>>45686951>Boring and weird creature designs for half the roster>Devs keep focusing waaay too much on the MMO and Economy aspectsI mean jesus, the entire game is a grindfest from beginning through end. Normally I'm all for focusing more on hardcore players, except Temtem actively punishes casuals or people like me who don't like spending weeks grinding a single useable team by locking the most efficient ways of doing more casual stuff like funds for decorating and clothing and the items for shiny (sorry "Luma") hunting behind gym rematches that use competitive teams and stats and switch out to new teams and strategies every fucking week. The main playthrough itself is tedious as all hell because until you reach the end of the third island there is no good grinding area, and even then you have to work to unlock said area. Once you do that you can actually level up your team at a reasonable pace but that's so far into the game! The creatures themselves often have annoying level-up sets that again feel designed more towards giving the monsters what they'll need for competitive rather than also making then work during the main story. For example, there's a Toxic type with no second typing and an outstanding Special Attack stat. It only gets 1 Special Toxic move, and it does not learn it until the current level cap of 58. At the same time you can grab this thing, you also now have access to multiple other toxic types that either have a secondary type to work with, actually get the moves they need at a reasonable point in time, or both! Why would anyone use this thing!
There's more I could go into regarding other annoying details but I'd be here for hours. All I and most people initially interested in Temtem wanted was a creature-catching rpg that learned from Pokemon and improved on its ideas, and in the case of Temtem also had online multiplayer co-op. What we got was a grindy as hell MMO disguised as a creature-catching rpg