But was Temtem woke?
That's basically the case for 9/10 games imo, at least in genres I like.
I can personally speak to that temtem wasn't just woke, it was infuriating about it's wokeness.
By that, I mean that there were several characters which gave you no correct answer to "gender" them correctly, and who immediately went into a spirited rant about how they were totally non-binary or whatever the shit. and you had to sit through this fucking conversation desperately looking at each of your dialogue options in the hopes you'd find one that'd get you to the goddamn battle even one second quicker. because these were trainers, and you had to have the whole friggin argument with them before you can start the fight. when the truth is, if you're looking at or talking to someone and have both even the slightest doubt about their preferred neo-whatevers and the slightest bit of understanding this kind of problem, you go with something vaguely appropriate and gender-neutral (or completely subject-neutral) and hope that dodges the conversation.
If you're gonna be woke, the least you can do is let me be eloquent enough to spare myself the lecture.
Everything that @The Zekenator said is on the money, and Digimon is so fucking good for it. As for the vidya, Survive is an excellent visual novel with SRPG battles that answers the question of what a monster taming game would be like if your vicious little buddies could talk. The Digimon are given depth that pokemon apologists openly weep in bitter envy over, and the human cast compliments them in a way that feels realistic without losing that comfy honobono vibe. Cyber Sleuth 1 is the route to go for traditional turn based battles more similar to pokemon, featuring a rock-paper-scissors system that trims a lot of the fat without losing the fun. I have not yet played Next Order but I've been told is exactly what people want in a 3D monster raising game vs a monster catcher, big difference.
>TLDR
Digimon is pokemon with better games and waifus instead of furfag bait.
Yeah, it's flawless mate, perfect visual novel, nothing wrong in any of these cutscenes at all.
Survive is a decent visual novel, and has an interesting concept, but like a lot of visual novels, for something that boils down to a glorified book, it really doesn't respect your time. It, like too many visual novels, has a "true-ending-only-in-NG+" thing, a classic case of "you can get out of the hole this time because your character in this save file is getting read the script by your character in the other save file and knows what's going to happen". which would be mildly annoying normally, but the thing is that it doesn't rescale the battles for the second run, making it a massive fucking bore of a chore. And it's really telling that you barely described digimon survive as a game.
Cyber Sleuth is a pretty enjoyable game, but the biggest problem overall is just re-using assets. Like, even if you actually put in the effort to colour the map a different colour this time, I can still tell it's the
exact same map that supposedly represents everything from a school's hackathon website to a gay man's smartphone. This isn't a problem on it's own - but the reused assets just aren't remotely interesting to look at most of the time. If you're gonna be reusing maps, at least make them look interesting. Or make them big enough that different areas still feel different, like EDF.
As part of that reusing assets problem, the Eaters. They are such a lame-ass recurring boss character. For those who don't know, they're a boss of the "relatively low hp, super-high defence" type. With vampiric abilities. If you're on your own, you can struggle through barely by learning the pattern and guarding at the right time... but god help you if you've got a partner, because they're an infinite hp well for the eaters to suck off. yes, i am speaking from experience.
Unless, of course, you have a single def-penetrating signature attack. In which case the boss is completely annihilated in just a couple rounds.
This wouldn't be a problem on it's own - that sort of challenge-but-manageable vs. achille's heel pushover boss can be a great way to reward second run-throughs - but the fact that they make this
the signature recurring boss of the game is just infuriating. You will always carry def-pen, obsessively.
and the music varies from "great dang and romper stuff" to "let masafumi takada out of the pigeonhole you've trapped him in, this is a vaguely electronic cry for help" to dead. silence. in too many real world segments. Which sucks soooooo much asssss, especially in the wake of persona 5, which had a wonderful real-world tokyo theme and made every shop you visit the sort of place you'd literally stick around and enjoy. I usually either don't mind or really like takada's work, but he is just given too little range to work with here, he's not allowed to stretch his muscles on the downtime, and it's clear he just burns out on it eventually.
Next order I haven't tried either. But I could totally believe that it's a really good game, because Digimon's biggest problem is the complete opposite of Pokémon's. It can't stick with something to save it's goddamn life. "eclecticism" has always been a foundational block of digimon's design, both making it's wonderfully varied heights and it's completely incoherent lows. It can't let a flawed but promising idea flourish. It can't let a fun, unique format stay firm.
but this still makes digimon miles better than Pokeclones. Pokeclones don't have an original thought in their blissful little heads. they choke out the genuinely unique games in the genre far more than Pokémon does by cluttering up the indie market that should be it's golden fields.
To me, the difference between a general mon game and a Pokéclone is defined by "when there are similarities, can they be justified by something other than 'pokemon does it'?". The 6 mon 4 moves 1 passive is a great indicator of this, because they're often kept alongside changing other things like a stamina system, and not properly compensated for. Temtem has it's competitive games start with a full team of 8 that then goes through pickban to become 4. Why the hell is the story mode team exactly 6, and not either of 8 or 4? It has two-thirds of the type roster of Pokémon, going to 4 would make tonnes of sense. But they stick with 6. Because Pokémon does it.
Conversely, the best and most unique indie mon games share one of these traits, but they can justify it because they're properly changed everything else, and the similarity is more a coincidence than a problem. Siralim, for example, has teams of 6 monsters... but you fight as a whole team simultaneously, because the game is super proc-based, and you have both trainer class passives and three passives to a monster. I played an endurance-based team where
- every time i gained stats, i'd gain hp max,
- every time i healed, i gained all stats.
- every time some monsters gained any stats, every monster would gain those stats. for each other monster gaining them
- everything my monsters did would heal them and/or increase their stats, which promptly lead to them spiralling out of control.
- some of my monsters got overall more powerful by summing up the overall stats of the whole team.
my monsters stats got super goofy super fast.
Monster sanctuary also has six to a team, but the battles are 3v3, and again you have more passives and procs, and may only have a couple of moves per monster. going 6 gives room for two independent teams. And in their competitive mode, because whole teams move together, your star player can get one-shot in the first round, so having 6 for a 3v3 gives every member a backup counterpart.
I am actually gonna go and try out next order now. it does actually sound interesting.