>>55288821The game lacks a cohesive art style. I don't mind if something's an asset flip if those assets are well-chosen, but PalWorld's assets aren't. As a result, it's still a pretty ugly game.
PalWorld is such a mess of mechanics. It's a blast during the first 5 or so hours of co-op, but when the novelty wears off you'll have made very little progress and none of the mechanics feel engaging anymore. PW is weighed down by having too much going on at once, and yet all of those things it has feel like abstractions in such a way that makes me feel detached from what I'm doing. Once you get used to the jank and have had all your laughs, there's no further value because none of its mechanics have any depth that make them worth engaging.
Pokemon as a concept was inspired by childhood experiences of catching bugs outside, and by the struggles of childhood — adults telling you that you're too young to understand while they deal in immoral acts, other children mocking you and/or outperforming you. In order to make something truly memorable and great, real lived experience is needed to draw inspiration from. PalWorld desperately needs emotion that can only come from real lived experiences.
I do have a lot of positive things to say about PW too but I'm out of time before work and already typed too much. :P It completely mogs Scarlet/Violet, that much I'll say.