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I would often have to rescue the tail members of my rescue team when they got caught up in a fight they just couldn’t win.
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Having that many characters following you may be more of a hassle than a help to your journey. Up to five Pokémon from each dungeon can join your team of three, creating a pocket monster conga line that snakes through each long, randomly generated dungeon. These either occur naturally in the Pokémon you recruit in the dungeon or through the two different types of gummis you can earn. While you can recruit any Pokémon that asks, you should always be on the lookout for those with Rare Qualities, passive traits that can really benefit your team. Otherwise, they’ll just follow you around until it’s completed then leave you with a little cash for the experience. If you have purchased a camp from Wigglytuff, they’ll join your team at the end of the dungeon. As you go through each dungeon, you’ll occasionally encounter a defeated foe who wants to join up with your squad. Speaking of teammates, outside of specific story missions, you can start each dungeon now with three characters from your pool of recruits. If only my teammates could be as conservative. This may add a bit of time to each dungeon, but it was worth it to avoid losing access to some of my more powerful moves. Very early I got into the habit of choosing moves for myself. You can access your moves with the left trigger button and select which one you want to use, or you can leave it up to the game to decide for you by pressing the A button. With that change, ethers are the most important item to have in your expansive toolbox. You only have your Pokémon’s four moves at your disposal, moves that can be powered up through use or switch out when new moves are learned. As with all Mystery Dungeon games, combat takes place in randomly generated dungeons where enemies only move when move or complete an action, but now there is no general attack to use to conserve your PP or draw an enemy in close for the kill. Arguably the biggest change has to do with combat. That may have something to do with all the additions and changes returning players will discover. There are still devastating dungeons in the post-game to conquer, but reaching the top of Sky Tower is an easier task than I remember it being before. I went with it and found the two to be a pretty powerful duo though that may be because the difficulty appears to have been dialed back on the main campaign compared to the original. I started my playthrough on Rescue Team DX with the demo Nintendo released a few weeks before launch, landing a Charmander through my questionnaire and a Skitty for a partner. While that’s the overarching plot that ultimately ties everything together, the core focus of the Rescue Team lies in those titular rescue teams.
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There’s an opening questionnaire that determines which Pokémon you are - though you can change if you really don’t like the choice - and partner to pick before you arrive in a world of walking, talking Pokémon that’s suffering from a series of natural disasters. The entirety of Pokémon Mystery Dungeon: Rescue Team DX carries a waft a familiarity that’s bound to strike the senses of anyone remotely acquainted with the spin-off franchise. Pokémon Mystery Dungeon: Rescue Team DX (Switch) Rescue Team DX brings it all back to those first two games with a fantastic new art direction and improvements to the classic formula that modernize the experience, if only just a bit. Unlike most Pokémon spin-offs, this one has survived through amazing highs - Explorers of Sky and Super Mystery Dungeon - and some unfortunate lows - Gates to Infinity. While the Mystery Dungeon franchise has been around since 1993, I imagine a lot of players only got their first taste of it more than a decade later when developer Chunsoft teamed up with The Pokémon Company to make Pokémon Mystery Dungeon: Red Rescue Team and Blue Rescue Team for the Game Boy Advance and Nintendo DS respectively.