

And in battles against opposing trainers, they’ll just switch in their new monster when their old one faints, rather than Pokémon’s default of asking if you would like to also switch (Pokémon technically also has an option to use this method, but you need to change to it in your settings). Hold items are different, too rather than one item, Nexomon can hold up to four cores that you can craft, which modify stats in a number of ways (mostly stat buffs or increasing your rewards from each battle). Catching Nexomon is a much more active process, with the game walking you through its calculation of of catch rate (and how you can improve it in-battle) and giving you a set of quicktime buttons to press to increase your odds (so yes, the longtime urban legend of pushing a button to help you catch a ‘Mon is now real). The type chart has been radically simplified, with only nine types and no dual-typing. There are other changes all around nothing that fundamentally changes the gameflow, but each of which has big implications on how you play it.

In exchange, though, attacks add complexity the individual PP cost of a move in Pokémon becomes a stamina cost that pulls from said stamina stat, and individual moves have their own speed and critical hit ratings, in addition to the power and accuracy ratings used in Pokémon. At the most basic level of the battles, Nexomon completely does away with the special attack and defense of Pokémon, but adds a stamina stat (which can be recharged by resting for a turn). Of course, there are still ways to change up this formula, even beyond the original creatures or the pyramid-shaped/definitely-not-Pokéball monster traps. The gameplay still alternates between top-down overworld segments where you explore the game’s world, and turn-based RPG battles where your team of up to six elementally-themed monsters with up to four attacks each takes on either a solo wild Nexomon or opposing trainer teams. Unlike with Monster Sanctuary, there really isn’t really a big twist on the base-level Pokémon formula in Nexomon: Extinction. *Counting the credits, I saw 1 designer/programmer, 1 producer, 6 music credits, and 19 artists and animators.
#NEXOMON EXTINCTION TRAINER SERIES#
It’s not going to be for everyone, because again, I don’t know that anything can truly be that, but I do think there’s something here for both people who still enjoy Pokémon and want more new experiences like that, and people who have found the interests drift from the main series but still find themselves missing some aspects of it and wondering what could be. And I enjoy seeing other people’s potential divergent evolutions of what the series could be, in tweaking these things.Īnd despite having a fraction of the budget or manpower* of Game Freak, Nexomon: Extinction still provides its own unique voice and polished experience. But I also don’t think that’s necessarily a bad thing Pokémon at its core is a lot of fun, while also having a ton of variables and decisions that can be adjusted in a number of ways. It’s one of the more directly Pokémon-inspired games I’ve seen, and never quite escapes being “Pokémon, but…”. Which is why today I’d like to talk up VEWO Interactive’s Nexomon: Extinction, another new entry into the genre, and a very worthwhile one in my estimation. Of course, that’s also why the growing number of other Monster Taming games is good no one vision of the genre can sate everyone, and it’s good to have alternatives. My take on it from last year can more or less be summarized as “The mainline series is trying to be the JRPG version of something like Animal Crossing, and most of their changes have either been to enhance that side of the game, or to make the surprisingly-deep competitive side more accessible for those who want the challenge.” And I also think all of that is good, even if it is not yet perfect or to everybody’s taste. This also means that a lot of people have opinions on what Pokémon as a series should be, though, especially compared to what it actually is. Pokémon’s dominance within the genre is undeniable it’s far and away both the best-selling and most prolific series in the style, both of which make it most people’s introduction and formative experiences with the genre. I got some of my thoughts about this out in my Pokémon 25th Anniversary piece from late last year, which makes sense. New ideas and directions from new talent is really what helps an idea grow. I loved it growing up, and as someone who’s gotten more and more into the indie game sphere, I’m thrilled with the number of small projects tackling the style. Which makes sense as I’ve said in the past, it’s a game style that means a lot to me. I’ve still been thinking about the Monster Taming genre a lot as of late.
