![]() ![]() The world is lent a watercolour style, and it’s a great touch being able to remove the overlay on the pre-game menu screens and world map just so that you can admire the artwork. ![]() Last, but not least, the artwork in this remake is simply gorgeous. You can also link moves if you wish, so you can use two moves at once, although I found this to be of little use - particularly in longer dungeons where every PP matters. It gets more PP (more uses), more attack power, better accuracy and better range, which is a nice touch. In Rescue Team DX, the more you use Ember, the stronger your Ember gets. It gets stronger as you raise your level, but that goes for all of your attacks. In the main game series, however, Ember has a set power. Watching the show, there were frequent competitions to see whose Metapod could Harden the quickest or strongest, and whose Charmander had the most powerful Ember attack. Since the skills themselves are seemingly randomised, as is whether or not a given dungeon even has a shop, some skills are more useful than others.Īnother fun addition is that, like in the anime, your attacks develop over time. These range from Squad Up, which helps you make new friends, to Sales Pitch, which allows you to sell items for more money in a dungeon. Interestingly enough, all Pokémon in the game can learn a rare ability. It’s worth noting at this point that the camps either need to bought ahead of time or with a rare single use item that lets you talk to Wigglytuff from anywhere. There’s no tangible benefit to this other than filling the third slot in your team with a Pokémon that has a useful moveset, type or ability. With no Pokédex to fill, you’ll be earning Poké coins, buying an exorbitant number of ‘camps’ from your local Wigglytuff, and letting your new team members stay there. You know that something magical was there a second ago, but thanks to the game’s autosave, you can’t turn back time and make things go differently. This process is entirely randomised, which can be extremely annoying the emotional rollercoaster of seeing, beating and then not befriending that shiny Rapidash is like killing the last unicorn. While you can’t catch Pokémon – could you imagine the chaos if Pokémon could catch one another? – you can befriend those you meet along the way. This generally happens when you beat the living tar out of something, the game occasionally telling you that your opponent felt the bond of kinship and now wants to join you. Some of that might just be from your Pokémon’s cute little wiggle as they move. The tasks your completing are pretty repetitive – go and rescue Weedle, bring Wurmple to Cacnea’s side, find Scyther’s Particular – and it’s all about as interesting as finding a Zubat in Mt Moon, but despite that, crawling through the dungeons is surprisingly moreish. This game has a mean streak at times, and it’s heartbreaking when you lose a rare item because you were overly ambitious. Truth be told, the scariest thing about the game is the forced autosave and permanent item loss when your team gets knocked out. Like the main franchise, which is jammed full of the macabre to give the world a sense of depth and realness, Mystery Dungeon isn’t all sunshine and rainbows. Although it may upset younger (very young) fans, I’d argue that it’s just the right amount to stop the game from being overly saccharine. Suffice to say that there is mild peril, tonnes of cuteness - I smile every time my Mudkip does a backflip or my Charmander congratulates himself - and hours of fun. The premise, which is set up in the playable demo (the save file of which carries over into the main game), is that you’re a human in a Pokémon’s body, the world is being wracked by natural disasters, and only you and your limitless pep can stop it. Despite the game being more than a decade old, and the entire plot already being available online, I’m not going to delve into the story because it’s the kind of thing that you really don’t want to spoil. ![]()
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