Honestly, I just need to vent about Legends ZA. Although I want to say this may be a little unstructured and incoherent, I know my OCD will not allow that. It's very unfortunate.
This post will obviously contain slight spoilers.
The setting is Lumiose City 5 years after XY, but 12 irl years. Lumiose City was a circular place with a tower in the middle. Obviously makes for an easy walk around in the 3DS era and we can come and go as we please so not too much detail ultimately needed to be there, but now it's our sole explorable map. As it was an already established location, they were kinda stuck on how to flesh it out. They could have changed the overall layout, but then it wouldn't be remotely recognizable. And it kinda isn't since they did add more locations and off-shoot pathways to flesh it out, but I digress.
So they ultimately built up.
While making the rooftops explorable isn't necessarily a bad thing, I feel like the map lacks readability due to it. It's not always clear how to get from Point A on the ground to Point B on the roof. Sometimes I can run around for like 10 minutes trying to find out where I'm supposed to climb up because not all holovators appear on the map and ladders just straight up aren't viewable at all. I don't get why there isn't a toggle to see ladders and holovators, especially ones you've found since they're sometimes in weird locations.
It also seems at times you have to break the game's own physics to get from point a to point b when there's a gap you have to get across? I don't know how else to explain it.
The Wild Zones & Catching Pokemon
While a nice concept, I feel like some wild zones are overtuned. Area 5 is your first real experience with Alpha Pokemon with the Houndoom and its Houndour lackeys. If you don't know what you're walking into, they might fuck you up. I also got overwhelmed in I believe it's Area 8 with the Alpha Krokorok while looking for a Gible, not realizing that if you trigger an Alpha pokemon then most everything near it gets aggro'd as well. Still don't know how that happened when I don't think I went anywhere near the Krokorok or its lackeys. Then there's Area 17 with the Pyroars. Why can these guys target me on the roof AFTER I've already snuck by them? They didn't see me so why can they suddenly see me? Unless we're saying the Alpha Mawile on the rooftops alerted them? Why is Earth Power allowed to have infinite range? Whoever developed Area 17 did not give it much, if any, thought.
There's also a few pokemon that if they see you they despawn. For example, in Area 16 there's apparently a Froakie. The couple times I actually stumbled into it, it's in the bushes near the fountain. First time I saw it, I was so confused because I just saw something blue fade away. Second time, after learning it was a Froakie by actually looking at the spawns in the map, it disappeared again. I never even saw its model on the map before it left both times. This happened with the Dratini near Le Nah on the rooftops too. Except, in that case, I don't think there was a way for it to actually have seen me before it flipped out and ran away since I did approach exclusively from behind while crouched. It feels like maybe the line of sight is potentially overtuned.
This also goes into the issues of lock on not being equal to the distance pokeballs can be thrown. You have to be basically right next to the pokemon you want to catch before the pokeball will connect, significantly closer than the maximum distance of the lock on. If you try throwing a ball the second you can lock on it just... never actually reaches. If you get a bit closer, it looks like it should reach, but it just doesn't. It doesn't feel balanced. I mean I guess it is since there's now a NPC that gives you "lost pokeballs", but mechanically I don't think it is, especially when you pair it with the weird line of sight pokemon who flee seem to have.
The game is balanced really strangely. The Rogue Megas feel weaker than they should be overall (there are a few megas that feel weirdly unfair) while the Promotion Matches are weirdly difficult, I started noticing this with Corbeau.
The Rogue Megas are, for the most part, very straight forward. But some aspects of their battles really highlight how bad the game's control scheme is. Sometimes the mega solely targets the player character, you cannot run/dodge and command your pokemon to attack. You have to choose one or the other, most probably just running around since the character's movement speed is significantly lowered when locked-on. This can really drag on the fight and make it feel like a chore.
The megas also aren't balanced well, with some being significantly harder/more annoying than others. I found the megas with continuous attacks or range more difficult than some late-game battles. Like I don't understand why Starmie who is very simplistic is late-game, but Bannette with some annoying stuff is pretty early.
Then there's the promotion battles. Around Corbeau, it begins to feel like you need to swap to a team with perfect (or near perfect) EVs and high (if not perfect) IVs. This felt confirmed to me when I battled Grisham. It took 5 of my pokemon to reach his 5th. We can argue that my team just doesn't have enough coverage, but pokemon's storyline fights have always been simple so I wasn't expecting this steep of a difficulty spike and if I'm around 10 levels ahead I shouldn't be having issues anyway because it's fucking pokemon. It also doesn't help that the battle system itself just feels... unresponsive at times.
I've run into issues with the lock-on feature in battles. Sometimes the lock-on will fail even if you're still in range. I know it's not my controller because the ZL button works just fine in other games. Then say the lock-on feature doesn't fail, I've had times where I've pressed an attack and the game just didn't seem to register it or my pokemon decides to travel 500 miles to get into position to attack. I feel like these issues would have been mitigated, if not outright nonexistent, if you just controlled the pokemon directly. As it stands, the battles are just unnecessarily frustrating at times.