(Credit: Nintendo | Store Page)
Platform: Nintendo Switch 2
Time Played: 16 hours
Progress: Rank C
Like a lot of gamers this weekend, I dove headfirst into Pokémon Legends: Z-A — and after about 16 hours, I think I’m ready to tap out for now. No, I haven’t rolled credits yet, and yes, I’m still sitting at Rank C, but the spark is starting to fade a bit. That’s not to say Z-A isn’t doing plenty right. In fact, it’s one of the most ambitious Pokémon entries in years. It just also happens to be one of the most uneven. I'm not sure about putting in another 8 hours to see the final 2 ranks.
Switching Pokémon combat from traditional turn-based fights to real-time, cooldown-based action was a bold risk that I think actually works. Timing attacks, reading openings, and juggling abilities add tension that older Pokémon titles never quite had. It’s not perfect — a few systems feel like experiments that didn’t land — but the new rhythm makes every encounter feel alive.
Without spoiling too much, there are plenty of original 151 Pokémon roaming around Z-A. Seeing familiar faces again — some reimagined in subtle ways — instantly took me back to my Red and Blue days. For longtime fans, it’s a treat to see these icons return with modern polish.
I’ll admit, my Switch 2 has been collecting dust since launch. Mario Kart World was a brief fling, but nothing really stuck. Pokémon Legends: Z-A finally reminded me why I was excited about the console in the first place. It feels good to be holding those Joy-Cons again for something new and genuinely engaging.
At first, I liked the idea of trainers being part of the battle. It reminded me of Episode 1 of the anime, with Ash getting mauled by a flock of Spearow. But in practice, the trainer dodge roll feels clunky and unnecessary. I’d rather see real-time dodge or block commands for Pokémon themselves — give us control over their movement instead of making the trainer a punching bag.
Who at Game Freak thought this was a good idea? Z-A encourages you to crouch and ambush unsuspecting trainers to land a “first strike” on their Pokémon. It feels cheap — something out of a Team Rocket playbook. The Ash Ketchum I grew up with would never sneak-attack another trainer.
It’s not that Pokémon Legends: Z-A is small — it just feels small. Instead of the grand world-spanning adventure from region to region, I feel like I’m bouncing between the same streets over and over. The loop of fetch quests and repeated routes has started to wear thin. I want to feel like I’m on a journey to become a Pokémon Master again, not a glorified courier.
This one’s personal, but I’m not vibing with the Team MZ cast or most of the supporting NPCs. The constant influencer and streamer references — especially the questline focused on a full-time game streamer — just didn’t land for me. It’s too on-the-nose and breaks the immersion of the world.
If Nintendo asked me how to build my dream modern Pokémon game, I’d say: merge the best of Let’s Go Pikachu with the best of Z-A.
Give me open exploration of the Kanto region, the Z-A real-time combat system (minus sneaky first strikes and awkward trainer rolls), and let me relive the Gen 1 magic on Switch 2 hardware. That’s the Pokémon adventure I’m craving.
Pokémon Legends: Z-A throws a lot of Pokéballs full of new ideas — and while some hit dead-on, others miss wildly. I respect the experimentation, and I’m excited to see what Nintendo learns from this entry moving forward. But after hitting Rank C, I’m feeling ready to move on for now. Z-A has been fun, but it’s also left me itching for a more classic monster-catching adventure.
Next up for me? Digimon: Time Stranger.
So for now, Pokémon Legends: Z-A... C you later.