It was 2016. Nintendo was in a weird spot. The 3DS was aging, and the hype for what would eventually become the Switch was starting to bubble over. Then, Game Freak dropped a bomb on the 20th anniversary of the franchise. They didn't just give us another "go to eight gyms and beat the Elite Four" simulator. They gave us Pokemon Sun and Moon.
Honestly? People freaked out.
No Gyms. No HMs. A tropical setting that felt more like a vacation than a gauntlet. It was a massive departure from the formula that had sustained the series since the 90s. Some fans hated the hand-holding tutorials, while others fell in love with the regional variants and the Z-Move cinematic flair. Looking back now, these games weren't just a sequel; they were the bridge to the modern era of the franchise.
The Alola Shift: Killing the Gym Leader Archetype
For two decades, the loop was simple. You walk into a town, you find the building with the big "Gym" sign, you beat a guy with a specific type theme, and you get a badge. Pokemon Sun and Moon threw that in the trash. Instead, we got the Island Challenge.
Trial Captains and Totem Pokemon replaced the static gym experience. It felt organic. Instead of just fighting a human, you were facing off against a "boss" Pokemon—usually a giant, aura-enhanced version of a local species that could call for help. It changed the math of the battles. Suddenly, it wasn't just a 1v1; it was a 2v1 struggle where the Totem Lurantis could heal itself while its partner pelted you with status effects. It was hard. Like, actually frustratingly difficult if you weren't prepared.
The trials made the world feel lived-in. You weren't just a kid collecting shiny pieces of metal. You were participating in a cultural rite of passage. This narrative depth is something the newer games, like Sword and Shield, arguably lost in their rush to get you back into stadiums. In Alola, the environment was the character.
Regional Variants and the Science of Darwinism
This was the first time we saw Alolan Forms. Basically, Game Freak realized they had a massive library of older creatures that people were bored of. Why use a standard Rattata when you can have a refined, mustachioed Dark-type version that lives in urban alleys?
It was genius. It took the concept of biological adaptation—real-world stuff—and applied it to the lore. Exeggutor growing a neck the size of a skyscraper because of the Alolan sun is both hilarious and logically sound within the game's universe. This sparked a trend that continued through Galar, Hisui, and Paldea. Without the success of Pokemon Sun and Moon, we wouldn't have the variety of species we see today.
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Ditching the HM Slave
Let's talk about the single best quality-of-life improvement in the history of the series: Poke Ride.
If you played the older games, you know the pain. You HAD to have a "slave" Pokemon. Usually a Bidoof or a Zigzagoon that knew Cut, Surf, Strength, and Rock Smash. It wasted a slot in your party. It was a chore. Pokemon Sun and Moon introduced the Ride Pager. Need to smash a rock? Call Tauros. Need to fly? Charizard's got you.
It freed up your team. For the first time, you could actually carry six Pokemon you liked, rather than five friends and a utility tool. It's easy to take this for granted now, but at the time, it felt like being released from prison.
The Narrative Peak of the 3DS Era
The story in these games is surprisingly dark. You've got Lillie, a girl literally fleeing an abusive, obsessed mother who is trying to open interdimensional portals to hang out with jellyfish-like aliens (Ultra Beasts). It's a lot.
Lusamine remains one of the most compelling villains in the franchise because her motivations aren't just "I want to rule the world." She’s grief-stricken and insane. The dynamic between Lillie, Gladion, and their mother provided an emotional core that the series usually lacks. Usually, the "rival" is just a kid who picks the starter weak to yours. In Alola, the characters had arcs. They grew. They changed clothes. They left home.
The Problem with the "Cutscene Curse"
I have to be honest here. The pacing is a bit of a nightmare.
The first two hours of Pokemon Sun and Moon are basically a glorified movie. You walk five steps, a cutscene starts. You move to the next route, Hau stops you to talk about malasadas. It’s relentless. For veteran players, this was a massive barrier to replayability. You just want to catch a Grubbin and move on, but the game wants to explain how a Poke Mart works for the tenth time.
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This hand-holding is the primary criticism leveled against the Gen 7 games. While the world-building is top-tier, the mechanical freedom is restricted until you reach the second island (Akala). It’s a trade-off that Game Freak made to ensure younger players didn't get lost, but it definitely soured the experience for the "hardcore" crowd.
Competitive Meta and the Z-Move Explosion
Z-Moves were the big "gimmick" here. Unlike Mega Evolution, which was limited to a few specific Pokemon, any creature could use a Z-Move if they held the right crystal.
It was explosive. It was tactical.
- Tactical Nukes: You could turn a standard move like Hydro Pump into a one-time-use "Hydro Vortex" to blow past a defensive wall.
- Status Z-Moves: Using Z-Splash actually gave you a +3 Attack boost. Yes, Splash became useful.
- The Power Creep: It did lead to some issues where matches felt like they were decided by who clicked their "win button" first, but it added a layer of prediction that kept the VGC (Video Game Championships) scene incredibly tense.
The introduction of the "Island Guardians" (the Tapus) also completely warped the competitive landscape. Terrain became a core mechanic. Tapu Koko and Tapu Lele dominated the meta for years. Even today, the ripples of the Gen 7 meta are felt in how modern competitive teams are built.
Ultra Sun and Ultra Moon: The "Third Version" Dilemma
A year later, we got the "Ultra" versions. They weren't sequels like Black 2 and White 2. They were more like "remixes."
They added more Ultra Beasts, a surfing mini-game (Mantine Surf), and a much harder final boss in Ultra Necrozma. That fight is legendary for being one of the few times a main-line Pokemon game actually required a strategy beyond "just use a super-effective move." Most players walked into that fight and got wiped in three turns.
However, many fans felt the Ultra versions didn't do enough to justify a second purchase so soon. They changed the ending of Lillie’s story in a way that some felt undercut her character growth. If you're looking to play these today, the Ultra versions are technically the "complete" experience, but the original Sun and Moon have the better narrative beats.
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Is Alola Still Worth Visiting?
Absolutely.
Despite the long cutscenes, the atmosphere of Alola is unmatched. The music—heavy on the steel drums and acoustic guitars—perfectly captures that island vibe. The lack of a traditional Elite Four until the very end of the game makes the "founding" of the Alola League feel like a historical event you are a part of. You aren't just a challenger; you are the first-ever champion of a new region.
How to Get the Most Out of Your Playthrough
If you’re dusting off your 3DS or looking into the eShop (RIP) or physical copies, keep these points in mind:
- Don't rush the first island. Accept that Melemele Island is a tutorial. Soak in the lore and the character interactions.
- Experiment with the "Call for Help" mechanic. It’s how you find shiny Pokemon and those with Hidden Abilities. It’s tedious but rewarding.
- Pay attention to the environment. Alola is packed with small details—Pokemon interacting in the background, hidden items on beaches, and side quests that actually tell mini-stories about the locals.
- Try a "Nuzlocke" if you're a veteran. The Totem Pokemon are notorious run-killers. It turns a "chill" game into a high-stakes tactical nightmare.
Pokemon Sun and Moon represented a turning point. It was the moment the series tried to grow up, trading in gyms for culture and HMs for convenience. While the transition wasn't perfect, the soul of Alola remains one of the brightest spots in the entire 28-year history of the brand.
Next Steps for Your Journey:
Check your local retro gaming stores for physical copies, as the Nintendo 3DS eShop has officially closed, making physical carts the primary way to play legally. If you're interested in the lore, look up the "Ultra Beast" backstories in the Pokedex—some of them are genuinely terrifying and lean into a sci-fi horror vibe that the series rarely touches. Finally, if you're a competitive player, look into the "Smogon Gen 7" archives to see how the meta evolved during this era; it’s a fascinating look at how Z-Moves changed everything.