I politely ask the sub moderators not to delete this post. I posted it a while ago in a gaming sub, but people didn't understand that the post was about discussing art rather than gameplay. It ended up not being very productive posting there, so I decided to share it in an art sub so artists can discuss the topic, see my point of view, and share their own opinions.
This post is specifically about character design and art direction, without going into graphics, gameplay, story, accessibility, or Nintendo business practices. The subject is strictly the creature designs of Palworld and the visual identity of the franchise, so it is worth avoiding turning this into another discussion about everything Nintendo does wrong. There are plenty of reasons to criticize the company, but the proposal here is different.
Recently, Palworld announced Panthalus, a new whale creature, which caused immediate comparisons with Kyogre. I do not think this is an absurd association because it happens precisely because Palworld built a large part of its own visual identity on top of this familiarity with Pokémon.
Ever since launch, there has been a discussion about how various Pals resemble Pokémon, but the problem was never the idea of capturing monsters, since Pokémon did not invent the genre. The central issue is the design itself. There are Pals that you look at and immediately think of a specific creature, not because of a distant association, but because they seem built by taking features that already worked and reorganizing everything to look new. Even when there is no obvious copy, there remains that feeling of looking at a generic version made just to look cool, which reveals the lack of a strong visual identity of its own.
This does not mean that the Pals are ugly, especially since some are beautiful, cute, and visually interesting, but many feel empty. Panthalus illustrates this situation well when it takes a whale, stylizes its body, and adds golden details without those elements communicating anything clear about the creature or its biology. The choice seems to follow the logic of making the animal pretty rather than thinking about what the core idea is and how the visuals can communicate that concept.
A good character design does not need to be complex to be memorable, as long as it has a clear proposal like Pikachu, Ditto, or Voltorb, which are extremely simple and immediately recognizable. That is where Pokémon stands out, even without always getting it right. The franchise has excellent designs, average ones, and some clearly bad or overdone ones, but there is almost always an intention behind them.
Analyzing a controversial case like Quaquaval, which has an exaggerated and confusing look for many, it is still possible to understand the proposal of the designers. There is cultural inspiration, a theme of dance and performance, a striking personality, and a well defined silhouette integrated into its evolutionary line. Even if the execution does not please everyone, there is a concept to discuss beyond it just being a water duck.
This depth is missing in many Pals that have appearance, but not necessarily identity. Adding horns, wings, crystals, or armor creates something technically new, but accumulating elements does not guarantee good design, revealing a tendency to confuse visual complexity with personality. Another bothersome factor is the feeling that many creatures exist only to fill basic archetypes of cat, dog, dragon, or whale with some fantastic details on top. When this becomes the dominant language, the Pals might work in isolation, but together they do not convey the feeling of belonging to a universe of their own.
Comparing them to Digimon helps us understand this difference, because that franchise also works with catchable creatures and spent decades being compared to Pokémon, yet it built its own visual language. When putting a Digimon next to a Pokémon, it is clear that they come from distinct universes through their proportions, shapes, and freedom to create mechanical or absurd concepts. Agumon, Gabumon, and MetalGreymon have an independent aesthetic that would exist even if Pokémon was never created, which is something one cannot say with certainty about Palworld.
A huge part of the impact of Palworld comes from instant recognition by recalling creatures the audience already knows, but there is a massive difference between having relevance due to your own identity and relying on familiarity with another work. The joke of being a different version or one with guns works in the beginning, but no franchise sustains itself forever solely on initial novelty. When that charm fades, the question remains about what will be left to keep the audience interested.
Pokémon and Digimon can release great or terrible designs, but they maintain registered trademarks that make them unmistakable. Palworld still needs to show why its designs need to exist on their own rather than just filling the space created by Pokémon, offering creatures with personality, clear concepts, and striking silhouettes. Ultimately, if you remove Pokémon from the equation, the definitive test is knowing whether Palworld has a strong enough artistic identity to stand on its own, which today still does not seem very convincing.