Mostly the same is the most accurate way to describe Ultra Sun and Moon, at least during its first half. When I think about these games being made, I think of a developer admiring their work and going, "hang on, I reckon I can do this better". It's another stab, correcting little errors and tidying up open ends, tweaking little common-sense decisions, filling any area area that once felt sparse. The effect, as you discover the occasional path where a wall used to be, or a new expanse of trainer-ridden beach on the coast, is a lot like walking out of a room and returning to find someone's moved just enough furniture around to make you feel uneasy about it - only the furniture looks better this way, and they also bought you a nice new lamp. Once you discover the first discrepancy between the two you're enticed into finding more, scanning every room, the edge of every route and cave. It took all my strength not to linger for hours in every patch of long grass on the hunt for surprises - if I didn't have a review to write, I would have.