I’ve been exploring the Alola region in Pokémon Sun, Moon, and the Ultra versions, and honestly, I don’t think the map design is as bad as some fans say. While some criticize Gen 7 for being linear or lacking exploration depth, I find plenty of cool details, optional areas, and side quests in towns. The Ultra games especially encourage exploration through collecting Zygarde cells and stickers. Compared to other regions, Alola’s design doesn’t feel more linear; Unova’s arguably seems tighter. Since Gen 3, Pokémon regions seem pretty straightforward overall. I’d love to hear what others think about Alola’s map and exploration experience, especially in the Ultra editions, because it’s surprised me with how interesting and immersive it is to explore.
5 Answers
I get where you’re coming from, but I think part of what makes Alola feel linear is the way the routes are laid out. You mostly just follow a paved path and move straight to the next area with minimal trainer battles or wild encounters unless you purposely veer off. Compared to Sinnoh, for example, which had lots of backtracking and looping, Alola feels more streamlined. But if you do explore the tall grass areas and optional spots off the beaten path, there are tons of hidden items and secrets. Honestly, the design encourages you to explore if you want, but it’s also easy to just progress straightforwardly.
Good point about the removal of HMs changing route complexity. And honestly, I think the more realistic path style for Alola fits the tropical island vibe better than grid-like maps.
I feel like Alola tries to be a wilderness region but actually feels kinda developed and busy everywhere except maybe parts of Poni Island. It’s weird because you’d expect lots of untouched nature, but it feels more crowded and well-traveled than even Kanto in some places. It sort of takes away from that feeling of adventure and discovery when you’re constantly running into NPCs or trial setups.
My main gripe is not just the maps, but how the game constantly pulls you into cutscenes every few steps. It really kills the pacing and freedom to explore since you can’t just wander around without getting interrupted. That said, I actually like the Alola regions and the Pokémon introduced — the designs are cool, and the side areas have neat stuff too. But all the unskippable dialogue and story moments make the exploration feel less enjoyable than it could have been.
Totally get that. Some cutscenes could definitely be trimmed or made skippable without losing the story. Pokémon games are usually about the journey first, so too much story interruption can get frustrating.
I wish they limited cutscenes to maybe one per town or area. The game has a nice story, but it sometimes feels like it’s railroaded too hard.
Honestly, I think Alola could have been better with less handholding and a bigger map. Everything feels super developed and close to roads or Pokémon Centers. Even Poni Island feels too built-up. If they added a bigger fifth island that was mostly wild and expanded the map scale a bit, there’d be more room for true exploration without losing the charm of the existing areas.
One thing that bugged me was that for an island region, Alola didn’t really embrace the ocean exploration theme enough. I would have loved more underwater areas, coral reefs, and maybe connected islands you can sail between or dive around. Instead, we just get some Mantine surfing sections and scattered small islands that feel kinda disconnected. It would’ve made the region feel more cohesive and immersive if the ocean had been integrated more fully into the gameplay.
Yeah, I wish they expanded those ocean parts too. Traveling around with ride Pokémon is fun, but actual ocean routes and underwater exploration would’ve really boosted the vibe.
Yeah, I agree. The Wild Area in Sword and Shield offered more freedom, but main routes there are still pretty linear too. Gen 5 was criticized for being linear, but I’m not sure BW2 really opened up much beyond just adding areas. I think Gen 7’s routes are less complex but feel more natural and spacious. Also, since there are no HMs, the routes don’t need to be as maze-like to keep you moving around.