>The battle system, as originally revealed, is different from past traditional main series games in that it has a real-time system. You can send a Pokémon out at any time and when locked on to a Pokémon, a display will appear in the bottom right, this is your move selection. Rather than selecting each move through a menu, it instead is done with the face buttons on the controller with each button corresponding to a move the Pokémon has, so the B Button will be one move, the X button another and so forth. The moves are then done on a cooldown before it can be used again, so you could rapidly unleash an onslaught of moves but it will then mean you have a bit of a wait time and your Pokémon will be vulnerable.
>They will also follow you as you walk around and some moves can be commanded from a further distance while others will have the Pokémon move up to the opponent. However that does mean that the Pokémon may not necessarily go precisely where you want them to, but they will keep close to you where possible.
>This made the battles feel more dynamic and akin to what has been seen in the animated series in the past but still felt very Pokémon. Alongside damaging moves you have status moves such as Growl which can be used in various ways. While the demo showed the early part of the game, I can already see there will be need for good strategy here in later game rather than just mash damage buttons repeatedly. Status conditions were also in and Poison damage even persisted after the battle while my Fletchling was out
>Switching Pokémon is done with the D-Pad at any time, you scroll through left and right and you select with up. In addition to that, you can run with the B button and roll with the Y Button.
>Unlike Pokémon Legends: Arceus, this game has hold items in it as well so you can attach items to Pokémon for various effects. The ones I saw in the demo were just Berries but this leaves things open for more.