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Pokemon Legends Z-A's new structure and battles have the power to make a Pikachu terrifying - hands-on
Game Reviews

Pokemon Legends Z-A’s new structure and battles have the power to make a Pikachu terrifying – hands-on

by admin September 24, 2025


Even after a little under an hour of hands-on play, it’s clear that Pokemon Legends: Z-A is the most interesting and unique Pokemon title since, er… the last one of these, when Game Freak and The Pokemon Company put out 2022’s Pokemon Legends: Arceus. Now established as what looks like a permanent secondary strand of the ‘main line’ Pokemon titles, Z-A continues with the more bold and experimental development philosophy of Arceus – though this time, I expect further temerity of design – and with it, perhaps a more mixed measure of success.

Back when Legends: Arceus was released, we at VG247 were positively frothing with excitement at the thought of where this series could go. Seeing Z-A, we clearly approached this differently to Pokemon’s developer stewards. We envisioned ‘Legends’ coming to mean Pokemon stories set in the past – Galar as Victorian England, Unova’s Poke-New York in the roaring 20s, or Kalos in the grip of a less bloodless version of the French Revolution where the people and nobility settled matters with Pokemon battles.

In the end we did get Pokemon’s version of France, but not during the revolution. Z-A is once again set in Pokemon’s version of ‘today’, but this time it has a unique twist: the entire game is set in one enormous city, leveraging the status of Paris (in Pokemon’s world known as Lumiose City) as a major built-up area to provide a network of buildings, backstreets, tiny city parks and the like as a new sort of Pokemon world. In this, the spirit of Legends: Arceus is alive but in a mirror image – that game was sparse, full of rolling fields and the like where you’d crawl through long grass to try to surprise an unsuspecting critter or trainer. Z-A is dense, and while things like stealth still exist you’ll instead be hiding around the corner of buildings or behind a parked car.

There is a structural difference to the design of the world, then – but the real significant change comes in combat. For the first time in such a prominent Pokemon release, Z-A shifts to real-time battles. This is still absolutely a role-playing game – but battles now have an extra shot of action-like feeling to them.

Starter for 10-year-olds. | Image credit: Pokemon/Nintendo

Moves are no longer limited by ‘PP’ which drains with each use, for instance – they’re now on a cooldown. New alongside this shift is the fact that battle placement matters – if a Pokemon isn’t physically in the way of a move, that attack will simply whiff. Those previously-mentioned narrow city streets make tactical battlegrounds; a parked taxi is suddenly not just set dressing, but something you as a trainer or your Pokemon can duck behind to avoid incoming attacks.

The act of moment-to-moment play feels a little more segmented, too. The city is a civilized place, so battles can’t happen just anywhere. ‘Wild Zones’ are designated areas where untamed Pokemon roam free, and this is where you’ll be able to enter to catch and battle unaccompanied Pokemon.

Once night falls, trainers can head to the similarly-defined Battle Zones for fights. This is where the titular Z-A Royale takes place: the protagonist tasked with battling their way up from Rank Z through to Rank A. Gym showdowns are replaced with ‘promotion matches’ – gather enough points by defeating opponents in Battle Zones and you’ll gain a ticket that can then be used to go and fight a specific challenger in order to rank up.

The structural change is relatively fascinating and feels like it’ll satisfy. Such regimented segmentation always has the risk of feeling suffocating, but in this hands-on it all tracks and makes sense – and within each zone, some delightful moments await.

Gotta match em all up. | Image credit: Nintendo

I enjoyed, for instance, how perilous the Wild Zone I got to test could feel. The majority of Pokemon there were breezy to battle and acquire, and catching in particular feels more kind in this game because you get a shot (though no guarantee) at catching any defeated wild Pokemon even if you deplete all of their HP. This leads to a generally chill time that channels tooling around the world of Legends: Arceus chain-catching stuff looking for shinies. But then when exploring I clamber atop a rooftop and discover a high-level ‘Alpha’ Pikachu. Its eyes glow red, and it’s absolutely feral.

I try to fight it, expecting the usual Pokemon stuff – being relatively able to cheese through such a fight with healing items and the like. My notes tell a different story. Scrawled hurriedly in my notepad is the following, with grammar tidied and one word not suitable for a preview of a game for children replaced with a bit of blasphemy: “Terrifying level 40 Pikachu. Careful strength and weakness use gives you a chance. Actually, it’s too hard. Oh god, it followed me off the rooftop.”

It’s in this moment, jumping off a rooftop to what I think is safety only to be followed by this hulking, evil Pikachu, that Z-A most thoroughly clicks. Though it feels like tradition with Pokemon, such emotions do inevitably come with caveats.

For one, let’s talk about those environments. They shine in the battle zones, where those tight city streets lend themselves well to light-touch stealth encounters. Back in 1996, Pokemon introduced the concept of line-of-sight between Pokemon trainers initiating battle. If you meet gazes, you fight. Here, in an action RPG, with seamless fights, that concept comes to a pretty glorious natural conclusion. The tall grass stalking of the last game is a foundation; you add to that an urban labyrinth and you’re crouching behind a parked vehicle, or a conveniently-placed crate, waiting for a trainer to turn their back in order to land a sneak attack. Missions given to you in Battle Zones encourage you to engage in such tactics, too. In exploration, the fact you’re using such moves in real time out in the world means the act of using classic Pokemon skills to open up new areas and such feels much more organic than ever before.

But then there’s the flip side: in battle, these things are as much a frustrating obstacle as they are a tactical boon. I watched as a breathtakingly thick Pokemon took my orders to directly attack the enemy as one to stand behind a parked vehicle and whiff its key attack into it, because the enemy was on the other side. The world oscillates in that sense; the brilliance of simple stealth, but then frustration in combat. How static and dead it can often feel, but then a real sense of explorative joy when you stand high on a rooftop and see a distant collectible elsewhere in the city’s sprawl.

Hippos on the roof!? | Image credit: Nintendo

I guess what I’m saying is that it feels like Pokemon, right? These games have long felt like a jumble of strange and fascinating contradictions; of boons and trade-offs. Legends: Z-A feels like it too will strike that balance; sometimes brilliant, sometimes frustrating, but always strangely gripping.

All of this is said, of course, from the standpoint of an extremely short hands-on experience. These games run to as much as 40x longer than what I played; and so it is too early to judge. What I see, in the end, is Pokemon’s caretakers taking a characteristically large swing – with equally characteristic restraint. The result seems to me to be most likely more reminiscent of Legends: Arceus than not – and for my money, that was the best Pokemon game in 20 years. It perhaps is therefore no surprise that I’m eagerly awaiting its release next month – when I can judge the complete package in full.



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September 24, 2025 0 comments
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Mega Raichu Y
Game Reviews

Z-A’s DLC And Online Sub Sparks Backlash

by admin September 15, 2025


There were plenty of really exciting announcements about Pokémon Legends: Z-A during last week’s Nintendo Direct, with fans especially thrilled that several Pokémon who probably should’ve gotten Mega Evolutions a decade ago would finally get them in the upcoming RPG. The Kalos starters and the big mouse himself, Raichu, are all getting these beefed-up transformations in Legends: Z-A after they were each snubbed when X and Y first introduced the mechanic back in 2013. However, the excitement has quickly been replaced with annoyance, as each of these new forms has both paid and skill-based gates put on them, and the base game isn’t even out yet.

Let’s start with the most straightforward one. Mega Raichu X and Y are part of Legends: Z-A’s $30 Mega Dimension DLC. This is a post-game story expansion that will introduce both Raichu Mega forms and involve Hoopa, the dimension-jumping mythical Pokémon, who is apparently opening up new dimensional rifts throughout Lumiose City. Paid DLC for Pokémon games isn’t new, as both Sword and Shield and Scarlet and Violet had them, but they weren’t announced until some time after the games launched. 

There has been some misinformation spreading, suggesting that Mega Dimension is a day-one DLC and that the new story content is ready to go and is being deliberately separated from the main game to squeeze out an extra $30 from fans, but that’s not entirely accurate. Mega Dimension is listed on the eShop as having the same October 16 release date as Legends: Z-A, but this is because buying the DLC grants you immediate access to a set of costumes, while the story content, and Mega Raichu X and Y, will be out “by February 28th, 2026.” Nevertheless, Mega Dimension raises the cost of Legends: Z-A’s set of new Mega Evolutions to $100 total if you’re buying the game on Nintendo Switch 2, as the game itself is $70.

“Paid DLC for a 70$ game that’s not even out yet.. Are you fucking kidding me…Silksong is 20 dollars btw,” a user on Reddit wrote in response to the announcement. 

“I missed when Pokémon was a full game,” another user replied. “Well into the era of scam DLCs they made full games. Even Legends Arceus is [a] post-pandemic full game. Sad to see them doing this shit, and this direction has me reconsidering a purchase of Z-A.”

DLC isn’t new, though, so there’s some precedent for Mega Raichu and any others added in Mega Dimensions that might be unveiled between now and launch to be gated behind a paywall. The Kalos starter Mega Evolutions, however, are adding a new wrinkle to completing the Pokedex that is gated behind both an additional cost and a gameplay skill check. In order to get Mega Chesnaught, Delphox, and Greninja, you’ll have to rise up the ranks in online battles, and that means you not only have to play online, but you have to win against other players. The first rub of this is that it’s another pay gate, as you’ll have to pay for an online subscription to play against other trainers through the internet. It will require at least a few months of subscribing to get all three, as each is being given out as a seasonal reward, though we don’t know how long each season will last yet. A Nintendo Online membership costs at least $3.99 a month, so you likely won’t be able to get all the Mega Evolutions the game has to offer without also spending at least $12 on a subscription.

After you’ve paid to play online, you’ll actually have to defeat other players, meaning that if you’re not a skilled competitive player who is looking to get sweaty in ranked matches, you could very well not get the Mega Stones you’re paying for. This also means you won’t be able to have any of these forms on your team during your first playthrough, which is a real bummer for folks who want to have these guys by their side as they see Legends: Z-A’s story through.

I’m actually pissed the Kalos Starters Megas are locked behind Ranked Matches. I HAVE TO WAIT HOW FUCKING LONG FOR MEGA CHESNAUGHT.

— Aegis (B-Day 9/17) (@ArtsyAegis) September 12, 2025

Man, I can’t even use Mega Delphox on my first playthrough. pic.twitter.com/v8f2ROiI6B

— PearlEnthusiast (@palkiaorigin) September 12, 2025

YOU HAVE GOT TO BE KIDDING LMAOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO pic.twitter.com/OVYGyCCAEl

— Out of Context Pokémon (@OoCPokemon) September 12, 2025

 

Today’s news got me feeling like pic.twitter.com/sibPdmKmjf

— Comikage Kira 🏳️‍🌈🇺🇦🇵🇸 (@BurnerBoi42069) September 12, 2025

When you lay it all out, completing the Mega Pokedex in Legends: Z-A will cost, at minimum, $112 on the Switch 2. If you’re playing the game on the original Switch, that total will be 10 dollars lower as the game itself only costs $60 on older hardware. But wowza, that’s a lot of money to be asking for when the game isn’t even out yet. That’s nearly the price of two full-priced games, which is typically what The Pokémon Company asks for when it puts out each new pair of games each generation. Maybe this is the company’s way of making up for taking a year off from a mainline RPG or DLC in 2024, or perhaps The Pokémon Company has the type of greed they talk about in the Bible. One way or another, completing Legends: Z-A just got much more expensive after one Nintendo Direct, and that’s not the vibe Game Freak or The Pokémon Company probably wants with the game just a month away from launch on October 16.





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September 15, 2025 0 comments
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