The Galar region showed a lot of promise when it was
first unveiled, taking a lot of elements from the UK and mixing them into what
is the most diverse region we have seen in a main game. It did deliver on that,
but it also felt incredibly linear and unconnected, with certain sections of
the map being cut off from access except by train. It made the whole region
feel smaller than it should have been, not really helped by the Wild Area restricting
design for half of the map.
So what would be the best way to set about making the
Galar region a better place to be? Well, top priority is getting a better way
to connect everything together, and that’s where the Wild Area comes in with
its new name of Route 1. You think I’m kidding, don’t you? But I’m not. Taking
inspiration from the A1, the Galar Route 1 would wind its way across the region
from Wedgehurst to Wyndon, providing the connecting line for everything to be
built around.
Now, a few rules before continuing. I’m only using
exactly what was given within the game itself. No changing the number of towns
or routes (though I am allowed one extra on account of Route 1 being the new
Wild Area). The structure of the region will also be remaining the same, as by giving
representation for all of the UK, it makes little sense to compact it down to something
akin to Kanto. And just as with all maps I create, this is not to scale but serves
as a guide for the explanation. With those rules out of the way, let’s take a
look at that map.
As you can see, everything’s colour coded and easy enough
to understand. There’s some obvious changes been made to the placement of a few
of the towns in relation to each other, so I’ll start with that first. And the
obvious one is the starting area. Postwick is to the west of Wedgehurst instead
of being south, and there is no Route to connect them. Instead, the Slumbering
Weald has a path on the outside of it that connects the two, with the gate to
go deeper into the forest being over the river. The pesky Wooloo will still be
attacking this gate, and the beginning of the story progresses the same as the
game.
You’ll still be heading into the Wild Area – or Route 1,
with this map – as while Route 2 is connected to Motostoke here, there’s still
the lake which is impossible to cross at the beginning of the game. You can see
Hulbury has moved from a north-east position from Motostoke to being near
enough directly east. The idea behind it was breaking the obvious loop that the
three towns of Motostoke, Turffield, and Hulbury made. There’re also more
connections added, but we’ll get to those later.
Stow-on-Side has been moved down to be directly west of
Hammerlocke, even if it’s not a simple straight line to get to it. That also
moves the position of Ballonlea, though here it isn’t placed directly north.
Spikemuth and Circhester get shifted to be north of Hammerlocke, which removes
that obvious loop from the map. This area is the most changed of the lot, with
plenty of connections between locations that previously weren’t available.
Then there’s Wyndon, which is now connected to Route 1
instead of having a Route 10 to the south of it that itself is only connected
by train. The train connections still exist, but are now purely optional
instead of being forced in two particular cases. And speaking of optional, there’s
choice in how you get around the middle section of the map instead of being
restricted to following one path.
Sure, the journey as it exists in the game is still a
thing, with Turffield, Hulbury, Motostoke, Stow-on-Side, Ballonlea, Circhester,
Spikemuth, and Hammerlocke being followed for the Gym challenge in that order,
but there’s choice in how you get between them. The obvious way is to follow
the Route numbering, but that doesn’t mean you have to if you don’t want to.
Take travel between Turffield and Hulbury, for example.
You could head along Route 4 to get onto Route 1 and into Galar Mine 2 to get
to Route 5, but there’s also the option of heading back along Route 3 (which
will now be fully open, since it had to be closed to force you into Galar Mine
1 before the badge) and into Motostoke. From there you can choose to go onto
Route 5, or out to Route 1 and approach that way. Even in the late game, you
can head directly into Circhester, or head for Route 9 and transition to Route
10.
As for the Routes, Route 2 is still the same green hill
as before. Route 3’s east side keeps the look it has in the game, with the west
side taking on the appearance of the game’s Route 4. This version of Route 4
adapts the game’s Route 5, or that section that isn’t just bridge. Route 5 in
this version has a bridge, though not as long, then slopes downward to the sea
in a winding path. Route 6, once you get over the river, is desert and rocky
terrain, as is the short bit of Route 7 that leads into Stow-on-Side.
The larger changes come with these next Routes, with the
rest of Route 7 being a mountain path down to a forest that leads to Hammerlocke.
This forest is also represented by Route 8, though the forest isn’t as
colourful as the Glimwood Tangle. Route 9 (from the Route 1 access) would have
some fields visible with the river, which would turn into a thick lining of
trees upon approaching Route 10. Those trees would continue as the Route heads
south, with the west side having some steeper hills on it. As the Route heads
east again, there’d be rolling hills all the way down to the sea.
Route 10 would be mostly similar to how Route 8 appears
in the game, with ruins and sandy terrain. Since there is no water around this
area, Route 11 – which connects Hammerlocke to Hulbury – has been added to
provide a water Route for the game. The land nearest Hulbury will be a
construction zone, with a bit of world building saying that another small town
is being built. The land nearest Hammerlocke will be a beach with a sloping
path leading up to the city and the Route 9 Tunnel.
The largest change is Route 1, what with it now filling
the Wild Area’s purpose. It will still feel the same, with varied terrain on
offer throughout, with the very north of it being an icy mountain just as Route
10 is within the game. All the areas represented in the Wild Area are within
Route 1, with that small island within the southern part being representative
of the Lake of Outrage.
As stated, the idea behind the creation of this map was
to bring more connectivity to the region and have it feel less linear in design.
Do you think I have achieved that here, or do you think I’ve gone overboard
with the idea? Let me know down below.
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