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[Pokémon ZA] Was the battle system a success? Comparison with previous works

“Pokémon Legends Z-A” is a work that fundamentally changes the combat of the previous “Pokémon” series.
While previous series have been based on turn-based command battles, ZA incorporates real-time + action elements.
Regarding the results, we will organize how it differs from previous works and whether it is successful in combat.


Major changes in the battle system

1. Introduction of real-time system/action battle

Traditionally, “Pokémon” was characterized by
turn-based battles in which the player issues commands and moves are executed in sequence.

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But in ZA,

  • Player and Pokemon move at the same time
  • The move has a cooldown
  • Hit accuracy, range, and activation timing are important

It is a real-time battle with an emphasis on action.
It is a specification that requires unprecedented maneuverability, such as getting close to the enemy and applying techniques, and thinking about positioning.

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2. Abolition of turn system and introduction of cooldown

Instead of a turn system,
All techniques and actions use a cooldown system.
This is different from PP (number of times a technique is used) in previous games, and
the battle tempo changes over time.

This allows

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  • No longer concerned about the usual “PP running out”
  • Combat is always fluid
  • Skills to instantly judge the situation on the screen are important

There are changes in the sense of combat.


3. Importance of technique range and activation speed

In ZA, each technique has a different range, activation speed, and cooldown time, and
by being aware of these differences, positioning and timing become central to strategy.
This is very different from the traditional type compatibility + turn order game design.

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Summary of differences from previous works

ItemTraditional seriesPokémon ZA
Battle formatTurn-based commandReal-time action
Action managementPP system (number of moves)Cooldown system
Position manipulationNoneFree movement + positioning
StrategyOrder of thinking/situationTiming/place of technique

Evaluation trends in player reviews

A positive sound

  • “Combat feels more dynamic than before”
  • Difficult to perform simple tasks
  • Less waiting for commands, good tempo

Some overseas reviews also say that
battles flow more smoothly than before and are more interesting. There are also voices expressing expectations for new elements such as ZA’s 4-player simultaneous battle mode (real-time).


Negative voice and criticism

On the other hand, there are many opinions like the following in the community (especially Reddit etc.).

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Points out the lack of strategy

Many players feel that “compared to turn-based games, the strategic depth is less
“It’s easy to just mash buttons”
“There isn’t enough tactical maneuvering”
.

Dissatisfaction with some techniques and specifications

There have also been reports of cases in which techniques and characteristics that were the key to strategy in previous games did not adapt well to the real-time system and became difficult to use.
For example, fixed damage moves or interference moves may not work as expected.

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Divide in action evaluation

While some people welcome real-time combat,

  • “The ‘Pokemon-ness’ has faded”
  • “I liked the traditional strategy aspect”
  • “The operating feel is a little strange”

There are also strong negative impressions.

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Author’s thoughts: The combat system has both “success” and “challenges”

When I played ZA’s battles myself, I felt that, although
I can appreciate the bold innovation,
“compared to the previous work, it is easier to have pros and cons.”

What I feel is success

  • The battle is well-paced and never boring
  • The activation of the technique is visually pleasing
  • Simple leveling up and hunting small fry has become fun

This functions as a structure that
makes “fighting” itself fun like an action game.

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Points that I feel are challenges

  • To be honest, the strategic depth is weak
  • The “depth of one move per turn” that existed in the turn system has been lost
  • Tends to emphasize operational feel rather than tactics/strategies

For this reason, there are some aspects that are unsatisfactory for traditional battle fans of the series, and
there are also a certain number of people who feel that “real-time” is not suitable for them.


Comparison with previous works

ZA’s combat system is
a challenging attempt for the series, and we conclude that it is not necessarily for everyone.

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While conventional Pokemon battles focused on “strategic thinking over time,”
ZA focuses on “action-based gameplay that continues to make decisions in real time.”

This is

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  • Player reflexes and positioning
  • Technique cool time management
  • Speed of situational judgment

Although it has created a new way of enjoying the game,
the result is that there are mixed pros and cons in terms of competitiveness and deep strategy.

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Conclusion:

ZA’s combat system has many successes, but the current reality is that it has mixed reviews among those who seek traditional strategy.
The introduction of real-time battles is a big step for the series, but the challenge for the future is how to balance it with the tradition of “Pokemon-ness.”