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	<title type="text">Kallie Plagge | The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2026-07-13T23:48:04+00:00</updated>

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		<entry>
			
			<author>
				<name>Kallie Plagge</name>
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			<title type="html"><![CDATA[EverQuest’s biggest fans are leading its revival]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/965112/everquest-legends-project-1999-fan-developers" />
			<id>https://www.theverge.com/?p=965112</id>
			<updated>2026-07-13T19:48:04-04:00</updated>
			<published>2026-07-14T09:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Report" /><category scheme="https://www.theverge.com" term="Verge Games" />
							<summary type="html"><![CDATA[Live-service games and the companies that run them are in big trouble. Games and their developers are getting shut down and gutted, and publishers’ huge promises are dubious. Meanwhile, EverQuest, one of the original live-service games, is thundering back more than 25 years later. EverQuest Legends is currently in preorder beta with an upcoming release [&#8230;]]]></summary>
			
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<img alt="A mighty dragon in EverQuest Legends." data-caption="Lord Nagafen stares down a Froglok. | Image: Daybreak Game Company" data-portal-copyright="Image: Daybreak Game Company" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/07/003.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	Lord Nagafen stares down a Froglok. | Image: Daybreak Game Company	</figcaption>
</figure>
<p class="wp-block-paragraph">Live-service games and the <a href="https://www.theverge.com/games/959900/xbox-reset-layoffs-studio-closures">companies</a> that run them <a href="https://www.theverge.com/column/893294/live-service-games-mess">are in big trouble</a>. Games and their developers are getting <a href="https://www.theverge.com/games/880206/highguard-shut-down">shut down</a> and <a href="https://www.theverge.com/news/961546/xbox-layoffs-studio-sales-2026">gutted</a>, and publishers’ <a href="https://www.theverge.com/entertainment/961924/xbox-billion-users">huge promises are dubious</a>. Meanwhile, <em>EverQuest</em>, one of the original live-service games, is thundering back more than 25 years later.</p>

<p class="wp-block-paragraph"><em>EverQuest Legends</em> is currently in preorder beta with an upcoming release date of July 28th. The original <em>EverQuest</em> was a foundational MMORPG from right around the time we started to define what a massively multiplayer online roleplaying game was. <em>Legends</em> is a reimagining of that MMORPG as it existed in 1999, when it was first released, before decades of expansions.&nbsp;</p>

<p class="wp-block-paragraph"><em>Legends</em> is very much <a href="https://www.theverge.com/games/954841/everquest-legends-nostalgia">a nostalgia machine</a>. And it was inspired by dedicated fans who have been preserving <em>EverQuest</em> for years. Now one of those fans is behind this official <em>EverQuest </em>project.</p>

<p class="wp-block-paragraph">The <em>EverQuest Legends</em> team isn’t the first group of fans-turned-developers to work on a world they’ve loved for years. <a href="https://www.pcgamer.com/bethesda-hired-a-noted-modder-to-help-with-starfields-clutter-and-lighting/">Bethesda has been known to hire modders</a> who’d already put in unofficial work on its games, and <em>Stardew Valley</em> creator Eric Barone <a href="https://www.nexusmods.com/creatorofanotherworld/news/15218">hired one of the game’s most well known and respected modders</a> to help develop the massive 1.6 update released in 2024. <a href="http://cfx.re">Rockstar Games even outright acquired Cfx.re</a>, a <em>Grand Theft Auto V</em> and <em>Red Dead Redemption 2</em> modding team. With a lot of luck and even more skill, unofficial passion projects can and do turn into official game development jobs.</p>

<p class="wp-block-paragraph">Still, <em>EverQuest Legends</em> feels different. The game comes with quality-of-life tweaks and new content, but it’s made to evoke intimate memories from people who played in the ’90s and early 2000s. <em>Legends</em> has the perfect team for exactly that task: It includes veterans of an emulation community that’s already been keeping classic <em>EverQuest </em>alive.</p>

<figure class="wp-block-pullquote"><blockquote><p><em>EverQuest Legends</em> feels different</p></blockquote></figure>

<p class="wp-block-paragraph"><a href="https://www.project1999.com/">Project 1999</a> is one of those emulated servers, started by old-school <em>EverQuest</em> fans in the late 2000s to capture the original game as it was from 1999 to 2001. It’s a massive undertaking in game preservation, and it’s not affiliated with the game’s publisher, Daybreak Game Company — but <a href="https://www.everquest.com/news/project-1999-daybreak">it does have Daybreak’s stamp of approval</a>. This particular passion project led Sean “Rogean” Norton, a project manager, server admin, and programmer on Project 1999, to become a senior engineer on <em>Legends</em>.</p>

<p class="wp-block-paragraph">It’s not that working on an emulator is exactly the same as working on the game’s official revival. “Coming from an emulator, we got so used to handling every little thing ourselves, from community management to website updates to customer service,” Norton told <em>The Verge</em> in an email. “Being able to focus the majority of our time on the actual game development has been a breath of fresh air.” He added that though he was able to learn and adapt, the “official EverQuest tools are quite different in their own ways” from working on the emulator.</p>

<p class="wp-block-paragraph">But <em>Legends </em>has the same nostalgic spirit as Project 1999, and that’s where Norton’s experience seems especially valuable. When I saw a demo of <em>Legends</em> during Summer Game Fest last month and chatted with the team there — Norton, alongside executive producer David Youssefi and lead content designer Eric Wellman — it was incredibly clear they were all fans of classic <em>EverQuest</em>, and that that fandom informed many of the design decisions on <em>Legends</em>. Preserving the original game was a major part of it.</p>

<p class="wp-block-paragraph">“The version of Norrath players will see in EQ Legends hasn&#8217;t existed in over twenty years, and we are staying as true as possible to the original look and feel of the game,” Youssefi told <em>The Verge</em> in a follow-up email. “Much of the original content was on the verge of being lost forever and was rediscovered by searching through old server directories, CD ROMs, Mac clients, etc. Examples of elements we reintroduced to the game include the original MIDI music, spells effects, character models, and the city of Freeport.”</p>

<p class="wp-block-paragraph">These sorts of discoveries are a huge win for game preservation, a difficult task getting even more difficult <a href="https://www.theverge.com/games/960476/playstation-physical-games-discs-stop-production-preservation-retail-stores">as more and more games become digital-only</a>. Andrew Borman, director of digital preservation at The Strong National Museum of Play, told <em>The Verge</em> earlier in July that required online connectivity and frequent patches contribute to the challenge of digital preservation. <em>EverQuest</em>, like other MMOs, is especially vulnerable to these challenges; the genre as a whole requires an online connection and is known for frequent, game-shifting updates and expansions.&nbsp;</p>

<p class="wp-block-paragraph">Of course, <em>Legends</em> isn’t purely a preservation project. The devs <em>did </em>make quality-of-life tweaks and add new features. But many of those changes are largely imperceptible to anyone not intimately familiar with the original.<em> </em>As the team adds new content, Youssefi told me, they “work hard to ensure” it’s all cohesive with the art style and feel of classic <em>EverQuest</em>. Over email, I asked how the team decides what quality-of-life tweaks to make and what should be preserved from the original game — and if there was anything they originally set out to change for quality-of-life reasons but realized they’d rather keep the same.&nbsp;</p>

<p class="wp-block-paragraph">“We didn&#8217;t remove any planned QOL features <em>per se</em>, but we did temper some of the changes to ensure that we preserved key aspects of the original game,” Youssefi replied. “For example, we added the Gather Party ability to make it easier to join your friends in battle. But we ended up increasing the reuse timer to ensure that foot travel, ports, and even boats remained meaningful and necessary modes of getting around in the massive world of Norrath.” Youssefi cited the “unnecessary pain points” of corpse retrieval and “the tedious process of rebuffing” as things the team did address in <em>Legends</em>.</p>

<p class="wp-block-paragraph">Travel is a pain point especially for people who lived through the pain. You could spend hours just walking through zones and waiting for boats to help you travel across the world. But <em>Legends</em> is so much easier than the original that you’d only take a boat to experience the nostalgia. Even the tutorial zone gives you boots that bestow you with something like the Spirit of Wolf spell, known lovingly as “SoW” — something you used to have to beg a druid for. There were even T-shirts for <em>EQ </em>fans back in the day that said “Got SoW?” on them. Now you basically get the spell for free.</p>

<figure class="wp-block-pullquote"><blockquote><p>The memories of difficulty are now an opportunity for bonding</p></blockquote></figure>

<p class="wp-block-paragraph">Other pains have also been removed. There was once a flaw in the code in the original <em>EverQuest </em>that created something called “hell levels.” A hell level meant your rate of experience gain was so punished that you <em>could </em>spend up to a month getting through just a single level in the game, depending on your skill and rate of play. The people who now play <em>Legends </em>remember that and have been chatting about it in-game. Invoking the memories of difficulty is now an opportunity to bond with others.</p>

<p class="wp-block-paragraph">Then there’s maybe the most annoying feature of all time: having to retrieve your corpse. Back in the day, if you died in the game and didn’t retrieve your corpse in time, you could lose <em>all of your gear</em>, which could have taken weeks of playtime to earn. In <em>Legends</em>, you don’t have to retrieve your corpse at all.</p>

<p class="wp-block-paragraph">Ultimately, it seems like the goal of <em>Legends</em>’ quality-of-life updates is to remove the biggest barriers to enjoying <em>EverQuest </em>for what it is: time and tedium.</p>

<p class="wp-block-paragraph">Time is an especially big barrier. The SGF demo took place in the Plane of Fear, an endgame raid zone that originally could require as many as 70-plus people working together to complete. Now you can do it <em>entirely by yourself</em>.</p>

<p class="wp-block-paragraph">The Plane of Fear was difficult enough, according to the <em>Legends</em> team, that most players never even experienced it themselves. (Understandable, given that after 12 hours of raiding, many attempts would still end in total wipes, and then you’d have to spend a bunch of time afterward retrieving your corpse.) The hope is that the updates in <em>Legends</em> allow more players to see what <em>EverQuest</em> is all about, including something as intense as the Plane of Fear.&nbsp;</p>

<p class="wp-block-paragraph">“The main thing we&#8217;ve tried to avoid is the feeling that there&#8217;s some kind of velvet rope that separates the casual players from the more hardcore players or that prevents them from enjoying all of the game&#8217;s content or obtaining the best gear,” Youssefi said in the email to <em>The Verge</em>. “It&#8217;s very important to us that casual players should always feel that they can play the game [any way] they want and still, over time, enjoy everything the game has to offer.”</p>

<p class="wp-block-paragraph">On the one hand, <em>Legends</em> adheres so faithfully to classic <em>EverQuest</em>, 1999 art style and all, that it’s hard to imagine a casual player getting into it in 2026. But unlike the other live-service games out now, it doesn’t seem like <em>Legends</em> is even trying to hook a ton of new players or capture the widest possible audience. It instead feels like the biggest <em>EverQuest </em>fans changed <em>just</em> enough of the game they loved so that other people could love it too — especially those who wanted or tried to play it in the past but didn’t have 12 hours at a time to dedicate to it.</p>

<p class="wp-block-paragraph">In that way, <em>EverQuest Legends</em> is preserving the feel of classic <em>EverQuest</em> even when it’s not directly preserving the game itself. It’s a fascinating project. It just remains to be seen how big its audience ends up being, and whether that audience can sustain it for what it is.</p>

<p class="wp-block-paragraph"><em>EverQuest Legends </em>launches on July 28th, and preorders are currently open. The base game includes a one-month subscription and costs $19.99 — an homage, of course, to the year the original game was released.</p>

<p class="wp-block-paragraph"></p>

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					</entry>
			<entry>
			
			<author>
				<name>Kallie Plagge</name>
			</author>
			
			<title type="html"><![CDATA[Control Resonant is a sequel — and also a starting point]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/944151/control-resonant-hands-on" />
			<id>https://www.theverge.com/?p=944151</id>
			<updated>2026-06-05T17:50:55-04:00</updated>
			<published>2026-06-05T17:45:44-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Chronologically, Control Resonant is a sequel to 2019’s Control. But in most other ways, the games aren’t directly connected. To developer Remedy, they’re more like two sides of the same coin. When Resonant was first revealed last year, creative director Mikael Kasurinen said you can play the games in any order. The world of Control [&#8230;]]]></summary>
			
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<figure>

<img alt="Jesse and Dylan Faden, the protagonists of the Control series, reaching out toward the viewer." data-caption="" data-portal-copyright="Image: Remedy Entertainment" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/06/CTRL_R_Story_04.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-text-align-none wp-block-paragraph">Chronologically, <em>Control Resonant</em> is a sequel to 2019’s <em>Control</em>. But in most other ways, the games aren’t <em>directly</em> connected. To developer Remedy, they’re more like two sides of the same coin.</p>

<p class="has-text-align-none wp-block-paragraph">When <em>Resonant</em> was first revealed last year, creative director Mikael Kasurinen said <a href="https://www.polygon.com/control-2-resonant-announcement-remedy-the-game-awards-trailer-release-date/">you can play the games in any order</a>. The world of <em>Control</em> is reality-bending in lots of ways, but the general linear progression of time isn’t really one of them — how would someone start with the sequel?</p>

<p class="has-text-align-none wp-block-paragraph">It didn’t click until I played <em>Resonant</em> myself. In a two-plus-hour preview earlier this week, I played the opening act of the game, as well as a later story mission and an open-ended section filled with Hiss to fight. The events of <em>Control</em>, and of protagonist Jesse Faden’s arc, have already happened, but <em>Resonant</em> isn’t actually about what happens next. It’s about her brother, Dylan, and exploring this same world from a very different point of view.</p>

<p class="has-text-align-none wp-block-paragraph">“Right from the starting point when we were thinking about <em>Control</em> as a franchise that’s going to be several different games, the thinking was that it’s a story of a world, and then with every game we get a lens into that world through different protagonists,” Kasurinen told me.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">“Jesse’s coming from our world into the paranatural world; Dylan has always been there,” Kasurinen added, comparing <em>Control</em>’s setting of the mysterious, otherworldly Oldest House to <em>Resonant</em>’s setting of Manhattan. “Now he’s stepping into our world. And our world is weird to him. He has no connection with that. So he’s like a fish out of water in our world, just like Jesse was inside the Oldest House.”</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/06/CTRL_R_Story_11.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="Dylan Faden in Control Resonant sitting inside his holding cell, head against the class, with a giant sword-like object in the background." title="Dylan Faden in Control Resonant sitting inside his holding cell, head against the class, with a giant sword-like object in the background." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Remedy Entertainment" />
<p class="has-text-align-none wp-block-paragraph">That fish-out-of-water feeling is what makes <em>Resonant</em> a viable starting point for the series. Dylan knows a lot about the paranatural; he’s been held captive in the Oldest House for most of his life due to his abilities, and he was trained to be a weapon. As he navigates the outside world, he’s in a position to explain some of the finer points of the paranatural to the people he encounters and, by extension, the player.</p>

<p class="has-text-align-none wp-block-paragraph">That’s not to say <em>Resonant</em> is bogged down with expository dialogue. You get enough information to get by, and that’s about as much downtime as you’re going to get for a while. Combat in <em>Resonant</em> is about constant movement: Kill some weaker enemies to build up your ability gauge; use those abilities on stronger enemies; inevitably lose some health in the process; kill some <em>more</em> weaker enemies so they’ll drop health for you to pick up; repeat until all the strong enemies are dead. If you don’t want to die, you should probably be moving the entire time.</p>

<p class="has-text-align-none wp-block-paragraph">The loop reminded me of 2016’s <em>Doom</em>, in that you have to kill to keep killing until there’s nothing left to kill, but with a melee-focused, PlatinumGames flair. Combat in the original <em>Control</em> wasn’t slow, but it didn’t feel like this. Jesse uses a gun, and she has a confidence in herself that Dylan doesn’t yet have. As Dylan, I felt <em>scrappy</em>.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">“The way I thought about it was like: Jesse has her strength and she had to find her ability. Dylan has his ability and he needs to find his strength,” said Sean Durrie, who plays Dylan.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">And I did need to find my strength to survive as Dylan. I cycled through his many skill trees — different weapon styles, abilities, and perks — trying to find the build that would give me the best chance against the Hiss. I found lots of builds I liked, my favorite including a drill I could stab into enemies and charge up, and Dylan’s abilities felt powerful, but I didn’t succeed until I learned how to move and properly chain it all together.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">If I’d come into <em>Resonant</em> not knowing anything about the Hiss, or the Oldest House, or Jesse’s experience in this world, I wouldn’t even have had time to feel lost. Fighting and surviving are more pressing matters; explanations and lore can come later. You don’t need to talk at length about the mysteries of the Hiss when you’re up close and personal stabbing them with a big drill. And for those who do come to <em>Resonant</em> as a starting point? Well, <a href="https://www.theverge.com/2019/8/26/20832997/control-review-creators-thriller-ps4-xbox-pc">they&#8217;ll have plenty to look forward to afterward</a>.</p>

<p class="has-text-align-none wp-block-paragraph"><a href="https://www.theverge.com/games/942113/remedy-control-resonant-release-date-trailer" data-type="link" data-id="https://www.theverge.com/games/942113/remedy-control-resonant-release-date-trailer"><em>Control Resonant</em> launches on September 24th on the PS5, Xbox, and PC.</a></p>
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			<entry>
			
			<author>
				<name>Kallie Plagge</name>
			</author>
			
			<title type="html"><![CDATA[Pokémon Champions is off to a rough start]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/910110/pokemon-champions-bugs-balance-issues-vgc-newcomers" />
			<id>https://www.theverge.com/?p=910110</id>
			<updated>2026-04-10T15:15:08-04:00</updated>
			<published>2026-04-11T11:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Analysis" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Pokemon" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Like many live-service games before it, Pokémon Champions’ launch has been messy. The free-to-start battle sim, which is out now on the Switch and Switch 2 (and also coming to mobile later this year), is plagued with bugs, some of which cause issues with basic battle mechanics — not great for a game that’s only [&#8230;]]]></summary>
			
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<img alt="Kajima, a luchador-styled character in Pokémon Champions, stands in front of the player with an Incineroar at his side. He says, “Shake the Battle Arena to its foundations, you hear?”" data-caption="You first, dude. | Image: The Pokémon Company, Nintendo" data-portal-copyright="Image: The Pokémon Company, Nintendo" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/04/IMG_3487.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
	<figcaption>
	You first, dude. | Image: The Pokémon Company, Nintendo	</figcaption>
</figure>
<p class="has-text-align-none wp-block-paragraph">Like many live-service games before it, <em>Pokémon Champions</em>’ launch has been messy. The free-to-start battle sim, which is out now on the Switch and Switch 2 (and also coming to mobile later this year), is <a href="https://x.com/Pokemon_Champs/status/2042319804430717245">plagued with bugs</a>, some of which cause issues with basic battle mechanics — not great for a game that’s <em>only</em> about battling. But bugs can be fixed, and encouragingly, <a href="https://news.pokemon-home.com/ja/page/758.html">some of them already have been</a>. <em>Champions</em>’ bigger problem is that, in trying to be a competitive battling platform for all kinds of players, it risks satisfying none of them.</p>

<p class="has-text-align-none wp-block-paragraph">Coming hot on the heels of <em>Pokopia</em>, <a href="https://www.theverge.com/games/885431/pokemon-pokopia-review">a creative and cozy spinoff with no battling whatsoever</a>, <em>Champions</em> is the complete opposite. There’s no real single-player story; you just get some pokémon, you make a team, and then you battle other players. Other than the satisfaction of ranking up, battling really just gets you in-game currency that you can use to get more pokémon and items so you can keep battling. And if you’re serious about battling, <em>Champions</em> will soon be the game used in official in-person tournaments, including this year’s World Championships.</p>
<div class="youtube-embed"><iframe title="Pokémon Champions – Overview Trailer – Nintendo Switch" src="https://www.youtube.com/embed/pOfW-qdsvpU?rel=0" allowfullscreen allow="accelerometer *; clipboard-write *; encrypted-media *; gyroscope *; picture-in-picture *; web-share *;"></iframe></div>
<p class="has-text-align-none wp-block-paragraph">So, in other words, <em>Champions</em> is for the real battle sickos. I am one such sicko, and I’ve been mostly enjoying <em>Champions</em> so far, bugs aside — battling at this level is a consistently fun and satisfying challenge, and those fundamentals haven’t changed. But <em>Champions</em> also takes some big steps to make battling more approachable, and that’s where the tension lies.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">It’s not that approachability is a bad thing. Competitive <em>Pokémon</em> battling has sorely needed it. The official competitive circuit for the video games, known as VGC, has a notoriously high skill ceiling and, until recently, an even higher barrier to entry: A decade ago, it took hours of grinding to acquire and train a single pokémon for a six-pokémon VGC team. VGC has steadily grown in the last few years, thanks in part to a drip feed of quality-of-life tweaks that have made getting and training usable pokémon a lot quicker and easier than it used to be.</p>

<p class="has-text-align-none wp-block-paragraph"><em>Champions </em>streamlines this process even further, and I was able to whip up my first workable team in a matter of minutes, by far the most painless team-building experience I’ve had in my decade-plus in VGC. Part of that is because <em>Champions</em> takes previously obfuscated information, like how many stat points you’ve allocated when training a pokémon, and lays it out clearly. That’s a major improvement, and it benefits veterans as much as it does newcomers.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/04/IMG_3484.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="The stat and move screen for a Kangaskhan in Pokémon Champions. It lays out the points allocated in each stat, the move set, its ability, and its nature (called “stat alignment”) as well as how much in-game currency it’ll cost to update all those fields." title="The stat and move screen for a Kangaskhan in Pokémon Champions. It lays out the points allocated in each stat, the move set, its ability, and its nature (called “stat alignment”) as well as how much in-game currency it’ll cost to update all those fields." data-has-syndication-rights="1" data-caption="&lt;em&gt;Fully training a pokémon’s stats and changing its moves, ability, and nature (called “stat alignment” in &lt;/em&gt;Champions&lt;em&gt;) takes about two minutes and a chunk of in-game currency.&lt;/em&gt; &lt;em&gt;A few years ago, this would’ve taken me hours to do.&lt;/em&gt; | Image: The Pokémon Company, Nintendo" data-portal-copyright="Image: The Pokémon Company, Nintendo" />
<p class="has-text-align-none wp-block-paragraph">But it was only <em>that</em> easy for me to build a team because I already had all the pokémon I needed to begin with. I have over 2,500 pokémon stored in Pokémon Home, the franchise’s cloud storage app, and even more in <em>Scarlet</em> and <em>Legends: Z-A </em>that I haven’t yet transferred. The shiny Sylveon I caught in <em>Scarlet</em> three years ago was fully trained and ready to go, and all I had to do was move it to Pokémon Home and then send it to <em>Champions </em>from there.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">If someone else wanted to copy how I trained my Sylveon, they’d first need to get their own Sylveon in <em>Champions</em>. This part is not easy or streamlined. New players coming to <em>Champions</em> without years’ worth of pokémon stashed in Pokémon Home have to rely on the game’s gacha-style “recruit” feature, which presents you with a random lineup of pokémon from a larger list and lets you pick one to either temporarily or permanently add to your collection. Recruiting more than once per day costs in-game currency, as does permanently recruiting a pokémon. So on top of having to grind out battles to earn more currency, if you wanted to use Sylveon but didn’t have one already, you’d also have to rely on luck to get it.</p>

<p class="has-text-align-none wp-block-paragraph">That’s not newcomer-friendly at all. <em>Champions</em> does attempt to make some concessions to avoid overwhelming new players, though — they just aren’t necessarily helpful. The pool of held items at launch, for example, is missing a majority of the most important items in VGC, while also including items that have no practical use at all: There’s no Throat Spray, an item I’d usually run on Sylveon to increase its damage after using the move Hyper Voice, but the item shop does have the Oran Berry, a weak early-game healing item that no one would ever use when the superior Sitrus Berry is right there. This does nothing to help onboard new VGC players, who are now more likely to pick a worthless item that puts them at a disadvantage. And it’s also frustrating for experienced players who start playing <em>Champions</em> with a team already in mind, only to realize that most of their favorite tools are absent. </p>

<figure class="wp-block-gallery has-nested-images columns-2 is-cropped wp-block-gallery-1 is-layout-flex wp-block-gallery-is-layout-flex"><img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/04/IMG_3481.jpg?quality=90&amp;strip=all&amp;crop=19.975,2.6435289750824,80.025,94.84488649428" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;An Oran Berry restores 10 HP to the holder during battle…&lt;/em&gt; | Image: The Pokémon Company, Nintendo" data-portal-copyright="Image: The Pokémon Company, Nintendo" />

<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/04/IMG_3480.jpg?quality=90&amp;strip=all&amp;crop=21.29296875,3.358950617284,78.70703125,93.282098765432" alt="" title="" data-has-syndication-rights="1" data-caption="&lt;em&gt;…while a Sitrus Berry restores a quarter of the holder’s max HP. That’s a lot higher than just 10 HP.&lt;/em&gt; | Image: The Pokémon Company, Nintendo" data-portal-copyright="Image: The Pokémon Company, Nintendo" /></figure>

<p class="has-text-align-none wp-block-paragraph">Making competitive <em>Pokémon</em> more approachable is great for the health of the game and its&nbsp;growing community, but only if <em>Champions</em> can do so without alienating its core base of dedicated competitive players. Right now, the battle sim is caught between those players and brand-new ones, and it’s lacking on both ends of the spectrum. But it’s not doomed. It’s a live-service game, after all, and it’s clear that more items, pokémon, and features are planned for the future. <em>Champions</em> has the bones of a game that can dramatically change the competitive scene for the better, but that all depends on how it manages to strike that balance going forward.</p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Kallie Plagge</name>
			</author>
			
			<title type="html"><![CDATA[Pokopia made me look at Pokémon’s high-tech future in a whole new way]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/890131/pokopia-pokemon-high-tech-future-3d-printer" />
			<id>https://www.theverge.com/?p=890131</id>
			<updated>2026-03-05T15:15:39-05:00</updated>
			<published>2026-03-05T16:00:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Analysis" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Pokemon" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Pokémon Pokopia features, of all things, a 3D printer. I wasn’t sure why this surprised me so much, given all the other high-tech gear in pretty much every Pokémon game. But I was not expecting to find, inside the once-crumbling Pokémon Center I’d just worked hard to restore, a kind of machine I’d never seen [&#8230;]]]></summary>
			
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<img alt="A screenshot from Pokopia in which Ditto, the protagonist who is transformed to look vaguely like a human, is taking a selfie with a 3D printer." data-caption="" data-portal-copyright="Image: The Pokémon Company, Nintendo" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/03/IMG_3362.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-drop-cap has-text-align-none wp-block-paragraph"><em>Pokémon Pokopia</em> features, of all things, a 3D printer. I wasn’t sure why this surprised me so much, given all the other high-tech gear in pretty much every <em>Pokémon </em>game. But I was not expecting to find, inside the once-crumbling Pokémon Center I’d just worked hard to restore, a kind of machine I’d never seen before.</p>

<p class="has-text-align-none wp-block-paragraph">Until <em>Pokopia</em>, I hadn’t spent much time thinking about tech in the <em>Pokémon </em>world. I’ve been <em>Pokémon</em>-pilled for so long that I took all its sci-fi technology for granted. Sure, there are magic PCs that can digitally store living creatures — that’s how it’s always been. Obviously fossils can be resurrected and <em>obviously</em> sometimes pokémon can travel through time. These are just facts. <a href="https://www.reddit.com/r/pokemon/comments/v61s6x/its_good_to_see_that_hes_out_here_living_his_best/">The power of science is amazing</a>.</p>

<p class="has-text-align-none wp-block-paragraph"><em>Pokopia</em> is different. In this world, humans are long gone, and pokémon are slowly repopulating the ruins left in their wake. Here, technology is not guaranteed to work. Climate change has led to widespread environmental disasters, and as a result, pokémon have been safely stored in PCs for some time. But a collectible journal entry reveals that the PC storage system can’t keep working without regular maintenance, and it seems that explains what’s been happening: The pokémon are showing up now because the storage system has finally failed. That fallibility made me pay closer attention to the technology in <em>Pokopia</em> — and see the high-tech world of <em>Pokémon</em> in a new light.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/03/IMG_3361.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A pile of rubble that was once a Pokémon Center in Pokopia. Stationed outside is a PC with leaves growing on it and a ‘90s-looking Pokedex." title="A pile of rubble that was once a Pokémon Center in Pokopia. Stationed outside is a PC with leaves growing on it and a ‘90s-looking Pokedex." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: The Pokémon Company, Nintendo" />
<p class="has-text-align-none wp-block-paragraph">There is still a lot of sci-fi and fantasy in <em>Pokopia</em>, in more than a few ways. (Least among them: The PC outside the dilapidated Pokémon Center, which is not for storing pokémon but for tracking your restoration efforts in the surrounding area, still works somehow.) But ordinary, real-life objects you can find throughout the world — lamps, TVs, vending machines, arcade cabinets — often need electricity to work, and more of it than electric-type pokémon can reasonably provide on their own. That means building some significant power infrastructure; magical <em>Pokémon </em>technology can only get you so far.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">You can’t take these kinds of devices for granted in <em>Pokopia</em> because using them takes real effort. As you work to rebuild the world, you have to create homes for pokémon to live in. Sometimes this just means growing a flowerbed, but in a lot of cases, you have to acquire “old” human technology and supply it with electricity in order to make a proper pokémon habitat. You might need to get power to a vending machine to fulfill a pokémon’s request, or power the lights in their house so they aren’t sitting sadly in the dark. To do this, you have to set up utility poles and enough power generators to supply all the electronics on your grid — and this takes time, resources, and planning.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">What happened to the humans is best left unspoiled, but suffice it to say that it’s very much science fiction. In that way, some things about <em>Pokopia</em> feel like a distant, apocalyptic future, and then you turn around and build a regular ol’ windmill to generate electricity. The <em>Pokémon</em>-specific<em> </em>fantasy elements are there, too, but exist alongside run-of-the-mill and even largely outdated tech. There’s a new version of Rotom — the pokémon that can occupy appliances to change its form — who has possessed a stereo and is a DJ, but you have to find <em>physical</em> <em>compact discs</em> so DJ Rotom can play music for you.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">The dichotomy between ordinary and futuristic tech makes <em>Pokopia </em>feel stuck out of time. How long has it been since the humans disappeared? How much time has passed since the events of the main series games? Why, in this world where you can put living beings into the computer, are we using CDs to play music?&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/03/IMG_3358.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A screenshot from Pokopia showing Porygon, the highly polygonal first-generation Pokémon, next to one of its evolutions, the higher-tech Porygon-Z." title="A screenshot from Pokopia showing Porygon, the highly polygonal first-generation Pokémon, next to one of its evolutions, the higher-tech Porygon-Z." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: The Pokémon Company, Nintendo" />
<p class="has-text-align-none wp-block-paragraph">Caught between the sci-fi tech and the game’s normal everyday devices is the 3D printer. It’s in its own category: not purely contemporary, not a far-off evolution of real-life technology, but something almost within reach. Take out your Pokédex’s camera, toggle the setting for reference photos, and take a picture of basically any object; now you can use that photo and some rare materials to 3D print a copy of it. It’s more advanced than in real life, but it doesn’t take much imagination to get there.</p>

<p class="has-text-align-none wp-block-paragraph"><em>Pokémon </em>gadgets have reflected real-life ones going back as far as the series does, but they’ve mainly been handhelds (and sometimes wearables) that fulfill menu functions and provide information. The original Pokédex is essentially a ’90s PDA with a pokémon database in it; <em>Gold </em>and <em>Silver</em>’s Pokégear is a sort of flip phone that can take calls and access the radio; <em>Diamond</em> and <em>Pearl</em>’s Pokétch is an early smartwatch with a ton of simple apps, including a calculator for some reason. The recent games’ <a href="https://www.theverge.com/games/801113/pokemon-legends-za-rotom-phone-pokedex-review">Rotom phones</a>, too, are pretty much just real-life smartphones, albeit possessed by a pokémon that can provide some unique features.</p>

<p class="has-text-align-none wp-block-paragraph">These are the kinds of devices I expect from <em>Pokémon</em>, alongside the matter-of-fact “this is possible because pokémon can do it” tech and the true speculative fiction stuff. I did not expect something quite as current, yet not as mainstream, as a 3D printer.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">It’s possible that at some point in the past 30 years there has been a piece of <em>Pokémon </em>tech along these same lines. I know a lot about <em>Pokémon</em>, but I’m not an encyclopedia. While advanced tech has always been a part of <em>Pokémon</em>, it wasn’t until I discovered the 3D printer that I finally pieced it all together, and then everything about <em>Pokopia</em>’s tech clicked. In the rough timeline in my head, the 3D printer placed <em>Pokopia</em> quite a few years after CDs — maybe it wasn’t that humans had inexplicably advanced in everything except for music distribution, but that there were some technologies that did not survive the climate disaster. When there’s no internet left to stream music on, CDs become pretty important again.</p>

<p class="has-text-align-none wp-block-paragraph">High-tech PCs and 3D printing materials are precious commodities in <em>Pokopia</em>, but so are CDs and power lines. They’re all part of rebuilding the world, because the world of <em>Pokémon </em>has always relied on a mix of the everyday and the fantastical. I just didn’t realize it until that world had been taken down to the studs and shown me something I hadn’t seen before.</p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Charles Pulliam-Moore</name>
			</author>
			
			<author>
				<name>Kallie Plagge</name>
			</author>
			
			<title type="html"><![CDATA[We played Pokémon Pokopia, ask us anything]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/887838/pokemon-pokopia-ask-us-anything" />
			<id>https://www.theverge.com/?p=887838</id>
			<updated>2026-03-04T10:03:16-05:00</updated>
			<published>2026-03-03T10:00:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Column" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Pokemon" /><category scheme="https://www.theverge.com" term="Q&amp;A" />
							<summary type="html"><![CDATA[Pokémon’s 30th anniversary is here and Nintendo (and The Pokémon Company, Game Freak, and Omega Force) are kicking things off with a surprisingly excellent life simulation spinoff game. Pokémon Pokopia arrives on March 5th, and it’s one of the first Pokémon titles that will debut exclusively on the Nintendo Switch 2. Equal parts Animal Crossing, [&#8230;]]]></summary>
			
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<img alt="A Pokémon Pokopia screenshot depicting a pale Pikachu surrounded by flowers." data-caption="" data-portal-copyright="Image: Nintendo, The Pokémon Company, Game Freak, and Omega Force" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/03/Pokemon_Pokopia_Screenshot_14.jpeg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-text-align-none wp-block-paragraph"><em>Pokémon</em>’s 30th anniversary is here and Nintendo (and The Pokémon Company, Game Freak, and Omega Force) are kicking things off with a surprisingly excellent life simulation spinoff game. <a href="https://www.theverge.com/games/885431/pokemon-pokopia-review"><em>Pokémon Pokopia</em></a><em> </em>arrives on March 5th, and it’s one of the first <em>Pokémon </em>titles that will debut exclusively on the Nintendo Switch 2. Equal parts <em>Animal Crossing</em>, <em>Minecraft, </em>and <em>Dragon Quest Builders</em>, <em>Pokopia </em>reimagines the <em>Pokémon </em>world as a massive, human-free paradise that you can rebuild however you want. <em>Pokopia</em> easily could have been a straightforward game about making friends and crafting neighborhoods. But <a href="https://www.theverge.com/games/885431/pokemon-pokopia-review">as our review discusses</a>, <em>Pokopia</em>’s a much bigger adventure than it initially seems, and we want to talk to you about it.</p>

<p class="has-text-align-none wp-block-paragraph">For the past week, my colleague Kallie Plagge and I have been playing the game, and we’re going to be answering questions from <em>Verge</em> subscribers this afternoon. If you’ve been wondering what kinds of things there are to build, how in-game friendships work, or whether there are more character customization options, we’ve got you covered. We won’t be spoiling anything juicy you should discover for yourselves, but we’re here to share some personal insights.</p>

<p class="has-text-align-none wp-block-paragraph">So, start thinking about what you might want to ask, and we’ll be back this afternoon at 2PM ET with some answers.</p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Kallie Plagge</name>
			</author>
			
			<title type="html"><![CDATA[Animal Crossing: New Horizons added just enough to suck me back in]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/863747/animal-crossing-new-horizons-update-3-0-switch-2-quality-of-life" />
			<id>https://www.theverge.com/?p=863747</id>
			<updated>2026-01-21T13:18:42-05:00</updated>
			<published>2026-01-19T09:00:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Analysis" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="News" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Animal Crossing has always been anti-instant gratification. By design, you have to take your time, wait for days to pass in real time, and complete a seemingly endless list of chores to build a meaningful life with your animal friends. The slowness is part of its appeal. But with New Horizons, some of that slowness [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="" data-portal-copyright="Image: Nintendo, The Verge" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/01/IMG_3199.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-drop-cap has-text-align-none wp-block-paragraph"><em>Animal Crossing</em> has always been anti-instant gratification. By design, you have to take your time, wait for days to pass in real time, and complete a seemingly endless list of chores to build a meaningful life with your animal friends. The slowness is part of its appeal. But with <em>New Horizons</em>, some of that slowness became tedious: crafting its many items one at a time, painstakingly building cliffs and rivers by hand, picking up and placing objects one by one.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">As I gathered when I <a href="https://www.theverge.com/games/845242/animal-crossing-new-horizons-3-0-update-switch-2-edition-features">previewed</a> it last month, the newly released, free 3.0 update for <em>Animal Crossing: New Horizons</em> addresses those issues with quality-of-life fixes that still fit the spirit of <em>Animal Crossing</em>. It’s a small update in terms of content — there’s just enough here to give you a reason to revisit the game if you’ve been looking for one, and not much more than that — but major in reducing friction where there wasn’t meant to be any.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">Separately, there’s also the new Switch 2 Edition, which noticeably improves <em>New Horizons</em>’ performance and ups its resolution. Otherwise, it doesn’t add anything that important — but for $4.99, it doesn’t really have to.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/01/IMG_3201.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="An Animal Crossing player character posing in a fishing area on an island. It’s decorated to look old, dirty, and rusty, with lots of custom designs and a large amount of furniture items to complete the look." title="An Animal Crossing player character posing in a fishing area on an island. It’s decorated to look old, dirty, and rusty, with lots of custom designs and a large amount of furniture items to complete the look." data-has-syndication-rights="1" data-caption="&lt;em&gt;One of the islands I visited via Dream Address, created by &lt;a href=&quot;https://x.com/__yanc__/status/1999397222853787683&quot;&gt;a player called Yan&lt;/a&gt;.&lt;/em&gt; | Image: Nintendo, The Verge" data-portal-copyright="Image: Nintendo, The Verge" />
<h2 class="wp-block-heading has-text-align-none">Nintendo Switch 2 Edition</h2>

<p class="has-text-align-none wp-block-paragraph">The main appeal of the Nintendo Switch 2 Edition is the performance upgrade. On the original Switch, <em>New Horizons</em> would start to struggle as you placed more and more decorations around your island, sometimes to the point of severe frame rate drops. It meant that building out your island could also make it progressively less playable. My island is a pretty bare construction zone, so when I downloaded the Switch 2 upgrade, I visited several highly decorated Dream Addresses to test it out.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">Anecdotally, I can say that there’s a significant improvement in how <em>New Horizons</em> runs, at least to my eye. All the Dream Addresses I visited were so busy with decor, from thickets of trees to loads of furniture covered in custom designs, that there were completely inaccessible areas — and I didn’t see any significant lag or choppiness like I’d expect on the original Switch version. It’s a boon for maximalist decorators, especially those of us who still want our islands to be functional amid chaotic and cluttered builds.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">For me, that alone is worth the $5 upgrade. (If you don’t own the game already, the Switch 2 version is $65 to the original Switch’s $60.) Otherwise, the Switch 2 Edition doesn’t add anything you <em>need</em> to have. Nintendo did show a side-by-side comparison of the game’s improved resolution in the <a href="https://www.youtube.com/watch?v=7nODHyw3lgs&amp;t=1s">trailer for the upgrade</a>, but I didn’t really notice the difference (with the caveat that simple visual fidelity is not particularly important to me in most games). The new megaphone, which lets you use the Switch 2’s microphone to call the names of villagers and&nbsp; locate them, didn’t work well for me; I saw Fuchsia, walked a short distance away so she was out of frame, and called her name, but got no reply.&nbsp;&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/01/Screenshot-2026-01-16-at-11.34.24%E2%80%AFAM-1.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="A side-by-side comparison of an Animal Crossing character looking much smoother in the Nintendo Switch 2 version." title="A side-by-side comparison of an Animal Crossing character looking much smoother in the Nintendo Switch 2 version." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Nintendo" />
<p class="has-text-align-none wp-block-paragraph">And then there are the Joy-Con mouse controls, which are available when decorating interiors, creating custom designs, and writing messages on the bulletin board. I’m sure there’s someone out there who will find the mouse controls useful or intuitive, but I am not that person. First of all, I originally played this game on a tiny Switch Lite screen and I’m really enjoying this new world of playing it on a TV, so forgoing my Pro Controller to slide the right Joy-Con around on my couch cushions is not a compelling proposition. But I also found that the sensitivity of the mouse controls actually made it harder for me to be precise about item placement.</p>

<h2 class="wp-block-heading has-text-align-none">3.0 update</h2>

<p class="has-text-align-none wp-block-paragraph">The free 3.0 update, which is available on both the Switch and the Switch 2, feels like the bigger upgrade on the merits of the quality-of-life tweaks alone. I <a href="https://www.theverge.com/games/845242/animal-crossing-new-horizons-3-0-update-switch-2-edition-features">wrote last month</a> that this update might actually get me to finish decorating my island, and I’ve already spent hours doing exactly that.</p>

<p class="has-text-align-none wp-block-paragraph">The most impactful change is one so minor, it wasn’t even called out in the update’s <a href="https://www.youtube.com/watch?v=7nODHyw3lgs&amp;t=1s">announcement trailer</a>: You can strafe.</p>

<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<blockquote class="twitter-tweet" data-dnt="true"><p lang="en" dir="ltr">Jumping&#8230; in Animal Crossing?!<br><br>Okay not really, but with new Island Designer controls in Version 3.0, you can scoot, slide, and hop around with ease for decorating! ✨ <a href="https://t.co/P4v90PxKpf">pic.twitter.com/P4v90PxKpf</a></p>&mdash; Animal Crossing World 🏝️ (@ACWorldBlog) <a href="https://twitter.com/ACWorldBlog/status/2011450632603853254?ref_src=twsrc%5Etfw">January 14, 2026</a></blockquote>
</div></figure>

<p class="has-text-align-none wp-block-paragraph">Before, when you were decorating or terraforming or even gardening, you’d have to constantly reorient yourself. If you were building a cliff while facing north, for example, you’d have to build one block of the cliff, move a little bit to the right, then turn to face north again without accidentally walking too far north and missing your mark. I would usually do a little circle to position myself and make sure I was aiming the tool in the right place, and even then, I’d frequently be a <em>little</em> bit off and accidentally destroy the bit of cliffside I’d just built. It was so awkward and clunky that I cleared out my entire island in order to redesign it and then… stopped playing the game for four years.</p>

<p class="has-text-align-none wp-block-paragraph">Now, you can press L and your character will hop into place in the grid, and while holding L, you can move in any direction without changing the direction you’re facing. You still have to do all your terraforming by hand, but the process has been completely streamlined. Press L to line yourself up, build the cliff, move one space over to build the next piece. That’s it. I’ve used it to build and destroy cliffs and rivers, dig up rows of plants, lay down new paths, and even count how many spaces in the invisible grid I would need for a particular project. I’m actually having fun with construction now that the act of doing it isn’t a massive pain.&nbsp;</p>

<figure class="wp-block-pullquote has-text-align-center"><blockquote><p>Resetti is now my best friend</p></blockquote></figure>

<p class="has-text-align-none wp-block-paragraph">On top of that, Resetti is here to help you clean up your island in what’s possibly the only process in this game that can be described as instantaneous. He can “reset” the entire island, just the beaches, or individual areas you walk to and designate for him, sending the furniture to your storage so long as you have room. (And you <em>will</em> have room, since there are two new storage upgrades to unlock with a new max of 9,000 items.) I used his services to instantly pick up and put away the dozens of copies of the “wheat field” furniture item I’d used to decorate a rural area of my island, which I’d wanted to change but didn’t have the willpower to do manually.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">Plants can now be stored, which allowed me to finally dig up and put away a bunch of bushes that were in my way. And while Resetti doesn’t clean up trees, bushes, or planted crops, he <em>does</em> pick up and put away flowers (or he’ll throw them away if you ask), which in my case saved me from what would’ve been an hour or more of digging up and moving flowers around. Resetti is now my best friend.&nbsp;</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2026/01/IMG_3200.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="The player in Animal Crossing: New Horizons with a speech bubble that says “I made a garden bench x 3!”" title="The player in Animal Crossing: New Horizons with a speech bubble that says “I made a garden bench x 3!”" data-has-syndication-rights="1" data-caption="&lt;em&gt;Crafting also got quality-of-life improvements: You can craft up to 10 of an item at once, and it’ll now use materials you have in storage, not just what you have in your pockets.&lt;/em&gt; | Image: Nintendo, The Verge" data-portal-copyright="Image: Nintendo, The Verge" />
<p class="has-text-align-none wp-block-paragraph">The 3.0 update is a designer’s dream, really. And it’s mostly thanks to those small changes and additions; the new Slumber Island feature, with which you can create up to three separate islands in a dream world, is a sandbox for hardcore decorators to play around in without having to demolish their main islands after all this time.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">Outside of that, the new content is mostly just an excuse to revisit the game, rather than anything as groundbreaking as, you know, strafing. The main addition is a hotel on the pier. It isn’t novel; you’re tasked with decorating some hotel rooms, it introduces a handful of new furniture and clothing items to collect, and the hotel itself attracts tourists to your island to provide a bit of variety. It feels like an extension of the 2021 <em>Happy Home Paradise</em> DLC, which I really enjoyed.</p>

<p class="has-text-align-none wp-block-paragraph">A few days ago, some of my islanders informed me it had been three years and 11 months since I’d spoken to them. At that time, I really didn’t think I’d be back. But with the hotel, 3.0 gave me just enough of an excuse to return to <em>New Horizons</em>, and the quality-of-life updates are giving me a reason to stay a while.</p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Kallie Plagge</name>
			</author>
			
			<title type="html"><![CDATA[I’ve been waiting years for Animal Crossing’s best new features]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/845242/animal-crossing-new-horizons-3-0-update-switch-2-edition-features" />
			<id>https://www.theverge.com/?p=845242</id>
			<updated>2025-12-16T08:19:44-05:00</updated>
			<published>2025-12-16T09:00:00-05:00</published>
			<category scheme="https://www.theverge.com" term="Analysis" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[I never felt done with my Animal Crossing: New Horizons island. Despite playing every day for two years, and racking up 1,700 hours of playtime, I somehow never finished decorating. I had plenty of ideas for my island, sure, but actually implementing them was another story: The decorating and terraforming systems that helped make New [&#8230;]]]></summary>
			
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<figure>

<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/12/Switch2_ACNH_NS2E-Announce-TRL_Slumber-Island_SCRN_07.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-text-align-none wp-block-paragraph">I never felt done with my <em>Animal Crossing: New Horizons</em> island. Despite playing every day for two years, and racking up 1,700 hours of playtime, I somehow never finished decorating. I had plenty of <em>ideas</em> for my island, sure, but actually implementing them was another story: The decorating and terraforming systems that helped make <em>New Horizons</em> a huge success are also slow, manual, and cumbersome, and my patience for decorating and redecorating had finally worn thin.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">Fast-forward a few years, and a very much unexpected update is coming to finally fix some of those pain points. Update 3.0 is launching on January 15th, 2026, alongside the Switch 2 Edition of <em>New Horizons</em>. And while the paid Switch 2 upgrade has some nice-to-haves (like Joy-Con 2 mouse controls for indoor decorating), it’s the free update that brings all the key new features.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/12/Switch2_ACNH_NS2E-Announce-TRL_Slumber-Island_SCRN_06.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="Lloid the gyroid tells the player, “Please allow me to assist with any construction or installation dreams you might have,” in a screenshot from Animal Crossing: New Horizons’ 3.0 update." title="Lloid the gyroid tells the player, “Please allow me to assist with any construction or installation dreams you might have,” in a screenshot from Animal Crossing: New Horizons’ 3.0 update." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Nintendo" />
<p class="has-text-align-none wp-block-paragraph">I recently attended a virtual preview for the <em>New Horizons</em> upgrade and update, and there are two caveats: I have not yet played either the Switch 2 version or the new free content myself, and it’s hard to gauge the quality of the Switch 2 version’s visual and performance improvements over a Zoom call. (I still have some unanswered questions about the biggest performance issues on the original Switch, like the choppy frame rate on more densely decorated islands.) But seeing the 3.0 additions in action, it was easy to imagine myself finishing my island — or at least <em>an</em> island.</p>

<p class="has-text-align-none wp-block-paragraph">As shown in the <a href="https://www.theverge.com/news/809975/animal-crossing-new-horizons-is-getting-a-big-switch-2-upgrade-in-january">October announcement trailer</a>, update 3.0 makes much-needed quality-of-life fixes. You’ll finally be able to craft multiple items at once, <em>and </em>crafting will pull materials from your overall storage instead of your pockets, meaning you won’t have to do a bunch of inventory management just to craft some decor. Then there’s Resetti’s Reset Service, which can help you clean up entire sections of your island instantly so you don’t have to pick everything up individually in order to redecorate. Some players also noticed <a href="https://www.youtube.com/watch?v=rkq2sdWhX2Q">a very subtle but potentially impactful change to movement while terraforming</a> that should hopefully make it a smoother process. And then, as if to show off those decorating improvements, Nintendo also added Slumber Islands.</p>

<p class="has-text-align-none wp-block-paragraph">Not to be confused with dreams, <em>New Horizons</em>’ online island-sharing feature, Slumber Islands are <em>extra</em> sandboxes for you to decorate and play with, where you can set the time of day and the weather and magically conjure up any item you have in your in-game catalog to decorate with, similar to the <em>Happy Home Paradise</em> DLC. You can build bridges and inclines instantly by talking to Lloid, rather than going through Tom Nook and waiting (or time traveling) a day. And while it seems like terraforming works the same on Slumber Islands, the apparent addition of strafing while terraforming — instead of having to constantly reorient yourself manually — should help at least a little bit. (It’s the first thing I’m going to test on January 15th, that’s for sure.)</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/12/Switch2_ACNH_NS2E-Announce-TRL_Slumber-Island_SCRN_15.png?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="Six players terraform and decorate a cliffside in Animal Crossing: New Horizons together." title="Six players terraform and decorate a cliffside in Animal Crossing: New Horizons together." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: Nintendo" />
<p class="has-text-align-none wp-block-paragraph">For me, the worst part of decorating in <em>New Horizons</em> was having an idea, ordering all the furniture I’d need for it over the course of days, testing out the design, realizing it did <em>not</em> look the way I envisioned, and facing the tedious process of breaking it all down and starting over again brick by brick — or, at the very least, having to push and pull objects around for a while to see if I could make it work. The design process I saw on Nintendo’s Slumber Island during the preview, meanwhile, seemed quicker and smoother. Trying out an idea or aesthetic in that environment doesn’t sound like such a tall order.</p>

<p class="has-text-align-none wp-block-paragraph">Without any hands-on time, I can’t say if it will <em>actually</em> be noticeably easier to design and decorate with the 3.0 update. But I’m excited by the idea that I can go to my Slumber Island scratch pad and try out my designs before committing to them (and the cost in bells to get it all done) on my main island. And maybe, if I really like how it feels to decorate, I’ll make an entire Halloween-themed Slumber Island — the kind of island I’ve wanted to make for years but never did on my main island, where the seasons continue to change and actively ruin the vibe.</p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Kallie Plagge</name>
			</author>
			
			<title type="html"><![CDATA[Pokémon Legends: Z-A makes a big, welcome change for shiny hunters]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/802089/pokemon-legends-z-a-shiny-hunting" />
			<id>https://www.theverge.com/?p=802089</id>
			<updated>2025-10-20T14:49:51-04:00</updated>
			<published>2025-10-18T10:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Analysis" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Pokemon" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[Pokémon Legends: Z-A hadn’t been out even a few hours before the tweets started rolling in: Shiny pokémon don’t despawn. You can walk away from a shiny, and it’ll still be there when you come back.  To shiny collectors, this is big news. In other Pokémon games, like Scarlet and Violet, pokémon despawn after you [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/10/IMG_2787.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-text-align-none wp-block-paragraph"><em>Pokémon Legends: Z-A</em> hadn’t been out even a few hours before the tweets started rolling in: <a href="https://x.com/SBCoop89/status/1978582662752178301">Shiny pokémon <em>don’t despawn</em></a>. You can walk away from a shiny, and it’ll still be there when you come back. </p>

<p class="has-text-align-none wp-block-paragraph">To shiny collectors, this is <em>big</em> news. In other <em>Pokémon </em>games, like <em>Scarlet</em> and <em>Violet</em>, pokémon despawn after you get a certain distance away from them or trigger a loading screen. I’ve missed out on my fair share of shiny pokémon this way, my heart sinking as I spotted them right before they disappeared forever.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">You can still miss out on shiny pokémon in <em>Z-A</em>, but we’ll get to that in a bit.</p>

<p class="has-text-align-none wp-block-paragraph">I first discovered the new spawning mechanics myself. I heard the sparkly sound effect that signals a shiny, spotted an oddly colored Swirlix on top of a roof, and realized I had no way to get up to that roof without walking very far away. Not knowing any better, I figured I was just out of luck. (This Swirlix had a one in 4,096 chance of being shiny, so I guess I had <em>some</em> luck.)</p>

<p class="has-text-align-none wp-block-paragraph">I did try to get up to the roof, but night was about to change to day — which triggers a mini cutscene that I was sure would despawn the Swirlix — and I was in a hurry. I tried to take a shortcut through the adjacent Battle Zone. It was full of trainers ready to challenge me on sight, though, and I ended up in a battle immediately. I hadn’t forfeited one of these battles before, so I tried that, thinking maybe I’d get out of the battle and up a ladder in time to catch the shiny Swirlix… and ended up magically transported to a faraway Pokémon Center. If the night-to-day change wasn’t enough to despawn the Swirlix, I thought, surely that would do it.</p>

<p class="has-text-align-none wp-block-paragraph">A bit later, I was on some rooftops heading to an objective when I heard the shiny sound effect again. I realized it was the same Swirlix, an Alpha, still there and still shiny. I immediately messaged my colleague Charles Pulliam-Moore, who <a href="https://www.theverge.com/games/798848/pokemon-legends-za-review-nintendo-switch-2">reviewed <em>Z-A</em> for <em>The Verge</em></a>, half in disbelief. I thought at first it was only because the Swirlix was an Alpha, since certain Alphas always spawn in the same locations. But after launch, players and <a href="https://www.serebii.net/legendsz-a/shinypokemon.shtml">other websites</a> quickly reported that persistent shiny spawns apply to <em>all</em> shinies.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/10/IMG_2788.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="An NPC in Pokémon Legends: Z-A exclaiming “Shiny!” and clapping their hands together" title="An NPC in Pokémon Legends: Z-A exclaiming “Shiny!” and clapping their hands together" data-has-syndication-rights="1" data-caption="&lt;em&gt;My reaction every time I see a shiny, tbh.&lt;/em&gt; | Image: Nintendo" data-portal-copyright="Image: Nintendo" />
<p class="has-text-align-none wp-block-paragraph">There are some exceptions, though. Charles and I were chatting about this new spawning mechanic, and he sent me a clip of a shiny Patrat he’d encountered — and which he’d barely spotted before it ran away from his character and disappeared into the ether. Patrat is one of a handful of very skittish pokémon that will flee when you get too close, and the process of fleeing <em>does</em> despawn the pokémon in question, even if it’s shiny.</p>

<p class="has-text-align-none wp-block-paragraph">That also applies to any shiny pokémon you’ve defeated in battle but failed to catch, which isn’t great news for pokémon with lower catch rates. For those, you’ll have to rely on saving — and you can’t disable autosave in <em>Z-A</em>, unlike in other recent <em>Pokémon </em>games. That sounds bad, but I’ve found that the autosave doesn’t trigger too frequently as long as you don’t fast-travel to a new location or catch a pokémon. It should still be possible to save right before battling a shiny and reload that save if you knock it out.</p>

<p class="has-text-align-none wp-block-paragraph">Fleeing pokémon aside, the new shiny spawning mechanics are great for a game so heavy on roundabout, vertical, on-foot exploration. The shinies <em>have</em> to stay in one place because reaching a pokémon in order to catch it isn’t always as simple as walking over to it. Sometimes you have to run around looking for a ladder, or get past a lot of other people who want to fight you, or run away from a wild pokémon that’s about to knock you out. It’s a relief knowing that <em>most</em> shiny pokémon will be waiting for you to reach them on your own terms.</p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Kallie Plagge</name>
			</author>
			
			<title type="html"><![CDATA[No, Nintendo and Pokémon did not patent ‘summoning characters and making them battle’]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/779062/nintendo-pokemon-summoning-battle-patent" />
			<id>https://www.theverge.com/?p=779062</id>
			<updated>2025-09-17T09:53:44-04:00</updated>
			<published>2025-09-17T08:30:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Copyright" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Law" /><category scheme="https://www.theverge.com" term="Pokemon" /><category scheme="https://www.theverge.com" term="Policy" />
							<summary type="html"><![CDATA[As first noted by Games Fray last week, Nintendo and The Pokémon Company were granted a US patent earlier this month involving summoning characters and making them battle. Headlines popped up with similarly vague language as concern spread on social media: That’s a thing in tons of games! Can they do that? Is that even [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/09/Pokemon_SV_Floragato_2.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p class="has-text-align-none wp-block-paragraph">As first noted by <a href="https://gamesfray.com/last-week-nintendo-and-the-pokemon-company-received-a-u-s-patent-on-summoning-a-character-and-letting-it-fight-another/"><em>Games Fray</em></a> last week, Nintendo and The Pokémon Company were granted a US patent earlier this month involving summoning characters and making them battle. Headlines popped up with similarly vague language as concern spread on social media: That’s a thing in tons of games! Can they do that? Is that even <em>allowed</em>?</p>

<p class="has-text-align-none wp-block-paragraph">Well, no, because that’s not exactly what they patented. And what they <em>did</em> patent might not stand up to any hypothetical challenges in court.</p>

<p class="has-text-align-none wp-block-paragraph">The patent in question, <a href="https://gamesfray.com/wp-content/uploads/2025/09/US12403397B2-2025-09-02.pdf">US Patent No. 12,403,397</a>, was filed in March 2023. It does involve summoning and battle mechanics, but it’s more specific than that: The claims describe a system that sounds a lot like auto-battling from <em>Pokémon Scarlet </em>and <em>Violet</em>, in which the player can send a pokémon into the overworld to automatically fight wild pokémon rather than initiating a typical turn-based battle that the player controls.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">The patent outlines the process by which, after the player has summoned a “sub character,” a game’s software would determine whether to initiate a player-controlled battle, an automatic battle with the sub character, or automatic movement by that same sub character. In general <em>Pokémon </em>terms: Say you’re out in the world and you summon your pokémon by throwing its ball. Did you throw it <em>at</em> a wild pokémon? That’s a regular battle. Did you throw it <em>near</em> a wild pokémon? Your pokémon will come out of its ball and start an auto battle. Did you throw it far away from wild pokémon? Your pokémon will come out of its ball and walk around.</p>

<p class="has-text-align-none wp-block-paragraph">It’s not a patent solely on summoning characters to fight enemies, or on automatically resolving battles — it’s the whole web of options as described in the claim. But that by itself doesn’t mean the patent isn’t concerning for other game developers. Whether this particular patent could unreasonably restrict the mechanics of other games is in part determined by any given court’s interpretation of the patent and the law.</p>

<p class="has-text-align-none wp-block-paragraph">Charles Duan, an assistant professor at American University Washington College of Law whose research has included software copyrights and patent eligibility, told <em>The Verge</em> over email that there are two main ways one could potentially invalidate this specific patent: by anticipation or obviousness, and by subject matter eligibility.</p>

<p class="has-text-align-none wp-block-paragraph">To illustrate the first point, Duan said the process outlined in Nintendo and The Pokémon Company’s patent reminded him of <em>StarCraft</em>, in which the player can give units an “attack-move” order to automatically battle enemies or, alternatively, micromanage a battle themself. “If an old game like Starcraft, which obviously predates the 2022 earliest filing date of this patent, had all the features that this patent claims, then that invalidates the patent under the patent law rules of ‘anticipation’ or ‘obviousness,’” Duan said.</p>

<p class="has-text-align-none wp-block-paragraph">However, he added, the arguments in <a href="https://scholar.google.com/scholar_case?case=17573221740001310271">cases like these</a> can “get really technical,” and it tends to be easier to argue that a patent is invalid on the basis of subject matter eligibility instead.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">Subject matter eligibility “focuses on whether the patent’s claims are (1) directed to an abstract idea and (2) contain no inventive step beyond that idea,” Duan explained. In short, you can patent a specific process that’s unique, but you can’t patent an abstract idea.</p>

<p class="has-text-align-none wp-block-paragraph">“As for (1), basic human business practices and organizations are typically treated as abstract ideas,” Duan added. “Here, the various types of automatic and directed combat sound a lot like ordinary military hierarchies: Generals tell soldiers where to go, and depending on orders the soldiers might follow orders to fight enemies near them, move toward enemies on their own initiative, or receive a destination and automatically fight enemies along the way—all the key parts of [the patent’s claims]. So there would be a pretty good argument that the patent claims are directed to an abstract idea.”</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/09/7_1168ff.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="The player character in Pokémon Scarlet directs their Pokémon to auto-battle a wild Pokémon." title="The player character in Pokémon Scarlet directs their Pokémon to auto-battle a wild Pokémon." data-has-syndication-rights="1" data-caption="&lt;em&gt;The player is sending out Oricorio, the bird on the right, which will move toward Houndour, the pokémon with the red arrow above it, and automatically battle it. &lt;/em&gt; | Image: The Pokémon Company, Nintendo" data-portal-copyright="Image: The Pokémon Company, Nintendo" />
<p class="has-text-align-none wp-block-paragraph">The concerns about this patent aren’t totally unfounded: Nintendo is definitely willing to use patents to defend its turf in court. In September 2024, Nintendo and The Pokémon Company <a href="https://www.theverge.com/2024/9/18/24248602/nintendo-pokemon-palworld-pocketpair-patent-infringement-lawsuit">filed a patent infringement lawsuit</a> in Japan against <em>Palworld</em> developer Pocketpair. That lawsuit, which is ongoing, involves <a href="https://www.theverge.com/2024/11/8/24291232/nintendo-pocketpair-palworld-lawsuit-patents">a few different Japanese patents</a> filed in 2024 related to throwing a ball at characters in a field, as well as riding characters. US Patent No. 12,403,397, by comparison, was filed in the US in March 2023, before Pocketpair had shown any gameplay footage from <em>Palworld</em>. (<em>Palworld</em> was released in early access in January 2024.) Nintendo of America is also behind <a href="https://www.eurogamer.net/eternal-darkness-infamous-sanity-system-patent-has-expired-so-can-anyone-now-copy-it">an infamous patent</a> <a href="https://patents.google.com/patent/US6935954B2/en">filed in 2000</a> on the “sanity system” from <em>Eternal Darkness: Sanity’s Requiem</em>, in which the player character’s decreasing “sanity” level can result in trippy visual effects and gameplay-related consequences meant to evoke a sort of mental breakdown. That patent expired in 2021.</p>

<p class="has-text-align-none wp-block-paragraph">Duan noted that it’s hard to predict how a court will read and interpret a patent, so we can’t say for certain just from reading it whether it’ll stand up to any hypothetical challenges in court. But it does seem like this patent might not be <em>quite</em> as threatening to other game developers and publishers as it sounds in a headline-length description.</p>
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			<author>
				<name>Kallie Plagge</name>
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			<title type="html"><![CDATA[For Legends: Z-A’s battle system, I rewired the Pokémon part of my brain]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/games/759788/pokemon-legends-z-a-battle-real-time-preview" />
			<id>https://www.theverge.com/?p=759788</id>
			<updated>2025-08-15T09:14:04-04:00</updated>
			<published>2025-08-15T09:00:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Hands-on" /><category scheme="https://www.theverge.com" term="Pokemon" /><category scheme="https://www.theverge.com" term="Reviews" /><category scheme="https://www.theverge.com" term="Tech" />
							<summary type="html"><![CDATA[Even if you’ve never played a Pokémon game before, you can probably figure out how the type chart works. Fire types are weak to water types, water is weak to grass, and grass is weak to fire. Type matchups are foundational to Pokémon battles, far before you get into the weeds of stats and strats. [&#8230;]]]></summary>
			
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<p class="has-text-align-none wp-block-paragraph">Even if you’ve never played a <em>Pokémon</em> game before, you can probably figure out how the type chart works. Fire types are weak to water types, water is weak to grass, and grass is weak to fire. Type matchups are foundational to <em>Pokémon</em> battles, far before you get into the weeds of stats and strats. I’ve had the <em>Pokémon</em> type chart memorized for around 25 years.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">That still didn’t stop me from making a rookie error in <em>Pokémon Legends: Z-A</em>. I panicked and sent out my Weedle against an NPC’s Pidgeotto, which it is very much weak to. It got one-shot, obviously. </p>

<p class="has-text-align-none wp-block-paragraph">It’s not that I <em>forgot</em> how type matchups worked. But the battle system in <em>Legends: Z-A</em> is very, very different from what I’m used to, at least with <em>Pokémon</em>. It’s the second entry in the <em>Legends</em> spinoff series, which began with 2022’s <em>Pokémon Legends: Arceus</em>, and while the <em>Legends</em> games are still RPGs like the main <em>Pokémon</em> games, they mechanically and structurally diverge a bit from the typical <em>Pokémon </em>formula. And <em>Z-A</em> takes it further than <em>Arceus</em> did: it’s the first <em>Pokémon </em>RPG to feature real-time battles instead of turn-based ones.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/08/Pokemon-Legends-Z-A_Screenshot_Gameplay_2_EN.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="The player in Pokémon Legends: Z-A crouching to sneak up on an opponent for a battle. The opponent has a Pidgeotto. " title="The player in Pokémon Legends: Z-A crouching to sneak up on an opponent for a battle. The opponent has a Pidgeotto. " data-has-syndication-rights="1" data-caption="&lt;em&gt;Gotta look out for Pidgeotto.&lt;/em&gt; | Image: The Pokémon Company" data-portal-copyright="Image: The Pokémon Company" />
<p class="has-text-align-none wp-block-paragraph">In the main series, you choose your actions turn by turn, taking time to think through the options — the right attack to use, whether to switch out for another pokémon, what the opponent might be planning — before locking something in and seeing how it plays out. In <em>Legends: Z-A</em>, on the other hand, you’re facing your opponent more directly. There’s no waiting for both opponents to lock in their actions for the turn; you just pick your pokémon’s move using one of the face buttons, and the move goes out.&nbsp;</p>

<p class="has-text-align-none wp-block-paragraph">It’s a big departure from nearly 30 years of <em>Pokémon </em>games<em>.</em> I’m used to thinking about <em>Pokémon</em> like a chess match, slowly and several steps ahead; in <em>Z-A</em>, I had to think about the same type matchups and stats and everything else, but quickly and on my feet. It took me some time to adjust.</p>

<p class="has-text-align-none wp-block-paragraph">The demo, which I played ahead of the 2025 Pokémon World Championships in Anaheim, California, was split into two parts lasting around 10 minutes each, both seemingly early in the game and heavily focused on the new battle system. In the first part, I tried my hand at the Z-A Royale, which had me battling NPC trainers around Lumiose City at night. In the second, I battled a Rogue Mega Absol, which felt like the <em>Pokémon</em> version of a classic 3D <em>Zelda </em>boss. In the second part of the demo, I started to get the hang of this style of battling, and what was at first a little overwhelming quickly became an alluring kind of challenge: rewiring the <em>Pokémon</em> part of my brain.</p>

<p class="has-text-align-none wp-block-paragraph">The first big change I had to contend with: since battle in <em>Z-A </em>is in real time, moves are on cooldown timers. You can’t just spam the one super-effective move you have over and over; you have to figure out what else you can do while you wait to use that attack again. Even against very low-level opponents, I found myself relying on status moves like Growl, which lowers the opposing pokémon’s attack stat, as a buffer while my other moves were on cooldown. This had the added bonus of allowing my pokémon to take more hits, buying me some time both for the cooldown and to think.</p>

<p class="has-text-align-none wp-block-paragraph">Using status moves like this isn’t unusual when playing the core <em>Pokémon </em>games at a high level, but it is <em>very </em>unusual against a run-of-the-mill Bellsprout early in the game. I didn’t have enough time in the demo to really play around with it, but I can see myself carefully selecting each pokémon’s moves to account for the cooldown, like ensuring I have Protect on more of my pokémon to block incoming attacks. In other <em>Pokémon</em> games, I’d absolutely teach my pokémon Protect if I was building a competitive team, but I would almost never do it just to play the main story.</p>
<img src="https://platform.theverge.com/wp-content/uploads/sites/2/2025/08/Pokemon-Legends-Z-A_Screenshot_Gameplay_3_EN.jpg?quality=90&amp;strip=all&amp;crop=0,0,100,100" alt="The player in Pokémon Legends: Z-A crouching behind a bush with their Totodile, waiting to ambush an opponent up ahead." title="The player in Pokémon Legends: Z-A crouching behind a bush with their Totodile, waiting to ambush an opponent up ahead." data-has-syndication-rights="1" data-caption="" data-portal-copyright="Image: The Pokémon Company" />
<p class="has-text-align-none wp-block-paragraph">It’s not that battles in <em>Legends: Z-A </em>are unforgiving. (I did get smoked by the Pidgeotto, but in my defense, it was also at least 10 levels higher than the pokémon on my team.) But after years and years of approaching every mainline <em>Pokémon</em> game the same way, operating at least a little bit on autopilot and muscle memory in the early game, it’s kind of an exciting challenge to have to look at <em>Pokémon </em>differently.</p>

<p class="has-text-align-none wp-block-paragraph">The battle against Rogue Mega Absol — a wild, rampaging Absol that can Mega Evolve on its own — was similar to the NPC battles in that way, but far more hands-on. Unlike in battles against other trainers, wild pokémon can damage both your pokémon and your character, so you have to physically dodge and move around the arena while selecting your pokémon’s moves, keeping an eye on everyone’s health, and juggling cooldowns. (Using items like Potions is also on a cooldown.) Landing hits on the Rogue Mega causes it to drop orbs of “Mega Energy,” which you have to run and pick up in order to charge up a gauge to Mega Evolve your own pokémon and deal more damage.</p>

<p class="has-text-align-none wp-block-paragraph">It’s even more to balance, but I didn’t find it overwhelming, somehow. In this case, I had a Lucario at my disposal, and it had super-effective moves while also resisting Absol’s attacks, which helped. Lucario already knew Protect, too, so I got to take advantage of the strategy I had just developed in the Z-A Royale. And it’s also a familiar style of boss battle in games more generally, even if it’s different for <em>Pokémon</em>. It was more involved and felt more dangerous than the trainer battles, but I felt competent at it relatively quickly (especially compared to the Pidgeotto incident).</p>

<p class="has-text-align-none wp-block-paragraph">Maybe it’s just a typical learning curve, and I’ll very quickly develop an updated kind of autopilot for the easier parts of <em>Z-A</em>. But I really did like having to think actively about <em>Pokémon </em>in a way that I usually save for competitive play. I hope the game can sustain that for longer than a demo, and that I’ll get to build on the <em>Pokémon </em>knowledge I’ve been amassing for years, rather than just passively flexing it.</p>

<p class="has-text-align-none wp-block-paragraph"><sub><em>Pokémon Legends: Z-A</em> will be released for Nintendo Switch and Switch 2 on October 16th.</sub></p>
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