If I was writing this review months after this game came out, I would have given this game a 4/5 star rating. I had a very pleasant experience my first time around and my only problem with it was the bugs and glitches. I did play it in handheld mode single player so these issues were not as distracting to me as they could've been. However, the more I played it, the more I realized that Scarlet and Violet is not a good game even without the technical problems that plague it.
I still have positives for this game though. As far as stories in Pokemon games go, this one is pretty solid. I found the characters rather endearing and was invested in their stories. The Terrastilization mechanic is probably the best battle gimmick since Gen 6 since it offers much more strategy that keeps competitive players on their toes. I liked how you can build a relationship with the legendary throughout the adventure rather than tossing the master ball at one, using it once, and then never using it again. Finally, I found the last hour and a half of the game rather solid.
However, the first few times I played the game, I considered it good because I was comparing it to previous Pokemon games on the Switch, and that is the biggest problem. Aside from Arceus, comparing a game where some things I like to 3 games that I find no enjoyment in at all, my opinion was going to be skewed more positively, but that does not make this game good.
First of all, much like Sword and Shield, the gameplay in Scarlet and Violet is incredibly dumbed down. The raid system in this game rewards you with experience candies that level up your Pokemon dramatically with having to do very little effort. While on paper, this is an improvement that negates the need to grind, but reaching a level or learning a new move is not satisfying. While grinding in previous games were tedious, they, at the very least, felt earned. This is reinforced by the fact that there is no longer an to battle random trainers because they only trigger if you walk up to them and ask for a battle. In past games, trainer battles were necessary because they often provided needed experience points to level up your team, but the raid system makes these trainers irrelevant and pointless addition to the game. They try to make them relevant by having an NPC give you TM rewards for fighting a certain amount of trainers. The issue with this is that TMs and items are so easily obtainable that it once again defeats the purpose of trainer battles.
Furthermore, the topic of items and TMS, they are far too easy to get. They are not spread out at all so every few feet, you obtain another item this goes for TMs as well and they are randomly generated on the map so it is very possible to get powerful moves and items in the first section of the game. In previous games, if you wanted a move like "thunderbolt" it was usually in a well-hidden area that you needed to progress enough in the game to access. Once you obtain it, it feels earned and a feeling of progression, but this game just hands everything to you without ever having to work for it.
And the worst part is, even with the dumb-downed gameplay, mindless mechanics, and items being thrown at you, the game still finds it necessary to slog you through a two-hour, boring, cutscene-heavy tutorial to spell out everything for you. This does not respect the player's intelligence or their time, and overall it just makes playing this game a waste of time.