But the changes that are here — a larger, more detailed world and a streamlined structure that cuts out the annoying bits — are enough to make this the ideal iteration of the concept to date. The moments when I felt frustrated or bored in past games simply don't exist in Sword and Shield. It's one big adventure.
. The way they respect my time is wonderful,
In collecting, battling, and exploring, Sword and Shield cut out the bloat and focus on what makes these pillars of the Pokemon games so captivating in the first place. You're not held back by overly complicated back-end systems or hoops to jump through; from the outset, you can start wandering the Galar region, seeing its new Pokemon, and trying out its new battle strategies with very little in your way.
I guess everyone is different, but some of these quotes are absolutely baffling to me. The frustrating and boring and UNSKIPPABLE CUTSCENES EVERY 10 STEPS is still absolutely an issue with Sword and Shield. NPCs blocking your path from exploring the world until you go to house #3 in the town to speak to character #2 and trigger cutscene b is all over this game. Walk 10 steps, cutscene, walk 5 steps, cutscene, battle, friendly rival restores your health, walk 10 steps, cutscene. If this game respects the player's time, then literally every game ever made respects the player's time.
Pokemon, really since XY, feels like it's stuck in 2007, a era jam packed with handholding and unskippable tutorials. In this post-Dark Souls world, and really in this post-Minecraft world if we're looking at more kid friendly titles, such design choices have no place in ANY game. Yet Pokemon is filled to the fucking BRIM.
It turns them into an unplayable, slow, monotonous chore. Either I lack patience (As I happily prepare for a 30 minute long on foot delivery in Death Stranding), or reviewers just don't place much emphasis or importance on these things, which I find totally bizarre.