account the popular legends of Stonehenge and the Nazca Lines when analyzing the runes, Stonehenge-like structures and Nazca Lines in this trailer. In particular, these structures are commonly associated with aliens contacting ancient humanity in pseudo-science circles. This isn’t an unprecedented idea for Pokemon either, as ever since the very first generation there have been several Pokemon which are confirmed to be aliens and others which come from other dimensions. So what could this mean for the game? Well, if this is related to the game’s mascot legendary, then perhaps they will be summoned from space by the villains for the game’s final confrontation, similar to Deoxys in Omega Ruby and Alpha Sapphire or the emergence of Necrozma in Ultra Sun and Ultra Moon. This seems most likely to me – details like this have pointed towards legendary Pokemon in basically every generation, so the idea that this won’t actually lead somewhere is incredibly unlikely.

9) The Themes of the Mascot Legendaries

Pokemon games always release with paired games, but I think pretty much everyone was caught off-guard by how unconventional Sword and Shield were. However, if history is anything to go by, then the titles of these games are going to be a hint at what we can expect out of the games. Since Gen 5, the titles of the games have always tied directly into the mascot legendaries and their themes in some manner – Black and White referred to the dragons Zekrom and Reshiram and their opposed ideals, X and Y were reflected in the names and designs of Xerneas and Yveltal, and Sun and Moon reflected the designs and aesthetic for Solgaleo and Lunala. Therefore, it stands to reason that Sword and Shield is going to describe something about the design and possibly themes of the mascot legendaries for this game. The most obvious speculation is that the Sword legendary will be hyper-offensive, whereas the Shield legendary will be incredibly bulky, which would be quite interesting to see. I think it’s also likely that they will both reflect knighthood in some manner, since they are often associated with swords and shields (obviously).

The shared wolf’s head in the title design also makes me curious about whether it’s meant to be a hint about the legendaries’ designs, especially considering how out of place the head is on that shield. Personally I’m thinking it’s unlikely that we’d get a hint that obvious, but it is possible that this could signify that the mascot legendaries are a branching evolution like Lunala and Solgaleo were in Gen 7. Also, if the wolf’s head is a hint about the mascot legendaries, then it is inconsistent with the dragon-like beast in the Nazca Lines, meaning that that might be another legendary Pokemon in the game. Perhaps the mascot legendaries fought back against the dragon-like Pokemon and kept it at bay? That would be consistent with the idea of knighthood which is inherent in their themes.

8) Could Beauty Contests Be Making a Return?

Okay, I’ll admit that this is easily the most crackpot theory I’ve got here, but I find it incredibly intriguing. So, as we know, professionally-made trailers are always put together very deliberately. Therefore, I find it interesting how brazenly Game Freak put the above advertisement on display in the trailer. At first I just assumed that it was a bit of background decoration to make the world look more interesting, and it’s definitely possible that that is all that this is meant to signify. However, if it was put in there as a hint, I decided to check out what each of the berries in the poster was for. I see a Cheri, Pecha, Wepear, Lum, Aspear and Chople berries for sure in that image, but there are also a couple curious details. For one thing, that pointy, red berry appears to be a Nomel berry, but those are usually coloured yellow, not red. Perhaps this is a new berry which is going to be added in the game? There is also a yellow, leafy berry which appears in the background of the image which appears to be a Pinap berry, which is also interesting because this berry has been mainly used recently in the Let’s Go games and Pokemon Go in order to make Pokemon drop more candies and level up or evolve your Pokemon faster. However, Pinap berries were originally introduced to be used in the creation of Pokeblocks/Poffins, which were essential for the Pokemon Contests minigame in Gen 3 and 4. Also contributing to this is that the Wepear and Nomel berries which appear in the poster were also used exclusively for Pokeblocks and Poffins. The product that they’re advertising also appears to be some sort of Pokeblock treat, which makes me wonder if perhaps this is a signifier that Pokemon Contests are going to be making their return in Pokemon Sword and Shield. Again, I could be looking into this waaaay too deeply, but I really have to wonder why Game Freak would put such a conspicuously Contest-related poster into this trailer if not to hint at something.

7) Could the Galar Region Be Near Kalos?

This bit of speculation is based on a few details within the trailer and the Galar and Kalos regions’ real-life inspirations. First of all, the Galar region definitely seems to be based on the United Kingdom – this is evidenced by the geography of the map, the architecture (particularly the Big Ben-like clock tower in the steampunk-esque city and the Stonehenge-like objects in the town with the Grass-type gym) and the Scottish-looking clothing of the female character. Gen 6’s Kalos region, in contrast, was very clearly based on France, so if these regions follow their real-life counterparts then they should be very geographically close to one another, more so than any of the other regions in the Pokemon world. This is also evidenced by the fact that the weather vane we see, one of the first images in the trailer, is very clearly topped with a Fletchling, Gen 6’s signature bird Pokemon. Kalos also had a royal aesthetic to much of its traditions which meshes well with the ideas of knights in Sword and Shield, and possibly even suggests some cultural exchange. Now, whether this is true or not, there’s no telling whether this is just an environmental and lore detail, or if Game Freak might actually work it into the game. Just imagine how many people would freak out if you could travel to Kalos in the post-game. That is definitely wishful thinking on my part, but Game Freak are at least hinting that the two regions could be close to one another and the last time that happened we got to explore them both, so…

6) Scorbunny

Let’s move onto the starters for Gen 8. We’ve really got a great lineup in this generation, starting with the very cool-looking Scorbunny. This Pokemon is described as “always running and bursting with energy”, suggesting a fast, possibly physical attacking Fire Pokemon. When you also take into account the soccer imagery in the trailer, this makes me wonder if perhaps Scorbunny’s name has a double-meaning – perhaps the “scor” is referring to a soccer “goal” in addition to the fire “scorch”? The tape across its nose also suggest that there could be a soccer or sports theme to this Pokemon, which makes me wonder what typing its evolutions could have. Fire/Fighting seems obvious, but considering that we already have 3 Fire/Fighting starters, including two which are already quite speedy, I hope it’s evolutions are something more unique.

5) Sobble… the Veteran Player’s Pick?

The somewhat-derpy Sobble has attracted a lot of attention since the reveal trailer dropped. From its chameleon-based design, its timid nature and strong sense of self-preservation, it appears to be a very unique and characterful starter, the likes of which I haven’t really seen before. This makes me wonder how this personality is going to be translated in-game. Traditionally, all starter Pokemon have the Torrent, Overgrow or Blaze abilities by default, depending on their type. These abilities power up their Water, Grass or Fire moves, respectively, when their health is low. This doesn’t seem like the sort of ability which makes sense for a cowardly Pokemon like Sobble, which makes me wonder if Gen 8 might break from convention and give its starter Pokemon unique abilities from the start. Personally, this would be incredibly intriguing if true, as well as a very welcome change.

This line of thinking opens up a few options. For one thing, Game Freak may also decide to give Sobble a unique attack to reflect its timid nature, such as a defensive move like King’s Shield. In the trailer, we see it go completely invisible and then run away in order to hide. There’s also a weird detail in the trailer when Grookey is hitting the rock with a stick and we can see Sobble’s footprints stay for a second before splashing away… again, this could be a crackpot theory, but when we see Sobble running away, could that have been a decoy while the real Sobble was actually hiding, invisible, right beside Grookey until the coast was clear? How would that even translate in game? It’s a really intriguing idea at the very least. I really hope Game Freak does something very unique and unconventional with Sobble and its playstyle, because it has a ton of potential to be an unforgettable starter.

Adding to the idea that Sobble might end up being a “finesse” option for experienced players is that the first gym in the game appears to be a Grass-type gym. Obviously, Grass is super-effective against Water types, so right off the bat the game is suggesting that if you want to start the game in “hard” mode, pick Sobble. This wouldn’t be the first time that difficulty in Pokemon games was based on your starter Pokemon – Gen 1 was notoriously easier if you took Bulbasaur as your starter, since it could breeze through the first two gyms and most of the early-game Pokemon, as opposed to Charmander, which struggled against the first two gyms and many early-game Pokemon. Then there’s my burning love/hate relationship with Chikorita – taking that Pokemon as your starter turns Gen 2 into a cruel torture experiment. All that said, if Sobble is intended to be the “hard” option for players, then would it not stand to reason that it would get an unconventional, finesse playstyle? I would certainly hope so.

Aww who am I kidding, I still love you Chikorita…

4) Grookey

Grookey is easily my favourite of the new starter trio, he’s so adorable that I have been spamming Twitter with #TeamGrookey since the reveal trailer. Of the three starters, he probably has the least information available to speculate off of – he’s described as “mischievous and curious” and at one point we see him hitting a rock with a stick… and that’s about it. Perhaps he will evolve into a Grass/Dark type to suit that mischievous angle? Perhaps its evolutions will use sticks or some other polearm to attack? It’s really anyone’s guess at this point. That said, we do already have a similar chimp starter from Gen 4, Chimchar. I’m curious how Grookey and its evolutionary line are going to differentiate themselves from Chimchar’s line, since Infernape is such an iconic Pokemon. That said, if we basically just get a Grass/Fighting version of Infernape, I’ll still be totally down. It could also be interesting since we’ve already had a bulky Grass/Fighting starter in Chesnaught, so it could fulfil a speedier niche (although then it also has to compete with Virizion, to be fair).

3) Less Gen 1 Fanservice?

This one might end up being wishful thinking, but in the trailer we see thirteen Pokemon, plus the three starters at the end. It is perhaps notable that only one of these Pokemon is from Gen 1, Pikachu, and that’s mainly because it’s the series’ mascot. The other twelve Pokemon on display come from the other generations:

Gen 2 – Hoothoot, Tyranitar
Gen 3 – Flygon, Wailmer
Gen 4 – Munchlax, Lucario (using a Z-move!)
Gen 5 – Minccino, Zweilous, Braviary
Gen 6 – Meowstic
Gen 7 – Wishiwashi, Grubbin

Considering that Gen 1 tends to have the most well-known and iconic Pokemon, it seems to me that this distribution of Pokemon appearances was a very deliberate choice by Game Freak. Think about it – Pokemon games have been pouring on the fanservice for Gen 1 for years, especially since Gen 6 and Gen 7 with the high number of Mega Evolutions and Alola variants, respectively. When you consider that Let’s Go Pikachu and Eevee just came out as well, it makes sense that Game Freak would not only dial back on the Gen 1 over-saturation, but would also try to draw in fans of Let’s Go and Pokemon Go into discovering other Pokemon that they may not have been aware of. At the very least, if Sword and Shield can put a bit more balance into the generational representation, that would be very much appreciated for series veterans and newcomers alike who may be growing weary of having to catch yet another Rattata.

2) There’s Got to Be an Aegislash Regional Variant… Right?

Okay, this one is pure speculation on my part, but it seems pretty easy to implement and likely in my opinion. When considering the themes and designs that the names Sword and Shield might suggest for the mascot legendaries of the Galar region, the most obvious issue that comes to mind is that we already have a sword and shield Pokemon – Aegislash (which is one of the strongest Pokemon in the game currently). As a result, I’d think it should be fairly safe to say that the mascot legendaries aren’t going to be a literal sword and shield, but shouldn’t Aegislash get some sort of special treatment in a game which basically embodies its name? This certainly wouldn’t be unprecedented, as Sun and Moon had regional variants of previous Pokemon appearing with new typings, moves and abilities. For Aegislash, this could be something as simple as an altered design on their shield and sword to make them fit into the Galar region’s cultures better.

All of this said, the biggest issue to this theory is that Sun and Moon also did absolutely nothing about the fact that there already were sun and moon Pokemon, Lunatone and Solrock, and then did nothing about it. Could they not have given them a unique Z-move or something at least? Hopefully Game Freak doesn’t miss a prime opportunity again, because some sort of special attention for Aegislash seems like a no-brainer to me.

1) Meltan and Melmetal Distribution Method is Probably Going to be Bullshit

This is another bit of speculation which isn’t really based off of any hard evidence, but it’s something I’ve been dreading since Meltan was announced. Basically, Meltan was announced on September 25, 2018, probably more than a year before Sword and Shield will release. This new Pokemon and its evolution, Melmetal (seen above) were exclusive to Pokemon Go and Let’s Go Pikachu and Eevee. It also very recently became possible to acquire shiny variants of these Pokemon in Let’s Go for a limited time. They are also considered Mythical Pokemon, meaning that they are generally not able to be acquired in-game through normal means, often requiring some sort of event to become available. This is what worries me about how these Pokemon are going to be integrated into Sword and Shield. You see, I have a living Pokedex and live by the old mantra of “Gotta catch ’em all”. In the last couple of generations, new mythical Pokemon have been handed out in-game via codes for a limited time. However, I have a sinking feeling that Meltan and Melmetal will only be able to be acquired if you transfer them from Let’s Go to Pokemon Sword and Shield. Game Freak has gone on record saying that they want to let players transfer Pokemon from Let’s Go to Sword and Shield, which lends credence to this idea. It also wouldn’t be the first time something like this happened as well – in Gen 4 you could get Manaphy by beating the spin-off game Pokemon Ranger and then transferring an egg a Gen 4 game. This was the only way to get Manaphy until Gen 6, 10 years later, when all mythical Pokemon up until that point where given away throughout 2017 via code. It is now 2019 and if you missed out on the mythicals released in 2016 or 2017, it could still be years before we get another chance at them. If this is the case, then if I don’t get Let’s Go in order to get Meltan and Melmetal, then my only chance to get them will be via trade or waiting for ~5 years for them to be given away again… sigh, such are the trials of being a Pokemaniac.

What do you guys think? Do you have any theories of your own that I missed? Do you think that I’m completely off-base with my ideas? Feel free to let me know in the comments below, I’d love to discuss it with you!

Pokemon Sword & Shield: 5 Confirmed Features that Have Me Hyped

The tonal whiplash is real: I just got off of a pretty dire warning about isolationism and white supremacy, and then we’re straight into a hype piece about the next generation of Pokemon. That’s just how we roll here at IC2S. I’m hoping to have more Pokemon content starting this year, with videos on Youtube and Twitch streaming by the time Pokemon Sword and Shield release. If you haven’t seen the reveal trailer, you can do so below:

Suffice to say, I’m hyped for these games. After going through the trailer a few times now, I’ve noticed five details which have gotten me hyped that I want to point out. Tomorrow, I’ll go over some of my speculations as well.

5) More Detailed Animations and Graphics

This is a bit of a given considering the move to the Nintendo Switch, but Pokemon Sword and Shield look gorgeous, easily the biggest leap in visual quality this series has seen since at least the 3rd generation, if not the biggest leap ever. It’s one thing to see a screenshot and marvel at the detailed environments (more on those later), but it’s another to actually see them in motion. The Pokemon themselves are also very vibrant and, thankfully, retain their cartoony look. I was maybe just a liiiittle worried that they might go the Detective Pikachu route and make them start looking more “realistic”. The animations have also been improved as well, and we see a moment in the trailer where the player character walks down a set of stairs… such a mundane-sounding thing, but in motion it’s actually quite remarkable. Seriously, if you still haven’t watched the trailer, do it!

4) The Galar Region Looks Quite Diverse

Each Pokemon region always comes with its own distinct flavour, although some stand out a bit more than others. The Galar region is shaping up to have its own distinct flavour and plenty of diversity to its environments. In total, we see a grassy farming town which is presumably where our character begins their journey, an awesome-looking Zelda or Dark Souls-like misty forest, an urban environment which almost looks steampunk in terms of its aesthetic, a snowy mountain village which also appears to have an icy beachfront (what the hell…?), a stadium, an awesome-looking mine shaft and a laboratory. That’s not all either, there is a map shown during the Nintendo Direct which shows that there even more environments that we haven’t seen yet and strongly suggests that Galar is based on the United Kingdom. My only concern here is that the Galar region appears to be quite linear, so unless I am wrong the options for player exploration are going to be considerably limited during the main storyline. We’ll have to see as the release date gets closer, but for now that’s something to keep an eye on.


3) Random Battles Are Confirmed… and DexNav as Well?

After the release of Let’s Go Pikachu and Eevee and the significant changes to the core formula in those games, there were hesitations amongst fans about whether elements from those games would carry over into Gen 8. In particular, there was a lot of debate about whether Pokemon would appear in the overworld or if they would be encountered in random battles as they have been traditionally. Personally, I would have loved for Pokemon to appear in the overworld, but considering that Let’s Go also didn’t even have traditional battles against wild Pokemon, it’s a trade-off that I’m willing to accept. Battling has always been what I love most in Pokemon, so having it confirmed as a core part of the experience was enough to ease any lingering worries I might have had for these games.

Also interesting to me is that, in the trailer, the random battle occurs while the player character is tip-toeing through the grass. Unless this is purely an aesthetic animation, this suggests that the DexNav from Omega Ruby and Alpha Sapphire is returning, or perhaps some other form of sneaking mechanic (maybe tip-toeing reduces your odds of encountering wild Pokemon). This will definitely be a feature to keep an eye on in future announcements, but don’t be surprised if a sneaking mechanic is officially revealed sometime soon.

2) Gym Battles Return!

It took a moment for this to really sink in, but holy crap, gym battles are back in Gen 8! I touched on it very lightly in my Gen 7 Love/Hate post, but the traditional gym battles had been replaced in Pokemon Sun and Moon with “island challenges” – contests which varied from island to island which would involve collecting items, battling wild Pokemon, solving puzzles and then eventually battling a boss-like totem Pokemon. They were interesting, but I never found them as fun or challenging as gyms were. So the fact that we appear to have a Grass-type gym confirmed in the trailer, it’s safe to say that gyms are back in some capacity. The Grass gym also appears to be the first gym that we will have to face, meaning that the Fire starter is going to be the starter of choice for players wanting an easier early game.

1) Sports…?


The trailer ends on a very curious note, with the player character stepping out onto what is presumably a soccer field, especially considering that they are dressed in a soccer uniform. What exactly is this going to entail? Could this perhaps just be something tied into the story? After all, we don’t even see the player character bringing Pokemon in with them. However, we do see Pokemon battling in a stadium elsewhere in the trailer, so it seems more likely to me that this has something to do with battling. Is this the new “gimmick” mini-game, similar to contests from previous generations? Is it a new battle style, like the battle royales in Sun and Moon? Will it be more like the sports stadiums in Gen 5, which were basically just daily trainer battles? Or will Game Freak totally surprise us and make a full-fledged mini-game akin to the awesome Monkey Soccer from Ape Escape 2? If I can play soccer with basically any Pokemon, stats incorporated and all, I’d probably shit myself from excitement. You know what you have to do Game Freak: my underwear won’t thank you, but my heart will.

That’s it for now. Tune in tomorrow (fingers crossed) and I’ll go through my speculation for what we might see in Pokemon Sword and Shield!

Love/Hate: Pokemon Gen 7

Generation 7 (Sun, Moon, Ultra Sun, Ultra Moon)
Love

  • Much-Needed Gameplay Refinements and Improved Accessibility – I’m going to break this down into two parts:
    • On the refinement end of things, HMs are finally dead!!! Thank freaking God, now whenever you would need to use an HM move, a Pokemon will appear which does it for you. This system is just so much better in every possible way. Gen 7 also brought in an improved battle screen which now gives you more information: the number of boosts or debuffs on a Pokemon, turns remaining for some special conditions and even whether your moves will be super effective or not. Some veterans might feel like that last refinement especially is “casualizing” the game, but I personally like it and feel like it doesn’t really hurt the game in any way – veterans already know the type matchups, so it’s good for teaching them to newer players. You can also remove status conditions after battle without having to use an item, which can be handy. On the other end of things, gyms have been replaced with island challenges and totem Pokemon, which I’m not so keen on, but the HM refinement was so good that it makes up for anything else.
    • On the accessibility end of things, getting into the competitive side of Pokemon has been made even easier than ever, to the point where Nintendo actively encourages it on the Pokemon website. Gen 7 sees the introduction of hyper training (which lets you max out your Pokemon’s IVs!), the ability to see your Pokemon’s IVs and EVs, passive EV training on Pokepelago, etc. The barrier to entry to get into the competitive scene has dropped significantly in the past 2 generations.
  • Z-Moves – Some people will complain that Z-Moves aren’t as “flashy” or “game-changing” as mega evolution was and I was initially unconvinced that they weren’t going to be more than another power creep gimmick. However, I feel like Z-Moves are a fantastic addition which has really improved battling. For one thing, they increase the viability and versatility of every Pokemon, not just a handful of special Pokemon like mega evolution did. Plus, every move gets some sort of special Z-Move effect, from increased attack power to special effects for some status moves which make them significantly more viable (eg, formerly useless moves such as Splash and Celebrate now give a +3 Attack boost and +1 to all stats, respectively, making many of outclassed moves actually worth using if you’re creative enough. You also have to strategize a lot more about who to give the Z-crystal to, which move to use it one, when to use it, etc.
  • Really Strong Story – Except for maybe Gen 5, Gen 7 has one of the best stories in the whole series, which is mainly down to some very memorable characters. I feel like Sun and Moon‘s story is a definitely more satisfying and coherent compared to the changes which were introduced in Ultra Sun and Ultra Moon, but they’re both definitely in a completely different league than nearly every other Pokemon game.
  • Alola Formes – These were such a fantastic idea which needs to be revisited in future releases. Basically, the Alola region has some Gen 1 Pokemon who have major type and design differences, similar to real-life animals which change in different habitats. These aren’t just small changes either, some have wildly different typings which fundamentally change how they are played. Plus the redesigns were (for the most part) great, especially the exquisite Alolan Ninetails. This feature has to be maintained going forward!
  • Alola Region Is Incredibly Distinct – There have been a number of interesting Pokemon regions throughout the years, but Alola has to take the cake for having the most personality to it. Clearly based heavily on Hawaii and its culture, the entire region, characters and its Pokemon revolve around this theme. Compared to, say, the Kalos region a generation prior, this really makes this generation stand out.
  • New Pokemon Are Design for Battling – Every single one of the new Pokemon have really unique gameplay design, which makes them all very interesting and worth trying out. Like, I’m not kidding when I say every single one, even this generation’s early-game Rattata, Caterpie and Pidgey equivalents, Yungoos, Grubbin and Pikipek respectively, have unique abilities, stats and evolutions which help them to stand out amongst an increasingly crowded roster of Pokemon.

Mixed

  • SOS Calls – Having gotten through the main game of both Moon and Ultra Sun, I really appreciate the SOS Call feature, where a Pokemon can request another Pokemon to come to its aid when it’s on low health – it’s fantastic for EV training, shiny hunting and EXP grinding. However, during your story playthrough, these things seem to happen all the time and they just become a pain in the ass if you try to fight through them. Considering that a dedicated player is going to spend the bulk of their playtime in the post-game, this feature is more of a positive to me, but I can remember myself and my brother getting extremely frustrated at all the SOS calls during our initial playthroughs so it’s worth a mention.

Hate

  • Too Many Cutscenes – Holy bloody crap this game constantly interrupts you with cutscenes. It’s so bad that it took me months to actually get through Moon because I just could not get into the game with the incessant start-and-stop gameplay. Many of these are tutorials as well which are completely unskippable, no matter how basic they may be. The cutscenes themselves are also unskippable, including the ending video which must have been at least 15 bloody minutes long. Much like Mass Effect 2 and its mining minigame that you have to perform to get a good ending, this just shoots replayability down the tubes, because there’s no way in hell I’m going to sit through all of that again.
  • Festival Plaza – Compared to the PSS in Gen 6, Festival Plaza is a huge step down in efficiency and functionality as this generation’s online hub. The idea of having your own home circus where you can meet with others is cool, but the server stability isn’t the best and it takes way longer to do anything that it should. The idea of having booths to get in-game benefits, such as levelling up a Pokemon, buying items or acquiring bottle caps, is also cool, but in execution they’re a pain in the ass because getting Festival Coins to pay for these is such an unenjoyable grind. In order to get FCs, you have to complete awful mini-game missions, limited global challenges, or talk to random people in your plaza. Ultra Sun and Ultra Moon attempted to sort of fix this by tripling the FC yields and by introducing the mediocre and frustrating Battle Agency, but even then, getting FCs has always been more of a necessary chore rather than something I look forward to.
  • Why Not DLC? – Gen 7 has some weird issues. On the one hand, there’s basically nothing to do in Sun and Moon after the main quest, other than train competitively or shiny hunt. On the other hand, Ultra Sun and Ultra Moon introduce a ton of new side content, but are arguably barely worth getting if you own the original releases, only really making them a begrudging purchase because they introduce some new Pokemon for completionists. So this begs the question of why Game Freak hasn’t gotten with the times and just incorporated DLC? I mean, the answer is because they’ll get more out of you if you rebuy the game, but that is obviously utter bullshit on their part.
  • Ultra Beasts – I’m a bit mixed on Ultra Beasts, leaning towards negative. I get that they’re supposed to be not technically Pokemon, so the fact that they all have very odd designs which clash with typical Pokemon design philosophy gets a bit of a pass for me. However, some of them are just plain ugly, particularly Buzzwole and Blacephalon, and they don’t do much to allay some fans’ fears that the series was “better in the old days”.
  • Again, Too Many Legendaries – Officially, Gen 7 has the most legendaries of any game to date. This is in part because some of them actually evolve, such as Cosmog and Type: Null, but we still have the four guardians, Necrozma, the 3 mythicals and then the Ultra Beasts (I’m not sure if they technically count as legendaries, but they feel very similar in status to me and I have always seen them as such). It’s just too much for me and that means that, of the new Pokemon introduced in this generation (not including Alola formes), a whopping 29% of them are legendaries or Ultra Beasts!

Best Pokemon of Gen 7: Primarina, Rowlet, Trumbeak, Rockruff, Bewear, Tsareena, Minior, Poipole, Stakataka
Shittiest Pokemon of Gen 7: Incineroar, Crabominable, Araquanid, Comfey, Turtonator, Bruxish

Thanks for reading this series, it was really fun to write! I think I’ll make Love/Hate into a new series here akin to the Retrospectives. I don’t have any other ones in mind yet, but I’ll keep this series concept in mind going forward.

Love/Hate: Pokemon Gen 6

Generation 6 (X, Y, Omega Ruby, Alpha Sapphire)
Love

  • New Graphics Engine Shines – The pseudo-3D sprites in Gen 5 were impressive, but Gen 6’s fully 3D models were definitely the direction that the series needed to head into going forward. It looks much cleaner and refined, and is so good that they’ve basically just gone and reused all of the models in Gen 7 and (I think) Pokemon Go as well. Oh and the new 3D models meant that shines could be made significantly more creative, with Gen 6 and 7’s shiny Pokemon being universally regarded as the best in the series. The engine itself is also much faster than the DS games were, with saves being basically instantaneous, and Kalos itself is quite beautifully and distinctly designed.
  • Player Search System – The PSS is probably the smoothest and cleanest online integration in any Pokemon game, making trading and battling with friends and strangers an absolute snap. This also introduced the Wonder Trade feature, which is always a fun little roulette wheel to spin.
  • Fairy Type – Similarly to the introduction of Dark and Steel Types in Gen 2, Gen 6 introduced the Fairy Type in order to make up for some of the typing imbalances that Gen 5 had created, while also giving an offensive boost to the Steel type and giving the underpowered Poison type a huge boost. This has gotten the balance of the typings back into a good place, although some might feel that the Fairy type itself is maybe a little too good.
  • Player Customization – This was a feature I never really expected to get, but when we got the ability to customize our avatar’s look, this was basically the only thing I started spending my money on in these games.
  • Omega Ruby/Alpha Sapphire‘s Gimmicks – The Gen 3 remakes brought in a few new features to the Gen 6 engine which are basically just small gimmicks, but they are so cool that they’re worth mentioning. The first is the 2 different bikes, which allow you to perform tricks and reach otherwise inaccessible areas (or just straight-up go faster). The second is the Eon Flute, which lets you freaking fly a Latios/Latias in real-time around Hoenn!!! This feature is just plain amazing and has the secondary benefit of making Fly no longer a basically-mandatory HM to navigate with.
  • Friend Safari – I personally really liked this addition, which looks at your friend list and assigns them 3 Pokemon which can be caught in the friend safari (although they need to be online for you to get all 3 of them). It’s nowhere near as fleshed out as the old safari zones, but it was really cool adding friends to try to get ahold of these exclusive and Hidden Ability Pokemon.
  • Mini-Games Are Actually Fun and Useful – The mini-games introduced in Gen 6 are actually quite fun. Pokemon Amie is like Nintendogs for Pokemon, and it’s adorable and amazing, while giving some boosts in battle if you want them. Meanwhile, Super Training makes EV training easier and more accessible than ever. Oh, but the returning Contests from the Gen 3 remakes still suck of course.

Hate

  • Stupidly Easy – As anyone who played a Gen 6 game what stuck out the most to them and odds are that the first or second thing they’ll say is that these games are way too easy. The Exp Share gets a lot of flack for this, but even without it the game is just stupidly easy. Like, in Gen 4 I would often be 10-20 levels lower than my opponents, but in Gen 6 you have to go out of your way to not be overlevelled. Apparently the difficulty was scaled down because there were worries about casual gamers and mobile games at the time, but the difficulty of these games makes them boring to replay.
  • I Don’t Like Mega Evolutions – This one is YMMV because I know some people really love their megas, but I really don’t like them. They’re definitely a flashy new feature and probably the most notable new addition to Gen 6, but I really dislike them because I feel like they limit your options. I mean, there are a very limited selection of Megas and if you want to run, say, a Charizard, Aerodactyl or a Lucario, then why wouldn’t you throw a mega stone onto them? You’re basically gimping yourself if you don’t. Plus if you see one of these Pokemon on the other team then you know that there’s a very good chance they’re running a mega evolution, limiting the potential variety. Or, for that matter, if you’re running a competitive team then you’re probably going to need a mega on your team (unless you’re running a very particular strategy) because they are so much stronger than any regular Pokemon, meaning that your pool of potential Pokemon is down to one of the 46 Pokemon which can mega evolve, and the Pokemon who missed out are just even more outclassed than ever. I get that some people will argue that megas make older Pokemon more viable by giving them these kinds of power boosts, but I feel like there are better ways to combat that kind of power creep than this. Plus it’s not like all megas are created equally, so we’re ultimately just continuing the same issue of having some Pokemon be significantly more viable than others.
  • Lack of Identity – After the clear attempts to reboot the franchise in Gen 5, Gen 6 plays things much safer. X and Y feature a ton of nostalgia-baiting, bringing back lots of old Pokemon at the expense of new ones. In fact, this generation introduced the fewest new Pokemon, at 72 (which is likely down to resources going into the new graphics engine and all the new mega evolutions, which just highlighted the nostalgia-focus even further). On the one hand, this helped to bring back people like me who hadn’t played a Pokemon game since Gen 2 and get them up to speed on the games I’d missed. On the other hand, it just really makes Gen 6 itself fairly unmemorable. The fact that Pokemon Z never happened also probably affected this, as the traditional “third version” of each generation is almost always better.
  • Weak Story – After the strong story of Gen 5 and the intimidating villains in Gen 4, you can’t help but feel that Gen 6’s story is a bit of a letdown. The story mostly feels like a “power of friendship” tale, juggling 4 different “rival” characters who are more akin to friends on a sightseeing trip. Team Flare are stylish, but much closer to the goofy incompetence of Team Aqua and Team Magma rather than a true threat. Lysandre is actually a pretty interesting primary villain with a cool motivation, but he doesn’t get enough to do and shows up a bit too late to make a major impression. Plus none of the gym leaders or elite four stand out either, which just further compounds how forgettable much of X and Y can be.
  • HMs Are Still a Thing – Why, 6 generations in, are HMs still an element of these games!? I mean, in X and Y they at least scaled this back down to only 5 essential HMs, but the Gen 3 remakes are still chained to 7 HMs. It’s just so frustrating that these are still a thing, even when Game Freak clearly can see that they’re a problem and scale them back as much as they can.
  • Origin Marking System – Starting in Gen 6, only Pokemon caught or bred in games released during or after Gen 6 could be used in battles using competitive rulesets (eg, most online battles or the battle spot). The result of this is that legacy Pokemon which you could have been using since Gen 3 were suddenly unusable in competitive play, meaning that you’d have to rebreed them (if possible). I wonder if this might have been introduced due to the rampant hacking in Gen 5, but the result is enough to make me hesitant to go back to earlier games because I know that I won’t be able to use any of the Pokemon that I use and get attached to again going forward.

Best Pokemon of Gen 6: Chesnaught, Delphox (I don’t understand the hate it gets), Greninja, Vivillon, Sylveon, Goodra
Shittiest Pokemon of Gen 6: Diggersby, Slurpuff, Barbaracle (the ugliest Pokemon in the entire franchise for me, I despise it)

Tune in soon for the next entry where I’ll cover the newest entries in the series, Generation 7.

Love/Hate: Pokemon Gen 5

Generation 5 (Black, White, Black 2, White 2)
Love

  • Insane Refinement and Ambition – Gen 5 was the first generation of Pokemon since Gen 2 to have a second game release on the same system, meaning that the team at Game Freak could build on their existing engine and spend more time on the finer details which would otherwise get overlooked for time reasons. Such things include:
    • On the smaller end of things, there are the quality of life improvements such as no longer taking damage from poison outside of battle and that Pokemon Centers and Pokemarts are now combined into one handy location! HMs have also been reduced in both number and importance, and TMs can now be used infinitely.
    • On the bigger end of things, the ambition of Game Freak in this generation was insane – 156 new Pokemon, tons of new moves and abilities (including new Hidden Abilities for nearly every existing Pokemon), dynamic camera angles in the overworld and in battle, and the music is also context-based. I mean, just read this description of the music from the Gen 5 article on Bulbapedia to get an idea of how insane the design was on this game: “The overworld music also changes in certain circumstances. Almost all the routes now have instruments that differ between the seasons, and layers that activate and deactivate when the player walks or stops, respectively; while music that plays in some towns and cities have layers that can be added by talking to citizens. These people can be seen playing different musical instruments like piano, guitar, etc.”
  • Animated Sprites – All battle sprites are now animated, change based on battle conditions (eg, low health or status conditions) and the camera can pan and zoom around them. This is just an insane amount of ambition because, by this time, there are now 649 Pokemon that have to be individually animated. You can certainly understand why it wasn’t done earlier (and why they dropped sprites after this game), because the amount of work that this must have required is mind-boggling.
  • Best Story in the Franchise – If there’s one thing that Pokemon Black and White are known for, it’s their really strong emphasis on story. At times, the emphasis on story makes the Gen 5 games feel closer to a traditional RPG than any other Pokemon game. Previous entries in the franchise had made some attempts at a story, but Gen 5 makes their attempts look completely half-hearted. Team Plasma are probably my favourite villainous team in the franchise, with a plan which is actually somewhat morally grey, as they want to free Pokemon from being caught and trained (there’s more to it of course, and their ultimate leader Ghetsis is a truly sinister bastard). The biggest highlight of the game’s story though is your character’s foil, N. He’s your antagonist, but he is not an evil person by any means. He is legitimately fascinating in his conviction and in how willing he is to change if you can prove that your convictions are stronger. Also worth noting is that all the gym leaders and major characters you meet are given personalities and, by the end of the story, they will have come back (including one epic showdown with all of the gym leaders coming to your side).
  • Major Version Differences – Each of the games in this generation have some pretty big thematic and aesthetic differences which go beyond the character and palette swaps that Gen 3 experimented with. Gen 5 goes so far as to include wildly-different version exclusive areas and Pokemon, with White‘s region appearing more rural and “traditional”, while Black‘s region is more urban and even futuristic. It can feel like you’re missing out if you don’t have both versions, but at least it makes it feel like you’re not just playing the exact same game if you do get both.
  • Alternate Formes – Pokemon that can change their “forme” have been around since at least Gen 3 with Castform and Deoxys (or even Gen 2 if you count Unown), but Gen 5 really cranked this feature up a notch. Nearly every legendary and mythical Pokemon gets some sort of alternate forme that they can activate, which change up their designs, stats and options in interesting ways. It’s a creative way to fill out the roster without having to rely on new Pokemon or evolutions.

Mixed

  • No Classic Pokemon – In Black and White, you can’t catch any non-Unova Pokemon until after the main quest is completed. On the one hand, I kind of like that it forces you to use different Pokemon than you might have otherwise, but this is obviously going to piss off a lot of people who don’t care for the new Pokemon and it does restrict your options a fair bit on each playthrough. Black 2 and White 2 do open up the roster a fair bit earlier though.
  • Linearity – Basically every Pokemon game is fairly linear, with only Gen 1 having any real freedom in the later stages of the game, but Gen 5’s emphasis on story takes this to a new level. It’s certainly a worthwhile payoff in my opinion, but it does make replays a bit harder to get into.
  • Seasons – I’m mixed on the season feature in these games. The day/night cycle in previous games was fun and wasn’t too inconvenient for players to get around. However, having your seasons cycle once every month is just painful at times, especially because certain items and optional routes are only available during specific seasons. That said, it is (again) ambitious and visually stunning to change many of the areas in the game every month, so I’m a bit mixed on it. Also, Deerling and Sawsbuck’s visual design changes in each season, which is quite striking to witness.

Hate

  • The Pokemon Are Polarizing – Sure, Game Freak were super ambitious introducing 156 new Pokemon in one game and if it worked out well then it could potentially recreate the feeling of discovering Pokemon all over again from back in Gen 1. However, I can’t help but feel like this actually resulted in a design philosophy of quantity over quality, which has resulted in some major issues which undermine all of the technical refinement this generation brought us. Plus, considering that Pokemon design is the backbone of this series, the fact that this generation’s roster is so mixed is an absolutely crippling issue:
    • Many of these new Pokemon just feel over-done and straight-up ugly at times. Kyurem and its fusion formes especially look awful and are pretty much emblematic of the cliche at the time that Gen 5 came out that the “Pokemon are starting to look like Digimon“. Some players may feel like Zekrom and Reshiram fit into this issue as well, but over time they have become straight-up two of my favourite legendaries in the whole series.
    • In general, the Pokemon designs themselves are extremely hit or miss this generation. Some evolution likes are just incredibly dumb or lazy, rehashing some of the absolute worst aspects of Gen 1 design (eg, anthropomorphizing a random object [Vanillish], or adding another piece onto the Pokemon to make it “evolve” [Klinklang], etc). Like, as much as people like to complain about Garbodor*, which is literally a Pokemon made of a pile of trash, it’s far from the worst-designed Pokemon in this generation. While a number of the Pokemon in this generation have since grown on me (such as Conkeldurr, Ferrothorn and Litwick), this generation still has by far the most Pokemon designs which I straight-up dislike (see: the shittiest Pokemon of Gen 5 below).
    • There are also a lot of new Pokemon which are clearly just meant to pay homage to classic Pokemon, which just makes the generation feel more uncreative and even makes Gen 5 feel like one of those wannabe knock-off Pokemon games at times. Without making too much of a stretch, it’s pretty clear that:
      • Woobat line = Zubat line
      • Audino = Chansey
      • Conkeldurr line = Machamp line
      • Sawk and Throh = Hitmonchan and Hitmonlee
      • Gothitelle = Jynx
      • Ferroseed line = Pineco
      • Klink line = Magnemite
      • Bouffalant = Tauros
  • Power Creep – It is generally acknowledged that power creep really noticeably set in in this generation, with many of the new Pokemon being straight-up stronger or, at least, better optimized than their older counterparts (many of which were designed for a time before the physical/special split was a thing and when the movepools were significantly more limited). This also marked the point where Fighting and Dragon-type Pokemon began to run rampant and making weather conditions last indefinitely made “weather wars” a defining aspect of the competitive scene.
  • Mini-Games Still Suck – Contests have finally been dropped this generation, but in their place we instead get Pokemon Musicals, which are arguably even more throwaway (although, on the plus side, they changed how Feebas evolves now, making acquiring Milotic less of a hair-pulling experience).
  • Dream World/Dream Radar – This key feature allowed you to play mini-games online in order to acquire rare Pokemon with hidden abilities… however, the servers for it have been shut down for years now, which rendered many Pokemon’s hidden abilities unobtainable outside of trading or breeding for years before Game Freak made obtaining Hidden Abilities possible again. Back in the day, I’d probably have considered this a plus, but the fact that this important addition was so time-limited and not something you can go back to really rubs me the wrong way as someone who likes to go back and replay old Pokemon games.
  • No Auto-Levelling Online – Just… why? Gen 4 had auto-levelling in online battles, meaning that all of the Pokemon would be scaled to a fair level, but for God knows what reason, this was removed in Gen 5. This is probably why the competitive scene tends to be at level 100 in this generation, but that means you have to get each and every one of your competitive Pokemon up to level 100 to do anything.
  • XP System – Gen 5 made a weird change where Pokemon gain more or less XP when a Pokemon is defeated based on the difference in their levels, rather than static XP gains based on the Pokemon. On the one hand this means that it’s very difficult to get over-levelled and means that lower level Pokemon will catch up faster. However, I feel like this isn’t nearly enough to make up for the fact that it makes grinding so much worse. Doesn’t it make more sense to just have lower level Pokemon’s XP yields suitable for lower levels, but trivial for higher levels like it is in basically every other generation?

Best Pokemon of Gen 5: Serperior, Whimsicott, Lilligant, Carracosta, Zoroark, Cinccino, Sawsbuck, Galvantula, Elektross, Haxorus, Volcarona, Reshiram, Zekrom
Shittiest Pokemon of Gen 5: Watchog, Simisage, Simisear, Gurdurr, Palpitoad, Throh, Sawk, Scraggy, Gothitelle, Reuniclus, Klinklang, Cryogonal, Kyurem (particularly its fusion formes), Basculin

Tune in soon for the next entry where I’ll cover Generation 6.

*For what it’s worth, I kind of love Garbodor.

Love/Hate: Pokemon Gen 4

Generation 4 (DiamondPearlPlatinumHeartGoldSoulSilver)
Love

  • Physical/Special Split Totally Changed the Game – As I’ve said before, in the first 3 generations, moves were classed as special or physical, depending on their typing (eg, all Water attacks were special, all Normal attacks were physical, etc). Gen 4 brought the long-overdue physical/special split, which made it so that attacks physical or special classing was based on the move rather than the type. This revolutionized battling, build variety and build viability in so many ways. For example, Pokemon whose attacking stats didn’t line up with their typing (eg, Flareon and Sneasel had high attack, but Fire and Dark-type moves were all special) could now take advantage of moves which matched their stats. This also made the multiple Water-type HMs a bit less of an issue, since Surf was now special and Waterfall was physical. In my opinion, this is straight-up the biggest and most important change to the core gameplay that the series has ever seen.
  • Challenging Difficulty – Having played nearly every generation of Pokemon games, I can say without a doubt that Gen 4 is by far the hardest in the franchise. The difficulty in these games can be truly savage at times, but it makes battling much more satisfying as a result. Some people might get frustrated by the difficulty, but as a series veteran, I can still remember some of the most intense, down-to-the-wire battles I had where I was 20 levels lower than my opponent and managed to eke out a win through superior strategy and just a bit of luck. This generation also brought in powerful battle items such as the Life Orb and Choice items, which are key items in competitive battling and which are very helpful to overcoming the challenge in these games. The intensity of this generation’s battling is unparalleled, making it straight-up the best generation for those who love Pokemon battles, in my opinion.
  • Touch Screen is Well-Utilized – As the first Pokemon game on the DS, the new hardware afforded the series a touch screen to work with, which is used in this game to house a number of handy apps which can be selected by the player. Some of these are basically useless (Coin Toss, Calendar, Roulette), but most are incredibly handy and save you having to constantly menu-dive for information.
  • First Truly Evil Antagonists – Previous criminal organizations in these games tended to be underwhelming. Team Rocket, while classic, are just incompetent thugs who cause mischief because it’s fun. Meanwhile, Team Aqua and Team Magma may have some pretty sinister plans (either flooding the world, or increasing the landmass), but they suffer because their goal made absolutely no sense and there’s no real motivation for it. Team Galactic, while somewhat bland, are at least straight-up evil, which makes facing off against them much more satisfying. I mean, these guys set off bombs, kill Pokemon and want to reshape the entire universe to suit their needs. Giovanni is always going to have a place in our hearts, but Cyrus of Team Galactic makes him look like a punk.
  • Gen 2 Remakes – While FireRed and LeafGreen are considered good remakes of Gen 1, HeartGold and SoulSilver are popularly considered the best Pokemon games ever released, full-stop. Combo the already-great core of the Gen 2 games with Gen 4’s battling improvements, add some new story beats and cool features (most notably, the first Pokemon in your party will follow you around like in Pokemon Yellow!) and you have an absolute beast of a Pokemon game.
  • Online Connectivity – Gen 3 had actually had some online functionality, but it wasn’t until Gen 4 that this was a widely-used and well-integrated feature. While being able to trade with strangers across the globe did make “catching them all” significantly easier than it was in previous generations, it was definitely a great new feature and necessary way to take advantage of new technology.
  • Item Storage – Finally, finally, item storage in the bag is now unlimited!

Mixed

  • New Evolutions – In general, Gen 4 has a strong lineup of new Pokemon. I’m not a fan of some of their designs (Drapion’s teeth have always bothered me, Carnivine just looks silly and is there anyone who likes Burmy and Wormadam?) and others are weird but grow on you over time (Drifblim and Skuntank for me, and I absolutely love Purugly), but perhaps the most interesting taking point is that a significant number of the new Pokemon in Gen 4 are evolutions for Pokemon from previous generations (26 of them, to be exact). Introducing a new evolution for a Pokemon is a delicate affair, as it can potentially mess up previously well-liked designs. Gen 4’s handling of this is… mixed, so say the least. Some of the new evolutions are just plain fantastic (Togekiss, Mismagius, Honchkrow, Leafeon, Glaceon, Gliscor, Mamoswine and Froslass), others are either underwhelming or awful (Lickilicky, Magmortar, Probopass, Rhyperior and Mime Jr), and others just make you wonder why they even bothered (Mantyke and Happiny).
  • New Art Style is a Step Down – Gen 4’s sprite work is easily as good, if not better, than Gen 3. However, the additional horsepower of the DS has been utilized to (presumably) save the art teams work on the overworld, because the game environments are now 3D rendered. While this makes sense, it just doesn’t look anywhere near as bright or high-quality as the full sprite work in Gen 3 did.

Hate

  • Everything Is Slow – Whatever new game engine they made the DS Pokemon games on, it is slower than molasses. Saving might be the worst of it (it can take 10-15 second each time), but it’s far from the only problem – surfing, battle animations, waiting for a health bar to deplete, backtracking through Mount Coronet to get anywhere, frame rate is back down to 30, etc. The slow pace can definitely make these games hard to go back to at times.
  • HMs At Their Worst – Like Gen 3, Gen 4 has 8 HMs. However, in order to get through Mount Coronet, the mountain range that divides the entire in-game map in half, you’re going to need Pokemon with at least 6 of these moves just to navigate. Again, considering that that’s 1/4 of your available moves taken up with mandatory HMs, plus the high difficult of the game, and HMs are more of a pain in the ass than ever. I mean, at least in previous games, you could get away with boxing a Pokemon that has certain moves (eg, Flash or Waterfall) after they’ve used them. Here? Not so lucky.
  • The Underground and Pokeathelon – This feature was a bigger deal back when there was still online functionality available, as it basically functioned as a multiplayer hub for secret bases. Now, it’s just a poorly explained, mostly-pointless, confusing way to get ahold of fossils and stones. Meanwhile, the Pokeathelon is basically just another mini-game similar to Pokemon Contests, right down to its confusing mechanics (Also, it doesn’t bear its own entry, but Contests return and are similarly still confusing and skippable.)
  • Stealth Rocks – While entry hazards aren’t exactly new (Spikes were introduced in Gen 2), they weren’t a problem until the introduction of Stealth Rocks. Swapping is one of the most important aspects of competitive battling and while entry hazards are a decent counter to that, I feel like Stealth Rocks are just too good. Spikes at least require you to spend 3 turns putting down additional layers of them, and even then they only affect Pokemon on the ground. Stealth Rocks are just stupidly overpowered in comparison – you only put out one layer, it hits all in-coming targets and the damage is based on the target’s relative weakness to the Rock-type. As a result, a Pokemon that is 2x weak to Rock will take 25% damage and Pokemon that are 4x weak (such as the iconic Charizard) will lose a whopping 50% of their HP just for swapping in. It’s not just Charizard either though, Stealth Rocks have made some already awful Pokemon even more unusable, such as Delibird, simply because of their typing.
  • Too Many Legendaries – There are simply too many legendaries in Gen 4. In the first 2 games, legendaries were very rare and felt appropriately special as a result. Gen 3 increased the number of legendaries, but they were still quite rare (especially the Regis), so it didn’t feel like an issue. However, Gen 4 introduces a grand total of 14 legendary Pokemon (5 of which are technically “mythical” Pokemon), which is a whopping 13% of the total new Pokemon introduced in the game. This results in two big issues for Gen 4:
    • In my opinion, the design of the new legendaries is hit or miss. The 3 lake guardians, Uxie, Mesprit and Azelf, look basically identical and play similarly since they all have the same typing. The mascots of Diamond and Pearl, Dialga and Palkia, are also probably the ugliest in the entire franchise, feeling a bit too “overdesigned”. Also, Heatran just doesn’t look like it should be a legendary, there isn’t really anything special about it, it’s just sort of thrown into the ring randomly.
    • Gen 4 actually features the most roaming legendaries in any game, with Platinum having all three of Kanto’s legendary birds on the loose along with Mesprit and Cresselia… and good God they are an absolute pain to catch.

Best Pokemon of Gen 4: Gastrodon, Infernape, Cherrim (Sunshine form), Mismagius, Honchkrow, Purugly, Chatot, Togekiss, Glaceon
Shittiest Pokemon of Gen 4: Wormadam, Mime Jr., Drapion, Carnivine, Lickilicky, Magmortar, Probopass

Tune in soon for the next entry where I’ll cover Generation 5.

Love/Hate: Pokemon Gen 3

(Just a disclaimer on this entry, Generation 3 is the only gen that I haven’t experienced first-hand. As a result, thoughts on this generation are based on the changes that it made to the series, research on the games’ receptions and my experiences having played the Gen 6 remakes of the games.)
 

Generation 3 (RubySapphireEmeraldFireRedLeafGreen)
Love

  • Hoenn Feels Very Distinct – Perhaps appropriately since Gen 3 was basically a soft reboot, the new Hoenn region feels quite distinctly different than the Kanto and Johto regions, which were based on Japanese geography. In contrast, Hoenn features much more island-hopping, giving it a coastal feel that gives it its own identity to set it apart from other generations.
  • Introduction of Abilities – The addition of abilities for every Pokemon was a fantastic new feature which fundamentally shook up how all Pokemon are used, made battling more unpredictable (since Pokemon might have 2 different abilities to choose from) and even opened up new design and balance opportunities (most notably seen with the ultra powerful, but lazy, Slaking).
  • Introduction of Natures – While this feature could easily be missed entirely by a more casual fan, natures have huge implications for competitive battling and breeding, as they can add 10% power to one stat, while hindering another 10%. This addition just further individualizes each Pokemon, as they now don’t necessarily have the exact same stats, and opens up new options for building up a moveset.
  • Art Design – The art style in the Gen 3 games is fantastic and, I would argue, the best in the whole franchise. The overworld design in particular is very reminiscent of A Link to the Past‘s gorgeous artwork and the game moves very smoothly at 60fps, a feature which no other Pokemon game can boast (outside of Gen 5’s battle system, which exclusively runs at 60fps).
  • A Couple Big Quality of Life Improvements – While it doesn’t refine the formula nearly as much as Gen 2 did, Gen 3 introduced a couple major refinements which Gen 2 sorely needed and which would become franchise staples going forward. Probably most importantly, the PC system was finally streamlined, automatically switching when a box is filled up, and now featuring a full graphical user interface, making box management less of a hassle. In addition, Gen 3 introduced the running shoes, which allow you to move through the overworld faster, even without having to hop on the bike – thank freaking God.
  • New Pokemon Are Very Solid – The new Pokemon in this generation are very solid all-round, with some becoming all-time classics on-par with the best of Gen 1 (Gardevoir, Mudkip, Blaziken, etc). There are only a couple Pokemon that I actively dislike (Spinada, Swallot), while there are others which are just questionable (by design, Volbeat and Illumise are basically the same Pokemon, as are Plustle and Minun), but all-in-all this was another classic generation.
  • Double Battles – I can remember seeing kids playing the Gen 3 games back when I was in elementary school, and I always thought that the new double battles were the coolest feature. They definitely are a flashy addition with some real gameplay impacts (eg, some moves have additional properties in double battles, being able to hit multiple Pokemon at once), although I would argue that this feature is under-utilized in-game.
  • Battle Frontier – While I haven’t experienced it myself, everyone sings the praises of the Battle Frontier in Emerald for being arguably the strongest post-game in the entire franchise (yes, rivaling the return to Kanto in Gen 2). From what I understand, it’s similar to the battle towers in other Pokemon games, but far more fleshed out, with much more interesting and rewarding battles. If you’re into the battling side of these games, then I can definitely see how you would fall in love with the Battle Frontier and how it can add dozens of hours of additional play.

Mixed

  • Underwhelming Remakes – FireRed and LeafGreen, the Gen 1 remakes introduced during this generation, are by all accounts solid games, although they’re also very basic as far as remakes go, doing very little to change up the gameplay (including locking off new evolutions until the post-game). Other than a new coat of paint and introducing the gameplay refinements of the previous games, the only other addition is the Sevii Islands, where players can catch Johto Pokemon. This still makes them the ideal way to experience Gen 1, but they could have done much more.
  • No Day/Night Cycle – The biggest missing feature in the Gen 3 games is the lack of a day night cycle. On the one hand, now you don’t have to wait until a certain time of day to catch Pokemon, or wait for weekly events, but on the other hand, this cuts down on the replayability of going back to old areas which made that feature so good in the first place. It’s omission just feels like a step backwards.
  • Version-Exclusive Villains – By all measures, having version-exclusive criminal organizations (Team Aqua in Sapphire, Team Magma in Ruby, and both in Emerald) is a cool idea, but the execution is underwhelming. Neither team has much personality outside of their aesthetics and (nonsensical) ultimate goals, meaning that you don’t really notice much of a difference if you try out the other version of the game. Worse, Emerald has both villainous teams taking center stage, meaning that in the late game you have to battle through both sequentially instead of just one, grinding the pacing to a crawl. I’d still put this feature under the mixed heading though since version-exclusive villains battling each other is still the only thing that makes either of these teams stand out and is at least a cool idea.

Hate

  • Too Much Water – I know it’s a meme at this point, but seriously, there’s too much damn water in these games. Like, imagine if 50% of the Kanto region was Rock Tunnel and you couldn’t escape from all the Tentacools attacking you constantly. I know you can get around this with repels, but you shouldn’t have to resort to that to get some relief.
  • Too Many HMs – HMs were annoying in previous generations, especially practically useless ones like Flash, Cut and Rock Smash, but they were only that – an annoyance. In Gen 3, they became a full-on blight on the series for the first time. In order to advance, you need 8 different HMs, 3 of which are Water-type moves as well (Surf, Waterfall and Dive; remember too that at this time all Water moves are special attacks too, so this cuts down on coverage significantly). Consider that you will only have 24 move slots available on a team at a time and you’re probably going to have to use up 1/3 of your moves on HMs, and somehow find multiple Pokemon to spread the different Water-type HMs to. This was the time when HM slaves came about, Pokemon which were useless in battle, but only carried around because then you wouldn’t have to waste a good Pokemon with bad HMs.
  • Old Pokemon Can’t Be Brought Forward – For the first and only time in the main series, Pokemon from Gen 1 and Gen 2 cannot be brought forward to the Gen 3 games in any capacity. This really sucks – imagine you spent years breeding a perfect team or catching shinies and then suddenly you can’t use them anymore. You can make the argument that this is because of the changes in IVs, natures, etc, but it doesn’t change the fact that this just plain sucks (and in the initial releases, hundreds of Pokemon were straight-up unavailable until the Gen 1 remakes were released). This is also the only generation in which this would be the case, which just makes this even more of a sore point.
  • Contests Are Boring – Maybe there’s someone out there who loves the Pokemon Contests mini-game, but the game does not teach you the mechanics very well at all. It’s interesting that they added a way to use Pokemon outside of their battle stats, but the mechanics of Contests aren’t nearly as interesting as those of battling. Worse, you “level up” your contest stats through the production of Pokeblocks, whose quality depends on how well you time (and understand) button presses in a mini-game. Even worse, the number of Pokeblocks you can give are finite, and there is one Pokemon that needs to max its beauty stat in order to evolve: Feebas. The result is one legendarily difficult Pokemon to not only acquire but to evolve as well. Add it all up, and you have a gimmicky mini-game that I don’t want to even bother touching again beyond the one mandatory tutorial the game forces you through.
  • The Regi Puzzles Are Ridiculously Obtuse – Pokemon has always been intended to be a social game, but I feel that the Regi puzzles take that a step too far. Seriously, the steps required to beat this puzzle are on the level of modern-day ARGs, and would be basically impossible to decipher alone – meaning that you will have to resort to a guide, which is far less satisfying than a simpler puzzle that you could actually figure out yourself. Even worse, the Regi-trio are widely considered some of the weakest legendaries in the entire franchise, meaning that it’s only worth it for a collector. Like, just look at some of the instructions involved in order to pull it off:
    • Surf to a specific spot in the overworld and then use the Dive HM to find an underwater cave with Braille writing. Proceed to learn how to translate Braille, because all of the “hints” involved will require that you can read it.
    • Use TMs and HMs such as Dig, Fly and Rock Smash at specific points where they would normally make no sense (eg, the game has taught you that they wouldn’t work in that spot).
    • Have a Relicanth and Wailord in your party – oh, that isn’t just what’s required though, you also need to have the Relicanth at the front of your party and the Wailord in the last slot. Do this at the right spot and you will now be able to find the caves which allow you the chance to find a Regi.
    • To find Regice, you literally have to find its cave and then just not touch your game for 2 minutes straight.
    • To find Regirock, walk to a specific spot and then use Strength (on open ground).
    • To find Registeel, walk to the middle of the room and then use Fly (inside of a cave, where it normally would not work).
  • Weak Story – Gen 3 is regarded as the first game in the series that gives any sort of serious consideration to its story, but it is also often criticized for doing a poor job of conveying it. For example, your rival (Brendan or May) is pretty much universally considered a boring disappointment, while Team Aqua and Team Magma are basically palette swaps with nonsensical plans and now real motivations.

Best Pokemon of Gen 3: Aggron, Gardevoir, Mudkip, Zigzagoon, Absol, Bannette
Shittiest Pokemon of Gen 3: Spinada, Swallot, Luvdisc (cute, but totally useless), Minun and Plustle (just… why? They’re not even good picks within their niche gimmick)

Tune in soon for the next entry where I’ll cover Generation 4.