Although Platinum was my first proper Pokémon game, Generation 2 was the first one I played as a kid, being introduced to it alongside a copy of the TCB Dual emulator on a CD I must have received from some older kid around where I lived.

Platinum was definitely influential for me in its own ways, but you can argue it's through emulation - this game and all the others on the CD - that I gradually learned about basic tech savviness, got into chiptune and retro video game music, and ultimately became the person I am today in what I do, what I play, and what I listen to.

You might notice that I didn't really talk about the game itself in these first two paragraphs.
I, uh... I went through the first seven gyms, got stuck in the Ice Cave, and never reached Blackthorn City.

It's for that reason that I'm happy to be finally done with Pokémon Crystal after all these long years, but doing so was admittedly a bittersweet experience. I've always considered this one of the better Pokémon generations (not really having played the games past the DS), but its problems are laid bare in stark contrast to future generations.

The easiest example? The difficulty. There's a few reasons I think Generation 2 suffers really heavily compared to the other games. The level curve is something people always mention about this game - how much of Johto between Ecruteak, Mahogany, Olivine and Cianwood hover around the level 20-29 mark, how there isn't much that prepares players for Blue's mid-50s team in Kanto, and how there's absolutely nothing that prepares them against Red.
Lots of other people have gone in a lot of detail about these, but I have a slightly different problem I wanted to address.

Let's explain it with an anecdote: I used a Magneton for my team somewhat out of impulse because I happened to encounter Magnemite on the way to Olivine. On paper, this is a decent idea. Mareep is inaccessible in Crystal; Pikachu and Electabuzz are only available in Kanto; the Thunderstone needed to evolve Eevee into a Jolteon can only be found in Kanto or through receiving calls from an extremely specific NPC; all of which leaves your options for an Electric-type in Johto to Magnemite or Chinchou, the latter of which can't be found unless you fished.

Do you see a problem here? How about if I told you that between Magneton and Lanturn, neither of them learn Thunder or Thunderbolt by level-up, and need to be taught them by buying those moves through Game Corner coins, just like how other Pokémon like Chansey, Tauros and even Gyarados(????) would have to?

Generation 2 has a problem.

Generation 2 has a problem, and it's that I think it's sandwiched between the far more interesting Generations 1 and 3, and - especially with the remakes - doesn't have anything cool to its name anymore other than its aesthetic.

Beneath the surface, Generation 1 has a decent amount of themes and topics, such as Pokémon cloning, genetics and mortality, that lie in the forefront of its narrative. It's definitely even rougher than Generation 2 in terms of its intended gameplay... but it's a lot more immediately exploitable for those willing to put in half an hour into learning some of the most convenient, fun and fascinating glitches that in my opinion only add to the atmosphere that Generation 1 uniquely possesses.

Generation 3 on the other hand improves on the storytelling that Generation 2 tries to introduce to the series (Generation 1 was really only held together with a plot and no story, let's face it), with a compelling main conflict, clearly defined plot curve with its antagonistic team(s), and with a clearly, explicitly defined theme of harmony between human activity, Pokémon and nature.
In terms of its gameplay, Generation 3 is also much more compelling with the addition of abilities, a far more sensible level curve, and a genuinely compelling overworld to explore.

So what does Johto have left to its name? A traditional Japanese theming to it? Emphasis on folklore and legend?

I'm... honestly really not sure. I really like parts of what the prototypes were going for, between Pokémon like Twins that was meant to be a Girafarig pre-evolution before being retooled into Wobbuffet, or Norowara, being the signature move holder of Curse... but I don't know if that iteration of a Generation 2 would have ended up particularly amazing either, especially since it was even worse about game balance from what we know.

I think it's a testament to how solid Pokémon's core formula is that even a game with such questionable design choices as I've mentioned can go on to become such a memorable, beloved entry in a franchise, helped by arguably being the first time Pokémon found an extremely strong aesthetic (artistic and musical) direction within the games. At the end of the day, I really liked playing through this game again.

I know I can thank this trio of games for two things, though:

1) Wow, what a soundtrack, am I right? It's a departure from Junichi Masuda's almost neoclassical Generation 1 soundtrack to be sure, but I think it was a necessary one to ensure Pokémon's musical success moving forward.

2) precious water rabbit friend azumarill best pokemon

Final team: Sandslash / Magneton / Typhlosion / Azumarill / Jumpluff / Shiny Crobat!
It was surprisingly exciting defeating Red with such a team.

Save file playtime: 37:51
Irl playtime: 13:04

Reviewed on Oct 30, 2021


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