It's that kind of little flavorful detail that will make me buy into a world. I spent a solid ten minutes looking for a flying-squirrel before an NPC pointed out that they move between trees – and sure enough, as soon as I looked up, two of them were flitting about the forest canopy. The waters are filled with predatory Sharpedo, you spot a massive Wailord off the coast when you first arrive, and friendly herbivorous species will walk right up and amicably greet you. This means free camera control, wide-open spaces to run around in, and more opportunities to see Pokémon in their habitats instead of just as a head popping out of the grass.Īnd while not all Pokémon get this treatment, the few that do give the island noticeably more character than the mainland. Beaches lead easily into marshlands and cliff ranges, and while they're structured like the games' dungeons and routes, they're treated mechanically like the Wild Area. Where the core game flip-flopped between the sandbox-like “Wild Area” and the more path-oriented structure found in past games, Isle of Armor finds a happy compromise. Pokémon Sword & Shield got points from me before for getting the series' core strengths right, and the expansion so far certainly adds more to the “catching” aspect – about 100 more monsters in the first expansion, and all put into a proper environment and context. So how does an addendum stand up in lieu of a revision? The Good It's a much different track than Game Freak's previous strategy of overhauling their core games for later re-release, and some are skeptical because of it. Shortly after Pokémon Sword & Shield came out (check out our review of it here), an expansion pass was announced for the game, promising two doses explorable areas and an expanded monster roster, starting with the Isle of Armor. Platform: Nintendo Switch What’s It All About?
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