Gens 3-5 are considered by the Pokémon community to the the franchises Golden Age, or when the series peaked in pretty much everything. From graphics, to gameplay, to region design, to side content. However, most of the people that claim this (from what I've seen) are usually aged around their mid-20s to their mid-30s. Why does this matter? One word...
...Nostalgia...
...now I'm not gonna be that guy that says that the love for the classic games is exclusively rooted in nostalgia, but it's foolish to deny that there isn't a level of rose tinted glasses.
I'm a fan that grew up with the modern games. I was 5/6 when the jump to 3D happened, I was 11 when dexit happened, and the first new release that came out when I was an adult was Legends Z-A. So it's safe to say that I am more familiar with the modern titles more than the classics, so I decided to play most of the Golden Age (mostly without cheating (I had to cheat in HGSS to get Surf on one of my mons)) to experience these games without the rose tinted glasses older fans have for them to evaluate their flaws. I have beaten FRLG, Black and White (I'm ignoring 2 because I've replayed them alot before), and the Johto half of HGSS, while I am nearing Platinum's late game (at the part where I check on the last Lake near Snowpoint), and am in the midgame for Emerald (trying to reach Lavaridge).
But before I showcase the flaws of these games... I wanna share what I like about them first...
Route Design
I love how routes are designed in the classics. There's multiple paths you can take on a route with stuff like grass patches that you can use to avoid trainers, paths that lead to items or TMs. This design philosophy was carried all the way to USUM (or LGPE), before being ditched with more linear routes or just an open world.
Resource Magement
Self explanatory. Compared to SwSh or SV, you resources are pretty limited, which encourages planning stuff ahead. Just like route design, that carries into the 3DS Era and Let's Go.
Simplicity in the Early Game
Ever since Gen 5, the early games have infamously been slow to help guide newer players. The first 4 Gens cut the crap and let you go at your own pace instead of guiding you everywhere.
Now with that out of the way... Here are the issues I have with these games...
Variety in Wild Encounters
I might just be spoiled by the modern games (USUM's Route 1 houses nearly 12% of the regional Pokédex when accounting for evolution lines), but it feels like there's a variety problem with the wild encounters. There is no game that best illustrates this issues more than Platinum. Despite the improvements to the encounter pool, I still have a bone to pick with the variety here. There is a group of Pokémon that appear pretty much everywhere in Sinnoh I call "The Sinnoh Six". This consists of: Bidoof, Zubat, Ponyta, Machop, Starly, and the biggest offender of them all, Geodude. This also applies for their NFE evolutions.
Too Much Grinding
Recently, there has been revisionism regarding the first four gens' god awful EXP system, with claims that you're SUPPOSSED to be underleveled for major boss fights and that grinding is not that bad...to that I say, no. They wanted you to grind... My proof? Look at the levels of the wild Pokémon near Gyms 3-8 in any Pre-BW game and the issue is clear. The wild Pokémon are over 10 levels below where your team is at. So if you want a new team member in the mid-game, time to waste hours grinding that new team member so it's on par with your team. This heavily discourages using new Pokémon and makes saving the slot for the Legendaries so much more enticing. This is especially prevalent in FRLG where I often save three team slots for the bird simply because they are closer to my team's levels. And just grinding as a whole is slow pre-Gen 5 sans Platinum because of the Vs. Seeker (after recent replies edit: I did not know the Vs. Seeker was in FRLG when writing this). However, I attribute this problem to an issue that seems like a plus in theory...
Freedom of Exploration Hurts the Gameplay
One of the praises I see about these games is how much freedom you have to explore the region and go at your own pace. But now that I think about it, this actually hurts the gameplay. In HGSS, instead of going to Olivine after defeating Morty, I went to Mahogany Town first, which made me understand Johto's level curve issue even more... Each Route, wild encounter, and jobber trainers are mostly scaled with you having only beaten Morty. It's a much smaller scale in other games, but the freedom given actively makes the gameplay worse as it makes the routes scale everything around it being your first stop before facing a Gym, which leads to the grinding problem.
I will also mention HMs being really restrictive on movesets, but I feel like that's been beaten to death already so...
Emerald's Excruciating Gameplay
I think Emerald is overhyped. Just plain and simple. The gameplay has fatal flaws such as backtracking or just unfair RNG. I've missed so many 95 accurate moves, gotten fully paraed multiple turns in a row, hit myself in confusion so much. The only thing saving it for me is the side content, and even that is affected by this god awful RNG system.
So far, my ranking of these games from Best to Worst is:
1. B2W2 (My personal pick for 2nd Best game overall behind USUM as best overall)
2. Platinum (It's redeemed itself in my eyes)
3. BW (What happens when you iron out Gen 1-4's issues)
4. FRLG (A solid game but has issues)
5. HGSS (The grinding killed it for me)
6. Emerald (ORAS is better, and I haven't even played it at all yet)
...Nostalgia...
...now I'm not gonna be that guy that says that the love for the classic games is exclusively rooted in nostalgia, but it's foolish to deny that there isn't a level of rose tinted glasses.
I'm a fan that grew up with the modern games. I was 5/6 when the jump to 3D happened, I was 11 when dexit happened, and the first new release that came out when I was an adult was Legends Z-A. So it's safe to say that I am more familiar with the modern titles more than the classics, so I decided to play most of the Golden Age (mostly without cheating (I had to cheat in HGSS to get Surf on one of my mons)) to experience these games without the rose tinted glasses older fans have for them to evaluate their flaws. I have beaten FRLG, Black and White (I'm ignoring 2 because I've replayed them alot before), and the Johto half of HGSS, while I am nearing Platinum's late game (at the part where I check on the last Lake near Snowpoint), and am in the midgame for Emerald (trying to reach Lavaridge).
But before I showcase the flaws of these games... I wanna share what I like about them first...
Route Design
I love how routes are designed in the classics. There's multiple paths you can take on a route with stuff like grass patches that you can use to avoid trainers, paths that lead to items or TMs. This design philosophy was carried all the way to USUM (or LGPE), before being ditched with more linear routes or just an open world.
Resource Magement
Self explanatory. Compared to SwSh or SV, you resources are pretty limited, which encourages planning stuff ahead. Just like route design, that carries into the 3DS Era and Let's Go.
Simplicity in the Early Game
Ever since Gen 5, the early games have infamously been slow to help guide newer players. The first 4 Gens cut the crap and let you go at your own pace instead of guiding you everywhere.
Now with that out of the way... Here are the issues I have with these games...
Variety in Wild Encounters
I might just be spoiled by the modern games (USUM's Route 1 houses nearly 12% of the regional Pokédex when accounting for evolution lines), but it feels like there's a variety problem with the wild encounters. There is no game that best illustrates this issues more than Platinum. Despite the improvements to the encounter pool, I still have a bone to pick with the variety here. There is a group of Pokémon that appear pretty much everywhere in Sinnoh I call "The Sinnoh Six". This consists of: Bidoof, Zubat, Ponyta, Machop, Starly, and the biggest offender of them all, Geodude. This also applies for their NFE evolutions.
Too Much Grinding
Recently, there has been revisionism regarding the first four gens' god awful EXP system, with claims that you're SUPPOSSED to be underleveled for major boss fights and that grinding is not that bad...to that I say, no. They wanted you to grind... My proof? Look at the levels of the wild Pokémon near Gyms 3-8 in any Pre-BW game and the issue is clear. The wild Pokémon are over 10 levels below where your team is at. So if you want a new team member in the mid-game, time to waste hours grinding that new team member so it's on par with your team. This heavily discourages using new Pokémon and makes saving the slot for the Legendaries so much more enticing. This is especially prevalent in FRLG where I often save three team slots for the bird simply because they are closer to my team's levels. And just grinding as a whole is slow pre-Gen 5 sans Platinum because of the Vs. Seeker (after recent replies edit: I did not know the Vs. Seeker was in FRLG when writing this). However, I attribute this problem to an issue that seems like a plus in theory...
Freedom of Exploration Hurts the Gameplay
One of the praises I see about these games is how much freedom you have to explore the region and go at your own pace. But now that I think about it, this actually hurts the gameplay. In HGSS, instead of going to Olivine after defeating Morty, I went to Mahogany Town first, which made me understand Johto's level curve issue even more... Each Route, wild encounter, and jobber trainers are mostly scaled with you having only beaten Morty. It's a much smaller scale in other games, but the freedom given actively makes the gameplay worse as it makes the routes scale everything around it being your first stop before facing a Gym, which leads to the grinding problem.
I will also mention HMs being really restrictive on movesets, but I feel like that's been beaten to death already so...
Emerald's Excruciating Gameplay
I think Emerald is overhyped. Just plain and simple. The gameplay has fatal flaws such as backtracking or just unfair RNG. I've missed so many 95 accurate moves, gotten fully paraed multiple turns in a row, hit myself in confusion so much. The only thing saving it for me is the side content, and even that is affected by this god awful RNG system.
So far, my ranking of these games from Best to Worst is:
1. B2W2 (My personal pick for 2nd Best game overall behind USUM as best overall)
2. Platinum (It's redeemed itself in my eyes)
3. BW (What happens when you iron out Gen 1-4's issues)
4. FRLG (A solid game but has issues)
5. HGSS (The grinding killed it for me)
6. Emerald (ORAS is better, and I haven't even played it at all yet)
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