Pokemon Scarlet & Violet (Nintendo Switch) Review

You can find this review in full at GBAtemp.net:
https://gbatemp.net/review/pokemon-scarlet-violet.2153/

I’ve been playing Pokemon for as long as I can remember. Starting with Yellow in days gone by, I’ve been with the series for all its highs and lows, and I’ve always found something to enjoy. Since the 3DS games in particular, I’ve sunk thousands of hours into catching them all several times, breeding competitive Pokemon and battling with them, as well as exploring the non-official fun that can come from randomizers and an assortment of self-imposed challenges. It’s a series that means a lot to me, and one I continue to look forward to playing as each new release is announced. Do Scarlet and Violet meet the expectations that come with such excitement though?

Starting out in the Paldea region, you’re given the chance to customise your character before being shown a presentation about your new school: Naranja (Orange) Academy in Scarlet and Uva (Grape) Academy in Violet. Though nothing necessarily revolutionary, the customisation options on offer are the best we’ve seen to date in the series. Outside of the hair styles, which are largely reminiscent of what was on offer in Sword and Shield, you can now customise your character’s facial features. It’s no Mii Maker, but I do appreciate the individuality you’re able to inject from the outset. The presentation that follows your initial setup is a little dull but it does do well in its aim to get the majority of the exposition out of the way before you actually start playing, and ends somewhat strongly by introducing you to your game’s legendary Pokemon and the mysteries surrounding it. And with that, you’re free to start your adventure. Or at least the brief introductory portion of it anyway.

Unlike other Pokemon games where you’re tasked with becoming the champion right out of the gate and get distracted by evil organisation or football hoodlums on the way, Scarlet and Violet offer you a degree of freedom by laying out exactly what it has in store for you from the start. You can think of the games as five sections: an introduction, three central storylines, and a conclusion.

The introduction serves its purpose well in giving you time to meet the central figures to each of the game’s paths, as well as getting you started with your legendary Pokemon of choice: Koraidon in Scarlet and Miraidon in Violet. Meeting a legendary Pokemon at the start of the game isn’t necessarily anything new, with Pokemon like Tapu Koko being shown in the first hour of Pokemon Sun and Moon. What is new however is that Pokemon joining you from the start and becoming a character that grows as you progress. While at the start of the game you find it weakened and somewhat feeble, it has a personality beyond being a sprite you can interact with at the end of the game to catch. It’s refreshing, even if I still do find it a bit strange that you ride it like a motorbike instead of using it in battle. For your playthrough of the game, the bulk of your time will be spent jumping between the central plots, each offering a different style of gameplay to accompany its narrative.

By far the most traditional of the questlines is Victory Road. Here you face off against eight gym leaders scattered through the region, before challenging the Elite Four for the rank of Champion. Before being able to challenge a gym leader, you have to complete a short gym challenge. I quite like how these challenges have evolved from generation to generation, moving away from just having to fight a given number of trainers before the head honcho steps up. While some of the pre-leader challenges do feel a little lacking, I had a good time with the majority. Your reward for beating each gym is, as you might have guessed, a badge. Like usual, the more badges you have, the more high-levelled Pokemon will obey you. Unlike previous games though, this does include Pokemon you’ve caught yourself. The wording used by the game suggests badge count only impacts the obedience of Pokemon based on the level they were caught. For example, if you have one badge, Pokemon caught up to Level 25 will listen to you. If you catch a Pokemon that’s Level 25 and train it beyond that, it does still listen to you. To put it to an extreme, I trained a Pokemon to Level 100 and it remained disobedient for the remainder of the game, so there are some unseen limits in play. I do like this adjustment as a whole though. With you able to access some high levelled encounters from the start of the game with a wrong turn or three, it does a good job of disincentivising catching and using these in oppose to training your own party.

Next up on the block is Path of Legends. This is a somewhat new aspect to the series where you team up with a companion to challenge larger than life Titan Pokemon for the legendary Herba Mystica spice they just so happen to be guarding. It’s here you connect with Koraidon and Miraidon and see some of their power return as you fell each of the five titans. As you progress, you’re given further movement options while riding them, making the world easier to navigate and unlocking areas you couldn’t access before.

Finally we have Starfall Street, the route where you systematically dismantle the enemy organisation of the games: Team Star. On offer here are five encampments. To take down one of the five leaders, you have to first enter their camp and beat up 30 Pokemon using the new Let’s Go mechanic within a set timeframe. The Let’s Go mechanic lets you send out your Pokemon to fight with others in the overworld without triggering a standard fight. It’s much faster and really useful for some quick training when you’re not in the mood for constant battle transitions.

In isolation these three plots are fine, but where I think they really excel is in encouraging you to move between them in oppose to just focusing on one route over the others. While the stories don’t really intertwine in any meaningful way, the rewards you get for progressing do. At least if you ignore Starfall Street. With the other two, you find yourself either completing gyms to enable you to catch higher level Pokemon, or defeating Titans to enable you to get to new places to then encounter those higher level Pokemon. It’s a simple relationship but it does work well. I just wish Starfall Street really had a place in it. You don’t really get anything meaningful out of this oddball third route, and I struggle to justify its inclusion outside of it being an obligation of the series to have some bad organisation that needs to be stomped out. To its credit, it’s one of the more down to earth teams we’ve seen from the series, and the story behind it was enjoyable. It just didn’t fit into the larger game well in my eyes.

Unfortunately this encouragement to move between plotlines in the open world is somewhat sullied by the lack of Pokemon level scaling throughout your adventure. Now I can understand certain aspects of the game not scaling to your progression if you’re wanting to have an in-game universe that makes sense. The Titan Pokemon might have their own strengths, and Team Star really has no obligation to use weaker or stronger Pokemon to suit your needs. Where I find flaw is in the fact the gyms don’t scale to your level, more so when the leaders themselves talk about how they have stronger and weaker teams on hand. Not to mention your rival continually picks a new team out for however many gym badges you have. It’s a wasted opportunity to make an open world feel more open. While you can somewhat guess what level things will be by their relative position on the map from where you start your adventure, it just feels like it’s missing that added spice of freedom that really makes an open world thrive. I can applaud the effort of letting you challenge any gym, camp, or Titan Pokemon in whatever order you want, but with a lack of level scaling and little in the way of level indication before going in, you can find yourself frustratedly entering areas too early or accidentally skipping over content that should be to your level. It’s as though an odd middle ground was chosen between a linear path and freedom of choice where the strengths of neither are fully realised.

One of my favourite new features for Scarlet and Violet quite surprisingly comes from the multiplayer components. For the first time in series history, you’re able to open your world in its entirety to up to three friends locally or online. Through the Union Circle you can invite people using a code to just hang out and go about their day with no real restrictions on what they can do. You can progress your story, beat up gyms, and have quick and easy access to trading with those present. Where things get a little weird is in how Pokemon are spawned in for those playing on different versions. When I first went online, I had assumed that if a Violet player was hosting, every person in the Union Circle would only see Violet Pokemon spawn. This wasn’t the case though, with my primary Scarlet save seeing the standard Scarlet spawns. It happened by coincidence when hunting for a shiny Pokemon with a friend that I started to see their Violet Pokemon spawn in. It turns out that no matter who the host is, Pokemon will spawn for each player appropriate to their game, with everybody able to interact with the Pokemon once they’re spawned in. It’s an incredibly odd system but it did end up leading to some fun as we travelled across the region together in search of spots to spawn each other the Pokemon we were missing to complete our Pokedex. This is about as close we’ve seen to an official Pokemon MMO, and while it might be fairly small in scope, we really did have a blast. The in-game camera also let us pull poses and customise our profiles to commemorate the good times.

You can also share picnics with friends, this feature expanding and streamlining the camps from Sword and Shield, as well as integrating a few other features commonly seen elsewhere. When you go for a picnic, you’ll set down a picnic table and send out all the Pokemon in your party to play. You can throw a ball for them to chase around and give them a wash, but the most impactful features come from sandwich making and the new breeding mechanics. The breeding is simple to explain. There’s a basket at the foot of the table, and if you have Pokemon that can breed in your party, you might just find an egg there waiting for you. It’s incredibly convenient to have a traveling daycare with you, and really easy to get what you want by just clearing out your party and leaving in the two Pokemon you want to breed. Instead of eggs being generated after a number of steps, they’re now generated using real time. Without any bonuses, this can take up to a few minutes for just one egg. It sounds worse than the daycare couples of old, but there is a saving grace: sandwiches.

Sandwiches do everything. With the right combination of ingredients you can boost encounter rates for one type of Pokemon, make it easier to catch Pokemon, get more experience, find eggs quicker, and even find more shiny Pokemon. The bonuses you get from eating a sandwich last for 30 minutes, which is often more than enough time to accomplish what you set out to. With Sparkling Power 3, the power that boosts your chances of finding shiny Pokemon, I come away with up to three Pokemon at a time. Going back to breeding, Egg Power 2 boosts the rate eggs appear drastically, with me usually coming out with 60 or so eggs from 30 minutes of periodic checking. It’s a flexible and relatively fun system that can be explored with friends. Assembling a sandwich with four pairs of hands is hectic in all the right ways, with everybody able to contribute ingredients and walk away with the same bonuses; it’s really handy for those recipes that might rely on rarer ingredients.

Picnics aren’t the only evolution we’ve seen since Sword and Shield though, with Tera Raids improving on the raid battles that were introduced in Galar. Much is the same here. You have a team of four people against one large Pokemon with an inflated health bar. What’s different this time is that the raid Pokemon is terastalised, this being the new battle twist for Scarlet and Violet. Though it has its intricacies, the important part is that it changes a Pokemon’s defensive typing, and adds an additional type to its offensive typing. What this means for raiding is a certain level of intricacy in planning what’s best to take down a threat in finding what can hit its new defensive type hard without being taken out by the Pokemon’s standard moveset. The raids feel much more dynamic with there being no set turn order, and the additional options in being able to cheer are definitely appreciated in helping keep team members alive. I was also positively surprised at how much a challenge the hardest difficulty can be, and I’m looking forward to future events with even harder opponents.

When all is said and done and the plots have converged and reached their conclusion, you might wonder what’s left for you in the great region of Paldea. In previous titles we’ve seen battle facilities, additional storylines, and even whole regions in the case of Gold and Silver. Paldea is much less fortunate, with less to do than even Sword and Shield’s base game. Once the curtain has fallen you have the region to explore as you wish, but there isn’t really anything new to do with it. To my resounding disappointment there isn’t even an iteration of the Battle Tower on show, which is to my knowledge a first since its introduction in Pokemon Crystal. In its place you have a reskinned gym leader rebattle rotation in the form of a four-battle tournament that can be replayed. There’s no real competitive aspect here and very little in the way of farmable replayability. I recently went back to Pokemon Omega Ruby and spent hours in Battle Maison customising a competitive team to account for as many of its hijinks as possible. It was a great time that I was hoping to replicate in these new games, but all I’m left with in terms of content is catching Pokemon and participating in online raids to farm for rare items. I enjoy it now, with a chunk of my time being spent shiny hunting, but I just can’t see the longevity here without Game Freak announcing a significant update sooner rather than later.

The last major positive aspect I wanted to mention is the game’s soundtrack. As something I often overlook in reviews, I feel a lot of games fall into the category of having background music that just sits in the background. It’s there, but you don’t really notice it. And that’s not a bad thing. It adds flavour and doesn’t need to stand out, but that isn’t the music of Scarlet and Violet. This music is an absolute series-high, and I encourage you to give it a listen if you haven’t already. From the overworld to the battle themes, everything feels so alive and fitting. I don’t know how much more I can really say on the subject, but I did at least want to give it a mention for how much of a positive impact it had on my overall experience.

And then we have the elephant in the room. Or the Donphan I guess. Performance and visuals. I feel like I barely need to address this point since it’s perhaps what the games are most well known for at this point, but it is definitely not good. The framerate shifts between 30fps at its best and around 20fps at its worst. This part isn’t ideal, but it’s not as bad as games like Arc of Alchemist that actually made me feel nauseous. If it were just this performance as a negative point, I don’t think there’d be half the uproar there currently is. But that isn’t where it ends. The games look bland, the textures are low quality and clearly tiled in many areas, animations run as low as 2fps for NPCs and environmental features. Perhaps the worst offender is the aggressive pop-in of both scenery and NPCs, including the interactable Pokemon in the open world. While the shiny hunter in me can appreciate a quick way to spawn and despawn Pokemon, it doesn’t make for a good experience, especially with Pokemon appropriately scaled in the overworld. I can’t count the times I’ve run into a tiny Floette seconds after it appeared as a speck on my screen. On top of this you have a slurry of bugs that can range from amusing graphical glitch to performance slow-downs and ultimately game crashes. I do want to stress that as a fan of the series, these aspects haven’t been enough to put me off playing. In the week I’ve been playing I have completed the Pokedex, spending around 90 hours playing Scarlet and a further 10 on Violet. My own tolerance to this kind of thing should be no excuse however, and a company like Game Freak should be held to higher standards. Pokemon Scarlet and Violet as a whole are another step in the right direction, but at this point I find myself saying that for every new entry we see. It is a step in the right direction but by no stretch is this the quality of game we should be seeing for a series like Pokemon.

With some luck we’ll see patches in the coming weeks and months to correct the bugs and smooth over the performance, but whether you’ll enjoy this game will in my opinion come down to your tolerance to such things. I can genuinely say this is the most fun I’ve had with Pokemon in recent years, but whether you’re as willing to accept its flaws as I can is a matter entirely unto itself.

Can an Android phone be the perfect emulation handheld?

You can find this editorial in full at GBAtemp.net:
https://gbatemp.net/threads/can-an-android-phone-be-the-perfect-emulation-handheld.621661/

In my time writing for the site, I’ve seen a huge number of handheld devices with a stark focus on emulation. You have companies like Anbernic and Retroid standing at the forefront with devices tailor made for retro gaming, with others like RetroFlag giving you stylish shells to breathe new life into a Raspberry Pi you might have lying around. I love having a device that just has its single purpose and does it well, and I rated Anbernic’s RG351MP well for it when I got the chance to cover it last year, but these devices have their limits. Typically capping out at SNES or N64, they’re largely designed for your oldies, leaving those wanting more a bit stuck. Do you throw £200 towards AYN’s Odin? Do you go beyond that and spend £350 on a Steam Deck? Or do you just look in your pocket and use what’s there?

To give you a little background, I’m actually reviewing a phone right now, this being Xiaomi’s new 12T Pro. I was having a fairly good time using it, but after around a week of use, a question popped into my head: what am I going to do with this when I’ve finished my review? The obvious answer would be to use it; it’s new and it’s pretty powerful after all. Having just bought an iPhone earlier this year though, this is something I’d consider incredibly wasteful, so what’s left? Having dabbled in Android emulation but never really going all in and committing a device to it, I figured I’d take the plunge and see just how close I could get to a full gaming handheld experience using what I had.

Getting started is really quite easy. Android is familiar and most of the best emulators are available straight from the Play Store. As a starting point, I downloaded My OldBoy (GBC), MyBoy (GBA), DraStic (NDS), PPSSPP (PSP), M64Plus FZ (N64), and AetherSX2 (PS2). I also went out of my way to download Citra MMJ (3DS) and Dolphin MMJR (GameCube/Wii) from their respective GitHub repos, having positive experiences with those in the past over the versions available on the Play Store. It’s worth noting here that RetroArch is available on Android and a pretty good option if you prefer to have everything in one place. It’s generally not what I look for, but an option all the same. The majority of emulators work fine out of the box, with just AetherSX2 requiring a PS2 bios be dropped in.

Switch emulation is also fairly feasible on Android using EggNS, though the shady DRM and software leaves a lot to be desired. I did manage to install the latest build of Skyline, an open source Switch emulator for Android. While it’s not there yet, I’m excited to see what it’ll develop into.

Having a SnapDragon 8+ Gen 1 under the hood, the performance from emulation was absolutely stellar. It should go without saying that your oldies run great, but what I really wasn’t expecting was to see 3DS games running at 4x native resolution and at 2x speed. The 2x speed part might seem an odd thing to mention, but having started playing Ocarina of Time 3D randomisers at 2x speed a few months ago, I’ve found it really hard to adjust to how slow the game feels without it. Having that option on a handheld with some really impressive graphics blew me away. But it didn’t stop there, with not only Wii games coming out similarly great, but also PS2. Handheld Shadow of the Colossus, and at 2x internal resolution. I find myself continually baffled by just how far portable technology has come and what it’s now capable of. It’s not all great, and I do want to make that clear. While games do play well in terms of performance, you can generally expect to see significant black bars on either side of the screen when playing anything remotely retro.

This naturally comes down to how phones have been evolving in recent years, with long being the new thin. Coming in at a stellar 20:9 aspect ratio, 4:3 (or 12:9 for an easier comparison) games take up just more than half of the screen. Game Boy and Game Boy Color games are even worse than this thanks to their odd 10:9 aspect ratio that leaves just as much of the screen idle as it does active. This is one area where your experience will vary quite significantly from phone to phone, with me previously having a lot of fun with the Surface Duo’s two 4:3 screens. With 16:9 games the black bars aren’t too much of a problem though, and the additional screen real estate does come in handy for dual-screened systems, so it isn’t all bad.

The games themselves play great, and that’s great, but to stop at just setting up emulators and calling it a day would be to overlook a lot of the frustrations that come with using a phone. What has previously held me back from doing something like this has been the Android UI, and its general lack of support for landscape layouts. To get an experience comparable to a gaming handheld, I’d need something better, and something optimised for controller inputs, since that’s what I’d likely end up using. The answer to this dream just so happened to be an app I’d never heard of: Console Launcher.

Now there are a lot of options when it comes to picking a launcher, with a good chunk of them offering a highly customisable experience to get things working exactly as you’d like. When dabbling in this dark art of Android gaming in the past, I’d given Pegasus a go, but ultimately found it a bit too daunting for my youthful expression. Console Launcher did everything I needed it to. It’s ultimately a Nintendo Switch-like experience, with a home screen containing your favourite apps arranged in a horizontal row, and the rest of your apps available elsewhere. Unlike the Switch though, you get customisation options in terms of app icons and background, as well as a pleasant albeit generic-sounding background audio loop. This did everything I needed it to and frankly just looked great.

There was one final hurdle for me to overcome, and it’s one I think I walked around more than actually getting over. The Android lock screen. While I was able to set a default launcher to appear when the device was unlocked, the lock screen itself was completely stuck being portrait with all the usual phoney bits. Sure you only have to swipe it away, or in the case of this phone, look at it the right way, but it takes away from the seamlessness I was striving for. As a bare minimum, I wanted a lock screen that was landscape like the rest of the experience. I still don’t know if this is possible, but what I did find was a way to disable the lock screen entirely. It’s worth mentioning that if you want to be emulating on your daily driver phone, this is hugely not recommended, since you’re waving pretty much all the security available to you, and letting anybody just pick it up and do what they want. For me this isn’t an issue, but it is worth keeping in mind and being mindful of the things you sign into on the device should you get rid of the lock screen like I did.

With the lock screen now gone and my home screen beautified, I was feeling pretty great. What I have here is an incredibly powerful gaming handheld that isn’t necessarily restricted to emulation. Being subscribed to both services, I figured it’d be a great device to load with GamePass and GeForce Now. I also grabbed the controller-friendly Android games I’d accumulated (Disgaea 1 Complete+, Stardew Valley, Dead Cells and Minecraft to name a few), and on a device like this performed just as well as you’d expect them to.

What really surprised me as the standout feature of using a modern phone as a gaming handheld was just how quickly it could be charged up and ready to go. 17 minutes. From 0 to 100, it takes 17 minutes. Your mileage will vary from phone to phone of course, and the 17 minute figure is from what I would probably call an excessive 120W charging capability. For comparison, it’s only an extra ten or so minutes of charge time for a phone that charges at 65W, but a 30 minute charge is still just as mind-blowing to me having grown up with the GBA SP and living by plug sockets.

Getting the most out of an Android device isn’t entirely free. Looking past the few premium apps I listed earlier in the post, the biggest investment outside of the device itself will undoubtedly be the controller you decide to use with it. This is something you have a huge number of options for, with the cheapest likely being a clip to mount your phone to an Xbox controller you might already own, and the most expensive being some of the more feature-packed mobile-oriented controllers. Having reviewed PowerA’s MOGA XP7-X Plus earlier this year, I had on hand what I would consider to be one of the best controllers for the job. I have used a few others in the past, with the Razer Kishi 2 falling a bit short of expectation in terms of it being bulky and not all that comfortable to hold, and GameSir’s X2 being fantastic but not fitting the 12T Pro because of its camera bump. The XP7-X Plus ended up being a good pick here. It’s quite bulky, but its bulk serves a purpose in making it just feel like an actual Xbox controller, with the phone fitting in the middle. I won’t go into too much detail here since I did review it, but one thing worth noting is its battery. One of its major selling points comes in its wireless charging capabilities and the the internal 2000mAh battery to support it. Due to the 12T Pro not supporting wireless charging, I was just left with a Bluetooth controller that never seemed to run out of charge. It’s magical, and when paired with the 12T Pro’s sub-20 minute charging time, there’s next to no down time in longer gaming sessions outside of a (perhaps healthy) break when the phone battery is low.

I really do love using the 12T Pro as an emulation titan, but I’m not about to tell you to go out and spend £700 to do the same, plus however much you’d want to pay for a mobile controller (around £80 for the MOGA XP7-X Plus I used). It’s just not realistic. What I have here is probably one of the strongest and most portable emulation setups out there, but going as far as I did really isn’t necessary if you’re just wanting to get the most out of your daily driver. My time with the 12T Pro thus far has really opened my eyes to how great a companion a mobile controller can be, and if you’re an Android user I really do recommend picking one up. If you happen to have last generation’s phone lying around in a drawer, I’d encourage you to scoop it up and see what it’s capable of.