Pokemon Masters Is Light On Microtransactions, Big On Battles
James Max
In May 2019, The Pokemon Company revealed a new Pokemon mobile game: Pokemon Masters. Developed by DeNA, which assisted on other Nintendo mobile games like Fire Emblem Heroes and Super Mario Run, Pokemon Masters is a lot more complex than you might expect. In some ways, it's like many other gacha-style
mobile games, tempting you to play more with the promise of (possibly)
pulling your favorite characters. But Pokemon Masters limits
microtransactions to a small corner of the game, leaving room for a
surprisingly involved story mode to show through.
I
recently played around 45 minutes of Pokemon Masters, and it's not quite
a pick-up-and-play kind of game. The actual narrative part of the story
mode, like a lot of Pokemon games, is not particularly complex; you're a
trainer in a new region called Pasio, where Pokemon Trainers form a
"Sync Pair" with one partner Pokemon, and your goal is to become the
Champion. But each chapter is broken up into several activities centered
around battles, from point-and-click exploration of the region to boss
fights against a famous Trainer. A big focus of the game is co-op
play--it currently doesn't have a versus mode--but you have to go
through a handful of story chapters to unlock the option of playing with
others, because there's just so much to learn.
It's hard to come to grips with Masters' 3v3 battles if
you're used to Pokemon's traditional battle format. You control all
three Trainers on your side of the battlefield, as well as their
Pokemon--Trainers have support moves they can use just like a Pokemon's
moves. The type-matchup system is simplified in that each Pokemon only
has one type and one weakness, and those weaknesses are displayed
clearly in battle. The battles take place in real time, and moves are
tied to a cooldown timer, so there's a lot to manage all at once. Do you
wait until your move meter fills to three sections so you can use a
more powerful move--but possibly get hit a bunch while you wait--or do
you forgo attacking entirely in favor of healing a Pokemon or boosting
its stats?
In co-op mode, you contend with all the same
things and add human communication on top of it. You can play with
friends and strangers near and far. Even in person, co-op play isn't
easy; I was surprised at how close some of the battles ended up, even on
the easier of the two difficulties available. There's also a special
"unity attack" you can unlock if you chain enough attacks as a team
without taking damage, which takes a bit of coordination or luck to
execute.
In
short: 45 minutes was not enough to completely wrap my head around
Pokemon Masters' battles, and I spend quite a bit of my time thinking
about Pokemon as it is.
The gacha part is much
more straightforward. Masters features 65 Sync Pairs (a Trainer and
their Pokemon) at launch, with a seemingly even distribution of
characters from various points in Pokemon's history to appeal to a wide
range of fans. You can unlock some of them during the story mode, I was
told, but to get your favorites, you'll likely have to go "Sync Pair
Scouting" and see what you get.
The only thing you can spend real money on is gems, a currency exclusively used for this gacha
side of the game (you can also earn gems in-game, though we don't yet
know how much you'll have to play to get enough for one Sync Pair pull).
I spent around 20 fake dollars during the demo to buy enough gems for
10 pulls, so while the pricing may not be final, getting all 65 Sync
Pair teams at launch could probably take a good amount of time and/or
money. I did get Ruby and Sapphire's Flannery, though, which was my main goal.
Strangely,
these microtransactions are sequestered in their own side menu, away
from the story mode. They're unobtrusive and largely seem optional if
you just want to go through the story mode; you can buy any items you
might need, for example, with a different in-game currency. The benefit
of going Sync Pair Scouting is potentially unlocking a more powerful
pair or powering up one you already have by pulling a duplicate, but the
microtransaction system seems very quietly utilized. I'll have to play
more to know for sure, of course, but it has a certain "Pokemon is for
everyone" air to it.
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