![]() Temtem is the other way around, and sure, it’s great in the way that other MMOs can be great if you’re going to get into that stuff. Even if you never battle another real human, it’s still fun to run through the story modes of these games because they’re tuned towards an experience that doesn’t take off only once you’ve finished with the single-player stuff. Pokémon has always hit a good balance where the single player game is enjoyable by itself. However, that’s disappointing in itself, as it then exposes you to premium currencies, battle passes, and the drudgery of endless training that comes with that. Ultimately this single player stuff acts as a glorified tutorial for the game, and Temtem’s real depth is in the multiplayer and post-game stuff. Online battling does become an option later on, of course, but through much of the single player adventure they’re just window dressing (and a nuisance thanks to the chat window). The closest comparison I can come to is Final Fantasy XIV, but even then that game felt like distances were shorter and earning stuff was more reasonable.Īs you adventure you’ll see other trainers wandering around the world, which is fine, except that you can’t challenge them to battles, or do much of anything to interact with them. As you progress there are additional ways to earn money, but it’s hard to shake the feeling that this game wants you to live in it just to make reasonable progress. Unfortunately that thing was like $6,000 in the in-game currency, and battles were doling out in $100s at a time. Because I’m me, the first thing I wanted to do was go find a bikini for my character, rather than buy anything useful. Critters level up quickly enough, which is fine, but cash comes in short supply, and stuff tends to be expensive. Then there’s the MMO-like focus on multiplayer and a grind, which also bothers me. Temtem’s size suggests that it should have had 500+ monsters, easily, so the fact that it’s not even close to that number is very noticeable. That 164-critter roster starts looking very thin when you’re only encountering one or two new monsters between story beat locations, despite facing dozens of battles. The problem is that these spaces are with opponents and patches of wild grass to catch new Temtem… only there aren’t many new Temtem. You’ll drop into a town, be told you need to go to the next town, and grab a couple of side quests before heading out again to progress further onwards through a vast territory to reach the next town. The problem is that Temtem is so ridiculously large, and follows the MMO formula of progression. You can do what I like to do in these games and fill out the party with various birds and billed creatures (there’s even a platypus-like critter!), so the roster, when you look at it in isolation, is adequate. Pokémon Blue/Red are still good for a replay, and Temtem has some lovely art direction that means most of the monsters are interesting and fun to catch and use. It itself that’s not so much of a problem. That’s a tiny few more than were available in the original Pokémon Blue and Red, from way back on the Game Boy. There are 164 Temtem currently available to catch and train in the game. As a Pokémon clone it would almost be serviceable, if it wasn’t for the fact that the developers were trying to also give us something of the scope of a MMO. ![]() It’s a great quote and also the best way to describe Temtem. What was Bilbo Baggins’ great quote from Lord of the Rings (the good one, not the TV series)? “Like butter scraped over too much bread”? Something like that.
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