

For instance having to rush to specific points on the map, enemies that are spawned mid-mission, enemies that get stronger with each passing turn (so that it's best to rush them early), reasons to split up your party going to different parts of the map, etc.

No incentives to rushWhat I missed most during play was more mechanics to shake up this preferred playstyle. I've only played the Demo so far so I can't say what else is in store for us, but I'm hoping that this is the general approach that they take: use Pokémon as the template, but then diverge/branch off later.įor instance I would love to see a gauntlet like section in the game where you can are given only a new set of initially weak coromons but each time you defeat an opponent you get to swap one of your teammates for one of theirs, thereby allowing you to "trade up" and obtain good counters for the tougher trainers ahead. The overall stat distribution and growth of a coromon are still hard coded but you have some influence now over how you want to "build" your mon. Being able to assign some of the stat points of your squaddies is a good example of such a hybrid approach.

That being sad I would like to see the Pokémon mechanics being used as the default that you start out with for that instant familiarity but then the game should branch out and try new stuff. The flip side to that familiarity in style and gameplay of course is that it's constantly going to be compared to and judged against the genre behemoth constantly. The differences in the rule set you'll figure out as you play. The game does includes a lot of learning tools in the game itself (like the type matchup and rules handbooks) but basically if you've already played Pokémon before you don't really need them. The one thing that I can say in favor of copying the source material (Pokémon franchise) as closely as they do is that it's instantly going to be familiar to a lot of people and therefore easy to pick up and play.
