Pokémon Legends ZA, an Unfortunate Post-Mortem
April 27th, 2026
Just when I thought I was out, they pull me back in.
Goddammit.
I didn’t lie when I said Legends ZA didn’t evoke any interest
within me that would justify touching it, but turns out getting it as a
surprise gift from friends and getting immediately excited to give it a go
because of it will cause a bit of a change in plans. I’m now the proud owner
of a copy of the latest not-so-mainline-but also yes Pokémon game, I truly
am unable to run away from this franchise for long and my soul is bound to
its existence from now till the end of times. Dear God…
For every mention on how hard is to find or pay for an apartment in the big
city and how maybe the renovations kinda fucking suck, there’s just as many
Quastelar glazing and adoration, an entity whose taking a monopoly over ever
side of Lumoise’s culture and social life yet nobody really bats an eye,
except for a group of random NPCs in the middle of the game who get tossed
aside right as they are introduced.
Originally uploaded to Backloggd on November 7th, 2025. Made some minor changes for a better reading experience.
Thank you so much for reaching this point.
I have some…
feelings about the game that spawned the Legends subtitle
. I wouldn’t call them strong, but also the numbers don’t lie, unlike me; I
am unable to feel love or hate for it, I look back on the experience itself
and cannot find any form of raw emotion that isn’t shiny Kricketot related,
a game that felt similar to white noise at times that I’m utterly fascinated
by. Legends Arceus is an anomaly in that you can get a look into
the minds of thos at the helm and mines of the franchise unlike anything you
could discern out of a main gen entry, a game made the more interesting by
every single circumstance that surrounds it, intentional or not, than the
actual game itself.
We now officially live in a post Legends Arceus world, and while I
still maintain that its place in the series feels kind of unclear even now,
playing ZA proves, if anything, that my best and worst suspicions
are indeed true.
‘’Is ZA a better game?’’ is a question that makes me way too
uncomfortable, because I don’t like answering shit I don’t know. The act of
playing through Lumiose City, as different as it looks compared to Hisui’s
biomes, feels like more of the same in practice. The Monster Hunter-esque
division of main base and incursions have been replaced by something more
similar to a reduced version of Paldea or Galar’s wild areas, a shift that
seems big on paper, but when put alongside everything else, there are few
things to actually note.
The playing experience of both games achieves the exact same zen state, and
not the nirvana kind, not even ‘’the zone’’ kind, a very particular
perennial shut down so unique to this pair that at this point I hope it
becomes the series signature. Mission progression, both main and side-wise,
are the exact same in essence, an uroboros of a loop and flips between the
main objectives of fighting against the next strong trainer in line, always
preceded by a fight against a slightly weaker trainer related to them and a
short quest to gain the trust or whatever ‘cause these guys are such bad
sports and terrible at organizing matches the Smash scene would quiver,
followed by a string of fights against this game’s versions of noble Pokémon
fights (except these are better and I’ll get to that later). Fill the space
in between with resource collection and random item placements—except this
time there’s no crafting and the game re-captures the economy and systems
from main-line entries for a more stream-lined and admittedly less tedious
loop— and and a half worth of side missions that act as incredibly nebulous
and simplistic combat tutorials and another half that act as slight
variations of fetch quests, both of which may be riddled with HORRIBLE
loading times. This may sound equally familiar and monotonous to some.
Same shit, different day.
Ecosystems are way smaller than before but just as artificial, some mons
burrowing underground or resting in packs at night being the most you’re
getting in regards of actual naturalistic behavior. Wild mons are objectives
than actual living creatures, which is a shame to see when there's clearly
being an active effort to make your team have more on an impact on the
overworld, even if’s just reduced to ‘’you can only hit this tree with a
specific move type, except the tree is a ball of sludge or a rock’’,
it’s something, and ironically enough, makes the scattered
mons placed randomly on the roofs even more egregious than they normally
would be.
That’s the game’s whole mantra, really: when it isn’t doing the same thing
as Arceus, it feels like it’s taking one step forward somewhere, one step
backwards elsewhere, maybe even tripping over itself somewhere in the
middle. Ditching away the crafting system is a good idea, and I’m a fan of
focusing more on the player’s own movement with bite sized
pseudo-platforming sections and the introduction of the Rotom-float which is
INCREDIBLY satisfying to use, but doing the former has the side effect of
centering the whole collection cycle on the monetary economy, which is
ABSURDLY easy to break in this and regresses back to the old Pokéball types,
and the latter only reinforces how barren and repetitive Lumiose is, the
lack of a more fun on-foot travel being the final nail on the coffin on a
space with extremely simplified verticality, monotonous colors and a map
that does everything but help. I mean it sincerely when I say that the most
fun I had exploring the city was inside a gutter and a reduced version of a
location from X&Y.
It’s not to say it’s bad, in fact it works pretty nicely as a
platter to hold content, but that’s all Lumiose City is; for as much as the
game tries to hammer home the connections the capital forms between humans
and Pokémon and how it spontaneously evolves, it fails at properly conveying
as an actual place worth living in. It gets close, really
close at times, I could almost feel myself feeling something for the Hotel Z
or some plazas right at the end, but you spend so little time in them
besides mission tolls or before they transform into wild areas, it ends up
not materializing into anything. Hell, some places that from the distance
may seem interesting… are just that: appearances. Inaccessible buildings or
copy pasted streets and galleries adorned with the same plain textures as
the ones atop Sector 1’s roofs.
Legends Arceus got away—tho the more apt words may be ‘’made it
more excusable to bear’’— with many of these problems out of sheer novelty
and a stronger sense of progression, both attributes ZA lacks. It’s
saving grace, then, it’s the one thing that had me interested, the one thing
I trusted they wouldn’t fuck up.
The combat is actual glory.
Would I take this over the RPG combat? Probably not! The lack of abilities
is especially notable in this system, and a ton of the usual strategizing
and notable moves are out the window, not to mention the re-balancing of
status moves which makes them unusable in one extreme and game breaking on
the other.
But… it is… different? And it works? And it reworks the entire system while
adding properties that basically divide moves into interesting subclasses?
And it adds a new whole component with the value of spacing with area moves
or the range split of move categories? And it is FUN??????
I have yet to grasp how truly popular this opinion is or how this style has
grown or will grow on people, but… I really like it! The idea of a Pokémon
ARPG had never been properly realized, but if this was as close as it’s
gonna get, I think I'd be pretty satisfied. It combines the fast paced
nature of Legends Arceus without going too out there, fusing the in
and out of battle state into one and going all in on the dynamism that
requires. The cooldowns feel hefty and rewarding to manage, even the item
usage ones, and mixing the simplicity of your own movement with the battling
creates a mixture that’s actually exciting to balance; you have a space on
the fight as much as your own team, which is especially notable in the wild
and mega Pokémon fights, reflexes and quick thinking integrating in such a
way that asks your brain to re-wire about the ways you think of these move
sets.
Brave Bird hits as hard as ever, but is also an amazing mobility tool that
can get you out of rock-slides when activated properly, a phrase I don’t
think I would ever utter. Hazard moves create actual stage hazards, some of
which you can even break and it’s GORGEOUS to see and manage, and the list
goes on. Even moves like Protect and Detect have changed from insta-safe
moves to actual reaction based counter measures, the usage of which DEMANDS
learning the timing of the attacks and their charge times, and you know what
that means!
That’s right, you heard it here, Pokémon is now parryslop (positive).
It all culminates and comes together in the Rogue Mega fights, the result of
almost a decade worth of trying to make fights against individual boss mons
actually work. And the fuckers did it. This feels like what the Noble or
Totem should have been, the feeling that the Dynamax and Terra Raids tried
to convey and sort of failed, a controlled chaos that makes me feel alive
for once.
Noble fights in Arceus felt almost sloppy, the divide between player and
team fight clear and the transition between the two sudden and pace
breaking; you could even ditch the Pokémon fight aspect entirely, a cool
option to have, but it makes it extremely clear how little they are needed
and just how much out of place they are. Rogue Megas unify both states into
one, the need to watch you health combined with your own team’s PLUS the
mega meter management PLUS item usage PLUS on the fly switch turns them
into, bar none, my favorite thing about the whole game, a perfect showcase
of this system’s strengths and a joy to actually learn. The only things
really pushing back against them is the HORRIBLE distribution and overuse
(the mandatory re-matches on the post-game felt insulting) and the main
story’s final boss, bar none the worst match in the entire game and it ain’t
even close, pure definition or style and show over the actual fight. Thank
CHRIST for the post game’s final boss, which still isn’t my favorite, but it
stopped the game from going out with a whimper.
If Legend ZA has any victory, then it’s that it finally feels like
it re-invented something that’s not merely a right step, but worthy of
exploring further, something that can co-exist with the original
idiosyncrasies of the franchise. Something that can push it forward, too.
And something I’ll give it, is that it tries.
ZA isn't safe from perpetual confusion; not only is it forced to
grapple with its own reality of regression, a turn back to 12-8 years ago to
recapture the magic that was already fading in Alola, but also its own
condition as an X&Y sequel. These two do not clash very well.
Going back to Kalos feels strange, a space trapped in a weird nostalgia that
seems hellbent on understanding itself, why it did the things it did back
then, almost if the team was presenting the questions within the text.
‘’What future was left after the ultimate weapon was activated again, if
any?’’ has no answer, because we are still in the present, even 5 years
later. Lumioise is recognizable, but also completely different; few known
faces remain, and the ones that are still here have changed, yet the only
ones willing to move on are those who either weren’t there, or have lived
too long. Concepts like the Team Flare Noveaux or Zygarde’s borderline
omni-presence shouldn’t work, but are at minimum interesting simply because
of the ways they go back to the X&Y days, a recognition of how
trapped and stilted they’ve become as people and entities, even as the city
that they love changes around them. What does it matter, if all is still the
same. It’s no surprise that L’s return is perhaps the most interesting
aspect of the game, a literal passing of the torch, a monster that lost his
memories, but still is haunted by a past that refuses to go away, and from
it, and it starts from the basics.
I still wish we got more of AZ, he’s grossly underused considering the
importance he still holds over the overall narrative, but L picking up from
where he left off leads to astonishingly interesting places, even if I wish
he was less talked about and more actively showcased, but that’s a sin
carried even from the originals, and as it stands, it’s crazy a character I
never even liked even as a villain has grown up on me.
L has to bear the cell collection quest and being in a city with
anti-homelessness architecture, my man has repented enough already.
He’s, however, the only semblance of self-reflection present in the story,
only accompanied by the Noveaux and their pariah status. The rest seems way
too lost. Mentions of Galar galore, Alolan and Galarian forms are treated as
a novelty that keeps biting away the potential of a showcase of local
culture. Hisui suddenly gets remembered, obviously because only now we know
it actually exists, but in execution seems a borderline masturbatory
exercise, self-referential to the point of denigration, a reminder that
seems more like an advert than actual homage to a supposed past culture. The
quests get trapped in confusion, happy with the ambivalence: Pokémon and
Humans should live in co-existence, but it’s also good when they’re
separated it seems. There’s one side quest that borders on segregation
commentary and no, not in a good way.
There are plenty of little moments where a real sense of community shines,
yet they are shunned in favor of maximalism and a path set by forces that
get the right by simply having more resources.
Right at the end, when the game asked for my wish, I answered ‘’I wish for
Pokémon and Humans to live in harmony’’.
In response, the game said ‘’Quastelar Inc. got that covered, don’t
worry!’’.
I do not how else to put it, but in a game that finally shows consideration
and hopefulness for the future again, that accepts philosophies of a series
that adored and combined them with its own perspective, to see an acceptance
of secrecy and powers that be, to tie itself to its recent past because the
games are still on the shelves and need to sell even more if possible… It
feels gross.
I see L, and I see Game Freak on it, not the entity that it was, but a sad
visage that wants to keep walking and dream of an utopia, one that asks no
millions or sadness to keep going. It seems that, even now, even after more
promises, it isn’t ready to let go of the past.
And I don’t know if it’ll ever be.
I do find enjoyment in how the mayor never shows up and yet is always
presented as so completely incompetent that a former Team Flare member
cannot put up with him . That right there is European representation.