
The Nintendo Switch-era has been a frustrating one for Pokemon fans. The evolutionary line from Sword and Shield, to Pokemon Legends: Arceus, to Scarlet and Violet was one of slow but steady progress as Game Freak refined its ideas for how capturing, exploring, and battling should look in a fully 3D world. But this era has also played host to a major downhill slide in terms of overall polish, appearance, and performance across those three games. Pokemon Legends: Z-A, I’m happy to report, puts an end to that slide on basically all counts. It continues to successfully experiment with Pokemon’s gameplay by translating its carefully cultivated turn-based battle system into an action-based one. And it does so while scaling back its ambitions for a massive world to a more manageable size, resulting in a tighter, more polished, and far more fun Pokemon than we’ve seen in several years.
Pokemon Legends: Z-A takes place entirely within the bounds of Lumiose City, a Paris-inspired metropolis that I fondly remember from Pokemon X and Y, the events of which took place five years prior to this new story. A sudden rash of Wild Pokemon invading its city limits has resulted in conflicts between them and the people that live there, and necessitates “Wild Zones” within the city to keep them separate. It’s into this tense environment that you show up via train: a young adult (For real! Not a ten-year-old child! Your peers talk about getting jobs and paying rent! Holy Sharpedo!) with seemingly no agenda or reason to be in Lumiose beyond casual tourism. You’re immediately adopted by a group that refers to itself as Team MZ, which is dedicated to protecting the city by day, and becoming strong enough to do so effectively by climbing the ranks of a local competition every night: the Z-A Royale.
Never before has a Pokemon game’s setting been so integral to its story and themes. The way its characters and story focused so tightly on Lumiose as a place and a community reminded me in many ways of the Yakuza/Like a Dragon series. By not asking you to cross vast distances on a fairly abstract badge-collecting journey all by yourself, Z-A is able to tell the stories of more characters in more detail. You have a crew of pals who hang out at a hotel with you, and who constantly show up in the city to help you out in battle or with whatever else you need. Unlike rivals in past games, they’re given more space to develop as characters and actually have a relationship with you beyond throwaway lines about type alignments.
Z-A is also stuffed with side quests that give you ample opportunity to get to know the inhabitants of Lumiose. Delightfully, most of them aren’t Pokemon trainers. You’ll help a Furfrou groomer teach her Scyther styling techniques, and a perfume maker sample Pokemon odors for her wares. A cafe worker needs you to lure Trubbish away from her cafe, and an electrical worker needs you to chase off Pokemon messing with his elevator (er, “Holovator”). To keep the comparisons to Yakuza going, the vast majority of these side quests are, frankly, pretty silly. They often feature creative or weird scenarios that are resolved by your character, like Kiryu, inexplicably being far and away the toughest person in the room. There are over 100 of these side quests, and they involve all sorts of tasks, such as battles, catching certain Pokemon, teaching Pokemon specific moves, trading, evolving, acquiring certain items, doing parkour, and a lot more. It took me 35 hours to roll credits while mostly staying on top of side quests as they gradually popped up during the campaign, but I still haven’t managed to finish every single one in the post-game.
Also like the Yakuza games (this is the last comparison, I swear), Z-A’s plot is civic-minded. Rather than just being about becoming stronger or filling up a monster encyclopedia, your goal is centered around training to protect the city you now call home. As you grow, you encounter a cast of characters with different ideas about what Lumiose City needs to thrive, some of whom clash with one another. Z-A wrestles with some actual, real-world ideas as it questions what it means when multiple groups of people (or, I guess, creatures) inhabit the same space but have very different needs, and who should be prioritized when those needs conflict. Z-A doesn’t come away with easy answers, but it does provide some pretty interesting metaphors for real-world issues both civic and environmental, and above all else, emphasizes compassion for others in trying to solve them.
(Also there’s a literal benevolent Japanese mafia faction in this game. Okay, now I’m done for real, I promise.)
One sour note in all this is the lack of voice acting. I’ll be honest, I’ve played Pokemon games so often and for so long without it that Z-A not having voice acting didn’t really bother me during all the time I spent running around, doing sidequests, and reading main quest text boxes. Where it did become a problem, however, was during the major story cutscenes, where characters dramatically move their mouths and flail their arms around while absolutely no sound comes out. This wacky pantomime was jarring and immersion-breaking. I don’t know what Game Freak was thinking here. It’s long past time Pokemon caught up to every other story-heavy game and hired some dang voice actors, at least for major cutscenes.
Speaking of Game Freak needing to play catch-up, take a deep breath with me, because we gotta talk about performance.
It’s… fine? It’s fine. It’s actually fine.
On the Nintendo Switch 2, Z-A runs at a smooth and consistent 60 FPS. NPCs and objects do still pop in rather suddenly and a bit too close for comfort, but it’s substantially better than the wonky phasing in and out at spitting distance we saw in Scarlet and Violet. I didn’t see any character animations move at agonizingly slow framerates. I didn’t personally run into any game breaking bugs. None of my Pokemon got stuck in the floor or the wall. The loading screens are almost too fast to read the tips shown on them. Taken all together, I was able to play through the entire game barely thinking about performance, which is so much more than I could say for Z-A’s two predecessors.
That doesn’t mean Z-A looks great, though. One major, oft-pointed-out problem with Z-A is that it takes place entirely in a plain, unattractive city. Most of the time, you will be looking at the same five or six building exteriors, all of which are flat, ugly images with no detail or depth: just some windows and balconies painted onto a wall, Looney Tunes-style. There’s some variety in town, like a Wild Zone that gets covered in snow, a graveyard, and a sandy area, but for the most part, Lumiose is made up of a lot of the same parks, the same cafes, and the same paving stones again and again and again. You can’t go inside most buildings.
But not all of Z-A is aesthetically disagreeable. The building interiors you do get to see are detailed, colorful, cozy-looking, and not repetitive. Character models are more expressive than before, too, and there’s a wider visual variety in NPC designs than ever before thanks to small, long overdue touches like distinct facial features and differently colored outfits within trainer classes. Your own character’s face customization capabilities continue to improve from past games as well. Outfit customization is pretty good, with lots of options to choose from, no gender-locked clothing, and the ability to mix and match colors of jackets, shirts, belts, and other items in certain cases for a wider variety of looks.
While I’ve dinged Lumiose for being visually uninteresting, that’s not synonymous with it being uninteresting to explore. Z-A mostly solves one of the biggest issues I had with both Arceus and Scarlet/Violet: they were both big, empty worlds devoid of real reasons to explore beyond the surface. Those two predecessors tried to capture the vast scale of the Pokemon world, but the actual open areas lacked real detail. Much of their maps consisted of enormous fields full of the same Pokemon and meaningless items sort of scattered randomly around. Their caves were empty tunnels, their mountaintops often barren, and their landmarks rarely offered an interesting reward for visiting. Why even have a giant world if you’re going to make it so boring? Z-A isn’t like that.
By shrinking the world down to a manageable size, Game Freak was able to find the time, or ideas, or whatever it was that was lacking before to fill it with thoughtfully placed rewards. Sometimes those are items such as TMs or collectible Colorful Screws that wait at the end of Z-A’s rather amusingly cumbersome platforming segments. But more often those rewards are rare Pokemon. You see, while most Pokemon are confined to Wild Zones, some monsters do still lurk in the city streets, and they’re genuinely exciting to find. At first, you’ll only see common Pokemon: Pidgeys and Fletchlings pecking around in parks, Kakuna dangling out of trees, maybe a Trubbish munching on some garbage. But explore enough, and you’ll start to find alleyways, courtyards, and rooftops hiding rarer monsters: an Ariados dropping suddenly from a sewer ceiling, Gastly leaping out from a dark corner at night, a single Eevee trotting down a narrow backroad. I squealed once when I saw a single, rare Dratini on a rooftop I’d worked painstakingly hard to reach. It’s moments like these that really flesh out Lumiose and make it such a delight to explore.
In fact, there’s so much to see that I’ve somehow gotten this far into my review without digging into Z-A’s most revelatory change yet: the battle system. Pokemon is an action game now! They threw the last of the turn-based elements out the window! It’s great!
It’s genuinely impressive how well Game Freak managed to translate a familiar system of monsters, moves, status effects, items, and types into a completely different genre. Instead of taking turns, you move your character around the battlefield while the monsters are fighting. Your Pokemon will follow you by default, giving you an indirect and interesting way to control their positioning somewhat and even dodge your opponent’s moves. If you hold down ZL, your Pokemon will instead square up with its opponent and you can select and use moves. If you’re in a battle against a wild Pokemon, you’ll need to do all this while also moving your character out of danger, as they can damage and even knock you out, adding an interesting new layer of strategy to how you position yourself, and thus your monster, for optimal offense and defense.
I was concerned, based on early trailers, that all this would amount to just smashing the same offensive moves into opponents with little actual strategy, but that’s far from the case. The indirect movement system, while a little clunky to get used to, introduces an interesting strategic layer of positioning as you play with the flow of dodging and attacking. The moves themselves are delightfully complex in both their variety and the ways Game Freak has changed them to fit the action genre while keeping their spirit alive. Short-range moves, for instance, can be used very quickly, but put you in danger of being hit. Long-range moves take a bit of time to wind up, but you stay at a distance while you do them. Moves like Protect and Detect have been reconfigured to be used almost like a parry. Fire Spin and Sand Trap form areas-of-effect on the ground you can try and lure enemies to stand in, while Spikes throws a bunch of hazards all over the place.
Status effects have been overhauled, too: paralysis slows you down significantly, while confusion sometimes causes your Pokemon to wander off in weird directions. Mega Evolutions also got a revamp that adds even more complex layers including a meter to fill, the ability to Mega Evolve multiple different Pokemon in the same battle, and Plus Moves, which are essentially moves with the power of a Mega Evolved Pokemon but usable by any monster on your team under the right conditions.
One of the best parts of this system is how it still rewards past Pokemon knowledge even in this entirely new framing, with everything working roughly how you’d guess it might. While I hope Pokemon doesn’t fully abandon turn-based battles, I would love it if the Legends spin-off series adopts this action system going forward and continues to refine it – Arceus introduced a revolutionary new system for catching Pokemon, so it feels like a fitting that Z-A has revolutionized the other key half of the series. Besides, I cannot wait to watch the competitive community get its hooks into this and see what meta develops.
Until then, we have the campaign’s own challenges to overcome. Even casual players are likely to breeze through some of it – the Z-A Royale, for instance, has you collecting points by defeating trainers until you get enough to instigate a Promotion Match and move up a rank. These battles are a joke. The Battle Zones you fight through to collect points try to shake things up by allowing you to sneak up on enemy trainers for an advantage attack, or be snuck up on yourself. But it’s trivially easy to sneak up on opponents and knock out their first monster in a single blow, then thrash their second immediately after.
To an extent, that may be intended, as you can increase monetary rewards from Battle Zones by beating as many trainers as possible before daybreak, so you’re encouraged to just Rapidash your way through battles. But the Z-A Royale’s relative ease nonetheless mutes the accomplishment of ranking up, particularly in light of the fact that the story actually forces you to jump a whopping 17 ranks at once at one point. Would the story have been an agonizing 100 hours long instead of a normal 30 hours if Z-A had not done this? Yes. Does it still feel real silly when it happens and make the Royale into a bit of a joke? Also yes.
But it’s not all a walk in the PokePark. You’ll still find challenge in other places, such as Wild Areas, where a powerful Alpha Pokemon can summon a gang of smaller guys to overwhelm you if you’re not careful. Most difficult, and most fun, are the story battles against Rogue Mega Evolved Pokemon. These monsters are big and mean, deliberately going directly after your trainer a lot of the time and forcing you to carefully balance dodging attacks yourself and positioning your Pokemon well to slowly whittle down a big health bar. Some of the Rogue Mega Evolutions have devastating second phase attacks, such as turning the entire arena into a bullet hell, making copies of themselves, or spontaneously popping up behind you for a painful swipe attack. Game Freak really goes out of its way to ensure all its new Mega Evolutions get their moment to shine through these encounters. Just wait until you see Mega Starmie!