Pokémon Red and Blue artwork

Pokémon Red and Blue Review

1996Game FreakGame

Gotta catch 'em all: the link cable turned a modest RPG into a global compulsion.

CriticGreat
Users9.2 out of 10

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Difficulty to makeGreat
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Pokémon Red and Blue look primitive and play immortal. Satoshi Tajiri's six-year passion project shipped on aging Game Boy hardware with four shades of green and some famously wonky sprite art, which caps the visuals grade, but its design is a machine of rare cunning. The 151 creatures form a web of types, evolutions, and stats deep enough for obsession yet legible to a child, and the master stroke was splitting the game in two: version-exclusive monsters made the link cable a social necessity, turning every schoolyard into a trading floor and making friendship itself a game mechanic.

Trainer battles escalate through a cleanly paced badge circuit toward an Elite Four that actually tests team construction, while glitches like MissingNo. became shared folklore rather than scandal. The story of a kid leaving Pallet Town is slight but warmly told through rival encounters. Few games have ever converted such humble technology into such a durable world.

Reviewed Sep 7, 2026 · Last verified Sep 7, 2026 · How we grade

Pokémon Red and Blue at a glance

Official site
Platforms
Game Boy
Developer
Game Freak
Year
1996

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