Did you know that Dynamax and Gigantamax Pokémon - the jumbo, Stay Puft forms your little creatures can rather endearingly assume during certain battles - are actually just projections? Your barely two-foot-tall Pikachu isn't actually growing to the height of a skyscraper - or the girth of the classic chunky design, for that matter. It's just an illusion. A smart way to combine the AWOL, slightly unwieldy Z-Moves and Mega Evolutions of previous generations into a single, spectacular three-turn mechanic in battles, sure. But the scale of those battles, the spectacle, is fake.
In practice, outside of being a neat detail for the lore nerds, that sleight of hand doesn't really matter. But it does serve as quite a fitting, if on-the-nose, metaphor for a game set in Galar, a new region inspired by the long-waned superpower of Great Britain, with all its puffed-up-cheeks and empty bluster. It's also, more troublingly, quite a fitting metaphor for Pokémon Sword and Shield themselves. This is a new generation of Pokémon games that promises much, with brilliant new Pokémon, a raft of intricate system-tinkering for long-term fans and a series-first stab at an "open-world" area. But all that's new seems to have come at a cost - and the cost is almost everything else in the game.
Soon after that early comfort, though, tradition goes out the window - at least for a little while. Barely two hours into Sword and Shield you'll be introduced to the Wild Area, Pokémon's first ever attempt at an open world, and it is hugely promising. A proper chunk of open world, with different biomes attracting different kinds of Pokémon, and different weather and day-night cycles affecting spawns too. You've barely learned to throw your first Poké Ball when you're thrust into the big green expanse. It's a thrill.
Dynamax raids themselves, a headline feature, pop up perpetually at "dens" all over the Wild Area, and are disappointingly simple. You tackle them 4v1 - with online friends or NPCs - but the battles themselves, after the initial awe, are underwhelming and really of little to no consequence. Lay the beat down on whatever giant baby's thrown out - a Bonsly or a Whooper, say - and in a couple of hits it's over.
There are plenty more tweaks, which always seem small but are important and indeed welcome, in an interative series like Pokémon. The Escape Rope is a single, multi-use item. The move deleter, re-learner, and nickname rater is now in every Pokémon Center. You can now access your storage box of captured Pokémon from almost anywhere (Gyms are excluded), which means you're more inclined to rotate your team and, as a result, less likely to get overleveled yourself; and Wonder Trade - now Surprise Trade - is back. Rejoice!
The actual new Pokémon themselves, too, are fantastic. Pokémon Sword and Shield bring in a range of new type combinations - Ice-Electric, for instance, or Electric-Poison - which is an achievement in itself given how few new ones there are left. Likewise, through the roster of Pokémon you face in gyms, on routes, and in wild encounters themselves, the spread of types in Sword and Shield moves the game's natural balance away from the traditional Fire-Water-Grass triad to the Bug, Dark, Fairy, Fighting, and Steel match-ups that have been somewhat underutilised until now. You'll feel a natural inclination to mix it up from your playthroughs gone by.
Where there's talk of new Pokémon in Sword and Shield, though, there's talk of the Pokédex. The National Pokédex - the full list of all Pokémon ever available in the mainline RPGs - is unavailable for the first time in Pokémon Sword and Shield. Where you could previously catch several hundred in-game and then import the several hundred more that remain, that's no longer possible. It's a strange move. The actual, tangible consequences of it, to the vast majority of players, is minor. Most Pokémon players don't import Pokémon that can't be caught naturally in a new generation for use in their main playthrough. Some do, of course. Some others will transfer old favourites, not so much for use but just for the fact that they can say they caught their old friend - or trophy, however you might look at it - back in Red or Blue and brought it all the way here. But that won't be the majority of players, or even close to it.
That intangible loss aside, however, there are benefits that the 'dex-trimming brings to Pokémon Sword and Shield too. For one, it allows older, underappreciated Pokémon to return to the fore and shine. Many Pokémon from generation five - Pokémon Black and White, and cult-favourites Black 2 and White 2 - are readily available in the wild for the first time in years, and their presence alongside one of - if not the - largest rosters of wholly new Pokémon does more than enough to make the world feel more full of wildlife than it ever has before, especially with Pokémon roving the overworld itself, too. To linger just a little longer on the point, I'd hazard a guess the reduced Pokédex is also a boon to the competitive scene, which has always been restricted to those few hundred available without transfer for the first year anyway. Professional players, or the many of those aspiring, will likely welcome a reshuffling of the deck, while the scene's most creative moments were always born of restriction, too.
One example: one mid-game area that I can't spoil starts well enough. The lighting is low, and the route dotted with a couple of loops and dead ends. A minute or two in, as you work your way past the first twists and turns, you'll reach an entrance to the next section, bathed in some mysterious, eerie glow and - oh! - it's not the deeper, inner level beneath the surface; it's the next town, and the end of this place you expected to be a dungeon altogether. This happens time and time again.
In fact, Pokémon Sword and Shield is entirely dungeonless. There is no route or cave or building or wood more complex than Red, Blue and Yellow's Viridian Forest, the tutorial pseudo-dungeon at the start of generation one. Nothing in the game comes close to even Mt. Moon or Rock Tunnel, let alone the twelve floors of warp-pad mayhem in Silph Co. - all first-generation locations that were fully realised in Pokémon Let's Go Pikachu and Let's Go Eevee, both ostensibly remade versions of the classic games, but for children. It might seem inconsequential to say these games are dungeonless - Breath of the Wild did away with traditional ones, after all - but I can assure you it isn't. Dungeons, in every generation until now, are the very essence of Pokémon games. They're where you find the most trainers, the most items, the most puzzles and the most interesting, mysterious nuggets of lore. In Sword and Shield all of that is gone, and there is no replacement.
At a certain point, Pokémon Sword and Shield's lack of substance is almost a parody. Time and time again some rumble or crash or moment of panic will happen out of shot, and you'll think - finally! - it's your call to action. But no. Every inciting incident, every kick-off point for act two, any shred of anything happening at all is batted away with a simple "I'll handle this, you carry on" from the Galar's resident in-game hero and Champion Leon, to the point where you wonder how much more fun you'd have in his playthrough instead of yours.
It goes on. Traditional gyms return - a puzzle first, followed by a battle - but the promise of a minor league amounts to a single mention of it in passing dialogue. There are fewer trainers on routes than there have been before. There are fewer routes than there have been before. A climactic conversation is played out, in silence, over static artwork. Another climactic battle sequence, for some reason, had no music. Even the NPCs dotted around the world seem to have less to say. There's so little "legend has it...", nothing by way of real explanation or construction of the world, at least until the final phases of the story. There are so few books to read, or nooks and crannies to explore. By Pokémon's own standards it's dire, and the comparison need not stick to early generations: even Sun and Moon had hidden holes in the wall leading to secluded beaches and undiscovered caves.
This shrinking and shuttering of the world would be understandable - and quite justifiable, I think - were the Wild Area to really sing. It is certainly novel, by Pokémon's standards, and it really is open. But being a world that is open is not the same as being an open world. A true open world is less about being wide and clear than it is about being interesting.
Sword and Shield's Wild Area is desperately flat. There will undoubtedly be a moment of shivers, if you're a long-term fan, when you first see Pokémon roaming the world and you finally get to gaze around that space yourself. But that moment will wear off when you realise you've already seen it all. And it'll fade from memory entirely when you inevitably hop back on the rails from which you have just at last broken free. What is intended as a great, Breath of the Wild step forward quickly turns to two giant leaps back, and with these games that sad irony is everywhere. Pokémon Sword and Shield project a sense of scale and ambition far beyond any previous ones in the series, but to take it back to those gargantuan new Dynamax forms, the size is merely a shadow. A shallow projection, in place of the real thing.
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