Why Pokémon: Scarlet and Violet’s Academy Setting Could Work (But Probably Won’t)

For some time now, Pokémon has had a bit of an identity crisis. The series has been churning out mainline entries every couple years nonstop for over two decades, but the once tried and true formula that guaranteed critical success (and big bucks) has felt a bit stale starting arguably with the franchise’s jump to 3D with X and Y. Frustration reached a fever pitch with the franchise’s last major release, Sword and Shield, which received a heavy amount of backlash for its perceived mishandling of longtime fans’ good will. Sword and Shield was accused of deprioritizing the competitive scene with its many changes to the meta, lacking content because of its straightforward storyline and few postgame options, and, perhaps most infamously, failing to include over half of the franchise’s total 905 Pokémon.
It’s been debated since Sword and Shield’s release how much of this is actually Game Freak’s fault. The Pokémon Company responded to the controversy saying the series has simply accumulated too many Pokémon to properly implement every single one, particularly given the series’ short turnaround time for new games. It seemed as though Pokémon had grown too large to properly satisfy anyone fully, as every fan—from diehards to casual players to the young kids these games were originally intended for—all have conflicting interests when it comes to the play experience. It seemed as though Pokémon’s answer to the impossibility of their task was to chase modern trends, layering a popular aesthetic over Sword and Shield that has become ubiquitous over the last few years.
The general vibe of Galar, the region in which Sword and Shield is set, is heavily structured around sports, with the story itself mirroring that of a tournament arc in a sports anime. It seemed like a good fit given Pokémon’s inherently competitive nature, and, in the game’s early moments, is promising and even a bit exciting, a much needed shakeup from the predictable game flow the series became famous for. Unfortunately, the games fall into the same old trap the series always has, having a rinse-and-repeat gym format that culminates in a fight against the champion. Despite its attempts to echo shows like Haikyuu or Captain Tsubasa, with their emotional highs and passionate casts, the game feels more shallow than ever before, bogged down by too many underexplored ideas like the open world areas and Dynamaxing.
The greatest tragedy of Sword and Shield is all the wasted potential. There are shades of a better game within its DNA; boss battles do feel exciting and climactic, given the rapt audience that reacts to the changing dynamic of battle and the banger boss theme. But in its attempt to not stay too far from quintessentially “Pokémon” progression, it fails to hit the beats a sports anime should.
Sword and Shield’s first DLC, Isle of Armor, received some criticism for its brief story, but could have been a wonderful addition if packaged in with the base game. A direct reflection of the obligatory training arc, Isle of Armor finds the player training alongside the baby Pokémon Kubfu at a Dojo and includes a version-exclusive rival. The DLC is a sadly frustrating experience because of its divorce from the main plot, instead being a self-contained side story many players completed after finishing the main game. Taken out of context, though, Isle of Armor is an exciting and unique story for the Pokémon series, and could have been the blueprint for how the game was structured, carefully digressing into isolated but emotionally meaningful secondary plots.