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Pokémon Legends: Z-A Introduces Real-Time Combat for the First Time in the Franchise
Image courtesy of Sport Freak/Nintendo.
The forthcoming Pokémon Legends: Z-A is implementing some modifications to the long-standing franchise by incorporating real-time combat into the mix.
During Nintendo’s latest Pokémon Day livestream, the developer showcased a new trailer for the Nintendo Switch title. In what is described as a “franchise-first” event, the game will allow trainers and their Pokémon to engage in dynamic action during battles against various creatures. Since its launch, the mainline titles have utilized a turn-based system where one or two Pokémon take turns battling each other until their opponent’s health is depleted, with occasional variations for specific installments like Dynamaxing.
2022’s Pokémon Legends: Arceus enabled players to navigate the environment while their Pokémon faced off against a wild creature, which could then retaliate against them. Z-A is an advancement of that concept, with players still choosing their Pokémon’s actions from a specific set of four moves.
It’s not just what you fight, it’s how you fight it
Combat plays a significant role in RPGs, and its implementation can greatly differ from game to game. The real-time, active combat of Obsidian’s Avowed is distinct from the same genre in BioWare’s Dragon Age: The Veilguard, for example.
RPG developers have been experimenting with various combat styles for years, and most mainstream titles in the genre have shifted towards real-time combat. Square Enix has attempted to do it both ways with its Final Fantasy VII remakes, which allow players to take action during fast-paced combat or slow down time to queue actions (like an attack or item use) for their character to perform.
Some Pokémon spinoffs like Pokken Tournament and PokePark have also explored the real-time combat featured in Pokémon Legends: Z-A. However, as the next installment in what Nintendo is positioning as a significant sub-franchise for one of its most beloved brands, its execution here may introduce mechanics for future mainline titles to explore.
About the Author
Contributing Editor, GameDeveloper.com
Hailing from Kansas City, MO, Justin Carter has contributed to a wide array of sites including IGN, Polygon, and SyFy Wire. In addition to writing for Game Developer, his work can also be found at io9 on Gizmodo. Don’t ask him how much gum he has had, as the answer is likely to be more than he is willing to admit.