Idt y'all GET Radical Red:
Radical Red is a game about exploration and boss fights that just happens to be in Kanto. For most of the game, the player is expected to explore and look for encounters and counters to the next boss fight around the region, and potentially swap out the ones you like the most later to other threats.
Nuzlockes for instance will often use a lot of Kanto's exploration potential before Surge to get a ton of encounters that help a lot. Keep in mind, most play with No Grinding Mode so EVs and IVs don't exist, and rare candy cheats are allowed even on the official Discord server's Hall of Fame.
It's definitely not the deepest experience, but Radical Red is a fun game because it leverages one of the facts of Pokemon: The balance is extremely lopsided in the player's favor. A game with zero mechanical skill to display. A game where the trainer has one team that won't change, and the player has all the options in the world. The only real question is how much the player will explore to curve out that advantage, or how little of a team advantage they can accept.
RadRed basically takes this and because of the difficulty, encourages every player to explore for most of the game. Around the 5th gym, the gyms are less about one type or so, and you start using the pool of Pokemon you caught throughout the game to really have a core team.
It's also more fun to explore to find all the buffed Pokemon and see what they can do!
Here's an interesting example from my times of Nuzlocking 3.2: Early game has a very fun strategy that was satisfying every time. There's two really common encounters before Falkner, Phanpy and Sandshrew (both versions IIRC), and both have the combination of Defense Curl Rollout which should win the fight pretty easily.
This is a strategy I'd literally never use in a main series game because I'd have to be assed to feel the need to have a set strategy to fight Falkner, even if I have Chikorita I will be using Tackle several times thank you very much.
The battle's difficulty is circumvented by having correct strategies. Brock on the other hand is not so easily fucked up by one strategy, but by using good switches and good management of HP, many of my runs had no deaths to Brock.
Similarly, Appletun with Thick Fat is a very good pick for both Misty and Surge and it's usually at a fairly consistent Dynamax raid, so I got it most of the time.
One of my favorite things in difficulty mods is being forced out of my Pokemon comfort zone and having to try stuff I'd never care to before. It's what I like about Reborn's early game where Poochyena and Trubbish are the top tier encounters.
Only towards like the 7th gym do the bosses really start to run stuff like Ultra Beasts and Mythicals. After the 8th gym there are legendaries around the region (beyond the Kanto birds), but you'll never be able to get the cover legends. All in all, RadRed's trainers only start to get balls to the wall crazy with legendaries at the time the player can start to get many legendaries.
But also, in classic Pokemon fashion, that isn't required or even necessarily optimal.
(from the Discord)
Meganium RadRed is awesome, it has Triage and Fairy so it's the best Dracovish counter, and basically checks so much shit. Cool Pokemon
I think RadRed was definitely way worse when it came out. The devs seemed to be up their ass, the game wasn't even that hard or well-balanced, but over the updates and really ever since the 3.0s the game just feels really solidly balanced.
I'm not one to replay a difficulty hack over and over, but I don't think I could really get entirely bored of RadRed if I were in a prison and had to play one fangame over and over. I mean even if I did every challenge run for Normal, there's Hard Mode where the entire game is rebalanced, practically a second difficulty hack in the same game, randomizers, etc.
RadRed is p cool