Pokemon Unite is a barn stormer who just made his debut.
The world of Pokemon has been used in many types of video games, but I think it can be said that only a few have achieved great success. Of course, there is also the original turn-based RPG. There are photographic simulations of Snap, and augmented reality adventures of Pokemon Go.
These are not only successes, but in most cases milestone games-but for each of these games, there are some good things-puzzle games, fighting games and a large number of mobile money-making games. To be honest, I think Unite will be like this-this is a good idea, even if it is slightly tepid, it will produce a good spin-off. It’s not exactly a Pokemon game, nor is it exactly a MOBA, it’s just a combination of the two.
But you know what? Pokemon Unite may be another important moment in this series. It may be the most important Pokemon game since Go.
Unite’s idea is hardly the biggest impact of the lightning genius. In fact, it’s obvious: games like League of Legends and Dota 2 are absolutely huge, so why not adapt them to some of the most popular characters in the game? These types of games require a variety of characters, these characters have very different and interesting abilities-and Pokemon has a wealth of abilities. It just makes sense.
But this does not guarantee success. The types of MOBA are complex, and newcomers often feel confused and difficult to understand. A franchise like Pokemon will definitely bring in many newcomers, as well as younger or more casual players-and this game needs to be played comfortably on a touchscreen device. Unite has achieved outstanding results in all these areas.
The clever design continues the way it does not follow the traditional structure of the genre. One thematic difference is not to focus on destroying the opponent’s base, but to score. Point overflow can remove certain basic elements, which means that the overall effect is the same-but the absolute numbers you need to dump into the target are inherently easier to understand. This is in line with the game framework in Pokemon World, where Unite is a beloved sporting event in a remote area. Also suitable for this is one of the best changes-a strict ten-minute time limit, which means that the game cannot meander or get stuck in a stalemate. In fact, the game is crazy and intense and usually ends before the timer expires.
In some ways, it’s hard to believe how a suitable Pokemon feels about this type. Of course, the various non-player creatures you can encounter and fight to gain an advantage on the map are just wild Pokemon. Of course, as the game progresses, more powerful variants appear. That’s just tracking. As your character upgrades and becomes stronger during the game, the power will gradually increase. This is completely natural for the franchise. The pleasure of seeing Pokemon evolve into the next form in the fierce battle is just. ….. Look, this is great, okay?
All of this is about the broad feel of the game, but it also feels good to play. I’m the kind of person who has always been able to appreciate the challenges and fun in the subtle chaotic ballet of MOBA moves-to some extent it appeals to my nature that loves RTS-but at the same time, I am already a player , Has been working hard to truly enter and enjoy this type. This is not the case with Unite; it is well streamlined and clipped in all the right places, making it very easy to use.
Co-developer TiMi knows what he is doing and has a good track record in creating large-scale mobile games. This makes Unite do have some very radical monetization features-it may be a dark cloud hanging over the game. No one is paid to win-it is mainly decorations, and there are many opportunities to earn enough money to buy things for free-but it still dangling in front of you eagerly, eager to let you open you Wallet.
Some of them have a sinister hint, such as how you can unlock a costume for a Pokemon you don’t even own, prompting you to spend money to unlock that Pokemon to use the costume. All you know is that psychologists are studying this, and find the best way to “encourage”—that is, manipulate—users to spend more money. This makes me feel uneasy, just like some ridiculous monetization deployed by Niantic in Pokemon Go. That’s not ideal. But the core game is at least free, and will soon run on mobile devices with the cross-platform process.
How easy it is to enter the fast game, and I can see the dangers in it. I can see myself playing it in the handheld mode of the Switch on the sofa, with a junk TV in the background. I can see myself playing on the phone. I can see myself becoming more competitive in the ranking model. I can see myself spending money. danger! danger!
…However, the game is good. There is a lot of love about it. This is exactly what happened to me with Pokemon Go and Genshin Impact. These are two other well-designed free games that are brazen but not entirely profitable. Did Pokemon really do it again? I dare say that the Pokemon Company has one more mobile revenue leader on hand. After all, perhaps the obvious idea is sometimes the best.
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