Pokemon Blue: A Frustraing but Fun Adventure


Introduction

Pokémon needs no introduction. Since its 1996 debut with Red and Green in Japan, followed by Red and Blue in the U.S. in 1998, the franchise has evolved (couldn’t help it) and risen to become a global phenomenon. From games to anime, trading cards, and beyond, Pokémon’s legacy endures. Now, decades later, it’s time to dust off that Game Boy cartridge and revisit one of the games from where it all began: Pokémon Blue.

First Steps

It’s a tale as old as time: a young trainer leaves Pallet Town to explore Kanto, dreaming of becoming the Pokémon Champion—the very best, like no one ever was. The iconic opening sets the stage: Professor Oak intercepts your escape attempt, ushering you into his lab for the ultimate question: Bulbasaur, Charmander, or Squirtle? I chose Squirtle, nicknamed Drip, and faced my rival, Blue (named something PG, I swear), in my first battle.

“It’s a tale as old as time: a young trainer leaves Pallet Town to explore Kanto, dreaming of becoming the Pokémon Champion—the very best, like no one ever was." Pokémon Red/Blue. Game Freak/Nintendo, 1998. Screenshot captured by Into The Backlog.

If you’ve played ANY Pokémon game for the last 25 years, then the battle system should be familiar. It features a turn-based battle system when our loveable mons duke it out in an intense battle. Moves range from super effective to not very effective based on type matchups, encouraging strategic team-building. After defeating Blue, I delivered Oak’s Parcel, nabbed a Pokédex, and set off. Unlike newer titles like Sword and Shield, which can feel hand-holding with constant tutorials, Blue grants freedom to explore—no forced “how to catch Pokémon” lessons here. It’s refreshing, almost liberating.

Something that frustrated me in later titles, Sword and Shield immediately come to mind, is how hand-holdy they can be at times. Seeing Hop everywhere in the beginning of the game, forcing me into pointless dialogue is something that put me off of those two games. This one doesn’t do that. Doesn’t even force you into a scripted battle showing you how to catch Pokemon. You’re just free to explore.

Speaking of exploring, Viridian City is our next stop, along with the Caterpie and Weedle-infested Viridian Forest. The forest here is where you get your first taste of status conditions. These effects include sleep, paralysis, freeze, and poison with that last one being the real menace here. Especially since this is when poison would inflict damage OUTSIDE of battle as well as in battle. With that, we leave Viridian Forest, our party expanding with the lovable Pikachu, dubbed Chunkster,  joining B the Pidgey and Drip the Squirtle; we make our way to the event that will signify our rise to become the Pokémon champion.

The Gym Challenge

The Gym Challenge defines Pokémon’s core. To face the Elite Four and Champion, you must defeat eight type-specialized gym leaders. First up: Brock in Pewter City, whose Rock-types fell swiftly to Drip’s Water Gun, earning me the Boulder Badge.

"One down, seven more to go!" Pokémon Red/Blue. Game Freak/Nintendo, 1998. Screenshot captured by Into The Backlog.

Misty’s Water-types in Cerulean City were no match for Chunkster’s Thundershock. Lt. Surge’s Electric-types in Vermilion City crumbled under Grostrike, my Sandslash, and his Dig. Erika’s Grass-types in Celadon City wilted against my Vulpix Torrent’s Flaming assault. Koga, Sabrina, and Blaine all fell when faced with the unbreakable bond that exists between Trainer and Pokémon. Each badge brought new TMs and HM privileges, like Cut and Surf, unlocking Kanto’s secrets.

Prepare for Trouble?

Team Rocket’s goal is straightforward: steal Pokémon for profit and world domination. From pilfering fossils in Mt. Moon to seizing Silph Co. in Saffron City attempting to get their hands on the Master Ball, their greed-driven schemes seem to have no end. Unlike later villains like Team Galactic, with their cosmic ambitions, Team Rocket’s simplicity refreshes. No sympathetic or lofty ambitions here—just pure, unapologetic crime. Sometimes, simple is best.

We’re at The Halfway Part

Halfway through, the shine dulled. What began as a joyful adventure—poking fun at quirky sprites, bonding with Chunkster, Drip, and the others—turned sluggish. The grind wore me down; I almost missed Sword and Shield’s shared EXP system. Inventory limits frustrated me—key items like the Town Map ate through space, and my bag and PC boxes constantly overflowed, halting item and Pokémon collection.

"That certainly is… Articuno." Pokémon Red/Blue. Game Freak/Nintendo, 1998. Screenshot captured by Into The Backlog.

Worse, Blue is not exactly the most polished game. Missingno, the infamous glitch Pokémon that can be used to boost your sixth item to 128, makes their debut here. My real issue hit at Silph Co. After grabbing the Silph Scope from Giovanni’s Rocket Hideout, grabbing the Poké Flute after helping set the Marowak’s spirit free from Pokémon Tower, and nabbing Hitmonlee from Saffron’s Dojo, I couldn’t enter Silph Co. I don’t know if this is a known bug or just an unlucky turn of events, but one thing was for certain. I wasn’t getting in. Reluctantly, I used a “walk through walls” cheat to proceed—without it, my journey would’ve ended, a crushing disappointment.

The Elite Four

Pushing through Team Rocket and the final gyms brings us to the end game. Victory Road and the Elite Four. Despite my dislike of the caves in this game so far, Victory Road wasn’t that bad (helps when you stock up on Max Repels). Exiting Victory Road was a magical feeling. This is it. The end of the journey. The end is in sight and we have to push just a little bit further.

And push we did. Each member of the Elite Four fell swiftly to our strength. Lorelei’s Ice-types tried to put us on ice, but Torrent’s Flamethrower helped bring the heat. Bruno’s Fighting-types fell to B, now a Pidgeot’s Fly. Agatha’s roster was a little difficult but we took care of business. Lance’s Dragon-types soared, yet Drip, now a Blastoise, grounded them. Each battle tested my preparation, proving my team’s worth.

Final Showdown

“It all comes down to this…" Pokémon Red/Blue. Game Freak/Nintendo, 1998. Screenshot captured by Into The Backlog.

Blue wasn’t difficult, but he made me earn it. His diverse team—Pidgeot’s aerial dives, Alakazam’s psychic barrages, Rhydon’s brute force, and Venusaur’s stubborn bulk—leaned on type advantages I’d prepared to counter. Chunkster’s Thunder fried Pidgeot, Torrent’s Flamethrower roasted Venusaur, and Drip’s Hydro Pump blasted Rhydon. Each move was deliberate, this battle a test of everything we had been through over our journey. And then, it was over.

End of the Journey

And so, my journey closed. As our team was registered into the Hall of Fame and the credits rolled, it gave me time to ponder. And as I did, a though came to me. Pokémon Blue is like a Ford Model T: revolutionary for its time yet now showing its age. Inventory struggles, painful grinding, and bugs like Silph Co.’s lockout dimmed the fun, but the freedom, Team Rocket’s raw villainy, and that final victory lingered. I may revisit Kanto via FireRed or Let’s Go, but reflecting on these trials—Drip’s loyalty, Chunkster’s spark—I’m glad I played. Like the Model T, Blue paved the way for a franchise that still captivates, flaws and all.

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