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Pokémon Legends: Z-A looks like a mega evolution for the franchise.
It attracts on components from the core collection of video games, the battle mechanics ripped from the anime, the exploration and freedom pioneered by Legends: Arceus, and a narrative focus that I really feel we haven’t seen because the Gamecube’s XD: Gale of Darkness – which, alongside its predecessor Colosseum, are my two favourite Pokémon titles.
REVIEW INFO
Platform reviewed: Nintendo Switch 2
Available on: Nintendo Switch, Nintendo Switch 2
Release date: October 16, 2025
The final concoction produces a game that lands perfectly between familiar and fresh. It’s so delightfully moreish, I have struggled to rip myself away to write this review – or really do anything else other than play it since being sent my copy to try ahead of the game’s launch.
While there are a few areas where Legends: Z-A narrowly missed the mark – namely, difficulty scaling, there’s some battle bugginess, and Lumiose City isn’t quite varied enough to carry a whole game on its back – Legends: Z-A is easily the best Pokémon game I’ve played in years. I’d go as far as to say that this title might be the best since Mega Evolution was last seen in a mainline game.
My hope is that we see the series lean more deeply into what makes Z-A excellent, as with only a few minor tweaks, its formula could be perfect rather than near-perfect.
The best city there ever was
Visiting Lumiose City – the largest in the Kalos region – for a vacation, the player character is drafted in to help save it from a phenomenon known as Rogue Mega Evolution, which sees wild pokémon randomly mega evolve and cause havoc without a trainer (which shouldn’t be possible).
There’s also brewing tension between the people of Lumiose and Quasartico Inc., a technology firm renovating the city and introducing new Wild Zones – spaces in the streets which have been converted into safe havens for wild pokémon (allowing you to find and catch a pokédex worthy array of critters without ever leaving the city).
While I love the Wild Zones, and generally exploring rooftops, looking in trees, and delving into all sorts of hidden spaces to find new additions to my pokédex, the folks of Lumiose are not too pleased with their streets and parks being taken over by dangerous wild ‘mons.
When Legends: Z-A was announced, like many, I was skeptical that a single city could support a whole adventure, but it almost does.
There’s a lot more of Lumiose to explore since the last time we visited – I mean a lot, lot more – and its densely packed streets are filled with shops, side quests, parkour challenges, and the aforementioned wild pokémon, making it feel like a much more bustling space than any Pokémon game city has ever felt before.
Though the city can start to feel a little samey once you’re many hours into your journey.
The wild zones do mix things up, but they aren’t quite large enough to feel like truly distinct biomes – I’d love it if varied habitats much more drastically changed the landscape, or added a good range of exploration challenges to the space they overtake. This way, the map could feel like it evolves drastically as time goes on and would help sell the idea that Lumiose is being over taken by wild pokémon.
There are some changes, but in my playthrough so far, Lumiose has yet to feel unfamiliar.
Another minor gripe here: I wish the pokédex did a better job of highlighting specifically where non-Wild-Zone pokémon can be found – as there are a few ‘mons I know I’ve battled on a random rooftop somewhere, but now can’t locate again for the life of me.
Battle time
Another departure for the game is its approach to battling – a core component of the franchise which has remained practically unchanged since its introduction all the way back in Red and Blue.
Much like Legends: Arceus, you are as much a part of the fight as your partners – take too many hits and you’ll be knocked out. However, the big change is rather than the usual turn-based affair, fights are now real-time.
You can select moves as quickly as they cool down – each attack has its own timer – and this allows for more aggressive as well as more reactive defensive tactics. You can spam damaging moves in quick succession with a faster ‘mon, or you could hold up a Protect to defend against a finishing blow as your foe goes to launch it rather than wasting it on a weaker or set-up move where it wouldn’t be as useful.
There’s also some level of positioning. Based on where the player moves, your pokémon will follow – perhaps moving out of the way of attacks, which are now not only categorised as either physical or special, but also in how they materialise in different ways, such as ranged attacks, melee range attacks, charge attacks, and area of effect attacks.
With the debut of Pokémon Champions, the competitive scene will still focus on classic turn-based fights, but with Legends: Z-A’s online connectivity and a couple of battling competitions already planned, I am excited to see what new metas can be derived from this more anime-like approach to battle.
I do hope we see it return; however, I do think the battling needs two tweaks. For a start, I wish the type of attack (melee, ranged, etc) a move is was shown in the attack description to help remind me when I’m outfitting my Pokémon with its move pool – my current approach is somewhat trial and error.
I also found that because battles can happen anywhere, sometimes the environment causes some positioning bugs, including a Pokémon lining up for a ranged attack when a foe is much too far away, or Pokémon getting stuck on geometry, causing them to fight a wall rather than move to actually seek out their intended target.
Here I’ll throw in a mention of the Z-A Royale, this title’s alternative to the classic Gym Challenge. Instead of seeking out eight Gym Leaders for a badge, players must instead fight opponents in Battle Zones set up each night in Lumiose to earn a challenger ticket, to then take on a promotion match in order to progress to a new rank – starting at Z, and ending at A.
Progressing through the 26 ranks is far less tedious than I thought it might be, and the Battle Zones keep me coming back every night.
That’s because to build up points (and cash to afford the game’s wide array of mega stones), you must not only win fights but also complete optional challenges, which ask you to use specific moves or tactics in battle.
This shift away from Gym Leaders also helps to keep your opponents generally feeling more varied, as even if they openly have affinity towards a specific type, their teams generally aren’t one-note – meaning you can’t simply sweep with one super effective partner.
Call this a challenge?
Pokémon titles aren’t known for their difficulty, but it’s quite easy to outpace Legends Z-A if, like me, you’re the sort of trainer who’s desperate to complete their pokedex and complete every side mission as it appears.
Even just by pushing yourself that bit further in a Battle Zone (especially with a high-tier Red Canari plush that boosts your EXP) can mean you quickly become 5-10 levels higher than your competition – unless you decide to regularly swap some ‘mons out as you discover new companions for your team.
Being so over-levelled can make standard trainer battles feel somewhat trivial, and I wish there was some kind of difficulty scaling option so that my foes kept pace with me better. Perhaps with larger or higher-level teams.
At the same time, there are some challenges.
The Rogue Mega Evolution battles feel like proper boss fights, and the structure of wild zone brawls is a free-for-all – that is, if you disrupt five wild pokémon, then you’ll be faced with a five-on-one battle. In these boss and multi-mon brawls, it becomes apparent that as hardy as your team is, you, as a squishy human, aren’t as resilient.
I’ve not blacked out from my Pokémon being knocked out (so far), but I’ve definitely been bested by my player character being hit too many times while I still had a full team to protect me.
I get it’s a game aimed mostly at younger players so the difficulty can’t spike too high, but as the franchise persists as a game with a fanbase made up of kids and adults alike, and as the series pursues a more open-world design which can easily lead to over exploration and overlevelling, I’m firmly of the belief that difficulty options are more essential than ever.
Let’s get mega
I’ve yet to finish Pokémon Legends Z-A – at the time of writing, I’m about 25 hours into my adventure, and counting – but I’ve yet to discover any new entries to the pokédex.
BEST BIT
There’s a lot of excellent moments – the mega evolution cinematic, when it plays, is always hype – but I actually just love the music so much in this game. It really sells the changing vibes of Lumiose, and every track is an audio delight.
Perhaps understandable given this title is set in modern-day Kalos only five years after we last visited the region – rather than being somewhere completely new to us, or set in a region we know but in the distant past, like with Hisui in the last Legends game.
Instead, we’re treated to a grand selection of brand-new mega evolutions. Some, like Hawlucha and Victreebel, have been spoiled by trailers, but just know there are plenty more on top of all the megas we already know and love.
I won’t be spoiling how many new megas we’ve got – or which pokémon are lucky enough to receive a new final form – but the picks cover a surprisingly broad range of fan favorites and more niche picks, and every new mega I saw felt like an excellent addition to the lineup.
There’s also one other change to this mechanic. Rather than being able to mega evolve once per battle, and needing to recharge your bracelet at a Pokémon Center, you instead charge up your mega meter over time and can then mega evolve any of your pokémon, provided they have their corresponding mega stone in hand.
I love this change because it allows you to push on with your quests without constantly needing to heal, as well as allowing you to mix up your plans on the fly – even using two megas in one fight if needed.
That said, I did find this meant my teams generally gravitated towards almost exclusively mega stone-wielding ‘mons. A problem only exacerbated by Rogue Mega Evolution battles, which are near impossible to defeat without megas – and it’s not all that convenient to train up new mega pokémon as and when you need them, further cementing your team into one that generally ignores any item that isn’t a mega stone so that you’re ready for any challenge.
No spoilers
Much like the new mega pokémon, I’m not about to spoil the game’s plot here, just know that I think it’s really fun.
Legends Z-A isn’t likely to win any awards for narrative design, but it succeeds in every metric for what I want from a Pokémon adventure.
That is it puts you at the center of the narrative in a way that makes sense; the missions offer a good range of low, medium and high stakes action that keep you on your toes and the adventure feeling varied; and the game doesn’t waste your time at the start – you can get right into the action with thankfully minimal exposition front loaded unlike some recent Pokémon entries (*cough* Pokémon Scarlett / Violet *cough*).
I thought Legends: Arceus was what I always wanted from a Pokémon game, but I was wrong. What I wanted was Pokémon: Legends Z-A.
It finds a way to simultaneously mix things up while gripping perfectly to a few core Pokémon pillars such that the end result can feel very different yet very recognisable all at once.
Yes, there are a few bits of fine-tuning to be done on this new formula, but it’s one that I desperately hope we see more of in the future.
If you’re a Pokémon fanatic like me, who are we kidding, I know you’ve already preordered the game before reading any reviews. Everyone else with a Nintendo Switch 2, nonetheless, ought to positively think about selecting this title up – even if you happen to’re a lapsed fan or by no means touched a Pokémon recreation earlier than.
Pokémon Legends: Z-A feels prefer it could possibly be the daybreak of a brand new period for the collection, one the place the franchise understands what it needs to and ought to be – an understanding I typically marvel may need been misplaced since Pokémon video games left 2D graphics behind with Pokémon Black 2 and White 2.
I desperately need to see extra of what Pokémon Legends: Z-A delivered – and that one introduced DLC gained’t be sufficient, I’m sure of it. For now, I’m going to proceed to savor this deal with whereas I can, and I stay up for what the following Legends recreation and the Generation X video games will carry once they’re prepared.
Should you play Pokémon Legends: Z-A?
Don’t play it if…
Accessibility features
Beyond the Switch and Switch 2’s built-in accessibility features like text-to-speech, the ability to remap buttons, and to change text size, among a few others, Pokémon Legends: Z-A has no additional accessibility features.
How I tested Pokémon Legends: Z-A
I played Pokémon Legends: Z-A on my Nintendo Switch 2 for 25 hours – which has allowed me to experience a lot of what the game has to offer, including many side quests and a lot of story, though I have yet to roll credits at the time of writing this piece.
I played it in handheld and docked mode using standard Switch 2 hardware – though I do use an 8Bitdo Ultimate 2 controller after I’m taking part in a Switch 2 recreation on my TV – spreading my time pretty evenly between every methodology. The recreation ran wonderful all through all my assessments in each modes.
As that is an early preview, not one of the on-line performance works, however this was the one key function I wasn’t capable of attempt.
First reviewed October 2025