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It just happened to get really popular due to several factors.
This isn't Pokemon: Mystery Dungeon versus Digimon World 2. Both being mystery dungeon inspired games, but vastly different in execution. Temtem clearly wants to look and be Pokemon in almost every facet possible. I'd have a hard time listing what Temtem and Pokemon don't have in common. One is an MMORPG while the other is not I suppose?
Not that any of this matters. Steam isn't swimming in Pokemon rip offs. It's got very few that play distinctly like Pokemon. So maybe the market could use a little Temtem here and there. Not too mention, Pokemon has never taken the full MMO plunge. Plenty of fan pokemon games that tried doing that, they eventually get cease and desisted though. All the more reason for Temtem to exist because of cases like those.
https://www.youtube.com/watch?v=y7An8QziG6I
Now, if they were using graphics and soundtrack from Pokémon without Nintendo's permission AND claiming to be made by them, that would be a rip-off.
Also, an official Pokémon MMORPG would do more damage in the long run: main series Pokémon games are mostly best-sellers for consoles, creating a Pokémon MMO essentially kills the console games.
Defiently not comparable to RS - PUBG. The core mechanics and gimmics are very pokemon-like, thats for sure: Luma/shiny, pokeball/temcards, turn based strategy battles where each creature learns 4 moves and the path to victory is by defeat the enemy team. As temtem is intended to be "the pokemon versions we (the devs) always wanted to play", theres obviously a huge similarity between the two titles.
After playing the closed alpha, I can tell you for sure that the game ain't ashamed by it's OG inspiration, but its definetly not interested onto bein 'just a pkmn copy' for PC.
There are a few differences i can point about:
- There's a diferent approach on overall art design. Is not only that you can recognice a new temtem from a new pokemon, is also the fact that world visuals are definetly on a diferent approach.
And in the same way you can look a creature design and thing "wow, this is made by Ken Sugimori" (friendly anime style creatures), the temtem designs are more 'pastel' and 3d oriented.
- The game's story definetly takes a step onto a more deep details and focus a lot on worldbuilding. It's also more mature and expects a bit from the player.
- On the same way, the level design of both games plays on two totally diferent leagues with two totally different paths. Pokemon wants to make its story as organic as possible whitout being a problem for the player in order to enjoy the experience. Temtem will punch you in the face if you don't bother to play seriously, as the game ask a mimimum of understanding to be beated. Is not hard or the Pokemon FTL, but definetly expects players to bother during battles.
A good example of it is the battle system. Playing PvE pokemon, you just usually spam one pkmn per route/gym/whatever, while in Temtem the stamina system, the 2vs2 and the punishment for playing on auto-pilot makes you feel more carefull during your teambulding, or at least make you use all your team and swap.
What I mean is that the player doesn't have the sensation of playing "pokemon", is not like playing a fanmade game. Its definetly plays and feels like another thing. In the same way you can jump from PUBG to Fornite and understand the basics and the goals, yet with diferent path, rithm and concrete mechancis. So if youre talking about a ripoff as "is this jsut a pokemon game without pokemon assets", my anseer is not. Definetly a poke-like, as its core mechanics are obviously there, but is not played nor feels like pokemon.
If you ask a filthy casual, would they be able to tell you the difference between someone like Akira Toriama's art style and Masashi Kishmoto's art style? No, they're going to say it all looks like weeb ♥♥♥♥. You cited Ken Sugimori because mineut details are the only way you can justify these differences in art styles. I bet if we took some random ex-pokemon fan and asked him if a Tateru was a pokemon, he'd probably say yes. In fact, a Tateru looks related too an Audino. Like an evolved or variant of it.
Granted, the art styles have differences as you've said. But both are derived to be quite anime in nature. This isn't just expressed with the pokemon and temtems either. The NPCs, the grass, everything in the world of Temtem easily looks like it could be from a pokemon game. Rules of Survival and PUBg don't look the exact same either, they are quite close though for an untrained eye. Fortnite and PUBg though? Na, many PUBg players immediately dismissed Fortnite for "looking like a kids game". So my original point stands.
Well, if we look at the Steam store page description, the initial motivators and goals look quite similar to pokemon. Let's see. Every kid aspires to be a temtem tamer (pokemon trainer). You need to beat all 8 of the dojo masters (gym leaders) to become the ultimate temtem tamer (pokemon master). The evil clan Belsoto has a plot to rule over the world, and they'll probably do so with a legendary temtem if the trailer is anything to go off of. This sounds like literally the baseline plot of every pokemon for the past 3 decades.
Temtem could have a deeper and more immersive take on these plot points for all I know. But at the very least, it seems to want the same premises that drive the pokemon game.
Quite a few mixed arguements here in one point. It has more complex level design and branching paths, as well as more challenging difficulty? Well, the Pokemon Company has been incredibly unambitious as of lately and these differences all sound like objective upgrades to the pokemon series. But better level design and slightly harder difficulty isn't really a way a game differentiates itself. Pokemon: Black and White 2 has a hard mode, doesn't make those games vastly different from any other pokemon games.
I'll give you this. Stamina is the first thing you listed that is uniquely Temtem and not Pokemon esk. That's quite original of them, and actually reminds me of MP from Digimon World 2 rather than any pokemon game I've played. But other and newer pokemons have still done the rest of what you've said. Let's Go Eevee and Pikachu along with Shield and Sword all have exp all share forced on. So there is no power level'ing one pokemon into being a sweeper anymore and watching it steamroll the entire elite four by itself. You need a whole party and the whole party is never over-leveled into universal sweeper status.
The entire game being played in 2v2 battles by default actually reminds me of the gamecube Pokemon Colosseum and XD Gale of Darkness games.
A lot of niche game mechanics are directly lifted from pokemon. This isn't Pokemon compared to Digimon (two vastly different series with similar goals and premises). Fortnite and PUBg share the sames basics and goals because they are both of the battle royale genre. PUBgShroud for example is a god at one, and subpar at the other. I don't expect a Pokemon professional to be good at Digimon games for example either. But a Pokemon pro only needs to learn the stamina mechanic and technique synergies for Temtem and he'd already be as good at the game as he is at Pokemon.
Now for the similarity list of things that I noticed both Pokemon and Temtem have in common.
- Humans co-exist with temtems/pokemon
- People aspire to become temtem trainers/pokemon tamers
- You must beat the 8 dojo leaders/gym trainers to progress throughout the game
- An evil team rocket/clan belsoto plot to rule over the world and your destiny is to accidentally stumble into the thick of that plot and stop them
- You collect, trade, and raise temtems/pokemon
- In order to find wild/untamed pokemon/temtems, you need to walk through grass and trigger a wild encounter. Same with caves and other stuff.
- If an NPC tamer/trainer looks at you, he or she locks you in position as he or she walks up to you and challenges you to a temtem/pokemon battle
- The transitions for wild battles and trainer battles are parody of pokemon, with NPC trainers of both games have poses before the battle starts and they pull out their temtems/pokemon.
- The GUI menus of both games is very similar. Along with all the aesthetics in general
- You can customise a house/base with various furniture that you collect throughout your journey.
- Both games are turn based with identical base battle mechanics
- Both transition to another plain of similar looking terrain to where you initiated the battle in the first place
- Both have evolution of temtems/pokemon through raising and level'ing your pokemon/temtems
- You can set a single temtem/pokemon to follow behind you, a walking partner if you will.
- There are 160 temtems available to catch and train/ there are 151 pokemon to catch and train in gen 1
- Tem cards and pokeballs are functionally and mechanically identical. Neither guarantee capture, but have increased odds when you weaken the capture target.
- Normal/neutral, fire/fire, nature/grass, water/water, electric/electric, mental/psychic, earth/ground and rock, wind/flying, digital/steel, melee/fighting, toxic/poison typing (digimon also has typing for example, but it's just data<virus<vaccine<data)
- Both have typing chart of super effectives (2x damage) and not very effectives (0.5x damage).
- Both have STAB bonuses.
- Both have the same pokemon stats. HP, Atk, Def, Sp.Atk, Sp.Def, Spd.
- Both have EVs (temtem just calls them TVs)
- Both have IVs (temtem just calls them SVs)
- Both have 100 levels and a very similar xp system.
- You have 4 techniques your pokemon/temtem can hold at one time. Having to get rid of other attacks.
- Both have high and low priority type moves (moves that move faster or slower depending)
- Both have status type moves
- Have have similar status conditions. Sleep, frozen solid, doom, poison, burn, immunity, regen
- Pokemon powers/ temtem traits. Pokemon and temtems are also subject to multiple powers/traits being on certain species, while some will have a forced singular one.
- negative pokemon powers and temtem traits exist
- Pokemon and temtem can hold a single item that effects them or the battle in specific ways
- Stat modifiers/stages exist for both games
- Breeding pokemon/temtems
- Breeding pokemon/temtems for better IVs/SVs
- Legendary temtems/pokemon
- Both have you, a kid of coming age, pick from one of three starters, an opportunity given too you by a professor of pokemonology/temtemology as you begin your journey.
- Both have shiny versions of pokemon/temtems, with a roughly 1/4000 base odds of said creature appearing. Temtems call it Lunas I think?
I'm probably missing many similarities. This is just surface levels of what I can see is the same by looking through the player guide and the trailer of Temtem.
I genuinely can't think about a Temtem that looks like a Pokemon other than Playpet, since is a fakemon turned into a temtem.
I genuinely don't know how to answer this. All anime-esque animation is the same then? Did you just say that i can show someone a DQ frame and a pokemon frame and theyre going to say "yup, looks the same artstyle to me"?
Is all anime-styles rippoffs? I mena if thats your pov, sure, this is definetly an artstyle rip-off, but I genuinely think is super easy to diferenciate a Temtem from a Pokemon, in fact, lot of people disliked the game because creatures doesn't look like pokemon or didn't found the artsyle good.
Mechanically? Sorta. Its a pkmn-like, after all. But can you really imagine nintendo launching a pokemon game with this artstyle? I can't, thats for sure.
PUBG has a realistic aproach art-style and Fornite has an anime-esque one. They use totally opposite aproachs to the visuals. But you can diferenciate a Fornite character from, lets say, an OW hero. At least I can. And i don't think im well versed on art to distinguish only smalld etails on animatons or crap like that.
Yup. At this moment, the story can be shorten to "your rival's a ♥♥♥♥, also clan belsoto bad please beat them. Also conider gy- i mean, dojo battles pls, dojo battles are cool".
I mean, the story is way better handled than pkmn games, but the obvious theme is there. Won't deny you that.
I don't think TPC "unambitiouness" is related to game challenge. I genuinely think pokemon story mode is carefully made to make the player have the feeling of being "the choosen one" and have a flower path everywhere he goes. Okay, maybe not that carefully made, but thats what their games defiently wants you to feel. A short story that doesnt last long so yo can feel powerfull and can reach endgame to farm shinnies asap.
I wouldn't talk about better level design, but different approachs to level design.
I also don't think difficulty has a place on this argument: BW2 has a Hard mode that makes enemies use semi-competitive or cheesee strats and adds perfect stats to the opponent creatures. Would be a great idea if it wasn't because the OG game design is made to be easily beaten. You just force the player to either farm or play handicaped against a poor ai with stronger creatures than you to try to hide the main issue.
Temtem is definetly a harder game than pokemon, but i don't think that should be a diferential trait of the game. The way you explore, aproach and defeat an objetive is the main difference.
Being forced to team-build to optimice your chances in a certain region or edit your moves and atacks in a flexible way is the playstyle that is enforced in Temtem: as a player, you not only feel rewared when you do it, it also feels like the correct thing to do. Meanwhile, on pokemon, overleveling your starter, spam your current strongest move and abuse exp share feels like the most rewarding and safe way to play pve.
Not only Exp curves and caps reward a diferent playstile or aproach, but the diferent emchanics too:
-A portable temporium to heal your team once per route, but youre unable to swich creatures: You're forced to use a versatile team, but youre not punished for overexploration because you can heal. Since routes are super long, this feels more like a wild exploration most of the time, instead of just "following the route from city a to city b", depiste the same linearity.
-Being able to change the learned attacks at any given moment to make easy to adapt your team to a complex situaton.
-The way battles are made forces you to switch to gain adventadge, which actually makes you use all your team.
We must have played diferent games then, because I remember the only good thing exp share made was make me be insanely overleveled not only with my OTP but with all my creatures now, so instead of swaping a weak creature and revive my OTP, i just had 6 gigamonsters, so i didnt need to bother if one died to keep my elite 4 massacre.
Never played XD, but i wouldn't call Colisseum a "traditional pve pokemon experience" at all.
Theres a lot more for the combat that only the stamina system (and the overexhaust status).
Status conditions work in FIFO queue, so you can remove bad or good status by comboing more into a creature. You can have 2, theres a huge chunk of them and combos are related to statuses chains.
Theres a synergy system, where attacks can get buffed or nerfed bassed on the creature typing. You can also chan-combo switch-synergy moves.
And in general, theres a lot more of mental games in battles than in pokemon, as norng is balanced in order to benefit predicts and clever game over gaining/losing a lead and aplying damage to keep the lead or trying to regain it.
Of coruse a lot of VGC knowledge will aply, the same way a lot of game knowledge is trasspased between shooters. But you don't play battles with the same mindset at all. I would compare them to League over Dota2. League requires you to be a master of macro and keep a eye on micro, while Dota focuses you on bein a jack of all trades, master of none.
Pokemon has the % chances that force players to play around statistics and keeping a lead by predicting when your opponent is going to do "the movement". In exchange, temtem has more of those "predict" moments, but missing one or two wont make you lose a game.
Thats definetly a big list. I won't replay to everything as some things on the game are obviously inspired by pokemon, but i want to "akctually" a few of them.
- The transitions for wild trainer battles are parody of pokemon, with NPC trainers of both games have poses before the battle starts and they pull out their temtems/pokemon.
> this have been heavily critized by kickstarter players and have been edited to look less like pokemon. Trailer is sadly not up to date. In the same way, evolution screens and wild encounters have been edited to distinguish from pkmn: the evolution animation is totally diferent rn, and the wild battle transistion doesnt look like pokemon anymore.
- The GUI menus of both games is very similar. Along with all the aesthetics in general
I dont think the aesthetics nor XUI is similar to pokemon at all, in fact i wish the XUI were nearly as good as the pokemon games.
- You can customise a house/base with various furniture that you collect throughout your journey.
Pokemon doesn't have this feature since...?
- Both games are turn based with identical base battle mechanics
Again, battle system may look similar on the surface, but plays totally diferently. I understand that this may not be a good argument and thats probably one of those things "you really need to play to judge", but thats at least my pov from playing both games.
- You can set a single temtem/pokemon to follow behind you, a walking partner if you will.
Pokemon doesn't have this feature since...? Oh yeah lets go had it. Well.
Like housing, this is a feature that pkmn games doesn't really want to insert on all their games, depiste being heavily asked by all their players. Not sure if can be pointed as "something distinctive" of the franchise.
- Normal/neutral, fire/fire, nature/grass, water/water, electric/electric, mental/psychic, earth/ground and rock, wind/flying, digital/steel, melee/fighting, toxic/poison typing (digimon also has typing for example, but it's just data<virus<vaccine<data)
Some of those typings doesnt have direct transalation to pkmn (like digital or crystal) nor their type chart is identical.
- Both have status type moves
I don't really thing those two are comparable at all. Their aproach is not only not similar, they totally differ on what a "status condition" means or their in battle nor in game impact.
But yeah, those similaries exist. I could make a huge list between PUBG and Fornite too. That doesnt mean those games are played or feel exactly the same.
Im not denying the inspiration, though. I mean, don't get me wrong, I literally backed this game expecting a pokemon PC ripoff.
Is just think were not in a Bloodstained - CastlevaniaSOTN situation were the devs are like "hey, can you please buy my new OG new IP thats totally not a new version of SOTN 2 with all the fan criticism of the previous game fixed, wink wink".
This definetly looks like "hye guys look, we made pokemon for PC and fixed some stuff GF dosent bother to do, buy it!", but after playing it, it feels like a alternative IP, a diferent way to understand the OG mechanics of previous pokemon games, not just a copy.
Thats all i can really say.
Not all anime are rip offs. But, Akira Toriyama did famously influence most japanese animation to be more like his own after the success of Dragon Ball Z.
The point is if someone is doing a Pokemon inspired game, but much isn't being done to differentiate yourself from your inspired game aesthetically, then you would probably want to take liberties elsewhere (otherwise your game might be seen as a clone).
Look, I got nothing against a game that looks like PUBg. Insurgency has a similar look. Call of Duty Battle Royale looks similar as well. But none of those games are trying to play and look exactly like PUBg. Only Rules of Survival or Knives Out are.
I think it is a lack of effort or resources on Gamefreak and The Pokemon Company's part. They had a hardmode in B&W 2. Never again. They had pokemon walking behind you in some versions. Not in all. Gamefreak and TPC can barely deliver on the baseline product, let alone add to it in meaningful ways beyond 100 new pokemon per version. They are severely understaffed it would seem.
Yes, but how comparable is all of this to Pokemon specifically? It seems to still fall far too closely to Pokemon specifically.
When I play a Digimon game, a Yokai game, Monster Rancher, or many other monster capture and raising games, they usually have their own uniquely themselves progression systems that are unlike Pokemon in any tangible ways. Heck, none of them are 100 lvls based as the end-game meta (I think).
I'm not talking the earlier pokemon games were xp share and xp all were overpowered. I'm talking Let's Go along with Sword and Shield. They force those on and split the xp rates even if you don't have other pokemon from what I was told. So not having a full party is just wasting xp. This mechanic changed it so you had 6 average level'd pokemon that are usually about the same as the area you're going through rather than one over leveled sweeper carrying all your mons.
Yes, the games were nothing but a series of trainer battles (doubles only) and you can occasionally steal the enemy trainer's shadow pokemon here and there. No wild pokemon (some were tecnically in Gale of Darkness, but whatevers). The games are just an interesting note of a pokemon title that was entirely double battle oriented.
Well, the FIFO queue was never mentioned in the beginner's guide (and yet stuff like IVs and EVs were lol).
Maybe the fault is mine. It seems Temtem marketing is trying to push everything that looks pokemon related while leaving out the stuff that is not.
MOBAs are not my cup of tea personally. Played LoL, but never Dota. Point still stands on Fortnite and PUBg playing quite differently. So I don't agree with the comparison. You can be hella good at PUBg and subpar at Fortnite. In fact, the better builder is usually the one who wins on Fortnite, not the better aiming (aimbots not included). But if you're good at PUBg, you're probably good at CoD: Battle Royale, but not necessarily Fortnite.
As for Temtem. Well, it sounds like a lot like pokemon in that setting up a perfectly raised temtem will be half the battle. And with IVs and EVs being identical across these games, the people who could farm perfect stat'd meta pokemon will probably immediately be able to transfer those skills over to Temtem and start trying to make some perfect temtems for competitive use. I can't say the same of any gamer skills learned from Digimon and other mon catching games.
Well, these are the trailers up on Steam. I made a mistake, but it was an understandable one.
The dialog boxes and technique menu are similarly placed and mapped out in the same locations for example. Don't get me wrong, these are pretty standard places and formats among RPG games
On a base level, I don't think there is anything wrong with the decisions to go vanilla like that. It's just that this is one point added on many that collectively add to the point of the game looking and playing like pokemon. Persona 5 has quite a unique GUI and menu/technique navigation. Fire Emblem as well. Temtem does not, it's exactly like Pokemon's.
It has had base customisation in gen 2, gen 3, gen 4, gen 2 remake, gen 3 remake. I haven't never played gen 5 or the gen 1 remake (fire red/leaf green) in depth, so I don't know if they had the feature. I outright never played any gen after 5 (including let's go).
Well, I have played a lot of other non-pokemon monster capture games. None of them seem to copy pokemon on the nose. Some monster catching games I can think of that I played that are not pokemon are; Digimon World 1 2 3, Monster Rancher, Eternal Eyes, Yu-gi-oh: False Bound Kingdom, Yu-gi-oh Capsule Monsters, Tales of Symphony 2, Final Fantasy X-2, and Dark Cloud 2.
You can have turned based mechanics while still changing them up a bit. Final Fantasy X is a perfect example of turn based mechanics evolving over the years. Now tons of JRPGs have spins on these mechanics, like Octopath and Persona 5.
The point is pokemon had already implemented these mechanics in various versions of their games. Pokemon Yellow also had a form of it. Along with Heart Gold and Soul Silver having it in full (and Pokemon Platinum if you went to a certain park). I'll give kudos for the Temtem developers delivering what the pokemon fans want, but Gamefreak/ TPC aren't willing to do.
I'd say digital is comparable to steel type though. There are just some minuet differences here and there on the type charts for both games.
What about burn? It does damage per turn to the afflicted, along with a phsyical damage penalty of one stage. It even does 1/16 of your max hp per end of your turn like gen 1. Poison does 1/8 of your max hp per turn, like gen 2 of pokemon on onward I think. Frozen is like frozen from pokemon, only effect of it is you can not attack.
Bloodstained is basically Castlevania now for many Castlevania fans (myself included). It's a spiritual successor brought to us by the original developers because konami left it to die.
Is Temtem trying to be Pokemon or just pokemon inspired mon catching game? Stardew Valley is exactly that too the Harvest Moon series. But the reason Stardew isn't just a Harvest Moon wanabe is because there was no market on the PC here, and it did it better than the original.
I think that this is what I want to say. Temtem is a pokemon inspired game, and doesn't want to be anything else. But it doesn't want to be pokemon neither. Its a "poke-like", if we can call that a Monster colection sub-genre.