>>32718416>Now I want you to explain to me why Sun and Moon were good objectively games.Here, let me just go and fetch some random review. Unless you actually expect me to waste my time typing something for you.
>Sun and Moon go even further, introducing much-needed adjustments to item management, traveling and battling. The games also buck core elements of the Pokémon formula, like gyms and badges, to create a unique experience.I'll save you all the story talk, because that's all very subjective. I personally liked it but if somebody didn't then I'm not going to tell them they're wrong.
>But the most affecting change made to the series here is a great quality of life improvement. A type effectiveness indicator bakes into the gameplay what I've had to regularly look up on my own since I first played Pokémon Red in 2000. After facing off against a Pokémon once, the game automatically charts whether a move will be effective or not. This is fantastic for newcomers, but it's also a relief for people like me who have had to juggle the specifics of an increasing number of Pokémon types over the year.>The Alola region's diverse ecosystem makes random battles even more exciting. It also is a boon for collectors. The importance of crafting a strong Pokémon crew to take to victory in battle isn't lost on Sun and Moon, and that's apparent in the story, too: The main prize of the island trials is no longer badges, but a set of high-powered gems called Z-Crystals. They're a way more useful reward, as any Pokémon can use the Z-Crystal that corresponds to the type of one of its moves. Unlike the more limited selection of overpowered Mega stones in the previous generation games Pokémon X and Y, anyone can use a Z-Crystal and is encouraged to do so. They're flashy and they're fun to use, even if the benefit isn't as great as it's made out to be.