Pokemon Ultra Sun: Gen VII and the Growth of the Games

It has taken me six days to complete Pokemon Ultra Sun. I would have finished sooner if I wasn’t an adult and had to work in between playing. Regardless, I’m content with the time sunk into the Pokemon company’s latest title because I believe it is their best offering yet. In fact, I am grateful to be playing the game later in life as I have been able to play most of the other titles as well. This has allowed me to watch the series develop and mature into the current generation. I’d like to highlight some of the evolutions in the games that have begun to thrive in the newest editions.


Since the original Red, Blue and Yellow titles the Pokemon games have followed a standard formula. Each new edition gained slightly more features, a new set of critters to catch and benefited from the upgrades in recent technology. Over time the games became fairly standard in their content. You start your journey as a child to collect that region’s badges; another child forms some form of rivalry with you and will attempt to defeat you throughout the game; you have to foil the plans of the country’s evil team and capture the legendary Poke; finally you defeat the Pokemon League, become Champion and all there’s left to do is collect every creature to complete your Pokedex.

I won’t deny that Ultra Sun and Ultra Moon share all of these common traits that epitomise the series. However, the newest games expand heavily outside of this. Instead of the traditional eight gym set up, you have to complete a series of trials. The trials always conclude with you fighting a totem Pokemon instead of a gym leader. These beasts are buffer versions of what you normally encounter in the wild and present a harder challenge than can be found in most Pokemon games. Frequently, I found myself defeated by these new obstacles.

Until Ultra Sun and Moon your journey to become the region’s Pokemon champion was always hindered by an evil team e.g. Rocket, Plasma, Magma etc. The new games not only boast Team Skull but you also have to contend with the Aether Foundation, the Ultra Recon Squad (are they bad, good or just cyborgs?) as well as the post game Rainbow Rocket whose ranks include every villain from the previous titles. The expansion of the story is perhaps due to technology as well as how much time developers can pour into the games. No matter what the cause of the fresher and more expansive story is, the result is a more engaging and unique experience.


After seven generations of games the Pokemon franchise has expanded a lot. The original 150 creatures has multiplied into 807, which is an awful lot to choose from. The Alola region offers over 400 of these to capture. I put my starter in the box and made my team completely of Pokemon that resemble dogs.  This was only possible because after so many games the world has a ridiculous variety of creatures to choose from. Not only are there a lot of Pokemon to fill your party but you can also catch almost every legendary (I don’t think Mew, Celebi or Shaymin are available). The plethora of options allow for endless combinations and fresh ways to play. This is developed further by regional variants. These variants take the standard Pokemon you have come to know and exposes them to different biological diversity. A new region provides new environmental pressures and their result is abstractly evolved Pokes.


In the older games there wasn’t much to distract you from the main story. If you wanted an early Dratini or Porygon you could always gamble all your money in Game Corner. Likewise, Gen IV offered mining opportunities for rare stones and secret bases were available in Gen III but none of these side features engaged me for very long. Most of them demanded you play with friends or weren’t fun enough to distract from the story line. Ultra Sun and Moon offer more rewarding features such as a surfing mini game to get between cities. Surfing whilst fun also rewards your for your efforts and skill with TMs.

In the same vein, you can ride on a legendary Pokemon throughout space. In this feature you dodge electro-balls, garner energy for boosted speed and are rewarded for your skill by traveling through wormholes where rare Pokemon reside. The new mini-games are more appealing because they are not just distracting. Even though you aren’t forced to play them they offer rare and unique rewards that are often unattainable elsewhere in the game. Dedicating your time to them is essential to completing your Pokedex and providing a complete experience of Ultra Sun and Moon.

Overall, when I think back across my time with the Pokemon franchise I am happy to see how it has grown. The content is more plentiful and richer, the game play is more challenging and whilst a lot of the traditions of the series remain untouched there is original ideas being offered. The accumulations of the franchise so far has potentially produced the best game to date. Apparently Ultra Sun and Ultra Moon are the last titles to be released on the 3DS console. It may be a few years before we see a new game and who knows what format it will take but if the most recent games are any indication then the franchise can only get better.



The Legend of Zelda: A Link Between Worlds

If you’re among the two people who read my previous post you’ll know how nine-year-old me failed to become The Hero of Time. My inadequacy in completing my first Zelda game has haunted me ever since. At night my sleep is disturbed by my conceding of the Kingdom of Hyrule to Ganondorf. The failure repeated itself in several of the games and every incarnation of Link I played ultimately lost. In Majora’s Mask I couldn’t prevent the moon from plummeting into Clock Town and in a Link to the Past I gave up at the first dungeon. However, just as the Zelda games keep reincarnating the hero for fresh adversity, so I continued to pick up my sword and console to face the varying Avatars of Ganon. There’s an anecdote that stipulates that a room of monkeys with a typewriter will eventually write up the works of Shakespeare. This claim is accurate because after trying my sixth attempt at Zelda I finally succeeded in defeating the darkness. I became the saviour of Hyrule in The Legend of Zelda: A Link Between Worlds.

Some may argue that this is an easy game and a true Hero is the one who can dispel the tide of Evil on a television, not on the dual screens of the Nintendo 3DS. Others may postulate that it is cheating to use an online walk-through and to rage quit when defeated in order to preserve hired weapons rather than wasting Rupees on purchasing items again. To these combatants I respond that I am the Hero of both Hyrule and Lorule with no defeats. To save two kingdoms from despair any means must be taken.

A Link Between Worlds is a classic Zelda title, relying on the usual tropes and story I have come to expect and adore. As Link I save the Princess, obtain a decent enough sword to cut up bad guys and defend the triforce. The map is reminiscent of a Link to the past and it isn’t an offence in saying Nintendo has built on old work. The unique mechanic of this game is the ability to merge into walls by become a painting. This technique allows you to walk between Hyrule and Lorule, accessing areas that cannot be reached in one plane alone. Jumping between the parallels is a unique feature that adds an interesting facet to the game and a new complexity to dungeon puzzles.

With the newly mastered ability I imbued the master Sword with ore and defeated the recent aspect of Ganon and his androgynous benefactor Yuga. As the title credits detailed victory my chin raised in pride. After fifteen years and countless defeats I had finally grown into the Hero of Hyrule. With new pride I may return to the past, be awoken by Navi and rectify the mistakes of childhood.


The Defeated Hero of Time

I have been the Hero of Time for fifteen years. In all the time I’ve been defending Hyrule I’ve been cursed: cursed to never complete a game. My hex began with my first console. For Christmas 2002 I was gifted with a Nintendo64, a copy of Mario Cart and The Legend of Zelda: Ocarina of Time. Mario Kart was easy to play, simply accelerate and dodge the shells. Zelda, on the other hand, proved to be a challenge to great for a nine year old.

The first hours of game play were easy enough. I was awoken by Navi, bought a shield, obtained my sword and delved into the internal dungeon of The Great Deku Tree. After banishing Gohma I mourned the passing of The Great Deku Tree and snaked my way around Hyrule Castle, before Princess Zelda sent me on my Quest up Death Mountain. It went so well I could have recorded the first few hours as a decent walk-through. Next I bombed open the entrance to Dodongo’s Cavern and with my shield raised I soldiered inside. At this point my Mother wanted a turn at being The Hero of Time. Hesitantly, I passed her the yellow controller, only to watch her push the joystick forward and Link straight into lava.

Declaring it was a child’s game she passed the controller back and went along with her day not knowing my Deku Shield was now cinders. I tried to continue along the Dungeon with my Hylian Shield but it was too strong to defeat the Deku Scrubs. Instead of returning their projectiles, the overly effective shield demolished the attacks and prevented further journey into Dodongo’s Cavern. Defeated I trudged back out of the second dungeon and went in search of a new Deku Shield.

Even now I am hindered by my lack of instinctual direction. For the nine year old player this was even worse. Hard as I tried I couldn’t return to Korkiri Village and purchase the essential item. I traveled the map for days, braving the skeletons the plagued the plains at night. In the end I gave up on my dream of retrieving the Goron Ruby and left my the console to gather dust.