Do you like legendaries being part of the story in the games?

Does not mind them as part of the plot. Functions as a decent focal point for why [bad thing] is occurring. Calls them "legendary" for a reason. Should have an impact on the world around them.

Would be okay with them as optional side content too. Imagines some wild Pokemon sleeping in some deep, dark cave (see: Zygarde). Feels silly for there to be no lore behind it, however.
 
Yes I do. If they're on the box art I would expect them to be involved in the story in some way. Giving the player an incentive to go for that legendary. Sinnoh and Unova's approach with the box art legendaries were my favorite as there was lore behind them and the plot directly related to them. Not only that, but Sinnoh had the Lake Trio also tied to the lore of Dialga and Palkia for being needed to make the red chain. (I couldn't remember what that did exactly except maybe summon them). That's why I think Sinnoh and Unova did them best.

Hoenn's inclusion felt kind of weak as the legendaries were used as a means to an end. Johto's had great lore surrounding Ho-oh and Lugia, even the mythical beasts were related to Ho-oh, but didn't do much in terms of story. I cannot recall X&Y's all that much aside from having good lore but the story feeling lackluster. Maybe I ought to replay it. Alola's was also fantastic with the Tapu's, but I feel the main box art legendaries didn't have much.
 
Mixed feelings tbh. I think it's good to incorporate them into the plot, but doing so also makes them feel less special/mysterious. I was so stoked stumbling upon Spear Pillar in Ruby and catching the "secret" Rayquaza, only for Emerald to lead players right to it...
 
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I think that involving the Legendaries is generally good, but despise the trend of giving them out for free or forcing the player to catch them for story progression. Actually getting a Legendary in your party should be very difficult and a major achievement to do (unless you use the Master Ball of course).

Emerald had my favorite implementation of Legendaries in the story, since they played a major role and you had to explore dungeons to find them in the story, but you weren't forced into encounters with them and had to do sidequests to catch them.
 
Yes please. They're legendaries because they're a big deal in-universe, so the story should show them being a big deal.
 
I like it when the legendaries are pretty much the focal point of the game's story, especially if it's the box legendary. One example of a mainline game-pairing that didn't have the legendary until the very end is X/Y, and from what I've seen of it, the Kalos box legendaries weren't even foreshadowed very well.
 
Yes I do, and am glad to see their role in the story increased over the years. As somebody who loves mythology, hearing those little trinkets of lore behind all of the pokemon is probably the thing that makes the franchise appeal to me the most, after the addictive collecting aspect. So I appreciate legendary pokemon being a window that reveals more about the regions you explore and their past, how things came to be etc, and think encountering these ancient creatures as enemies that could cause catastrophe or as allies that can you help you stop them is a good way to make them come alive and the little world you're inhibiting feel more precious.
 
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i'm in the mixed camp, like @icycatelf.
best case if there's both kinds of legendaries. those that are part of the story, usually the box mons, front and center where characters want to control, summon, etc. them and bad stuff happens.
and then more mysterious mons somehow mentioned in lore, like e.g. the lake trio, the regis or the birds in kanto (why is it always trios...?) , where you might just stumble upon them.

kinda needs both.
 
Yes. They're legendaries so they should have an important role in the plot and the region's history / folklore. It's the stories people passed down through generations what supposedly earned those Pokémon the status of legends. That's what makes a Pokémon a true legendary and not something that's called legendary just because it's strong and can be only caught once.
 
And if you do: do you think they're incorporated well into the plot?

Or do you prefer them to be optional side content; something you explicitly need to look for, yourself?
To be honest, yes I do. I recently just played through the story of Sword version. I've played it several times but I think Pokémon Sword and Shield remains my favorite story to play through.

I think they make catching Eternatus and Zacian/Zamazenta like the most exciting thing you do in the game.

I'm waiting on the next mainline game. I heard lots of complaints about Sword/Shield and Scarlet/Violet. This is why I think they're probably not coming out with another mainline game for a long time but Sword remains my favorite.
 
I prefer to make a distinction between new and older legendaries tbh. If the legendary Pokemon is new in the game it's in then it should have some sort of storyline (be it part of the main story or just as a minor sidequest postgame). Always considered, for example, how the legendary birb trio is just chucked hidden away into some random optional spots in Kanto with no real reason for them being there being indicated by the game in any way to be weird.
If it's a returning legendary... I kinda feel like they should've had their story already so I'd rather not have them be incorporated into the story again.

Generally does sort of well at incorporating them for the box arts. Usually comes into play with Pokemon's excuse for a plot-line sooner or later. Considers SV's incorporation of the box arts to be the weakest one given that you just use them as transportation all the time in exchange for having given them some sandwiches. Eventually reveals them to have been brought over by a time machine. Too little, too late.
Additional legendaries usually get poorly integrated though. They just get shoved in some cave or whatever and you can bump into them, usually with no reason as to why they're there in the first place.

I also consider most mythicals poorly implemented story wise too. Has some exceptions here for Deoxys in it's Delta Episode and Pecharunt's Mochi Mayhem. Usually gets no story with them whatsoever though.
 
I actually prefer when they're used as part of the world building and not necessarily as a plot device in the main narrative, but I don't mind when they do both. Granted the newer generations seem to put more of an effort to contextualize the legendaries in some form of storyline or progression like a sidequest, mostly because they seem to be using legendaries and mythicals as selling points for DLC or extra content, and at the same time, the move away from the third version structure means that they no longer do tease legendaries like Rayquaza and Giratina in Ruby and Sapphire and Diamond and Pearl, respectively, which I also really enjoyed.

The reason why I like legendaries being in the world like that, separate from the main narrative or any sidequest at all, while they may seem like they're an afterthought, to me it was one of the many things those games did that made the world seem so much more alive and bigger than it may have been in actuality. I remember when I first beat Diamond and Pearl, guides and spoilers and walkthroughs were not that common or ubiquituous, so I found the Turnback Cave completely by accident, and got to Giratina by chance. Since there was no rigid storyline or quest structure leading me to it, it felt like I had discovered a completely natural part of the world by existing in it and exploring it myself, and the mystery of the elements that were presented while playing lead to a sense of fascination that made me immediately invested and the whole experience extremely memorable.

The games also did a really good job at providing just enough lore bits to make stuff like that feel integrated in the world regardless of any association to a particular storyline, combining bits of lore drops like Pokedex entries and small pieces of information being given in some NPCs dialogues and stuff, with environmental and visual storytelling that felt satistying to analyze and become invested in, like Turnback Cave's entire vibe and isolated location, or Giratina's entire design paralelling the other, more contextualized legendaries of the trio Dialga and Palkia, leading the player to naturally infer a connection between them. Now that is just one example with Giratina, but that's the way it usually happened with me, with legendaries that were handled like that. And then of course once something like Platinum came out, that felt like more of a natural progression and extension of the world that was already set up in the base games, and it felt satisfying to get those questions that had naturally come from getting invested in the game's world answered, and the theories that had been born from that confirmed or given context.

Over the years however I do think they tended to neglect this part of the design more and more, so you ended up with a lot of legendaries that just felt disconnected from the world with no context whatsoever. I think the best example is comparing the way mythical events like Deoxys or Darkrai were handled in Gens III-IV, where they had whole unique areas and encounters with their own implied stories and context, fueling tons of theories and analysis, to stuff like Volcanion or Zeraora in Gens VI-VII, which were just given to you through the game's mystery gift systems and had little to no reference in the actual game beyond Pokedex entries. I think that was a huge shame that made those games feel smaller than they could have.

It's also true that like a lot of things in the franchise, a lot of if not the majority of the bespoke pieces of lore that are presented tended to get dropped by GameFreak or not followed through on. Gen VI I think being the biggest example where you had a lot of lore like Azoth or the Draconids or the relationship between Jirachi and Archie being quickly and quietly introduced, being developed minimally if that, and then never talked about again as they moved to Gen VII, which is frustrating, and I understand why it may lead to people thinking of a lot of stuff like this as an afterthough. What was there though, I did find highly interesting to explore and think about.

Now though, it looks like with the move to DLC based extra content they are going back to making an effort to have the legendaries and even mythical Pokemon be part of the actual world again, but at the same time because the expectations for content like this have gotten way higher, and because nowadays the way information is presented and divulged has changed so much, they're going with a more standard approach of giving you rigid questlines and linear side stories which have the legendaries as the focus instead of the looser more emergent approach of back in the day, so all in all I guess I think of the way it's been done currently as a middle point. I'm glad effort is being put back in, but I also think there was something unique and special to the old approach that could have been continued, and I hope it does at some point.
 
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I would say SV tried to do both, considering you get one from the start, but you can also find the other in Area 0. I think as a general concept it might work, but i haven't really felt it well done in SV, but I also don't really know how I would improve it. I find instead very cool what they did in Swo/Shi with the fog early route encounter and then the final fight with Eternatus.
 
The most screen time we have had with legendaries being involved with the story were SM and SV (not talking about mythicals). SV was alright. I think having the player travel with a legendary Pokemon had potential for learning about lore and having some kind of good story, and would like to see the idea reused again with better emphasis. What we got instead I would say was mid at best.


SM's implementation for a legendary though, was executed well: Lillie mentions once in the story she wants to find Cosmog's home and will travel with the Pokemon doing so. We find out later on Lillie's mom wants to use Cosmog to open a Ultra wormhole and to selfishly abandon everyone we thought she cared about, in exchange only to lock herself up in another world just for her own greedy pleasure. After Lusamine achieved what she sought out to do by exhausting Cosmog's power to open the Ultra Wormhole, the Pokemon changed into a sleeping stateless cocoon.

Despite all that went down that was hard for Lillie to witness, we see her after the event in the story and into the present plot emerging with hope, and rejoicing saying she will save Cosmog and reunite the bond she once shared with her changed mother. The outfit she wears now along with the music that plays in the cutscene are just reconfirmation of her newly positive and uplifted persona.

In fact, exploring with Lillie through the routes of the last island in the game's story, makes you feel just as much as her about achieving her goals as your own when you hear the music that plays in the background. It's also worth noting the player is kind of relevant to the plot too, and plays a role model role to Lillie to improve as a character (at least that's what I think from a couple of dialogue in the game).

Fast forward a couple explorations that happen in the game, the player and the girl play the flutes to open the ultra wormholes. And after doing so, Cosmog drifts out Lillie's bag from a sudden gust of wind that appears. The Pokemon gets surrounded by light, and actually turns into the legendary Pokemon, surprising enough (I actually knew before the game released about Cosmog's evolutionary line, but still).

And as we all know how the rest of the plot unfolds,the player and Lillie reach Ultra Space, battle Lusamine, and Lillie uses Lunala/Solgaleo to save her mom from poison injected to her from the Nihilego. And Lusamine turns around recognizing her for who she is, as well as actually wanting to be reunited again.

If that wasn't enough, I actually got attached to Lunala after capturing it and wanted to include it in my playthrough (but didn't because I thought it would make the game too easy). But that's all due to being invested in the plot that was all about caring about people and Pokemon over the opposite of the pursuits.
 
Always considered, for example, how the legendary birb trio is just chucked hidden away into some random optional spots in Kanto with no real reason for them being there being indicated by the game in any way to be weird.
If it's a returning legendary... I kinda feel like they should've had their story already so I'd rather not have them be incorporated into the story again.

Yeah, returning legendary means it belongs to a different region, so no need to be related to the present game, its lore should have already been covered in the region of the game that Pokémon comes from.

The Kanto birds were basically no different from Sudowoodo, Rotom, or the Volcarona in BW2, static Pokémon just sitting there waiting for a trainer to catch them.
I'm not sure if the concept of legendary Pokémon actually existed as we know it back in gen 1, between the birds having zero lore and Mewtwo being a lab experiment.
 
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