Pokémon Legends: Arceus – это экшн-RPG, переносящая игрока в прошлое региона Синно, задолго до событий Pokémon Diamond и Pearl. В роли члена Исследовательского корпуса, игрок исследует обширные, полуоткрытые локации, населённые дикими покемонами. Геймплей сочетает в себе элементы традиционных битв с покемонами и исследование мира в реальном времени. Игрок может свободно перемещаться по локациям, собирать ресурсы и ловить покемонов, подкрадываясь к ним или бросая покеболы. Бои происходят непосредственно в игровом мире, без перехода на отдельный экран. Представлена новая боевая система, позволяющая использовать разные стили атак, влияющие на скорость и силу покемонов. Цель игрока – заполнить первый в регионе Покедекс и раскрыть тайну легендарного покемона Аркеуса.
Long-time stealth-game players may be familiar with this scenario: Your character discovers a path to infiltrate a facility or an enemy camp, or the game instructs you on how to get the drop on an enemy, and what could have been a unique and thoughtfully designed environment ends up just being an area with patches of tall grass for you to crouch in. At the risk of summoning the Christopher Nolan criticism of "to identify the mechanism does not invalidate the mechanism," I have played video games long enough to grow tired of certain tropes, and this has become one of them. When I think about the dozens of hours I've spent crouched in tall grass across games, memories of Horizon Zero Dawn and its sequel, multiple Legend of Zelda games, many Assassin's Creed titles, Ghost of Tsushima and Yotei, Death Stranding, League of Legends, Hitman, and Pokémon easily come to mind. Hiding in Tall Grass: A Brief History While gaming history can be a little unreliable on where tall grass stealth mechanics first showed up, it at least dates back to 2004's Metal Gear Solid 3: Snake Eater.
Following one Pokemon Champions lead's suggestion that the RPG series' turn-based combat could see more changes over time, another co-director has doubled down on the idea that the company's new home of competitive battling will allow for that traditional system to be "preserved" forever. Although Pokemon has experimented more with its battle system in recent years – with Pokemon Legends: Arceus and Z-A offering variations between the former's Strong and Agile-style moves and the latter's real-time combat – the main generational releases and remakes (see the likes of Pokemon Scarlet and Violet and Brilliant Diamond and Shining Pearl) have stuck closely to the turn-based format. However, Champions co-director Kazumasa Iwao recently noted that "there is the possibility that this rule could change little by little." He went on to say that Game Freak wants to "challenge ourselves by doing new things" – raising the question of what battle system could be planned for Pokemon Winds and Waves – before adding that the development of Champions began with the idea that "it would be good to put the battle system we've constructed into one game that you can keep playing." Now, in an interview with VGC, fellow co-director Masaaki Hoshino has reiterated this concept. Latest Videos FromGamesRadar+ Noting that he loves Pokemon battles to the point that they're "part of the reason why I joined The Pokemon Company" in the first place, Hoshino says: "I would love to keep turn-based battles around like forever, regardless of other Pokemon battle styles out there.