Exploration in open-world games is one of the most critical aspects of the genre. You can craft the most intricate, detailed, and immersive map in history, but if it's not fun to explore it, all that effort goes to waste. Creating engaging traversal mechanics is one way to go, something that Insomniac's Spider-Man games have set the bar for. However, sometimes it pays to ease players into your game world and then give them an item that unlocks its true exploration potential.
It's not easy to hide a game's true potential behind an item. Most games either dole it out through skill trees or simply show their hand from the start. However, these next games manage the rug pull effectively, letting you explore their worlds and get comfortable before showing you how much fun there is to be had once the training wheels are off.
As good as the trio of Pokemon Red, Blue, & Yellow are, there is one factor that tarnishes the experience for many, especially when looking at them today. These games ask you to grind. Not a little bit at the end, not as you progress, but heavy grinding to catch and train new Pokemon in the wild throughout the entire campaign. It's a slow process, too, but receiving the Exp. All item after you catch your 50th Pokemon is like a glass of cold water on a hot day.
The gyms in Pokemon Red & Blue are etched into every trainer's memory. Here we're ranking all the gyms in the game from worst to best.
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