Pokémon Sword and Shield: Crown Tundra review

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Pokémon Sword and Shield: Crown Tundra review

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It can be said that I do not like the basic version of Pokémon Sword and Shield. They suffer in several ways, and their world still seems to be empty and strangely shallow, lacking the basic iconic dungeon of the series, or any sense of surprise or mystery.

There are obvious gaps in both the world and the story, and now living with Dynamax Raids, the main characteristics of this generation and the crux of the endgame of Sword and Shield, I can safely say that they are absolute resistance. The distance is a bit far, obviously this generation needs more time.

Crown Tundra is not a panacea-indeed, impossible, but it is indeed an improvement, and in some places a huge improvement. In isolation, it may be the best Pokémon experience in years. Together with the rest of Sword and Shield (including another extension, Import of Armor), it also shows how great they could have been.

Like the island of armor, the expansion of Crown Tundra makes you dazzled by train to a new place in the world, waiting for some typical weird characters, and a typical, weird, new species-driven story in your In my mind.

Once again, it takes place in a wild open world, which means there must be free cameras and a sense of freedom to explore, and the design of the open world will also undergo some considerable improvements in the final stage.

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There are a lot of Pokemon to collect, but especially a large number of new and returning legends, and bring some interesting interactions.

Really good. Despite being open, the biggest feeling of Crown Tundra is still the closest to the classic Pokémon. Feel like a world mysterious, Exploration will bring real discoveries, and the point is that you won’t know exactly what to do at a glance. In the depths of an area, you will find a cooker, which is replaced by a tree. The other is a strange tombstone with strange inscriptions.

The land itself is truly diverse, ranging from sunny rivers and flowers to cemeteries, caves and semi-frozen oceans. There are almost no corners, bypasses and curious dead ends. It’s almost possible to get lost in some places. There are mountains-actual mountains! -Give the land real topography, reality and sense of life. This makes Crown Tundra a real possibility for the eighth generation to explore.

Of course, some of the earlier Pokémon are back, and some of them are the rarest in the series. Regis is back with some extremely lightweight puzzles to protect them-it’s a shame compared to the infamous original challenge, but still progressing-and some sub-legends are in the wild for the first time attract people’s attention. It again hinted at what a proper, alive Pokémon world might look like: Dragonite strolling on the mountainside, Moltres roaming in the sky, Magikarp jumping from the lake.

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The 8th generation of designers is still out of reach, but even if it includes some caves that are not just simple, the straight line to the exit is the main step in world design, and it is also a very popular step.

Likewise, in this sense, Wilderness, Armor Island, and Crown Tundra now appear to be clear and progressive, if one moves too cautiously towards a fully open Pokémon game. Apart from the initial novelty, Crown Tundra is the only one that really works, but the future it implies is indeed exciting. Imagine with the trainer, imagine more missions, imagine it like Pokémon Metroidvanias of Game Boy and DS, when you catch up with certain Pokémon or beat certain stadiums, it will open up different areas in the old and previously cleaned areas path of.

In addition to the attractive future potential, another major achievement of the Crown Prince Tundra is a remake of the past mistakes of Sword and Shield. Dynamax Adventures-on the surface does have a frugal tone that allows you to find them in many modern Game Freak works-actually very clever.

They are unique because they boxed the shields that Dynamax opponents usually have, and this is not one of the worst things in the Pokémon game I took for granted. If you take a short detour here, the Dynamax shield will require brute force to break, which means that in the game’s endless maximum team battles, almost everything about Pokémon traditional combat mechanics is boring. Status effects, items held, weather, abilities, status changes, and more factors are prevented, or its impact is severely reduced. The important thing is damage, just like when you first started playing games when you were seven. Even if it is a type showdown, this is the most basic rock-paper-scissors mechanic at the core of Pokémon itself, and it makes no difference.

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Dynamax Adventures does feel a bit broken, but the mechanism is really great. This is the most complicated and interesting endgame event for Pokémon in a long time.

However, in the “Dynamic Adventure” of “Crown Tundra”: no shield! Most importantly, a very smart system for renting out Pokémon, items, persistent decisions and confrontation games. The whole thing is not just Shigeki Morimoto’s sense of smell-the person who designed the core combat system of Pokémon, but I can personally prove that he is a real genius using these systems. The list of available rentals for Pokémon, their actions, abilities, opponents’ abilities, and possible items along the way are all carefully planned. Perfect and perfect balance, with very few chances, it leads to the completely opposite result of the standard Dynamax raid, forcing you to use all knowledge about the operation of the game. This is the holy grail of combat designers: make infeasible products feasible without spoiling the fun.

Because of this, all the system depths of Pokémon suddenly appeared. Technically speaking, I mean systemic. Systematics like “Shame”, “Divinity”, and “System Shock” all stand out. I have countless weird and quirky anecdotes. You think you are going to win only because of the seemingly innocuous ability of one ally to stop another ally’s impending move, catch the damage like a lightning rod-oops! Or, if you choose Chaoyuan’s one-time use items, it can save your life; when you defeat the brilliant, majestic Zygarde with a team of incomplete Gloom and a weird AI.

There are still some caveats-the complexity of Pokémon is that you can praise a single system forever and then spend a lifetime separating the same thing. First, in terms of multiplayer games, Game Freak is still many years behind. You cannot communicate with your allies before, during or after the battle, which means that with all the encouragement to cooperate and compete with each other, you cannot coordinate one thing (I have a lot of planned anecdotes because for example-two people Players like to set up conflicting terrain infinitely. Even simple “intent” systems (such as ping or indicators) can be of great help.

Moreover, even if Dynamax ventures without a shield, the attack will continue forever. An adventure with a human teammate takes an average of more than 25 minutes, there are too many decisions to make, and it is difficult to make a long time limit, while the adventure using AI takes about 10 minutes, which means that compared with AI The speed of failure and retries should be faster. It is only done once with people and defeated many objects. And, without Discord server, some duct tape, cheeky Datamine and “make it work” in general, it’s too embarrassing to easily hunt down high-value raids and connect with larger communities or groups of friends Play together.

However, for this generation, the correctness of Crown Tundra far exceeds those doubts. Yes, if it combines the novelty of openness with the puzzling, mysterious world of Pokémon in the past, this is a promise of how brilliant an open-world Pokémon game will be in the future. But it also reminds people, especially in the Dynamax adventure, how good this game has been-an excuse to fall in love again.

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