Pokemon Generations Review
Across 18 short episodes (each roughly three to five minutes long), Generations did not retell the game plots. Instead, it deconstructed them. It pried open the margins of the game’s rulebook, peered into the psychological toll of being a Champion, and dared to ask: What does it actually feel like to live in a world where gods can be captured in palm-sized spheres? Unlike the more famous Pokemon Origins (which recreated the Kanto journey beat-for-beat) or Pokemon Evolutions (which focused on each game generation’s legendary lore), Generations is structured as a scar chart. It moves chronologically through the mainline game regions—from the Looker Bureau’s cold case files in Kanto to the existential crisis of AZ’s Floette in Kalos. Each episode is a vignette, not a chapter.
Pokemon Generations shows all of this. And in doing so, it proves that the Pokémon world is not a utopia of friendship and badges. It is a world of loss, bureaucracy, silent understanding, and the terrible weight of carrying six gods in your backpack. Pokemon Generations
There is no grand resolution. The final shot of Generations is Looker walking into a foggy street, briefcase in hand. The series understands that some traumas—like losing a partner, or failing to stop a disaster—cannot be "beaten." They are simply carried. Pokemon Generations was produced by OLM, Inc. (the same studio as the main anime) but with a radically different directorial philosophy. The main anime uses bright, flat lighting and elastic character models for comedic effect. Generations uses desaturated colors, rain-slicked streets, and sharp shadows. Legendary Pokémon are not "cool creatures"; they are geological events . Across 18 short episodes (each roughly three to
Watch Episode 10, The Olden Days , which depicts the original dragon of Unova splitting into Reshiram, Zekrom, and Kyurem. The dragon is drawn not as a monster but as a crack in reality . When it screams, the screen inverts colors. When the brothers who control it argue, their faces are obscured by shadow. The episode ends on a stained-glass window in Opelucid City, showing the dragon splitting. A priest whispers: "History is just the argument that won." Unlike the more famous Pokemon Origins (which recreated
This continues in Episode 15, The Vision , which adapts the climactic battle against N and Ghetsis in Black & White . N, who hears the "voices of Pokémon," realizes that the player character (Hilda/Hilbert) is not speaking to him. They are communicating entirely through their Pokémon’s battle cries. N’s breakdown is not a tantrum; it is a philosophical collapse. He has spent his life believing that humans and Pokémon cannot truly understand each other. The silent protagonist, by refusing to speak, proves him wrong. Understanding, the episode argues, is not verbal. It is tactile —the gentle command of a hand motion, the shared glance between trainer and Lucario. The connective tissue of Generations is not a legendary Pokémon or a villain. It is Looker, the International Police detective. His episodes (2, 5, 8, 14, 18) form a grim B-plot about the limits of justice. In Episode 5, The Old Chateau , he investigates the ghost of a little girl in Eterna Forest. He cannot capture her. He cannot arrest her. All he can do is file a report. In Episode 18, The Redemption , set after the Ultra Beast crisis in Alola, we see Looker sitting alone in a motel room, staring at a photo of his fallen partner, Croagunk. He takes out a badge and spins it on a table. It wobbles and falls.
Similarly, Episode 9, The Scoop , follows a reporter investigating the burned-out shell of the Pokéathlon Dome in Johto. She finds a diary describing how the Kimono Girls’ ritual went wrong—how the beasts Entei, Raikou, and Suicune were created from the ashes of a burning tower. The episode never shows the fire. It only shows the aftermath: charred Poké Balls, a child’s drawing of a Flareon, and the sound of wind through broken glass. It is the most haunting three minutes in Pokémon history. One of the greatest narrative limitations of the games is the silent player character. Generations weaponizes this. In Episode 1, The Adventure , we see Blue (the rival) defeat the Elite Four seconds before Red arrives. Blue is crowing, celebrating—and then he looks up. Red says nothing. He simply walks past Blue to face his grandfather. The camera zooms in on Blue’s face: a slow deflation of arrogance into quiet humiliation. No dialogue is needed. The weight of silence becomes the punchline.