
Pokémon Legends: Z-A – Battle System First Impressions
Gameplay and Visuals on the Switch 2
I had a brief hands-on experience with Pokémon Legends: Z-A at the Pokémon World Championships. While many aspects remain unknown, I focused on the battle system. I played the demo on a Nintendo Switch 2, and the game’s performance was quite smooth, exhibiting a slight visual enhancement compared to the updated Switch 2 versions of Pokémon Scarlet and Violet. However, this was only a demo, and extensive testing regarding draw distance and Pokémon density was not possible.
The Z-A Royale
One demo segment took place during the “Battling in the Z-A Royale” mission, situated early in the game. It involved entering designated Battle Zones marked on the map. The objective was to accumulate enough ticket points through trainer battles to acquire a Challenger’s Ticket. This ticket was necessary to participate in a Promotion Match. Successfully winning this Promotion Match would elevate my rank from Z to Y within the Z-A Royale system.
Surprise Attacks and Strategic Advantage
The core gameplay loop involves nighttime exploration of specific areas to encounter other trainers. Battles initiate upon visual contact with another trainer. However, a notable addition in Legends: Z-A is the element of surprise. If a trainer manages to attack you from an unobserved angle, their Pokémon gains a free, guaranteed critical hit. This rude tactic forces players to take advantage of the city’s tight corners, sneaking in close to a target yourself.
Real-Time Action with a Twist
Battles transition seamlessly, similar to Legends: Arceus. However, Z-A departs from Arceus’ slightly modified turn-based system, opting for a more real-time approach. Attacks are executed using a Z-Targeting system. By holding the ZL button and pressing the face buttons, players instruct their Pokémon to perform designated moves. This mechanic applies both in battle and when interacting with the environment, such as breaking obstacles.
Move Mechanics and Cooldowns
Each Pokémon can equip four moves, assigned to the face buttons. Unlike previous titles, moves seemingly lack PP (Power Points), allowing for unlimited usage. Instead, a cooldown mechanic, familiar from skill-based action games, is implemented. Different moves have varying cooldown times, typically short durations of around six or seven seconds during this early-game demo. Casting times, though present, are not explicitly shown in any of the menus.
Battle Feedback and Limitations
Despite the cooldowns, players are generally able to chain attacks. Move cooldowns are visually represented by the “filling up” of color. Better visual feedback could improve the gameplay. The system does not allow for dodging or other maneuvers beyond the four assigned attacks. However, Pokémon can still miss attacks based on the opponent’s distance. Battle actions such as attacks, debuffs, and critical hits appear on the screen, but the feedback for missed attacks seemed almost non-existent.
Trainer Battles vs. Rogue Mega Evolutions
During trainer battles, the player character is invulnerable, unable to take damage or intercept attacks for their Pokémon. In contrast, wild Pokémon and the more formidable Rogue Mega-Evolved Pokémon can inflict damage upon the player. However, you still cannot take a hit for your Pokémon. Encounters with Rogue Mega-Evolved Pokémon constitute a significant gameplay element within Legends: Z-A.
Rogue Mega Absol
The second demo showcased a battle against a Rogue Mega-Evolved Absol. The story involves following a Zygarde 10% forme to a rooftop where the Absol awaits. At this point, players lack the ability to Mega Evolve Pokémon. To remedy this, AZ provides a Mega Ring, a Lucario, and the Lucarionite Mega Stone to facilitate the encounter.
Dodging and Restrictions
This particular battle emphasized the necessity of dodging. Balancing both attacking and evasion proved challenging, as attacks require ZL targeting, which restricts dodging. While this might become more natural with practice, the limited actions felt somewhat restrictive. Furthermore, Rogue Mega-Evolved Pokémon require collecting Mega Power orbs to sustain the Mega Evolution, forcing players to gather the orbs expelled when attacking the Rogue Mega-Evolved Pokémon.
Overall Impressions and RPG Elements
Legends: Z-A felt more akin to an MMO. The inclusion of casting times, cooldowns, and hidden calculations created a unique experience. The battle system shows potential. However, whether the real-time action will truly capture the strategic depth found in classic Pokémon games remains to be seen. Pokémon stats, natures, and shop to change natures.




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