Like the past, Gates to Infinity places you in the skin of a human who is transferred to the Pokémon world to aid resolve an issue that needs a unique viewpoint. In this instance, the issue seems to be an easy rescue objective, however, you discover additionally it is a philosophical rescue - Pokémon all over have forfeited their trust in each other and are providing in to a usually negative attitude regarding the future. Why this issues and why a human could be useful in helping are details you learn during the period of the video game. The story from time to time appears a bit naive to an incredibly seasoned adult like me, however it is advised well, and it is persuading enough that even I found myself thinking that my crew's actions and attitude will have an adequately broad reach as to make an actual distinction.
Gates to Infinity plays quite in a different way than video games like Pokémon Black/White, even though it is dependent on the same underlying concepts. You encounter the kinds of Pokémon and the moves that you are acquainted with, but rather than roaming through grass and caves from city to city, you reside in one city and make your way through dungeons in search of items and new companions. You typically travel through those dungeons in a party of four, and you will pick whether those four stick with each other or split up to fight more enemies at the same time. Previous video games employed an IQ mechanic that needed you to both level up and utilize rare circumstances to teach these techniques to your teammates, however Gates to Infinity has thankfully carried out away with that system completely, greatly enhancement to the overall flow of the video game. Combine this with the proven fact that basically walking through dungeons makes your party members regain HP as time passes, and you've got a game which makes it super easy for you to say "I'll just play one more mission" again and again, and it is difficult to put down even though the closing credits, when the challenge level goes up via the inclusion of new gameplay elements.
As opposed to other Pokémon video games, every member of your team earns experience at the same rate, whether or not they're in your active party. When you enter a dungeon with a party member you had been leaving on the bench, they immediately acquire all of the levels their experience entitles them to, and you're given the selection of how you can set aside any new moves and (whether it's time for them) whether or not to let them develop. It is a bit of a double-edged sword, since Pokémon who join the team late cannot catch up, level-wise, however the advantages far outweigh the drawbacks. It removes the need of milling for levels, and also, since I invested 60 hours with the video game before achieving the end credits, I still felt like I'd become my money's worth.
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