One of the things I tend to find pretty consistently appealing about the types of RPGs I enjoy playing is the fact that they’re typically set in rather colourful places, even if the stories told in those places sometimes veer into dark territory.
It occurred to me during conversation with my friend Chris last night that this is one of the things that I’m finding particularly enjoyable about Pokémon Moon, too. Except in Pokémon’s case, it arguably goes a little further: everything about that game is designed to make the player feel like they’re special, like they’re valued as a human being and like they’re loved.
Although the game has its antagonists — mostly the entertainingly incompetent Team Skull this time around, who are channelling the attitudes of youths desperately trying to be “gangsta” — the emphasis is not on any great conflict. Instead, it’s on your protagonist’s journey across the islands of Alola, gathering Pokémon and growing in strength and confidence as a trainer.
The way the characters interact with your protagonist is endearing and warm. You’re welcomed to the game as soon as you start, and in the early stages it feels like the game is “holding your hand” but not in an obnoxious way. After a certain point, it feels like it shakes you by the hand and invites you to explore more freely, but always wants you to know that “safety” is never far away. Your achievements are recognised and celebrated, and even your Pokémon act in ways that emphasise your bond with them — “[name] endured the hit so you wouldn’t be sad!” is the one that tugs at the heartstrings the most as you see them cling on to consciousness at 1HP after taking a particularly heavy blow.
To put all this another way, Pokémon Moon is one of the most endearingly “Nintendo” games I’ve played for a long time. It’s a game that invites all its players — regardless of their actual age — to remember the joy and wonder of being a youngster. It’s a totally inclusive game that has something to appeal to everyone — and best of all, without any sense that it’s either attempting to fulfil a “diversity quota” or frantically virtue signal about how progressive it is. It has cute girls and hunky boys; it has people of all manner of different skin colours; it has cool Pokémon and cute Pokémon; it has an enjoyable story and mechanical depth; and it has this all-encompassing sense that everyone involved with the project simply wanted all the end users, regardless of age, race, gender or any other characteristic that people like to divide themselves up by, to have a really nice time playing it.
At this time of year it’s exactly the sort of thing I needed to play to forget about the cold, dark nights of winter and the increasingly exhausting debacle that is Christmas.