>>56682692>Let's GoKanto experience meant to funnel GO players to the main series but is unironically pretty soulful. People say it's easy, but it's as easy as RBY because that's what it essentially is. Artstyle is the best of all the switch games I'd say.
>SwShIt's...okay. It's a game that you pick up, play and then never play again. Artstyle is nice and the concept of the story is cool but, if you somehow play Pokemon for the story, some parts toward the end will leave you confused and or frustrated. Games are pretty simple press A to win. The wild area is not fun to be in, not because it looks bad, but because movement needs to be reworked to fully allow the player to experience openness. The best I can describe it is as if you we're playing Mario Sunshine with the controls of SM. Dynamax mechanic makes it even more blatant. Unlike SV it has a battle tower if you like that.
>BDSPEven more of a Classic experience than SwSh because it literally is just Diamond and Pearl if it was on a faster engine, with a 3D overworld and no HM slaves. If you don't like DP Sinnoh you won't like BDSP. Again, if you don't like DP sinnoh you will not like BDSP (for some reason people have to be told this constantly).
>PLAContender for the strongest entry on the Switch. It uses a unique artstyle to match the setting, and revolutionizes catching Pokemon. However, battles are the weakest out of all the Pokemon games, as it isn't the primary focus.
>SVIt's in many ways better and in many ways worse than SwSh. It takes things from SwSh and makes them better (from a clunky Wild Area to a clunky open world) but performance is the worst it has ever been. Going from PLA to SV felt like a bit of a downgrade in terms of mechanics and polish. Catching returns to the usual menu based, but unlike PLA, it is meant to be a fully fleshed mainline game. Unlike SwSh there is not battle tower, but if you like battling online against other players more then, you won't miss it.