December 3rd, 2017
After a pretty long break, I am finally back at it. Of course you know - or at least suspect - that the new pair of Pokémon games, Ultra Sun and Ultra Moon, are to blame for my 'hiatus', unless you have been living under a rock for the past two weeks. Anyway, I guess it would be appropriate to give you my honest review of these games, just like I did with Pokémon Sun and Moon approximately a year ago. (Disclaimer: SPOILERS ALERT! Yeah, this article contains some spoilers, both major and minor, so anyone who hasn't played the games yet should proceed with caution.) I must admit that I didn't expect much of them at first, but Pokémon Ultra Sun and Ultra Moon totally exceeded my expectations by a ridiculously large margin. I can never go back to playing Pokémon Sun and Moon casually and feel satisfied anymore; they just don't feel complete now, as there are so many new features and events in the new games that weren't present in their predecessors.
So, first things first: Pokémon Ultra Sun and Ultra Moon are enhanced versions of Pokémon Sun and Moon. They are not sequels, like Black 2 and White 2, and don't take place years after the events of Sun and Moon. Rather, the games take place at the same time as Sun and Moon, only in an alternate timeline in which Necrozma is the threat at hand instead of Lusamine and the Ultra Beasts. As a matter of fact, very early on in the game you get to make the acquaintance of the Ultra Recon Squad, a group of people from an alternate universe in which all of the light was stolen by Necrozma, whom they call 'the Blinding One'. Their people had managed to lock up Necrozma at the top of the highest tower in Ultra Megalopolis, Megalo Tower, using its light as a source of power. However, Necrozma grew frustrated and escaped through an Ultra Wormhole, which was the incentive for the Ultra Recon Squad to travel to Alola through Ultra Space and warn the region of the looming crisis.
Even though the events in Ultra Sun and Ultra Moon are largely the same as in Sun and Moon, it is the little changes that make the games feel fresher and more complete than their predecessors. For example, you now get to choose your starter Pokémon before you rescue Cosmog - more commonly known as Nebby - from the Spearow on Plank Bridge, after the starter Pokémon in question step in to rescue you from a Yungoos emerging from a patch of grass on Route 1, and you actually get to battle one of the Spearow. Some events in Sun and Moon now occur elsewhere, like your first encounter with Team Skull in Hau'oli City, as well as the battle with Hau in Malie City and the battle with Hapu as part of your Island Challenge (previously in Vast Poni Canyon before the Kommo-o trial, now on Exeggutor Island after you have defeated Kommo-o and completed a certain eighth trial I'll get back to later in this review) - and those are only a few. Random NPCs now await you at different places and use different Pokémon. The Island Challenge remains largely the same, although Game Freak improved on the trials and changed them up either a little or significantly, and there are some new Totem Pokémon for you to conquer, including some difficult ones in Totem Araquanid and Totem Togedemaru if you don't come prepared - and trust me, you don't. The characters haven't changed much, honestly; Gladion is as edgy as ever, Professor Kukui still thinks he's cool, Lillie continues to act like a damsel in distress, and Hau is still the happy-go-lucky motherfucker who tries to follow in his grandfather Hala's footsteps - although it has to be said he has become much stronger compared to Sun and Moon.
It isn't until far into the second half of the game that the storyline starts to really deviate from the one in Sun and Moon. Lusamine doesn't appear to be completely out of her mind; instead of using Nebby for her own personal gain and purposely creating Ultra Wormholes in order to claim the Ultra Beasts for herself, she wants to sacrifice Nebby to travel through Ultra Space and find and defeat Necrozma in order to save Alola from perpetual darkness. She isn't the crazy bitch she was a year ago and her actions make a whole lot more sense now, even though Game Freak still portray her as somewhat of a villain. She fails her own objective, however, and battling Necrozma is of course left to the player character. You first battle Dawn Wings or Dusk Mane Necrozma at the Altar of the Moone or Altar of the Sunne, respectively, but immediately afterwards you get to travel to Ultra Megalopolis using Ultra Warp Ride and battle Ultra Necrozma. And let me tell you, it is the hardest battle you will ever fight in a Pokémon game in your entire life. If you are not prepared - heck, it is fucking hard to actually be prepared for this thing - Ultra Necrozma will annihilate your entire team, even if your Pokémon are actually on par with it level-wise. The fact of the matter is that this Necrozma form has a base stat total of 754, including base 167 attack and special attack and base 129 speed, and surrounds itself with the same stat-boosting aura that activates when you encounter a Totem Pokémon. On top of that, it has a crazy diverse moveset in Photon Geyser, Smart Strike, Power Gem and Dragon Pulse.
Necrozma is also the first main antagonist in the core series to be a Pokémon itself and not a human. Go figure.
That is not where the deviation from Sun and Moon stops, however. After defeating Ultra Necrozma and safely returning to Alola, you have an eighth trial to clear that wasn't present in the 'original' games: Mina's fairy-type trial. After a battle with her, Mina urges you to visit all of the other Trial Captains and battle them so they can each give you a colored flower petal as a token of your growth as a Pokémon Trainer. After returning to Mina's house in Seafolk Village, you'll have to fight Totem Ribombee, which has all of its stats raised sharply by the flaring aura that activates when you encounter it. This thing also gets Quiver Dance, so it could become a serious hazard if you don't watch out. More reasons why Ultra Sun and Ultra Moon feel fresh are the frequent appearances of the Ultra Recon Squad, who change the story marginally every time you encounter them, as well as the many different sidequests triggering after certain events (including one on Hano Beach involving two smitten Pyukumuku called Mukeo and Mukiet, one at the Hau'oli police station involving three kleptomaniacal Hypno, and one in Konikoni City involving a gang of five Ditto impersonating other people). On the same note, a longer sidequest for you to complete is the collection of Totem Stickers that Ilima distributes all throughout Alola, with the exception of Aether Paradise. Collecting these stickers allows you to receive Totem-sized Pokémon from Samson Oak, even though these are merely aesthetic in change: they only have slight changes in height and weight and, unfortunately, don't have their signature stat-boosting aura surrounding them. Last but not least, there are now two areas that feel like a Victory Road of some sort: the first is Vast Poni Canyon, which was also the case in Sun and Moon, but Mount Lanakila actually got a serious upgrade compared to how the area looked like in Sun and Moon.
There are two things that I deem rather important changes as well, though, and the first is the overall difficulty of the games. Fights against the Trial Captains and the Kahunas - as well as people such as Lusamine and Guzma - seem to be much harder in Ultra Sun and Ultra Moon, Ultra Necrozma is definitely going to be a Nuzlocke killer, and the Totem Pokémon are no pushovers, either. They seem to get improved stat boosts (e.g. +2 speed for Totem Alolan Marowak, +2 defense for Totem Togedemaru, +2 in all stats for Totem Ribombee), enjoy better environmental benefits (e.g. Totem Araquanid in the rain with the ability Water Bubble, or Totem Lurantis with a Power Herb-boosted Solar Blade and the support of a Comfey with the Triage ability, healing moves and Sunny Day) and call upon more annoying ally Pokémon throughout the battle (especially Totem Togedemaru, who calls upon a Skarmory with Stealth Rock, Tailwind and Torment). The other change is the addition of brand new Pokémon mid-generation. There are only a few, but it is the first time this has ever happened in the core series games, and I think it's a pretty big deal. Most of the new Pokémon are Ultra Beasts: Stakataka is a literal fortress - rock/steel type - and it is actually one of my favorites, Blacephalon is a fire/ghost clown that throws its head at other Pokémon and makes it explode like fireworks, and Poipole is used by the Ultra Recon Squad and can in fact be obtained during the main storyline immediately after defeating Ultra Necrozma. Teach it Dragon Pulse and it evolves into the awesome-looking Naganadel, a poison/dragon type that bears a striking resemblance to Mega Beedrill.
The last new Pokémon is actually unobtainable as of yet: the new mythical Pokémon Zeraora is an electric-type bipedal cat with some impressive speed and great attacking stats, but I reckon we won't be able to get this Pokémon until Game Freak and Nintendo distribute codes for it in order for us to download it via Mystery Gift. It's a shame, because I absolutely love its design; it almost feels like a Digimon.
Where the new games really shine, though, is the post-game content. There's a bona fide Team Rainbow Rocket Episode, in which Giovanni finally returns and brings along the leaders of all past villainous teams as his admins. He first takes over Festival Plaza, but the takeover is short-lived as you help Sophocles gain control of Festival Plaza again by using borrowed Pokémon from the Battle Agency. The real trouble starts when Giovanni assumes control of Aether Paradise with the inside help of Faba and turns Lusamine's mansion into an eerie, infrared-looking castle. What follows is a nostalgia trip and a redemption arc for Guzma as he actually helps you clear the entire area. You even get to battle Maxie, Archie, Cyrus, Ghetsis and Lysandre, and they even have their respective generation box-art legendaries on their teams. Giovanni even has a Mega Mewtwo X or Y, depending on which game you are playing, and it is so strong it can obliterate your entire team if you don't have a counter for it. It is such an awesome post-game episode, and the castle really takes you back to 1998 and 2000, with all of its impostor-detecting Meowth statues as well as warp panels, spin tiles and color puzzles.
Of course, there are some features I don't understand or just simply don't care about. The first is the Alola Photo Club, in which you can strike fancy poses with your Pokémon and catch them on camera, but I got tired of it almost immediately; even the Poké Finder feature of the Rotom Pokédex is more enjoyable than the Alola Photo Club. Do people actually like this? Mantine Surfing looks and sounds pretty cool, but to my dismay I learned I'm not very good at it and I have to say that I abandoned it pretty quickly. Festival Plaza makes its return, but it is as terrible as ever and I only entered it to do a couple of Wonder Trades. Seriously, the only good thing that happens to it is Sophocles's refusal to change the infrared lay-out after Team Rainbow Rocket's brief takeover. Ultra Warp Ride can be used to hunt for legendaries and UBs, but Ultra Space is just... fucking confusing. It is pretty difficult to travel through, and I found it hard to steer with the 3DS motion controls and reach my number one destination - Celesteela's home turf - although I have to say using the circle pad to steer is only slightly better. Also, I don't understand the trillion-and-one tutorials Game Freak force you to suffer through. We understood it when we played through Sun and Moon, and it was absolutely unnecessary to include them in their successors. And last but not least: I am ambivalent about the improved Rotom Pokédex, as I like the increased interaction with Rotom and I think the Roto Loto is a pretty good way to bring back O-Powers in some way (the Roto Boost came in handy on Primarina in my battle against Ultra Necrozma), but once Rotom starts loving you too much, it just won't shut the hell up and show me the goddamn map of the Alola region.
I'm so petty.
Fortunately, the three best features from Sun and Moon - Pokémon Refresh, Poké Pelago and Trainer customization - are also present in the new games, and you can dress up your player character in spiffy new outfits, including - and I'm not kidding here - an honest-to-goodness Kommo-o armor.
Despite the negativity in the previous paragraph, Pokémon Ultra Sun and Ultra Moon take everything from Pokémon Sun and Moon and improve on it, changing and adding a whole lot of things to make themselves much more fluent and coherent. In my review of Sun and Moon I mentioned that they're easily my favorite Pokémon games ever, but now that the novelty of the graphics, control system and gameplay features has worn off a little, Gen. V has taken up the spot as my favorite Pokémon generation again. Now that Ultra Sun and Ultra Moon have joined the party, however, Gen. VII easily comes second, which is not surprising considering the fact that I have warmed up to the concepts of UBs and Z-Moves in the past year. My top 7 Pokémon generations now looks as follows:
1. Gen. V (Black, White, Black 2 and White 2)
2. Gen. VII (Sun, Moon, Ultra Sun and Ultra Moon)
3. Gen. II (Gold, Silver and Crystal)
4. Gen. IV (Diamond, Pearl and Platinum)
5. Gen. VI (X and Y)
6. Gen. III (Ruby, Sapphire and Emerald)
7. Gen. I (Red, Blue and Yellow)
I am going to have a lot of fun playing these games in the years to come, because they have a very high replay value. It's going to be hard composing teams of Pokémon I have never used, because there are very few Pokémon left that I like and have never put on a team, but at least I managed to compose some pretty good-looking teams for my recent Ultra Sun and Ultra Moon playthroughs. My team in Ultra Moon consisted of Incineroar, Vikavolt, Lycanroc Dusk Forme, Shiinotic, Palossand and Bruxish, of which I have already used Incineroar twice and Vikavolt once before; my team in Ultra Sun consisted of Primarina, Alolan Raichu, Crabominable, Mudsdale, Lurantis and Turtonator, of which I have only used Alolan Raichu once in the past. Admittedly, I was reluctant to pick Popplio at the beginning of my Ultra Sun playthrough, because I don't care for it and I absolutely hate its middle stage Brionne, but I fell in love with Primarina and its exclusive Z-Move called Oceanic Operetta big time.
Always try new things; they may just surprise you.
Robbin,
a.k.a. The Shiny Luxray