Wednesday, 23 September 2026

I got all the Achivements in Deus Ex the Fall

 Hello everyone. I recently got all the achievements in Deus Ex The Fall (my second time "platinumming" a Steam Game) and I wanted to talk about it.

 


 

 

Overall a straightforward if slightly annoying set of achievements. There's no difficulty settings but you're still relatively fragile in combat on the base difficulty. There's 2 main issues I had when going for all the achievements. The first is that you only get 1 save file period. This save file also holds your latest manual save, autosave and quicksave. So if you mess up at any point and void an achievement, you're out of luck and need to restart the entire game. The other issue is that some achievements aren't "counted until the next area". For example, take the achievement "Total Evasion - Hide from an alerted guard until he loses interest and returns to his patrol". Really easy but I only got it after evading an enemy and going to the next load zone. There are a few instances where this works against you. For example "Boy Scout - You didn't accept a reward for helping Camila with her stalker problem! Such a nice boy!". You need to decline the award and then leave the load zone to register the achievement which also autosaves the game which means you can't go back and get the award. I suppose you can disable the autosave and rely entirely on manual and quicksaves but I was too lazy to. For me, I generally knew the game well enough to know where and when I should save to avoid any major mistakes but I don't think I should consider that a pro.

 

I unfortunately cannot remember off the top of my head which achievements auto-register and which need an area transition to trigger. I did some reasearch and supposedly, its Proton save location is under Steam's compatdata/258180 prefix. So in theory, you could manually backup/transfer your save as an option. I personally cannot confirm that works however.


My unfounded conspiracy theory is that only one save slot is a consequence of its origins as a mobile game. Remember when this game first came out,  lots of  iPhones like my old 4 had 8GB total of space. Most of which was already taken up by iOS and your limited apps. Deus Ex The Fall was nearly 2GB. I suppose the app expanding to take up more storage for save slots was a no-no? And the game never got that fixed even when ported to PC? 

 

The minimum you need to play this game is 1.2 playthroughs. 1 normal non-lethal run (for the achievement) and partly into a NG+ Run because of  "Packing Heat - Own a rocket launcher and a plasma rifle". These cost about $11,000. If you absolutely scavenge for every little credit card (including shooting civilians to get their money), you can get around $10,000 by the end of a playthrough. Money is extremely tight in this game. 

 

I did nearly 4 full playthroughs because of  "Unlock the Power - Purchase 10 praxis kits". Because even after saving every $, I only had enough for 5/10 at $2500 a pop so I needed another NG+ run to get another $10,000. Until I realized you can just buy 1 and keep reloading your save to re-buy them and it still counts. A rare time where the game isn't stingy about locking in your progression. I wish I knew about that earlier to save myself 2 whole playthroughs. I think you can reasonably get all the achievements in 4-5 hours. I am an outlier for doing it in 10 I suppose.

 

There is one sorta bugged achievement in "Hard Times - You have got a problem. You found a can of beer in the trash and then drank it" since the game might not register this.  The most consistent strat for this is to drink all the beer you already have in your inventory so you have no beer. Go to the Slums Area. Immediately hook a right and find the nearest trash can, loot it for beer, drink it and hope it counts. 

 

So yeah, that's the achievements.  Overall, not a bad list. A lot of it is just "do the optional stuff in the game" that I'd do (and did) normally. I think I wasn't going for the achievements, I'd probably end up doing about 70-80% of it because that's what happened when I played the iPhone version. I only missed 1 side quest and some of the money related Achievements. The game is generally so brief and contained that going for the achievements doesn't change much. I suppose it would have been cool if there was a "Do a run with no upgrades/augmentations" achievement as that would be an interesting thing for the achievements to push but by my 4th Playthough, I think was done with the game.

 

One interesting note of the achievements are the historical context.  The achievement "Natural Born Pacifist = Complete the entirety of Part 1 without killing anyone" even shows us this was never meant to be a one and done game 🥲.


 

As for the game itself, despite its mostly negative rating on Steam, I kinda liked it. I think it's a perfectly fine 6/10 little game. I have something of a soft spot for this game because it was my first Deux Ex game. I remember playing it on my hand me down iPhone 4 because I didn't have a PS3 at the time. As someone that played a lot of PSP and DS ports/versions of games that had a proper console version, I was very enamored by this version.

 

I played this game across 3 different devices because the game doesn't support cloud saving and I was too lazy to manually transfer my save around to my different devices. My ROG Ally  Z1 running Bazzite on the latest Experimental Proton and I recall it ran around 60-80 FPS maxed out. The gamepad controls worked flawlessly and I even got Gyro working for aiming. My i7-13620H + RTX 4060 Laptop with Fedora Running on Experimental Proton was running it around 100 FPS but with weird stutters and the aiming crosshairs disappearing. But my i7-7700HQ + GTX 1060 Laptop running Bazzite was getting smoked. I was getting 30 FPS when standing still and 1-2 FPS when moving and the Crossbow wouldn't ADS. It got so bad that I did an experiment where I held "W" down as I walked into a wall for 5 minutes and the game dropped to zero FPS to the point even the Steam Overlay disappeared.

 

I tried all my different Proton versions (Latest, Hotfix, Experimental, GE, DW, 10, 9) until I landed on 7. All of a sudden I got a silky smooth and rock solid 120 FPS with Vsync on. Doing some research, I suspect there might have been a possible regression in how newer versions of Proton handle older Unity ports like DETF? I still got the same bug where accepting the Stun Gun meant I no longer had crosshairs but at this point, I'll take it.

 

 Back to the game, despite its age and origins, I found it looked quite good. At 1080 p maxed out, environments and major characters looked good. Environments were cluttered and full of details and environmental storytelling. The game retains the gold filter from Human Revolution and even borrows the soundtrack which I found nice. NPC models in places like the Slums looked ....questionable. But I'm willing to be lenient here. Judging this as a 2013 iPhone game, this game's graphics would be S tier by those standards. Plus as a fan of those PSP/DS ports, I find the imperfections more charming if anything.

 

A lot of the UI works fine on both gamepad and Mouse + Keyboard. The visual design is still very mobile first and there is some input delay on some clicks and menus like the game is expecting a tap that didn't fully go through. Holding F and G open up the sub and grenade menu and let you use the scroll wheel to cycle through them. I know this sounds like bare minimum stuff but I've played a lot of Mobile Games on Gamepads and Mouse+Keyboard in my time and a lot of even modern ones get this wrong (see my review on Neverness to Everness). So the fact Deus Ex The Fall does an actually good job here is legitimately worth celebrating. The most confusing moment I had was at the start of the tutorial that asked you to bind something to your quick select menu and I missed the exact instructions of clicking the slot then the item so I played a good chunk of my first playthrough with empty slots.

 

The core gameplay  is largely lifted from Human Revolution. You have the same cover based movement, crawling through vents, weird cutscene melee takedowns, power/battery system, augments the whole works. Perhaps this is an unpopular opinion but I was never a huge fan of Human Revolution's take on Stealth as I feel it shares a lot of my complaints with the early Assassin's Creed games. You have very few ways of interacting with enemies or the environment those enemies are in. I was playing Splinter Cell Double Agent on PS2 a while back and in that game, you can Jam Lights to create shadows which both creates pockets of darkness for you to sneak through but can also distract and pull guards. You can whistle to lure guards around. Levels also more stuff for Sam Fisher to climb around on while still being in proximity with enemies. In other words, you rarely find a vent that just straight up bypasses everything. You still need to sneak through an area.

 

In contrast, both Human Revolution and The Fall don't really have stuff like that. Light, sound and distractions aren't really consistent tools you can use. Levels often have vents and other pathways to completely bypass enemies altogether. Here's an example in Deus Ex The Fall. In the Slums, there's a drug hideout. The entrance is guarded by around 7 guards. You could shoot your way in, or work in from the side but you can't stealth KO all of them. Or you could find 2 of the alternate ways in that let you skip the entrance and enter from the sides. Once inside, if you want to go to the Drug Lab, there are vents and walls that completely circumnavigate most of the guarded areas inside. Inside the Drug Lab, there's 2 side quests that send you here as part of their steps. And even here, there are vents, breakable walls and hackable doors that let you skip a lot of the sneaking.

 

To be more specific, there's generally 3 kinds of stealth options in stealth games:

     Avoidance: vents, alternate entrances, breakable walls, and hacked doors.

    Manipulation: distractions, sound, lighting, patrol control, and environmental traps.

    Neutralization: takedowns, weapons, mines, and non-lethal tools.

My argument is that The Fall is relatively generous with avoidance and neutralization but underdeveloped in manipulation.  So what was originally: “Which route does my build allow me to use?" slowly turns into: “Which of my six ways of bypassing this encounter do I feel like using?”

 

Of course, the idea HR and TF are going for here is that this is a Stealth RPG rather than a pure stealth game. So rather than areas being purely mechanical stealth challenges, Stealth Areas are closer to "RPG skill checks". "Can you break walls? If yes, here's a free pathway. Can you hack or destroy these doors? Free Pathway". But at least in HR, there were a few more factors at play. There was the meta aspect and inventory management. Resources were scarce and you had limited inventory space. The boss fights, as whack as they were, still meant you had to plan around them to some extent. Maybe you would choose to put a few points into inventory space to carry more stuff rather than upgrades to break walls or move crates or hacking. So "planning your route" was more important. Instead of solving a stealth problem purely mechanically, you're cashing in prior character-building decisions.

 

Moreover, HR rarely asked you to backtrack or revisit older levels. The Fall sends you back to places like the Nightshades Nightclub and the Elena Hotel (thrice if you include Camilia's side quest). Guards may not respawn so if you're ghosting, you just reuse the same paths you did the first time and do a bit of annoying waiting for guard patrols to be favourable (or use your Camo/Invisible Augmentations), or reuse the same pathways and KO/kill guards for the free EXP, or if they don't respawn, just walk through with no issues.

 

The XRG Data Center Level in The Fall is the one area I feel the game locks in for a challenge that's actually kinda tough regardless of your build. Stealth Players have fewer instapass vents (or the vents require progressing past enemies blocking them). Combat players have some pretty tough enemies that can take a lot of shots. It felt more like "rather than there being a bunch of easy options, I actually had to mix and match my tools since my build(s) helps but doesn't auto-solve the level". The routes and vents converged more often. Enemies tended to occupy more useful pathways and were quick to punish mistakes.

 

Though, to be fair, I suppose I should be lenient to the game given the context. Remember, this game came out in 2013 when Smartphones were finally becoming powerful enough that publishers asked "hey, can we squeeze proper AAA games into this thing?" I remember contemporary reviews of The Fall from the time were impressed that something like The Fall could even exist. Even stuff like the tutorial (which almost every review I found of the PC version criticizes) makes sense from that lens. The studio making this game were aware this was uncharted territory for mobile players so the tutorial being so overbearing, heavy handed and slow was likely seen as a necessary compromise for mobile players new to Deus Ex. Even the scaled back abilities, enemy AI, enemies disappaerening when neutralized and levels were likely technical decisions just as much as they were accessibility/audience considerations. But the consequence is now that The Fall is on PC, it's being judged relative to other PC games where its Mobile Design, even if made with good intentions in places, ends up being seen as flaws.


Funnily enough, the most fun I had playing the Fall was during my 2nd, 3rd and 4th playthroughs where I was under no obligation to be stealthy anymore. So I could use a mix of hit-and-run tactics, melee takedowns and gunplay. Gunfights in the drug lab and Data Center were fun because I'd be using the vents to scurry away as guards came to rush me and I'd be the one flanking them. It was some nice cat-and-mouse gameplay as I had to watch myself as I wasn't very tanky and escaping with only 13HP from a vent to try to reposition was intense. Plus, it was fun to have all the augments and being able to style on enemies.

 

Funnily, this is the sort of dynamic system interaction I feel the stealth side lacked. It's quite ironic and funny.  The achievements initially trained me to experience the game in one of its least interesting ways. Natural Born Pacifist made me approach everything cautiously and avoid killing anyone. Once I'd gotten it, genocidal Ben Saxon was here to slay.  Somehow, I'm having more fun on the pointless replays I didn't need to do.  The stealth playthrough theoretically embodies Deus Ex's player-choice philosophy, but going loud actually made me engage with the levels more deeply.

 

The Fall doesn't have Limited inventory. Instead, you have a "Black Market" that lets you instantly buy and teleport weapons, ammo and equipment into your pockets (think Drebin's Store from Metal Gear Solid 4). Being originally a mobile game with microtransactions, I suppose Square Enix expected you to buy a few things here and there which is why although items and ammo are fairly reasonable, the high end weapons are crazy expensive. I shudder to think of the game's balance if this game got more content. At least I will say compared to HR or MD, I found myself less stressed doing gunfights because common ammo drops for the starting pistol wasn't a worry because enemy drops were good. That's one area The Fall is generous in.

 

The story of the game is a brief prequel/side story/interquel to Human Revolution. You play as Ben Saxon, a member of the Tyrants (the bosses of the HR) who goes rogue after a mission and hides out in Panama during the worldwide Neuropozine shortage that augmented people need to manage their prosthetics being rejected by the body. Ben's investigating Big Pharma and their connections to a new drug, Rizene, said to be a more affordable Neuropozine replacement.  The story takes place just after the attack on Sarif Industries in Human Revolution while Adam Jensen is off on sick leave. Also, you meet Alex Vega in this game before she shows up in Deus Ex Mankind Divided.

 

That's the bulk of the story because it's unfinished. Even to this day, there is a "To be continued" and a "More Content Coming Soon" Tab in the main menu. At least the world building, lore and atmosphere is on point. My favourite part is that you can hack into a computer and learn that Final Fantasy 27 is winning GOTY in 2027 after a Western studio took over FF and it's now finally in the hands of a Japanese Studio. I did some brief research and apparently, our boi Ben is actually one of the main protagonists of the official tie-in novel, Deus Ex: Icarus Effect (which came out in 2011). The Fall essentially adapts a chunk of his timeline from the books. Maybe I should check that out one day but for the sake of this review, I will pretend it doesn't exist.

 

It's hard to properly review this game's story given even the Achievements call it "Part 1". But I had an idea. A while back, I found someone donating their old Xbox 360 and a copy of Deus Ex Human Revolution Director's Cut Disc 1. I was playing through disc 1 until just after the Attack  on Sarif Industries when the game told me to put in Disc 2 which I didn't have. I was really miffed. But that makes for an interesting comparison. How does the story of Deus Ex Human Revolution Disc 1 (about 30 minutes) compare to the story of Deus Ex The Fall (about 2-3 hours)? In other words, if I played both these games back to back and you asked "which one do I want the remaining story to" which would I pick?

 

And even with this advantage to The Fall, I'd still choose Human Revolution in a heartbeat.  HR's first 30 minutes has a lot more going on. You have Adam and his interesting relationship with his ex-Megan and his workplace banter/slight rivalry with Prichard which is entertaining. Adam's also "in the front seat" given his job at Sarif Industries. Moreover, the mystery of who the Tyrants are, why they attacked Sarif and kidnapped Megan, Adam's new status as a cyborg and how he would react to that are super interesting.

 

Plus, there's something The Fall Does that inadvertently makes Human Revolution more interesting despite not being true. The plot of The Fall is Ben looking for a Neuropozine replacement to prevent Augmentation Rejection. If I didn't know the whole plot of Human Revolution, this would make me more excited to play Human Revolution because "Adam is currently working under Sarif who is paying the bills. What happens if Adam ever wanted to go rogue or go against Sarif's orders? He'd lose access to Neuropozine. How would he react or work around that?". Obviously in the actual story, Adam is one of the few rare people that doesn't need Neuropozine but I wouldn't know that from just playing Disc 1 so this would make me more interested in HR. Basically, HR's opening as an exciting Origin Story for Adam and all the mysteries make its 30 minutes more enticing compared to The Fall which feels, you could tell me is a DLC for a larger game and I'd believe you. 

 

Poor Ben in the Fall doesn't have as much narrative material to work with. He doesn't have someone to consistently banter/butt heads with the way Adam does Prichard. His relationship with Anna seems strictly professional. The nature of his mission means he has very little time for introspection, humour or friendly conversation. So Ben doesn't have many opportunities to express his own character. The most interesting thing about Ben here is his past and his relationship to the Tyrants. But it's not clear from the game how much runway there is. I get the impression from the story that Ben is "the new guy" on the squad who already didn't see eye-to-eye with everyone. All this means is that even if the Fall's overall story would have been amazing, the Fall itself doesn't exactly make that convincing. 

 

In closing, there's no pressing reason to play The Fall. The story is incomplete and its gameplay is a diet version of  HR. Other PSP/DS adaptations of console games at least tend to have enough going on to be worth playing on their own. Like, I still sometimes replay Need for Speed Carbon PSP and DS, or something like Resistance Retribution, Metal Gear Solid Portable Ops, GOW Chains of Olympus and Ghost of Sparta, GTA LCS/VCS/CW, LittleBigPlanet PSP etc are so fully featured that even via emulation on modern phones, they still absolutely slap as Portable Titles. You can't even play Deus Ex The Fall on phones anymore since the game has been pulled from Apple and Google's storefronts.

 

And I find that disheartening. The Fall is redundant but never even got even a chance to try. And never will since it reviewed quite poorly and the Deux Ex series is on ice. It's not a good game. Its phone versions disappeared. Its continuation disappeared. Its PC port survives, but that's also the version whose existence people mocked. And now the technological achievement that originally justified the entire project “look, it's basically Human Revolution on your phone!” doesn't even function in its intended ecosystem anymore. 

 

Yet, despite everything, the Fall accomplished something personal. I didn't own the hardware to play Human Revolution at the time. I had an old hand me down iPhone. The Fall did exactly what it was supposed to do. It brought Deus Ex to someone who otherwise couldn't play Deus Ex.

 

So if nothing else, at least I can say the fact it existed was meaningful.



Sunday, 6 September 2026

Pokemon Sword and Shield Ultimate Plus GBA

 Hello everyone. Recently, I finished the game Pokemon Sword and Shield Ultimate Plus GBA Version 1.2.1.2. A ROM Created by PCL.g, Jean star', Phantonomy and many others.

 

This ROM Hack is a demake of the 2019 game Pokemon Sword and Shield. Translating the game down to a 2D GBA game. I reviewed the complete edition of Pokemon Sword a few years back and when I stumbled across the complete Rom Hack, I was tempted to try it out. Plus, I was trying out the ArcEmu Emulator on my Apple Watch and decided to play Sword Shield Ultimate Plus on it during my now 2 hour daily commutes. What started as a casual game I wanted to play on my Apple Watch became something of an obsession. I really loved playing it. I lament ArcEmu doesn't have Retroachievements integration like PC emulators do because I would have grinded the hell out of them lol. I would played more but I recently reset my Watch and lost my save file so I decided to review what I already played which is the "base game" and Isle of Armour "DLC".

 

Reviewing the game itself, the first thing that struck me was how faithfully the Rom Hack recreated aspects of Sword and Shield. Towns like Postwick, Wedgehurst, Motostoke, Circhester, as well as areas like Rose's Battle Area feel like 1:1 of their 3D counterparts and arguably look better. The GBA version has a more colourful and saturated palette that makes these places pop.

 

A few areas do suffer for not coming close to the 3D counterparts.  In the 3D version, Ballonlea and its preceding route is like this really moody and cool mushroom route with nice lighting that reminds me of Pandora from the James Cameron Avatar movies. The GBA version, unfortunately, makes it look like a standard GBA Pokemon game forest. 

 

I also find the Pokecenters odd. Almost all of them use a sort of "2 floor" design with the healing centre at the bottom, at the Pokemart/Name Rater/Move Relearner at the top floor. 3D Sword and Shield used a compact 1 floor model where the  Name Rater/Move Relearne, Healing Centre and Pokemart where in front of you on the first floor. There is a Pokecenter in Motostoke with a more accurate layout but it's used only there. I do kinda like that version more since it's more compact.

 

 I do like how the GBA version also tries to make Gyms resemble their 3D counterparts as much as possible. Nessa's, Pier's and Raihen's are 1:1 (no surprise there as simple switch puzzles and gauntlets were staples in the GBA Pokemon games). Milo's is now a Strength Bolder pushing puzzle rather than a Wooloo/Yamper challenge and Opal's is a copy of Blaine's gym. A bit of shame but I imagine this was the best you could do on the GBA. 

 

Allastair/Bea's (the GBA version lets you choose whichever you want to fight) gyms are a downward sliding bike puzzle that I actually like better than the Stick Rotating challenge from the 3D version since I was always worried about giving my joycons more drift. The only gym I feel is worse is Gordie/Melony's since you don't have the radar and now have to trial and error your way through it with worse checkpoints and respawning floors so you can't even see the path you took (Also, there is a bug for this gym that advises you to avoid saving until after you beat the gym and talk to Leon).

 

One of Sword/Shield's new features were Overworld Pokemon (technically first in LGPE but SwSh were the first mainline games with them) and the Wild Area. And the GBA version adapts that.

 

Tall grass in the GBA version will only have sprites of the most common Pokemon walking around. You don't start battles by walking into them. You have to interact with them first. But you can also do random encounters by walking in grass normally (which also include the most common pokemon from the overworld) but also rare Pokemon.

 

I really like this implementation. If you don't want any encounters, you can just repel and move through routes without an issue. if you want random encounters, you can enter the grass as normal and/or use the DexNav (yes, this Rom Hack carries the DexNav. An awesome feature removed after Gen 6) to track down specific Pokemon.  And the overworld spirtes give you a good idea of what the most common Pokemon are and the chance to target them specifically. I spent quite a while farming for Rolycolys with Heatproof and it was way faster and easier to do with Overworld spirtes than running around for random encounters.

 

The Wild Area is interesting. I wasn't fond of the 3D version's take on this. I found it a bit boring to ride the bike past stretches of grass as each large stretch of area had similar spawns until you got farther away, cycling between Dynamax dens for Watts. The GBA version shrinks it down drastically. Having a couple town sized spaces with signs you can move between. It's by far the "least accurate" to the 3D version as the GBA's Wild Areas don't even come close to resembling the layout of sections from the 3D Wild Area..... and I honestly prefer it like this.

 

The GBA's take is way more compact. It's way quicker and more efficient to move through areas, check Dynamax dens, do a few raid battles and move on. Hell, even the concept of Watts is gone. It's all just money now which I prefer.

 

With the 3D version, I felt it was structured in a weird way. You could ignore the Wild Area entirely, but you had fewer chances to get stuff like certain TMs/TRs, EXP Candies and other rare items. Plus a lot of content, especially in the DLC, required Watts as a currency requiring you to farm Dynamax Dens. There was this sense of "fine, I gotta go do my Watts chores". The GBA version making it all just money based means even if I neglect the Wild Area, I'm fine. I can earn money and XP by doing battles. And if I need a break to go do Wild Area stuff, the rewards go both ways.

 

I suppose a missed opportunity was doing what the Rom hack, Radical Red did and having Dynamax dens along regular routes as well. That way, the 3D version has a way for players to get some Dynamax Raids and Watts as they naturally the play the story. And the GBA version has more chances for rare Pokemon and money. 

 

Speaking of which, Dynamax raids, I loathed doing these in the 3D version but found them more enjoyable in the GBA version. The 3D version was this 4v1 where 4 trainers brought 1 Pokemon each against a Dynamaxed Pokemon. But it felt rough to play because AI trainers were absolute idiots. You have a finite number of "lives"/KOs your team can take before you get ejected from the Dynamax Den. No last man standing or survival options. I have never hated someone like I did Martin and his Cosmic Power Solrock 😤. My man, you know you've failed as a trainer when the guy bringing in a Magikarp is more useful than you!

 

The GBA version is instead a 1v1 where your team of 6 face the Dynamax Pokemon and you are allowed to use items like revives and potions. The catch being that the Dynamax Pokemon can further boost its stats and even gets bonus boosts for KO-ing your Mons. As well as launching multiple hits against your Solo Mon. But honestly, I 100% prefer this version. Even with the dumb shields that require 1 regular hit per damage or 1 Max Attack for 2 damage, at least this version doesn't have idiot teammates that ruin it. You only lose when all your Pokemon get knocked out and you can use revives to keep it going. 

 

But even with this, late game and post game Raids are challenging. I got swept by a Dynamax Blaziken, Gengar and Tyranitar that boosted too much and got out of hand. It becomes a separate teambuilding challenge as you construct more bulky Mons with HP EVs that can go toe to toe with these monsters. Unlike the 3D version, you don't get to see a preview of what you will be fighting. Even reloading a save-state won't help you as this rerolls the dynamax pokemon. And Dynamax Pokemon will scale to the highest level Mon on your team.

 

I generally had the best luck with HP/SpDef Trained Metagross, Coalossel, Rotom-Wash all with Leftovers. These were bulky enough with good resists to handle the repeated battering from Max Moves and did enough damage that, provided they could be safely healed, could hurt the Dynamax Pokemon enough secure wins (since Dynamax Pokemon get automatic defense drops as you damage them). I found Dragon, Poison and Ghost Types generally unreliable as defensive mons as a lot of Dynamax Mons had stray Fairy, Ice and Dark Coverage for some reason. I guess this Hack is prepared for when I ever find a Shedinja.

 

 I also kept a Haze Crobat with either a Focus Sash or Choice Scarf in the back as a failsafe to reset Dynamax Mon Boosts. Machamp and Gardevoir were also decent physical/special walls that could deal damage when the situation called for it. I wonder if I could swap out Gardevoir for Hatterene. Speed really doesn't help much when you have to eat multiple hits. And same goes for Trick Room.

 

I found early game Raid Battles more fun as Dynamax Pokemon wouldn't get shields so it was just a 1v6 against a very powerful Pokemon. Whereas later ones were more a "either I have a team that sits on the Monster and can whittle it down, or the monster boosts too much and I can't stop it". Plus, stuff like Status, Perish Song, OHKO moves etc are automatically blocked in Dynamax Raids so the number of strats and playstyles are more limited. I personally would rather have something like "hey, here's a super or ace trainer on this route with 6 hard Pokemon that rotate. Beat them for a prize". Or give me a mini Battle Tower like Emerald had in the campaign but for prizes. But still, at least the GBA Raid Battles were kinda fun.

 

-The Story/Campaign

 

One of SwShUP's flaws is how much it adheres to its source material. You face much of the same gym leaders and major battles with the same Pokemon and levels they had in the 3D version. This means, like in the 3D version, it's easy to end up overlevelled, especially if you do a lot of Dynamax Raids. But even casually, enemy levels grow quite slow relative to how much EXP you earn. Even fresh Mons I caught and never used or brought to Dynamax Battles that just stayed in my party during story battles didn't take long to reach parity with enemy trainer levels. Poor Hop for example, had to face my Mons which could be anywhere from 10-15 levels above him. I ended up intentionally benching a lot of my overlevelled Mons and drafting newer Mons.

 

SwShUP actually has a solution. Some major fights scale to the highest level Mon on your team. I remember going into the Semi-Finals, going up against Nessa. My team was all around 58 minus my Intellion sitting around 72 that I forgot to remove. I expected it to be a standard fight..... only for Nessa to sweep my team with Level 72 Pokemon. Had to do a bit of grinding (with Intellion actually benched this time) with Dynamax Raids to get the team up up to around 67 before trying again.

 

Honestly, I love this feature and wish I could toggle it for every fight. You even get more money for doing scaled fights. The main issue is how inconsistent it is. After doing the Semi-finals and beating Nessa, Allastair and Raihan, I had to go fight Chairman Rose who was packing Level 58s. So my team that had to grind up for Nessa made short work of him. This inconsistent scaling also applies in the Wild Area as you can come across level 10s and level 68s in the same patch of grass.

 

Onto more positive stuff,  SwShUP, being a 2D Pokemon game, is a lot more brisk and faster paced than its 3D counterpart. Cutscenes go by faster as characters don't have to animate and move around. And even the Apple Watch can do 3x Speedup which meant I was zooming through the game (at the cost of my poor battery). This honestly makes the game feel more replayable than the 3D version as I loathe replaying any Gen 6 Pokemon game and onwards given how many long unskippable cutscenes they have that drag down the pace.


One minor complaint I have that SwSh’s 3D version does better is the UI/Map markers. The 3D version tells you in the pause menu what your next objective is and where to do it. Not a huge deal in pokemon games as they are usually pretty straightforward and linear but it helps when you haven’t played a Pokémon game for months, load up your old save and are a bit confused on what you were doing last and why you’re standing in the middle of nowhere instead of close to the next story trigger.


SwShUP has a few instances of not being entirely clear where to go. Such as needing to go to the pool in Circhester City after the restaurant. I remember being confused why the game was blocking me from going to Route 9 until I remembered about that one event from the 3D version, walked to the pool and triggered the next cutscene and was able to proceed normally. Other GBA pokemon rom hacks have found ways to have quest logs and journals so it’s a shame SwShUP couldn’t also have it.

 

The worst of this was in the Isle of Armour DLC. It's this really large area but you don't have a proper map for it. So when the game asks you to find the views (same as in the 3D version except with 1 fewer), it was hard. Even though I knew what to do from the 3D version, actually executing it was hard. I had to pull up both the Wiki  and YouTube Walkthroughs to find my way through it.


 

As for the actual story itself, here is my critique from when I Reviewed Pokemon Sword since the 2D version is almost entirely faithful to it:


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Sword's base game has a similar premise to that of its predecessors. You start in a small town, you get your starter and your rival. You set out to get the Gym Badges to be able to challenge the Champion. There's an evil team and antagonist you have to stop along the way.

I have said this before, but I don't have a problem with Pokemon's basic story structure or premise. It works as a nice way to get the player out into the world and exploring. The player character doesn't need a strong personal motivation to do that. My issue with Gen 6 and onward is that they tend to "expand" the story by adding lots of cutscenes and interruptions to an otherwise brief story which I feel has the opposite effect of tanking the pacing since often no new information is revealed or progress is made. I remember this quite a bit in ORAS compared to Emerald. Emerald's "cutscenes" and dialogue boxes were quite brief. Generally getting to the point and letting you continue on. ORAS often added more dialogue such with the encounters with Steven Stone or Archie/Maxie that still gives the same information but pads it out.

Sword Sadly continues this trend with plenty of unskippable cutscenes (despite there being an option in the menu to skip cutscenes) that really didn't need to be this long. The story was at its best when it was being hands off and letting me go about the Gym Challenge and talking with people myself along the way.


Hop as a rival was decent with a surprisingly relatable story. He's a dude that spent his whole life preparing for a role. His family are already really proud of his older Brother Leon for being champion and Hop feels like he's hurting his brother's reputation with his losses so he's definitely under a lot of pressure. Hop's putting in all the effort to be the best despite not being the best. He does stuff like switching out and training up an entirely new team whenever he loses to you (I feel it would have sealed the deal if he also ditched his starter, showing his desperation). And here you are, essentially taking his life's work from him effortlessly because you are the main character. I'm reminded a little of the plot of Monsters University here with how Mike was doing his best to be a scarer but being unable to due to lacking the natural talent of other monsters. Hop is the first rival in Pokemon I really felt bad beating because I've been in his shoes before of being outclassed in something I'm passionate about and trying my best to be good at despite my flaws by someone with seemingly God given natural talent. If Sword had branching paths where if you lose to Hop he becomes Champion, I'd gladly take the L there.

That aside, one of my criticisms with Pokemon games is that despite their massive wealth of deep and intricate systems and options for combat, the games never teach you or even hint that exists. Often relying on simple "Wow, you used a Super effective move there. Good Job". Which makes the Post Game Battle Towers feel like a completely different game when the training wheels suddenly come off with no warning and make people complain the base game doesn't evolve or is too basic. When I first played Sword, I was expecting Hop to turn this "You use Super Effective Hits" around on me as a way to teach the player new things through Hop. As an example, what if in one battle, Hop goads you into using Ember on his Grookey. You do so and it turns out he had an Occo Berry or a Weakness Policy in addition Max Sp Def EV investment. Hop then brags that even though "you may know Type Matchups, I know there's more than that".

I wish Sword did something like that as stuff like this would have really improved both the story and gameplay here. For gameplay, it gives the base game more of a challenge (the base game is a bit too easy) and teaches the player more mechanics. And for story, it shows how Hop is trying to go out of his way to improve by implementing competitive strats against you. Making his loses sting even more since he couldn't even beat you despite doing cool stuff like that.


Imagine if every time you faced against Hop, he tried out a new stratgedy against you that often took advantage of you blindly just clicking super effective moves. In addition to using berries and Weakness Policy, he could have used a Zoarak with Nasty Plot to trick you into using Psychic moves against it. Or he has a really bulky team that used Trick Room to be able to turn the tables on you. It was a missed opportunity to not go all out here. I understand Pokemon is a game for children but prior games did these things before. B2W2 even had difficulty options for those who wanted more of a challenge (granted, unlocking them was convoluted but it showed these games could often be more challenging and use more of their depth).


A common criticism of Sword's story is directed towards Chairman Rose and his plotline. And I'm not going to argue against them. Rose's role in the story isn't done well. And I feel Sword is another example of how such over the top and "epic" storylines don't really work in Pokemon.


This is a bit of a long section but bear with me here. So developers of Pokemon games like Masuda have given interviews where they've talked about the world and stories of Pokemon. In particular that Pokemon's world is "a subtle version of utopia" and that "Hoenn was based on Masuda's childhood memories of going on vacation on Kyushu". Essentially, Pokemon games are generally going for a "nostalgic childhood vacation with your pets through a perfect world" feel. And the games really commit to this vibe. The Pokemon world has free healthcare. In Hoenn, we see examples of how people are concerned for the environment that places like Whismer Tunnel got shut down the moment it was clear there was ecological concerns. Gen 6 has people creating infinite reusable and clean energy with no downsides whatsoever. In Alola, you can visit a police station where the cops are kinda bored because there's nothing for them to do. There are no systemic problems in crime, housing, overpopulation, resources, energy, environmentalism etc. Hell, even food isn't a problem everyone is vegan (and they don't eat grass types). You won't even see many farms of livestock in Pokemon.

This isn't a criticism. This sort of vibe gives Pokemon games a really comfy feel. Even if there are some darker stuff in Pokedex descriptions or in the Manga, they are almost always disconnected from the games. You won't see any Drifloons stealing children or Eevees crushing people despite what their Pokedex entries say.

But this does limit the kind of stories that would work well in this kind of world. You can see an example of this in ORAS with Archie and Maxie. In a vacuum, their motivations make sense. One of them wants to expand the Earth's landmass to create more room for humans to build and expand. The other wants to return the world to a state fit for Pokemon untainted by human progress. But the problem is that the world they live in doesn't have the problems these actions would be solutions to. Hoenn doesn't have a problem with overpopulation or resources that would prompt Maxie. Nor is there such disregard for the environment to prompt Archie.

As a result, Archie and Maxie aren't great antagonists and their story is unengaging. Their motives are so disconnected from the world that there's nothing you can really latch onto. And even defeating them is unsatisfying because no progress can be made because the Status Quo is perfect anyway. It's a similar case for Cyrus, Lysandre and Rose.


This is why I feel Pokemon antagonists are at their best when they have smaller scale and more personal plans, generally related to exploiting Pokemon. Like, Team Rocket are great villains because they are essentially the mafia. They profit off stealing Pokemon. Their motive is greed. You can understand why someone would do that and they do leave behind consequences of their actions like Slowpokes missing their tails or missing Pokemon. So taking them down actually "fixes something that is broken". Same with Ghetsis and Co in Gen 5.

Back to Pokemon Sword, this is the main reason why I feel Rose's story falls flat. Like Archie and Maxie, Rose is concerned about a problem disconnected from the Utopian world of Pokemon. And one that was already solved in prior games. In order to make Rose's story work, you'd either need to put cracks in that Utopia, such as Galar actually having energy and sustainability issues, or change Rose's motivations.

One idea I have to do the latter is to kinda take inspiration from the Isle of Armour DLC. Why not have Rose and Leon in cahoots as the antagonists? Have Rose be the one fixing Leon's matches so he remains the unbeatable champion. You can have Leon either be in on this and have him cheat against the player (which would create an interesting dynamic for Hop to go through) or have Leon be oblivious and join your side so he can have a proper fight as a proper champion. This would shift the conflict to something more connected to the Pokemon world.

Switching topics but this is why I like Team Yell in Sword. They are just Marnie's rabid fans which justifies their status as jobber grunts. The rest of the story with Bede, the other Gym Leaders and even Swordbert and Shieldbert, I enjoyed.


As Galar is based on the UK, I really like how the Pokemon League here resembles more of an official spectator sport. And the game does a neat job with this idea from the stadiums and crowds and official League Cards and merch, to more subtle things like how Gym Leaders deal with their fame as essentially professional athletes. Like, you have Leon and Raihan that are show offs and play to the crowd. You have Alaster that is a lot more shy and scared of the attention he gets as a Gym Leader. You have Opal that's "been in the game so long" that she's past all the formalities. You have Kabu and Bede that take the competitive side more seriously. It's neat.

''' 

:::

 


I did note one strange addition to the story. On Route 8, you can come across a lone house past a cave. Inside you find a man lying on the ground with some Garboders around him. After you defeat them, your character investigates the body, finds the man has been dead for a while and the Garboders were eating his corpse and gets the Focus Sash item. Your character freaks out and says he wants to leave and never think about this.


This took me by surprise. It feels so at odds with the story, tone and world of Pokemon and how otherwise faithful or inline SwShUP has been. Is this a reference to something? An Easter egg? Am I missing something?

 

-Other features 

 The game features all pokemon from Gens 1-8 as well as a few Hissuisn and Paldeans Mons. I think the final count is around 902 with around 800 minimum obtainable before beating the main game. Sword and Shield’s main 3D Switch version, with all its DLC, has around 668 Pokemon with around 500 or so actually obtainable to a solo player.

SwShUP even lets you do in game trades to get other regions starter Pokémon, has all mega stones and lets you mega evolve all applicable Pokémon (even though no NPC uses Megas) and you can find an NPC that sells you almost every battle item like choice specs, leftovers, Ability Pills, assault vest etc (but not Choice Band for some reason). The only omission seems to be a vendor for evolutionary stones as those are really rare. I haven’t come across a single one. Not even from Dynamax Raids.


The game features the Isle of Armour DLC and Crown Tundra DLC and these are.... kinda mixed. I already mentioned earlier that the Isle of Armour was annoying to navigate without a Map. A shame because I really the environments, the bonus 4 original Gym Leaders packing new types. Even the Cubfu quest is arguably "better" since you actually have to fight 6 powerful Dark or Water Types instead of jobbers (granted you can bring your own team. You're not limited to Cubfu but I did try to clear as much as I could with Cubfu before having Gardevoir come in).

 

I will complain that the game is missing the Restricted Sparring Mode from the 3D version. This was hands down my favourite part of the 3D version. The way it works is that it's a Battle Facility with a monotype challenge where a team of 3 tries to get as far as possible with 2 heals only through the entire streak.  The game even tracked with types you won with. I remember having a blast in the 3D version clearing the Flying challenge with Corviknight, Gyrados and Togekiss.

 

I was so prepared to dive into this in the 2D version. With way more Pokemon, I was  already planning my teams. I had Rotom Wash, Heat and Mow ready to go for the Electric one lol. But sadly, the 2D version doesn't have it despite how rad it could have been 😭.

 

As I was heading into the Crown Tundra "DLC" , I accidentally reset my Apple Watch when trying to do a backup which meant I lost my SwShUP save file. A shame as I was looking forward to seeing how the game handled it. My last memory was meeting up with Peony and catching Thunderus and Landorus from special Dynamx Dens.

 

 In conclusion, this is my favourite take on the Galar region and I really enjoyed my time with Sword and Shield Ultimate Plus GBA Version 1.2.1.2. The added Pokemon, content, graphics and design were more fun to play with than the main 3D Version. Stuff like Dynamax Raids were actually fun instead of a chore.

 

The Hack is held back from being perfect by a few bugs, the inconsistent scaling, the lack of polish in the DLC, inheriting some of the story issues from being too faithful to the 3D version, missing some features like Restricted Sparring. But I can 100% see myself playing this game in the future properly and getting achievements via Retroachivements. Even for a Nuzlocke of just the base game, this would be so sweet to go through. I still strongly recommend this Hack to everyone. 

 

 This also makes me wish for more rom hacks to be demakes of DS and later Pokemon Games. I've always wanted a demake of a Kalos or Alola game in this format. Here's hoping this is the first step in that.