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Pokemon Mystery Dungeon: Blue Rescue Team

Pokemon Mystery Dungeon: Blue Rescue Team has launched in the UK as one of the NintendoDS’s big Christmas titles. With the absence of Pokemon Diamond and Pokemon Pearl – now Electronic Theatre Imageset to arrive in Europe in mid-2007 – Nintendo have seen fit to release Pokemon Mystery Dungeon: Blue Rescue Team almost as a “fill-in” treat for all the die-hard Pokemon fans out there disappointed by yet another delay in the evolution of the franchise. However, this appears to be the title’s own undoing, as many have unjustifiably classified Pokemon Mystery Dungeon: Blue Rescue Team as purely that – a cash-in on the franchise which otherwise would’ve suffered throughout this Christmas period – of course, forgetting that Pokemon Mystery Dungeon: Blue Rescue was always intended to arrive before Pokemon Diamond and Pokemon Pearl and simply suffered the same localisation issues.

Pokemon Mystery Dungeon: Blue Rescue Team plays similar in many respects to the traditional Pokemon titles; each Pokemon has a maximum of four moves, each with their own allocation of PP (representing how many times the player can use them). Each differing Pokemon type retain their strengths and weaknesses, use Berries to heal and other special items in order to either increase abilities, protection or other statistics. However, a major change to the formula precedes all this, and one that you will no doubt by now be familiar with: no longer do you play as a Pokemon Trainer, instead taking on the role of a human turned into a Pokemon, with no recollection of your previous life.

Your main quest within the title is, of course, to revert yourself back to human form, however, it’s not quite as simple as it may seem. After a series of questions to determine which Pokemon you should play as, you awaken in a world unlike our own. A Pokemon world in which only they are allowed, and whilst many have interacted with humans, humans themselves never venture here. The land is under rule by Pokemon folklore and freelance Rescue Teams, fixing problems and Electronic Theatre Imagerescuing Pokemon for a hefty fee. The character you play as has inadvertently become part of a legend the Pokemon in this land hold dear, and the legend spells a bad end. Twists-and-turns along the way ensure that things never stagnate, and progression is always the ideal.

As you awake in your new form, you are instantly gifted a friend – who influences you to help him form your own Rescue Team. Taking jobs from the local Bulletin Board, a variety of Rescue Missions sees you travelling through many different locales. The game is established through the use of a HUB. The HUB consists of no more than eight screen-widths, yet allows for much of the organisation of play including areas to buy, sell and store your items and money, and the option of “linking” moves. Gathering new Rescue Missions, visiting other Pokemon who’ve opted to join your Rescue Team, tips on how to play the game and even some advancements in the storyline also take place in the HUB.

When venturing from the HUB into any Dungeon, the desired area is selected from a list, and travel is instant. Arriving in the specified dungeon, players traverse through randomly-generated Maps to ascend to the required Floor in order to complete their Rescue Mission(s) – each Rescue Mission specifies objective, location and Floor prior to acceptation – or the full height of the area should it be a story-based objective. The most complicated aspect of the title is the in-game procedure when on a Rescue Mission – the whole adventure plays as a quasi-turn-based concoction of combat and exploration. The entirety of every Dungeon is divided into a grid, upon which each square represents a phase. Every time you move a square, your team-mates will, and so will the enemies. However, this doesn’t make for a slow-pace, as in turn it allows for fluidity when enemies aren’t directly in the vicinity, yet also allows for a much more calculated ELectronic Theatre Imageapproach to combat when enemies become a bit too close-for-comfort. The combat is wholly turn-based. When enemies approach, once in the next square pressing the A Button will execute your basic attack, whilst holding the L Trigger and pressing A will perform your “Set Move” – any other move your Pokemon has at its disposal, manually set in the in-game Menu. Once your move has been performed, any other members of your team may have their turn, and so will the enemy.

As per-the-norm, each Pokemon is limited to a maximum of four moves, and any new moves learnt will result in the removal of a previous move, should the Pokemon already be at their limit. However, a unique option within the title would be that of “linking” moves. Visiting the shop at the HUB (or finding the Link Box item in a Dungeon) will allow you to link suitable moves for an additional layer to your strategy; got a Mudkip with Bide and Mudslap? Link the two, with Bide being the first move in the linked combo, and Mudkip may still dish-out damage whilst conserving energy in the process of unleashing the Bide manoeuvre. Many combinations can be created, often helping to gloss-over a Pokemon’s weaknesses with over-powering aggression.

Pokemon RPG games typically plot landmarks in the progression a player has made through the use of Gym Leader Battles, and Pokemon Mystery Dungeon: Blue Rescue Team emulates this with a more classic Boss structure. The Boss Battles at first appear quite confusing, and the Boss’ will often take up more than one square on the Map. While players are still adapting to then title’s grid-based structure, it may often appear that much of the tactics employed when fighting regular enemies are now defunct. However, once the player has established a small amount of knowledge of the workings of the title, Boss Battles are one of the most enticing opportunities of the title, and though few, rarely disappoint.

The titles 2D pastel-shading does little to promote itself in screenshots, however, in effect is pleasing and animated well. Equivalent to many of Electronic Theatre Imagethe infamously quirky Nippon Ichi PlayStation2 releases, and yet looking identical to the Game Boy Advance’s sister-release, Pokemon Mystery Dungeon: Red Rescue Team, Pokemon Mystery Dungeon: Blue Rescue Team excels above offerings from most modern 2D developers, yet falls short of some of Nintendo’s own NintendoDS releases – including it’s in-house 2006 Christmas competitor, Yoshi’s IslandDS.

Pokemon Mystery Dungeon: Blue Rescue Team may have been unjustly judged by much of its audience, and the media, but the effort to work through this is incredibly rewarding. The link-up features between the NintendoDS and Game Boy Advance options are intriguing, though minimal. Two-players cannot interact simultaneously, but can, however, aid each other’s progress at times. The feature certainly won’t compel a player to buy both versions, but would interest a friend enough to get the alternative instalment. Pokemon Mystery Dungeon: Blue Rescue Team isn’t the best release for the NintendoDS, nor the best Pokemon game, but with the immense amount of competition in both these fields, the game still needs to be incredibly well designed to even be considered for these titles.

Kev J.                                                                                                                                      Reviews Score Table Interpretation.

30/12/06

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Each of these articles has been written either independently of Electronic Theatre or by an external viewer. The opinions discussed in these articles in no way reflects the opinions of Electronic Theatre.

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