Voto:
I had been waiting for this review for a long time because it was too difficult for me... Besides the fact that I would have liked to cover the entire saga. Let me clarify that I will NOT consider stylistic/graphic/design choices. What can I say, nostalgically speaking, the first generation already deserves a 5; in terms of gameplay, not much yet—it was still too rudimentary as Darius says (but not in terms of potential/technology, just game mechanics). Even in battling, there was a terrifying imbalance with the Psychic type, which was practically untouchable, and for the rest, nothing truly revolutionary (within its own metagame). Of course, you could already start flipping out over the various algebraic issues (have you ever looked up the catch rate formula?), but the best was yet to come… The second generation arrived, bringing some cool things, like the alternation of day and night (and events tied to it), the two new types to try to balance things out, and the distinction of special stats (where in the first generation there was only one, from now on there will be both defense and special attack, which is no small thing) THE BREEDING, which from that point on would become absolutely necessary, the ability to hold items, and even the introduction of shinies, while not necessarily useful strategically :D As for exploration, the game can only hold a candle to the third generation; here we have two regions, a unique case in the history of the saga, not to mention the epicness of the final battle with Red (the same protagonist from Red and Blue, which I discovered years later). So, the third generation arrives and EVERYTHING. The change in management of Effort Values, the introduction of abilities, the reorganization of Individual Values, weather conditions (which in competitive terms have been a pain for years with teams built specifically to exploit the advantages they provide; now, thanks to the sixth generation just released, they have been nerfed and everything will be shaken up again). The game itself disappointed some, excited others; I am among the latter because I truly enjoyed it a lot, not to mention that the region might be the coolest ever to explore. I don’t remember much about the fourth; the only innovation seems to have been the distinction between physical or special attacks based on the move and no longer on the type (A FUNDAMENTAL THING I SAID YES TO, DAMN), and this obviously led to a reworking of roles for many Pokémon needing to consider not only type and weaknesses but also the stats themselves. However, the game itself is perhaps the least appealing and has the least interesting region, but paradoxically with the coolest legendaries (I mean, we practically have God, Lucifer, and the guardians of space and time, who cares!). I played the fifth generation very little and don’t know what new features it brought; maybe nothing, maybe something, maybe irrelevant, maybe indispensable. The sixth generation, which was released just over a month ago, I have already dissected and it is probably the absolute masterpiece of the saga, in terms of stylistic maturity, almost as a "summary" of everything done so far (and in fact, it is possible to see almost everything linked to every previous chapter), the most emotional upon impact and then yes, cool 3D, cool the three-dimensional world that opened up possibilities for absurd scenarios (we are always talking about a Nintendo handheld console, but some ideas are really beautiful within their limits, which no one asks to surpass, by the way). Well, the introduction of the new fairy type to balance the omnipotent dragons made some people angry, but finally in competitive play, there will no longer be the prior spam (since they were almost untouchable, with only two weaknesses, one of which is to itself). As for mechanics, the sixth generation focused much more on the metagame, providing several useful things (like giving secondary uses to useless items, such as one tha