The phrase "too much water" has become an indelible part of the Pokémon community's lexicon, a shorthand critique famously leveled at the Hoenn region in Pokémon Ruby and Sapphire. When Pokémon Sun and Moon were released, they presented a bold new vision for the series, set in the Alola region inspired by the Hawaiian islands. While Alola is famously composed of four main islands surrounded by ocean, the design philosophy behind it offered a profound and deliberate counterpoint to the "too much water" critique. An examination of Sun and Moon reveals not an avoidance of water, but a masterful re-contextualization of it, transforming it from a navigational obstacle into a foundational pillar of the region's identity, culture, and gameplay.
Table of Contents
The Legacy of a Critique
Alola: Water as Identity, Not Obstacle
Mechanical Evolution: Surfing Reimagined
Narrative and Cultural Integration
The Verdict: A Purposeful Ocean
The Legacy of a Critique
The "too much water" comment, originating from a review, pointed to a perceived overreliance on the Surf mechanic in Hoenn's late game. Large stretches of Route 124 and 126, the vastness of the sea routes, and the requirement to constantly encounter Water-type Pokémon were seen by some as repetitive. Water became synonymous with a tedious traversal phase, a barrier between the player and progression filled with similar wild encounters. This critique established water as a potential design problem: a biome that could homogenize exploration and challenge. When Alola was announced as a tropical archipelago, veterans of the series braced for a return to these mechanics. Sun and Moon, however, were engineered to learn from this legacy.
Alola: Water as Identity, Not Obstacle
Alola does not shy away from its aquatic nature; it embraces it completely, but with crucial distinctions. Instead of vast, empty expanses of open sea, water in Alola is compartmentalized and purposeful. Each island is ringed by coastal routes, distinct bays, and secluded beaches. The water is not a monolithic barrier separating landmasses but a connective tissue that is integrated into the very structure of the islands. Swimming occurs in specific, bounded areas like the serene waters of Melemele Sea or the vibrant reefs of Brooklet Hill. This design eliminates the feeling of endless, aimless surfing. The player is always close to a shore, a landmark, or a new discovery, making the aquatic environment feel curated and rich rather than sprawling and sparse.
Mechanical Evolution: Surfing Reimagined
The most significant rebuttal to "too much water" lies in the replacement of the Hidden Machine (HM) for Surf with the rideable Pokémon, Lapras. This mechanical shift is transformative. The player no longer needs to sacrifice a party move slot for a field ability, removing a longstanding frustration. More importantly, the act of riding Lapras feels distinct and enjoyable. The animation is lively, and the water routes are populated with visible items, hidden alcoves, and dynamic elements like bubbling fishing spots. The introduction of the fishing rod as a key item for specific encounters further diversifies aquatic interaction. Water traversal ceases to be a mandatory chore and becomes an optional, engaging activity. The game also introduces Dive in a limited, story-critical capacity, using it for a single dramatic dungeon rather than as another overworld traversal tool, showcasing a focused application of the concept.
Narrative and Cultural Integration
In Sun and Moon, water is not merely a biome; it is woven into the cultural and narrative fabric of Alola. The region's history, its Tapu guardians, and the Island Challenge are all intimately linked to the sea. The story of the legendary Pokémon Solgaleo, Lunala, and Necrozma involves light from another world shining on Alola's seas. The Aether Foundation's conservation efforts are centered on aquatic ecosystems. The Water-type Trial Captain, Lana, conducts her trial in a cascading pond, emphasizing tranquility and connection to Water-type Pokémon. The villainous Team Skull's pollution of Brooklet Hill is presented as a direct affront to the island's natural balance. Even the Alolan forms of classic Pokémon, like the surfing Raichu, reflect this deep-sea cultural adaptation. Water is the lifeblood of the region's stories, making its presence feel essential and meaningful rather than incidental.
The Verdict: A Purposeful Ocean
Pokémon Sun and Moon do not have "too much water." Instead, they demonstrate how to do water right. The critique of Hoenn was ultimately about pacing, repetition, and a lack of variety within the water segments. Alola addresses every point. It structures its water for focused exploration, overhauls the mechanics to be frictionless and fun, and saturates the aquatic elements with cultural significance. The ocean in Alola is a character, a setting, and a playground, but never a tedious impediment. The games prove that the quantity of water is irrelevant; it is the quality of its implementation that matters. By learning from the past, Sun and Moon transformed a potential weakness into their greatest strength, crafting a region where the rhythm of the waves is not a monotonous backdrop but the very heartbeat of the adventure. The phrase "too much water" finds no purchase here, washed away by a tide of thoughtful and immersive design.
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