Quoted By:
The implementation of certain features, such as the Festival Plaza and the Rotom Dex, seemed more like hindrances than enhancements to the gameplay. The Festival Plaza, while a novel idea, was a direct downgrade from the near-perfect PSS system introduced in X and Y. The Festival Plaza was difficult to navigate and its rewards system was lackluster. The Rotom Dex, meant to be a helpful guide, often intruded with unneeded advice and commentary, more of an annoyance than an aid.
Yet, for all its flaws, Pokémon Sun & Moon had a blueprint for greatness. The characters were intriguing, each imbued with their unique backstories and motivations that added depth to the narrative. The legendaries, steeped in lore and history, presented a rich tapestry of Alolan culture and mythology. The music and overall aesthetic were breathtaking, encapsulating the vibrant, tropical ambiance of Alola perfectly. The game masterfully captured the essence of a Polynesian paradise, a welcome departure from the traditional settings of past games.
In conclusion, Pokémon Sun & Moon was a game teeming with potential but was held back by certain design decisions. Its vibrant setting, intriguing characters, rich lore, and captivating music were all standout elements that had the potential to make it the best Pokémon game to date. However, the missed opportunity to build upon these elements due to linear mapping, dialogue overload, excessive handholding, and intrusive features, leaves a feeling of what could have been. It's a potent reminder for game developers that striking a balance between guiding the player and allowing freedom of exploration and discovery is crucial for a memorable gaming experience.