Isle Of Armor: 10 Highlights From Pokemon's First Expansion

9. An Antagonistic, If Cartoonish, Rival

Here's something else that appears and sticks with you from the beginning of your island visit, though mileage and tolerance will vary on this one. The Isle of Armor will pair you against one of two ultra conceited and ultra annoying characters; Poison-user and grating diva Klara, or the pompous Mad Hatter Avery, who makes use of Psychic types. Both are aspiring to be Gym Leaders and have come to train at Mustard's dojo.

Both are annoying. REALLY annoying. They'll make you miss Hau. But they are antagonistic, and after generation upon generation of rivals who were too happy to lose to you, it's refreshing to have a rival trying to beat and undermine you at every turn, making their defeats actually satisfying. Beating Hop was more like scolding a happy puppy.

Their characterisation, whilst irritating at times and over the top, is at least self-aware enough that the game never expects you to struggle against them. By Helix, the core theme of their story is that they have to push themselves to their limits just to keep pace with you through Mustard's trials! Whilst neither will be spoken of alongside the likes of Blue and Silver, they do their part to give the Isle of Armor its own identity.

Contributor
Contributor

Freelance writer in Gaming, Film and prose fiction. I did an MA in Creative Writing so I could talk about Pokemon. Notorious for wearing burgundy shirts.