>>46174904Depends on what you want out of it.
IoA: Very easy and honestly pretty short, lots of QoL shit, basically designed so you can start it as soon as you hit the Wild Area, small but relatively detailed (nothing amazing, just compared to the Wild Area), It is basically the "Early/Midgame" stuff a New Version would have had.
CT: Can be started at the same time as ioA, butsStarts with a Level 70 Trainer that you are allowed to lose and then basically get told to do the Dynamax Adeventure thing that will net you a level 70 Suicune (That im pretty sure has a 100% catchrate because it is basically in a gauntlet of Max Raids, so you have to actively decide not to get it) and then some Legendary Hunting, you CAN do the Calyrex plot up until you can catch it, but are then told you need to beat the champion first, Birds i think require at least the Bike to start, not sure if they and the Regis have level requirements, culminating in unlocking a Doubles (With AI Partner) version of of the League. Basically it is the post-game content a third version would have had.
Both versions definitely help with giving you more options on replays because they are structured like the Wild area (Including scaling of Dens IIRC), meaning it is easy to hunt down and find specific shit if you need it, but honestly neither really saves SwSh, at best they basically leave a taste of what the Wild Area of SwSh could/should have been.
Im in a minority that liked IoA better then CT, i don't really like the "Legendaries for Nothing" structure CT has with the Dynamax Adventures and starting off with a strong trainer only to have it mean nothing and then damn near giving a fucking level 70 Suicune when you basically can start it at level 15. I also definitly liked exploring IoA better even though it feels a bit smaller because CT was basically just a "Y-" in shape, IoA felt more free and didn't have boring ass snow environment, but that is personal preference.