Oh my god, this game. First of all, it's just technically impressive. It's obviously a 3DS game retrofitted for the DS (the third version will clearly be a 3DS exclusive) but the game itself actually
borrows 3DS software. Even though it's a DS game, the wireless functionality seems borrowed from the 3DS; the game features always-on (enabled by default, you have to go out of your way to turn it off) wifi, which can
street pass other trainers as well as
dynamically connect to hot spots on it's own. I played it on the train, and I kept getting a single as the train flew by various houses with wireless hot spots, I even passed by other players and their characters popped up in my game. This even happened when the train went
underground. Amazing.
Aside from that. Everything else is just incredible.
StoryI'm going to try to be brief here, but the story in this game is incredible. It's on par, if not above, a final fantasy game--but by playing to the strengths of the Pokemon franchise: The semi-realistic setting, the idea of using animals as weapons, the society focused on competitive sparring. All previous Pokemon games have been set in alternate-reality versions of Japan (the first two games were set in the areas around Tokyo, in central Japan, the third was set in southern Japan, the fourth in northern Japan). This game is set in
alternate New York City. And it's not just that you can now understand all the local references, they actually mean something now.
Pokemon Black and White's story is actually a complicated love letter to America from a Japanese perspective. More than just having Poke-hipsters living in Poke-Williamsburg (which is hilarious) the history of Unova actually parallels American history. For example, Victini is captured in a lighthouse on "Liberty Garden Island", the history of which resembles the history of the Statue of Liberty. The mythological backstory is actually a reference to the American civil war, with two opposing dragons representing a divided nation (interestingly, the existence of these dragons precedes the founding of Unova, as does the issue of inequality that was central to the civil war). The main plot is actually an acknowledgement of the fact that, in the Pokemon universe, Pokemon are treated like slaves.
The antagonist (who is actually sort of the hero) is named N, and is the leader of a group called Team Plasma, that wants to overthrow the government to free Pokemon from their slavery. The "tee hee" joke everyone made about the titles when the games were announced was not lost on the creators; the story is both about moral dualities and racial divisions. They intend to do this by obtaining the most powerful Pokemon and defeating the Elite Four, which sounds kind of stupid at first (they just have to beat the game to rule the world?) but it's made pretty clear later on--if they defeat the strongest trainers in Unova, they prove that they can't be defeated by anyone, which forces people to bend to their power. Which is pretty sound logic! It actually becomes clear in this game that the government in Pokemon isn't just some of-camera entity: In the Pokemon world (at least in Unova) the government
is the Pokemon League. Becoming the Champion is like becoming the president, because you've basically proven you can beat up anyone who would stand in your way.
Unova, in contrast with the previous regions (and Japan) features a diverse array of characters. There's a black gym leader (with a white husband), a gay gym leader (PRETTY explicit), a southern gym leader, and so on. In fact, the gym leaders play a much larger role in the story; each one sort of acts like the mayor of his or her town, and assists in tackling Team Plasma. Whereas the previous Pokemon games felt like a solitary journey, this game feels more like a slowly-building group of freedom fighters facing a serious threat.
You also start the journey with two rivals, Cheren and Bianca. Both characters are actually incredibly complex (more so than any previous rivals) and have interesting, somewhat tragic development arcs. The game even subvert's the series own "become the best!" trope, as well as acknowledges the fact that some people can try their hardest and fail. These two characters also represent a duality of nature and industry, something that overshadows the entire game. Not only are Pokemon slaves, they represent the thoughtless subversion of nature guided by human industry.
It's just. A really good story.
GameplayAside from triple battles and rotation battles (which are beautifully designed), the game makes subtle changes in the form of a few new moves or items that are honest to god game changers. For example, a new move "Hone Claws" raises accuracy and attack; it's previously been impossible to easily improve accuracy, and many many moves use low accuracy as a balancing agent, so this opens tons of new strategies. Another small-but-influential change is an item called Eviolite, which boosts the defense stats of any Pokemon that can still evolve--suddely making dozens of previously useless Pokemon competitively viable (for example, Chansey holding an Eviolite is better at taking physical hits than Blissey). New passive abilities make more Pokemon immune to more elements, which is a big deal; total immunity is a big part of competitive battling, as it allows you to switch-in without losing a turn's worth of damage taken, a single loss of which is as devastating as the loss of a single pawn in a chess game.
The best improvements, though, are just ease of use things that make the game feel so much more... Nice, and forgiving. For example,
all TMs are reusable, which means you can more casually teach and delete moves without that nagging pressure of consuming a rare item. Forgotten moves can also be re-learned by trading a rare (but infinitely re-obtainable) item to a certain character. The game also generously hands you previously rare-but-useful items like an EXP-doubling hold item, EXP-share, and so on. There are also great new features, like "Nurse" and "Doctor" type trainers who can optionally defeated and in exchange will serve as a one-man Pokecenter, healing your parties midway through dungeons. There are also very few dungeons! The first "Mount Moon"-like area doesn't appear until halfway through the game. This is a very good thing.
The way random battles work has also been overhauled. While the random encounter rate has been jacked up (you can't walk 8 or so steps in most grassy patches without hitting a Pokemon, maybe 16 or so in caves), they made it way less annoying, because you almost never HAVE to walk through grass. You could probably get through the entire game without seeing more than 20 wild Pokemon. You wouldn't be underleveled, either; Trainers can still be challenged or evaded (or sometimes are required) and just battling trainers is a fine way to level up. About halfway into the game (when I first got to the real "dungeon") I just started using Repel and only fighting trainers; if I wanted to catch a wild Pokemon, I'd come back for it later.
In addition to that, there are also different types of grass, "thick grass" where you can enter double battles, and "shaking grass" (or "rippling water" or "swirling dust" or "low-flying bird's shadow") that will appear for only a few seconds. All three of these different types of grass contain different Pokemon. For example, one Pokemon that gives off a ton of EXP will only pop-up in shaking grass (though sometimes other Pokemon do as well) and is always level-adjusted to that point in the game. So basically, if you see a shaking spot of grass, you're going to want to run to it to get the EXP bonus. There's even, cleverly, an area with raised walkways above the grass, making it easy to jump down and ambush the high-EXP-yielding Pokemon without trudging through the random battley grass. Also, in the case of "swirling dust" and "low-flying bird's shadows", sometimes instead of battles you'll find rare element-boosting stones or rare stat-raising feathers.
Also, did I mention it's all new Pokemon? You don't see a single old one until after you complete the main story. And it's not what you're thinking; instead of seeing a billion Zubat, you aren't going to see a billion
Woobat. Not only are you seeing all-new Pokemon, you're rarely seeing the same Pokemon over and over. While the same 3 or 4 Pokemon may populate a single area, it's always all new Pokemon populating each new area. No Zubat or Tentacool-like filler.
MusicThe music is actually super good. I was never a fan of the music in Pokemon (compared to series like Mega Man or Zelda) but it's actually REALLY good in this game. Instead of a "low health beep", when your health is low, the music shifts to this dramatic song that uses the old "low health beep" sound in a cool technoy dubstep way. The themes songs to different characters are actually super distinctive and awesome. One of the coolest features, musically, is that when you get a gym leader down to their final Pokemon (which is always such a special moment!) the standard battle music changes to an orchestrated (sounding) version of the
main Pokemon franchise theme song. Which
sounds great. It's such a great use of the theme song, which I don't think usually appears in the actual games very much.
The music used throughout the game is great too. Some of the songs used for various routes sound like an adventure movie score--exactly the perfect music to accompany a young hero running through a verdant field.
The sound effects are also awesome. I'm not sure how to describe it, but the sound and animation of moves are so weird and synchronized and pop so perfectly, it feels sort of like a Final Fantasy game. Sort of like how in an FF game you'll cast certain spells just because they look and sound awesome--it's like that here too.
GraphicsI think the graphics are great. It's like a weird evolution of what SNES games would look like if they went 3D. The characters and textures are all cool 16 bit era sprite work, but they're mapped to a 3D world. The style is actually really pretty if you like sprite work. The animated battle sprites are actually more animated than I thought they'd be. More than just wagging their ears and twitching their tails, some Pokemon have many frames of animation, and are like a 20 second looping GIF with weird little things you wouldn't expect to be in there. For example, a Pokemon with sagging pants tries to pull their pants up every 20 seconds or so. A gliding flying squirrel Pokemon will eventually land and jump back up. Their animations also slow down and become tinted a color when they're affected by a status condition (whereas previously you only had a little icon). The battle field is also legit 3D, even though the sprites are 2D. The game, in general, knows the perfect way to move the camera so that sprite work is displayed at 1:1 pixels most of the time, even though the game is in 3D and things are scaled based on distance.
MultiplayerThe connectivity in this game is amazing. The game pack itself has a built-in IR sensor, and you can
swipe the IR sensor past another game to exchange mac addresses an instantly start a wireless match. Normally with DS wifi games you have to go on the wireless and "create/join group" and all that nonsense. With the IR sensor, you just stand next to each other to connect, and then use wifi (ie, not stand next to each other) to play. Your IR sensor can even be used to exchange friend codes and passive data with other players.
On top of that, there's online battling and trading with people on your friends list. Which includes both voice chat and
video chat. For some reason it was misreported pre-release that video chat is only for local wireless, but that's not true; you can video chat with anyone on your friends list. In addition, when trading, you now have the option to go through your entire Pokemon box, not just the Pokemon you bring with you into the trade room. You can also offer up three Pokemon, and pick from one of the three offered by the other player. You can use this same "pick one of three" method to trade passively on the built-in Craigslist-like Global Trade Station, which makes it way more useful than the previous generation's "one very specific Pokemon for one very specific Pokemon" system.
There's also online multiplayer with random battles.
There's also online multiplayer with random battles with
rankings based on the same algorithm used to rank chess players.
There's also online multiplayer with random battles with
rankings based on the same algorithm used to rank chess players that can be linked up to your email so you can be contacted by Nintendo to compete in official IRL tournaments based on your in-game competitive ranking.
On top of all that shit, there's also the Dream World which hasn't even launched yet. It launches on the 30th and essentially lets players
vote on special Pokemon to be distributed each week. For example, in Japan, on the first week everyone voted on rare legendaries like Mew and Arceus and what not; the following week, they voted on more normal stuff like Pikachu and Bulbasaur. But why vote on Pikachu and Bulbasaur when you can just import them from a previous game or breed them? Because Pokemon you get from the Dream World have abilities they can't get in any other way. For example a Dream World Pikachu has the ability Lightning Rod, which makes it immune to electric attacks and gain a Special Attack boost when hit with an electric move--an ability that actually opens up tones of new strategical options for using Pikachu.
When the last generation of Pokemon was released, there was a LOT left to be desired. And indeed, with almost every single Pokemon release, there's tons of annoying things that they could've done right.
But this one literally nails every single feature that could be nailed.