Pokémon Pokopia is the talk of the gaming world right now, outperforming expectations and even prompting Amazon to increase the game’s price by $10 USD in response to physical copy shortages. It’s not like it’s the first survival crafting game ever. It just happens to be the first that features Pikachu and the gang. Naturally, it’s getting a lot of comparisons to another Nintendo exclusive cozy game, Animal Crossing. While both allow the player to shape the world around them with fellow inhabitants and offer lots of customization, there’s one simple difference I’m noticing as I near 20 hours in Pokémon Pokopia.

Overall, the setup of Pokémon Pokopia is wildly similar to Animal Crossing or any other survival-crafting, cozy game. In the first five or six hours, however, I discovered that there was a major point of stress I don’t usually experience in these types of games. Whereas Animal Crossing pushes you to progress your own home along with the overall look and environment of your town or island, Pokémon Pokopia puts a lot more responsibility on the player. It took me a while, but I’m finding that my approach to this Nintendo Switch 2-exclusive title is a bit different from that of other similar games.
Small note: I am not going to spoil which Pokémon are in the game, nor will I talk about plot points outside of the information offered in the trailer and lead-up promotion

First and foremost, I was reluctant to leave the Withered Wasteland, the game’s opening area. It becomes clear there are biomes in the game pretty early on, and it’s very encouraged that you move on and explore those areas before sinking all of your time into the intro environment. Here’s the problem: if I were just tasked with setting up my house, finding some Pokémon, and moving on, then fine. The issue I had was that every time I found a new friend, they needed an environment, certain criteria to be met, and other side quests that would pop up occasionally. I played my first 6 or 7 hours, overwhelmed with moving on to a new space without addressing these pop-up requests.
I quickly realized this wasn’t the way the game was designed. Rather than move on from one task to another in a single area and then progress, tasks in the Withered Wasteland became significantly easier to complete as I spent time in other biomes. There’s nothing wrong with multiple requests or needs taking place at once; most crafting games play this way. The pressure I felt was just how massive each biome felt and how relatively unorganized and messy each space was. When you see broken roads, deserted buildings, and other half-baked projects, the to-do list checker in me was not primed to just leave everything in disarray and keep exploring.

After moving into a few of the other areas, however, the game started playing very differently for me. Instead of needing to get that satisfaction in completing an area and moving on, I started to see how each biome’s quirks connected. Needs I had no way of addressing in the Withered Wastland were suddenly solvable thanks to abilities and items obtained in other areas. I love the endless task experience in these survival crafting games, but I definitely had to adjust my expectations and pacing. Pokémon Pokopia is not meant to be rushed through or played like you’re aiming to leave no stone unturned before exploring more.
What makes Pokémon Pokopia different from Animal Crossing or any other survival crafting game is what I love about it. It just took a little getting used to. Any initial thoughts on Pokémon Pokopia now that the game’s been out for a little over a week? Let us know in the comments!
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Taylor Bauer