It's difficult for me to be objective about games sometimes. If I'm playing a new game in an unfamiliar series and I'm not immediately engrossed in it, I tend to overanalyze the aspects of it that turn me off. Even then, by the time I'm finished with said game, whether I fell in love with it or not, I don't tend to forget the grievances I had with it. It's not exactly a fair system I run. I try to be critical of nostalgic games and I try to see the best in new ones, but sometimes a game's psychological hold on me is to much for me to be honest with myself about what it is. All of this is to say Pokémon Crystal isn't the "best" Pokémon game, not by some distance. That honor would probably belong to Platinum or Black 2/White 2. However, I went a long time without playing Platinum between my childhood and adulthood because I saw it as being beholden to the same problems as Diamond and Pearl, and Black 2 I had never completed until a few years ago. If you've never played a Pokémon game before, I would highly recommend starting with the fifth generation of titles, arguably Junichi Masuda's magnum opus in terms of both form and function. And yet, despite that, I find myself with the maybe strongest sense of attachment to series creator Satoshi Tajiri's final game.
Tajiri was never much of a game designer, frankly speaking. He was a man with a wild, runaway sense of imagination and curiosity; someone who could conceive of great ideas and have no clue how to implement them. It's probably by the grace of God and the savvy of those around him that the first two generations of Pokémon even function as games let alone games you would ever want to play. They tend to betray everything we understand about progression within an RPG, even the stuff that was understood back then. About halfway through both Red, Blue, and Yellow and Gold, Silver, and Crystal, the games seem to give up on giving the player a logical path forward and leave them to their own devices, usually only offering a bottleneck very late into the game, inviting brutal level curves that requires the player to bring their journey to a screeching halt just to survive the upcoming progress checks. That's enough about Gen 1, Gen 2 has its own host of confounding issues, chief among them being the bizarre decision to restrict the player's ability to capture newly-introduced Pokémon until they unlock the hidden second region, a rework of the Kanto region of the first games. And this section of the game isn't much to write home about - it's been greatly reduced in size, both in terms of size and things to actually do. It mostly amounts to an underwhelming chore that can be beaten in about 2 hours, save for another late-game bottleneck against the true final boss. The gym leaders of this region are piss-easy, so there's basically no use in adding Pokemon to your roster that late into the game.
Alright, I've done my due diligence in shitting on this game enough, I suppose now is the time for explaining why I hold it in such esteem, and the real answer is probably about as unsatisfying as it is boring - this game simply just came to me at enough times in my life to impress upon me. I first played Pokémon Silver (which this is a remake of) at age I don't know, seven? A hand-me-down (aka game I stole) from my older brother. My memories of it as a kid are bit foggy, but I most vividly remember the quaint vibe of the Johto region as compared with the Sinnoh, Kanto and especially Hoenn that I was used to. The regional dex was familiar, warm to me, and there was a peculiar novelty in seeing Pokemon that were typically available later in the game in Kanto like Geodude and Gastly available near the beginning. I remember being on a camping trip when I discovered the day-to-night cycle in the game and just being blown away by something as simple as seeing Hoothoot instead of Pidgey and the background turn a purple hue. It made the game's world feel like my own. After a spell of losing interest in the series (and games in general) between the ages of about 13-17, I sought this game out on a cross-country train trip for reasons I can't remember now. It was around that time that the things I liked about this game started to cement themselves, and when I played this game for a third time on the 3DS Virtual Console, I had graduated high school and was once again presented with an optimistic time in my life.
Yes, my real world experiences did impact my appreciation of this game by quite a margin, but it's worth mentioning that there are still qualities about this game I dearly admire beyond the scope of nostalgia. Mainly is my appreciation of the attempt at creating a cohesive world; one where the earthy traditions of one region contrast the progressivism of the other. The disparity between Kanto and Johto is greatly felt, particularly when you clear the Kanto quest and come back to hear the Johto trainer/wild music again. Obviously I wish more had been done with this disparity; a greater sense of interaction between these two worlds, but I find what he have in this game compelling as is. I appreciate the fact that the player has to use their imagination with the Pokémon they're given. It feels more like a traditional JRPG to have a more balanced roster with only a small handful of "nukes" that the player can obtain throughout the course of their journey. Think
Moneyball with Brad Bitt; in order to win, you have to consider the roles that your frankly middle-of-the-pack Pokémon in terms of power take within the team, rather than just grabbing the prerequisite monsters that are strong, fast, and hit each gym super-effectively. And for your troubles, although you miss out on fan-favorites like Houndour or Tyranitar until the end of the game, the Pokémon you can capture ooze charm. I am particularly partial to the Teddiursa, Phanpy and Skarmory lines, and nearly all of these Pokémon come with enough perks and cons to at least consider snagging them during a run. I've managed to come at this game year after year and still find new ideas for teambuilding without scraping the bottom of the barrel. It seems that every time I play this game, my opinion of various Pokémon's utility wax and wane. In that sense, despite the dearth of chewable post-game content, the game still retains a lot of replay value for me, and it hasn't completely lost its flavor the way the first three games have for me by this point.
I absolutely adore the Johto region itself. I love the idea of having a whole tower of monks seeking enlightenment by training with Bellsprout - a totally arbitrary and random Pokémon that just happen to be decently common in that area of the game. This portion of the game is entirely optional and in no way serves as a focal point for your journey - it's just there because it's kind of cool to have it there. It makes the world feel more realized. I love how various gym leaders will bicker with the player about whether or not they really earned their gym badge or not; it's bitchy but adds a lot of personality. I like the largely forested backdrop of your journey giving way to large channel.
All of this may scan as supplementary and subjective criteria. It may seem as though I've chosen to ignore or reframe gaping flaws in design in service of defending my subjective stance on this game. Hell, this is probably my review which contains the phrase "I" the most. But I don't pretend that these things that are beautiful to me necessarily overwrite the flaws present, it's just that I choose to prioritize these things because I don't see Pokémon as a series defined by solid mechanics. Functionally speaking, Pokémon games always tend to suffer from flawed mechanics, strange progression patterns, mechanics that don't work the way they should, and a sense of bemusement at the concept of balance and implementation. I do sometimes get cynical about these flaws, but in the end I love these games because I choose to see them as aesthetic exercises in world building centralized around the inherently fun mechanic of capturing and raising monsters, and to me, Pokémon Crystal reminds me of the magic of this exercise in a way that isn't necessarily functionally better than every other game in the series, but in a unique enough way that stands alone and makes itself essential.
^Amazing video that perfectly captures the completely baffling design choices in this game
Basically this is just Gen 1.5. The new Pokemon are all shit or uncatchable so it completely relies on Gen 1 for actually having cool/interesting Pokemon to use or fight against. You can basically solo the entire game with your starter because the level curve is so bad. The fact you can catch a level 23 Geodude outside the 8th Gym Leader's town completely sums up these game's problems lol
Gen 2 had some of the best music, art, designs, and content avaliable in pokemon as a franchise and yet people will nitpick it with muh level curve or the fact you can solo with your starter as if you couldn't do that in every mainline pokemon game. The game is about immersion into a completely unique world, not statistical gameplay mechanics which honestly has never been that deep or well implemented in Pokemon to begin with. It's like complaining that Yume Nikki doesn't have a party system or battle mechanics.
The second generation (and the fourth after that) is pretty much the most enjoyable one.
I think it speaks testament to this game in particular. G/S were a little less concise in this formula, Crystal really takes the ingame content and starts creating gameplay loops.