Pokémon: Let's Go, Eevee!

“A faithful, beautifully restyled Kanto reimagining whose catch-for-XP loop works well, though late-game grind, RNG mirror matches and motion-throw fatigue weigh on the back half.”

Kanto returns rebuilt in a style that suits it better than any previous treatment, and the faithfulness to the original material shows in every route, gym and familiar face. Team Rocket, Bill’s teleporter mishap, the Pokémon Tower and the Lavender Town sequence all return, with the Cubone and Marowak scene playing its theme in a higher key as a small, affecting touch. Blue, Professor Oak and the gym leaders fill out the nostalgia tour, and the friendly rival Trace softens the old antagonism deliberately, though the older, sharper rival dynamic leaves a gap.

Catching replaces wild battles as the entire verb. Go-style motion throwing, weighted by catch combos, huge and tiny variants and throw quality, feeds experience directly, and the loop works better than scepticism suggests: the catch-for-XP economy rewards chaining and turns every encounter into a decision rather than a formality. The battle side stays fast and satisfying, with flinch-stacking, sweeping Outrage runs and Psychic pressure covering the tactical ground the catching loop leaves open.

The partner Eevee carries exclusive signature moves with unusual power: guaranteed paralysis, a guaranteed leech seed, and a full party status clear, each at proper strength once an accidental modification nerf is reverted. A five-hundred-pound Magikarp purchase grows into a Gyarados workhorse that one-taps gyms on the way to the Elite Four, and level-based trade evolutions let the roster vary without external services, completing the full 151 without trading at all.

Motion throwing is the core loop and its biggest frustration in equal measure. Throws drift, inputs feel delayed, and the physical act of constant single-Joycon flicking wears thin across long sessions, with straight throws never quite guaranteed. The joy of the catching loop survives, but the arm notices what the mind enjoys.

Late-game progression gates everything behind catch-chaining experience. With no way to earn XP through battles, postgame levelling becomes a multi-hour grind of chained captures, and the XP formula makes the climb brutal precisely when new content opens up. The Master Trainers compound it: mirror matches decided by speed ties and critical hits reduce the postgame challenge to trial, error and luck rather than strategy, and the format’s appeal fades quickly.

Trainer levels wander incoherently across routes, dropping into the twenties immediately after the eighth gym’s leader falls, which breaks any sense of an upward curve. The Safari Zone’s removal is a strange omission given how little its original design would have needed changing, and one-per-cent encounter rates for Kangaskhan, Pinsir and Scyther turn completion into aimless running until the rates are raised. The companion never hops down ledges, there is no auto-save for long dungeon crawls, and nicknames are buried at the Name Rater rather than offered at capture.

Overall, the visual style, nostalgic faithfulness and catch-driven loop make this the best-presented Kanto revisit yet, and the late-game grind, RNG postgame and motion fatigue are real but containable costs. The catching economy’s quirks even allow deliberate over-levelling before the Elite Four, a freedom no other mainline entry offers. A loving, modernised slice of Gen 1 whose template deserved to stick.