It’s just “pretty good” at both.Īs Ron Swanson once said on Parks and Rec: “Don’t half-ass two things. Unfortunately, there’s a compromise: Dungeons 2 is neither a great RTS nor a great Dungeon Keeper game. You know that old “spinning plates” carnival trick? The one where there are a bunch of plates balanced on thin wooden rods and it’s all some poor guy can do to run up and down the line of them, tapping each one in turn to keep the whole group spinning? Bring your minions aboveground and the indirect god-game control that comes with any Dungeon Keeper-esque title is replaced by direct, RTS-style controls and combat. With the help of a trusty portal-straight-to-hell you’ll hire minions to do all the work your ghostly self cannot do-dig out rooms for treasure, rooms for brewing beer, rooms for researching traps, and et cetera.īut this underground element is merely your base of operations. Playing the part of the disembodied Ultimate Evil, you’re charged with building out an underground lair to help plot your revenge. There is a Dungeon Keeper element, and inevitably that’s the part that’ll draw people to the game. By that point, it’s easy to start feeling the repetition of the mystery dungeon formula, so I recommend playing in shorter doses to get the most out of this huge game.Dungeons 2 is interesting because it’s not solely a Dungeon Keeper imitator. Everything opens up the longer you play, especially once you can finally leave your starter town and choose from a wider roster of Pokemon on non-storyline missions (don’t worry - experience is doled out to all Pokemon, whether they’re in the active party or not), but there’s a significant time investment before you’ll have full access to the world and to your team selection options. These restrictions contribute to a sluggish start, where the story takes its sweet time ramping up, sending your character to Pokemon school and interspersing each story mission with several days of random exploration. In one ground-attack heavy dungeon, my fire-type Fennekin literally pushed another character in front of her the entire way, because walking in the lead was proving too lethal. You can’t even swap your currently controlled character like you can in non-storyline missions, which is an obnoxious restriction when you hit a dungeon full of enemies that exploit your main character’s elemental weakness. You’ll be forced to play your main character, an unevolved starter Pokemon, in all the storyline missions you undertake. The only downside to this tremendous team roster is that it’s not available at first. Each species has a distinctive personality, though necessarily broadly drawn since there are over 700 of the suckers. They even move through the dungeon the way you’d expect them to, from Dragonite’s ponderous wobble to Victini’s hyperactive scamper. Most importantly, the Pokemon you meet are vibrant and detailed. The dungeons, while still a bit repetitive-looking, have more personality and variety than they did in previous Pokemon Mystery Dungeon games. The lively soundtrack sets the tone of each kind of dungeon quite well. This more challenging approach to dungeoneering hasn’t sucked the charm out of the game, however. It’s usually a wandering traveler or a Pokemon in trouble who will join you once you find it. Also make sure to stick around in a dungeon if you’re told there’s still something available after you’ve finished your quests. If you’re looking to collect as many Pokemon as possible, check around town and at the tavern every day - you might meet somebody new who will join you in exchange for a friendly chat. That means every single Pokemon, ever (including every form of most multi-form Pokemon, like all 28 Unown symbols). You really can catch ‘em all in Super Mystery Dungeon.
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