>>48145321Nah Gens 2-5 you at least had to raise your team in a balanced way and use some strategy/items for boss battles. You wouldn't really become overleveled unless you went out of your way to grind. I wouldn't call them super difficult (these are games for kids, after all), but they were still reasonably challenging and required you to think. The only reason I didn't include Gen 1 in that is because technically you can just solo through the entire game with your Mt. Moon Nidoking, but even then you have to know what you're doing and use items. Gen 6 started the exp share cancer, and LGPE started making simply catching wild Pokemon equivalent to grinding. SWSH would have been a lot better if the wild area was locked behind several gym badges. It's poor game design to give you this vast open area where you can catch dozens of species of Pokemon right at the beginning of the game. The main quest is never going to be a challenge when you can pretty much catch your endgame team and mindlessly grind them up 10-20 levels above the gym leaders before your first badge. Newer games are also focusing much more on the PvP aspect, so Pokemon are getting lots of powerful moves just by leveling up that would have previously been relegated to TMs and breeding only. This makes battling NPCs much easier as well. I have a feeling this is by design so compfags can just brute force through the main quest in a couple of hours to get to online mode, but it ruins the game for everyone else.
tl;dr every game since Gen 6 has been babby-tier difficulty and borderline unplayable unless you actually like "click A to win" extended cutscenes.