BUT NOW, to sort of get back on semi-topic, are there any mechanics or features of Let's Go you think they may bring to future games? Or at least you would like them to bring to future games?
For those who played the game (or at least watched a playthrough), how about you help answer a question of a cancelled JAPE article: what did you think of Let's Go? Or maybe to get more specific, how do they compare to the original games and the Gen III remakes? Was there changes you liked? Didn't like? Changes and additions that surprised you? Disappointed you?
Let's go felt like a weird combination of a main series game and a spinoff. I was excited for the multiplayer aspect however I was disappointed at how poorly fleshed out it was. The only thing player 2 can do is chose what your 2nd pokemon in battle does. This has a slight disadvantage if you normally play on shift as you can't switch out when the opponent faints but otherwise it creates a 2 on 1 battle which is just, why not make it a double battle.
Part way through the game you realize there is no point in fighting trainers. Most of the experience you get comes from catching wild pokemon. Once I realized this I started avoiding battles. When you start avoiding both however it makes you under leveled and well Misty killed the fun of my no pokemon center, no items on ground, no candies play through when her level 18 Psyduck and level 19 Starmie swept through my level 13-15 team. Her gym is a difficulty spike as the trainers go from levels 9-13 in route 24 and your rival, to 16 in her gym, to 18 to Misty. It's a difficulty spike because they poorly placed out experience for normally playing the game has your pokemon over leveled.
Still the worst part about Let's go is the post game. There is hardly any. I decided to take on the Ninetales master trainer first. It was hard so I assumed the rest would be hard and trained my team to level 100. It turns out only that fight was hard and everything else was easy. I was over leveled for the gym leader rematches, and half of the master trainers for my team. The only thing to do post game is master trainers, gym leader rematches, Mewtwo, Red/Green/Blue fights, hunting shiny pokemon and well nothing else. My biggest disappointment is a lack of a battle tree/mansion. The post game is devoid of stuff to do. Replayablity is hurt because you can't transfer your starter Eevee out of the game, giving you no reason to use it on future playthroughs if you're like me and want to transfer all my pokemon onto my main save file after beating the game.
Let's see, Let's go is not an interesting glitchy mess like gen 1 is, or does it add onto the base game like gen 3 did. While you could say it's for beginners I feel like the gen 6 games did this better as with experience share your be kept at a level above your foes, XY gave you mega Kanto starter and Lucario while ORAS gave you Lati@s, and both games have more content than let's go.
I did like that let's go introduced following pokemon again, however I feel like it's a bit of a step down from how HGSS did it. It just doesn't feel like they're there as much to me. Though I do like how they sometimes stop to smell the flowers, or find items for you. Pokemon on the overworld was also pretty nice. Though it did become a pain waiting for something to spawn at times.