• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Chunsoft gets cash-cowed: Pokémanz Mysterious Dungeon 2 Explorers of Time/Darkness

lyre

Member
pokemd2-title559.jpg

(banner courtesy of Nintendo's own PokéMD2: Explorers useless site)
*Note: Disclaimer highlighted at the bottom*
**Note: Use the find function and look for ** (double asteriks) to find any updates I made.

Pokémanz - Explorers of Time/Darkness official not-as-useless-anymore site:
http://www.pokemon-games.com/pokemonmd/

Boxes and users:

Explorers of Darkness box:
61ijIXuGroL._SL500_AA280_.jpg


Explorers of Time box:
61vJSCAnUSL._SL500_AA280_.jpg



Friend Code thread from Online Forum:
Clicky


Story:
Who cares. You're a human who woke up one day and found out you turned into a Pokémanz and now you have to find out how this happened. In the meantime, you do missions until you reach to the game's conclusion (ie the game's halfway point).


Start:
- Pokémanz, let me play as you.

- It’s now a top to bottom made for DS sequel instead of a GBA port 'em up with nothing else as the original Red/Blue Rescue Team has shown.

The monster you turn into depends on how you answer a personality questionaire not unlike Ogre Battle/Tactics Ogre and Dragon Quest 3 GBC. Your potential character monster can either be any of the three starters from the main games (you know them all) in addition to Pikachu, Meowth, Skitty and Munchlax. You then choose a partner for yourself from the list of remaining monsters; you will not be able to choose a monster the same type as you. While the story in the original PokéMD was decent enough and was well written all things considered, it was still wholly forgettable.



Random Screenshots:
new-pokemon-game-unveiled-20070515084955540.jpg
new-pokemon-game-unveiled-20070515084952290.jpg
new-pokemon-game-unveiled-20070515084950837.jpg

poke2667.png
poke1549.png


Resized 1up shot because their original resolution was stupidly large and ugly:
pokemd4376.png



Basic gameplay:
*Note: this is assuming that PMD2's basic setup is exactly like PMD1, which the Nintendo Power seems to state.

- Take the world of Pokémanz, change its turnbased gameplay to make it more like Mysterious Dungeon games while retain all the things that made Pokémanz games so endearing. Now switch the emphasis of some things around, tone down the difficulty (until you get to the post game stuff), tweak the balance and that's pretty much what you get with the Pokémanz license of Mystetrious Dungeon games. ps, it’s better than it sounds.

- All movement is grid-based. You move in single steps in any of the 8 directions. You can cut corners over areas you can't walk over like lava or water but not thru walls.

- You can only carry a limited number of items in your bag (20) and each monster can only carry one item at a time, including the leader. Depending on the 'IQ' of that monster, they can also use items automatically; only seeds and thrown items tho.

- While hunger (indicated by your ‘Belly’) effects all monsters, only the leader will get hungry from actions. This means you can move all you want and your allies will not go hungry at all; they remain at 100 if they’re never switched to Leader status. However if your partner’s Belly drops to 0, they stop moving and any attacks they do, no matter how strong, only does 1 point of damage.


Pokémanz Dungeon additions:
- Missions, like the first game, are what drives things in Time/Darkness. They still comprise of a client, goal, grade level of difficulty, prize for finishing and a password (which I assume is to share missions with those with the game, tho I never used them). Grades range from E being easiest, up to A, then S, and finally * (asterick). In order to collect your prize, you have to finish the dungeon properly. They are all found on the Town/Hub's bulletin board.

- When a monster gets wiped out, the penalty depends on what role the fainted monster plays, tho it would always involve that monster dropping its held item.
--If it is a monster that has joined and hasn't became a permanent part of your team (you're still in the middle of the dungeon), they disappear forever.
--If a monster joined and is part of your permanent team, they drop their held item and return to town until the next mission.
--If it is a mission based guest monster, who btw are always level1 no matter what monster evolution they are (like a level 1 Salamance), when they get wiped out, you lose the mission whether it is your fault or not (due to stupid nonexistant NPC AI) and end up back at your base.
--Finally if your leader gets wiped out, your entire party gets kicked out.
If the latter two events happen, you lose all of your loot and all your cash (unless you have someone save you via password or wifi (new to Time/Darkness).

- Unlike other Mysterious Dungeon games, the game doesn't automatically reset your level back to 1 whenever you die. Even if you get wiped out, you retain your accumulated levels and any new moves you may have learned. The game is only painfully easy until you get to the latter half of the game, ie where the real game begins.

- All monster types and abilities from the mainline games play a big part in the game. Examples include, all monster types that can fly (Flying and Ghost) or have an ability to allow them to fly, can fly over unwalkable terrain; ghost types can pass thru walls; fire types or monsters that can withstand burns and fly over lava can safely walk over lava; monsters with Pick-up will have a chance of finding items at the start of every new floor; etc.

- Items play a big role in the game. They include:
-- Seeds that effect monster condition or status when eaten
-- Scarfs that have long term effects when held
-- Orbs which causes alternate effects when used
-- Fruit or other food to prevent starvation or raise IQ when consumed
-- TM/HMs to teach new moves
-- Projectiles that inflict damage when thrown (very useful when you need to snipe or if you somehow get an empty belly)

All items are important especially the all important last resort 'Escape Orb' item. There are other items which serve other purposes but I'm too arsed to list them all.

- Like the mainline games, you only get 4 moves per monster and all moves have different number of uses from the regular games. In addition, you also get a basic non-attribute attack (A button attack) that does weak damage but can use an unlimited number of times. This is not like Struggle since you don’t receive recoil damage from using it, tho Struggle is still in the game. ** Also by using moves against enemy monsters, you get double exp for using a single move. The move has to effect the opponent monster in some way, so something like Howl won't effect bonus exp. However the move doesn't have to be the attack that KOs the monster but it just has to be used against the opponent monster.

- Moves are handled just like the mainline games; most of them are gotten from leveling up monsters while the rest are gotten from TM/HMs. However there is no breeding in the first PMD but you can get eggs in PMD2. In addition, movesets for each monster is the same as those from the mainline games, so you can reuse that Pokédex if you feel the need. Tho one difference is, while HMs can be used an unlimted number of times, unlike the mainline games, they can get overwritten by another move without having to go to a move deleter (these guys don’t exist in the game). Also TMs when used turn to 'Blank TMs' and can be recovered with the 'Recycle' move (Mr. Mime and Porygon series know this).

- Moves can be linked together, up to 4, to activate multiple moves in one single turn; tho all effected moves will still lose PP. When a move drops to 0, that move is delinked, tho it can be relinked either by an item or by the town member who links moves for you for a price. This same character also acts as your move tutor to remember moves. Move tutor rules from mainline games still apply. Also, the item that links moves for you (you'll know it when you see it) allows you to link and delink a single monster's moves as much as you like. ** In addition, linking moves can increase bonus exp as well. If you link 2 moves and use that move against an enemy, you get triple the exp you usually get from KOing the opponent monster. 3 linked moves give you four times the exp and 4 moves in one gives you five times the exp.


PokéPals:
- Unlike the mainline games, you only get to use 4 monsters; you, the leader plus up to 3 partners. However, all 4 monsters will be on the map all at the same time.

- When you defeat an enemy, even if they join you, all ally monsters gain exp.

- Your partners are all idiots, period. No matter how you set them, they will do the stupidest thing possible and screw you over. Even the limited AI options the game gives you won’t prevent that. So just take advantage of what you can (ie, always bring a Ghost with you, doesn't matter which is and leave them behind a wall. Other than other ghosts and a few moves, they are invincible).

- To ‘catch’ monsters and have them join you, you simply knock them out and hope that they return during their fade to oblivion. If successful, you say yes or no, give them a nick if yes, and you have to successfully leave the dungeon without having your new partner or yourself faint. In PMD1 you also had to have a grazing area for them unlocked to even get a chance to have them ask you that special question. Fortunately, that’s not the case in PMD2.


IQ:
Raise the IQ of monsters by feeding them a food object called 'Gummies'. There are 17 kinds of gummies, each representing a monster type in the game. In addition to filling up a monster's belly for every gummy eaten, gummies also add to a hidden stat for that every monster partner has, 'IQ'. The higher the IQ, the more partner IQ options and passive skills they unlock. How the monster and gummy attribute relation goes is just like how a Pokémanz move acts in relation to the receiving Pokémanz, or something like this:

Attack Move:receiving Pokémanz / Pokémanz:Gummy

So if the consuming Pokémanz type is super effective again a gummy type (ex Piplup eats a fire gummy), it gets a higher IQ gain than the same monster eating a gummy type that is strong against it (ex Piplup eating an elec gummy). And of course matching types of Pokémanz and gummy nets the highest IQ gain.


Dungeons:
- You can have up to 3 partners (4 party members total, duh). Each of them have limited AI options tho they'll be retarded no matter how you set them (as mentioned before).

- Every action you take, whether it is moving, attacking, using a move/item or you’re sleeping/paralyzed/other effect, everything else on the map takes a turn to move, attack, use a move/item, or sleep/paralyze/other effect as well. Always keep this in mind.

- Dungeons are unlocked as you play them. In the post game, some dungeons are inaccessible unless you're carrying an HM (which you can get more than 1) or have a monster that knows that HM move.

- Like with all Mysterious Dungeon games, all dungeon floors are randomised and fair. Maximum floors a dungeon can have is 99.

- Not all dungeons have boss battles and you can only fight them once except in the post game.


In town:
- While you can find any item in dungeons, the town/hub has a shoppe that sells random items. Items are generated every time you finish a dungeon, succeed or fail. While you can find both TMs and HMs in dungeons, shoppes will only sell you TMs. In addition, there are instances where there will be a shoppe in a dungeon as well AND you can steal their items, tho you'll get penalized (I’ve never tried or bothered so I don’t know what the penalty is).

- A bank and item storage are available for you to keep cash and items which you want to keep for later use. The following Kangaskhan takes care of item storage:
pokemd2536.png


The following Duskull takes care of ur banking:
pokemd3638.png


- Other places include the area that displays all your missions, move related queries, evolution etc. These aren't really as important.

- Speaking of evolution, monsters don’t evolve thru level ups now, tho reaching a certain level is still the main indicator of evolution. The other methods of evolution like trading and held items are done merely by having them on hand (trade evolve is just an item now, Link Cable). To actually evolve, you first have to beat the game then unlock the location in town to beef up your monster.
Take note, if evolving is like the first game, it doesn’t effect stats at all and only moves, types and abilities.

- Dunno if it was brought over from PokéMD1, but there’s a fighting Dojo that does something. I never bothered with it so I have no idea what it does other than give you trophies.


New stuffs:
(courtesy of Nintendo Power)

- Top screen is no longer worthless. No longer is your map relegated as being overlaid over the gameplay screen, cluttering up viewing area, though that is still an option if you like. The top screen can show the map of the current floor you're on, but will still show basic info about your party. The top screen can also be toggled to show more detailed stats for your party and the map be overlaid over the gaming screen as it is the first game.

- Pokéggs make an appearance in the game. They are prizes from missions and they hatch into base monsters with random moves.

- Originated in the first PokéMD and expanded in Shiren the Wanderer DS, you can have others rescue you via Nintendo Wifi if you get wiped out and don't want to lose progress or l00t. No longer are you limited to passwords, tho you can get help from that method as well.

- Another Wifi feature is you play against other players in teams battle (as an unlockable).

- Possible downloadable missions.

- Improved graphics (slightly).

** From the not-as-useless-anymore Nintendo Pokémanz website:
- Pokemanz personality test:
http://www.pokemon.com/dungeon2/personality_test/

You can trade Items via local wireless (no wifi). Items can also be sent one way as well.

According the faq, teams from other carts can be sent over to fight in the Dojo. However, it doesn't mention anything about adding monsters to your roster.

When you send SOS Mail, if you have any registered emails, your SOS Mail gets sent to your friends' mobile, PC or Wii.


Time/Darkness Differences:
Unlike the first game, Time/Darkness features actual version differences, just like the mainline games! By exchanging passwords, you can unlock version exclusive monsters. When you unlock version exclusives, you'll then have to catch them yourselves. There is no trading in the game.
Exclusives info courtesy of serebii.net.

Exclusive to Darkness
Mewtwo
Burmy (other forms are in Time)
Buneary
Lopunny
Rotom

Exclusive to Time
Celebi
Combee (Vespiqueen is in Darkness)
Pachirisu
Riolu
Lucario


Other impressions here:
Courtesy of Echoes.


Other wackiness:

*Hint, click on the pic to read their news on the game*

** For those who get Nintendo's newsletter, this is what happens when you hover your mouse over it:
nintendoshowu317.png



Comparason with the other DS dungeon crawler you all should buy if you haven't by now:
Judging from my time with PMD1 (which is 60 hours and still going strong) and from the little I played of Shiren and from talking about the game with others, they're both worthy additions to any dedicated gamer's library. However that is the case for PMD (referring to the first one here) only after you beat the main game (which is only about 15 hours even with a few extra missions on the side) because the dungeon crawling doesn't start until the difficulty ramps up and the game stops holding your hand.


Conclusion:
While I realise that there is already a thread asking for impressions which got turned into an official thread, the severe lack of information is disappointing and needed to be rectified. Also, I had the go-ahead from admin-ship to post mine. Apologies for that thread's OP.

Also, as of writing, I don't have my copy in yet, but it is coming to me by mail. Although I am still in the middle of the first PokéMD tho considering I still have around 10 dungeons to unlock and even more to beat for the first time, I have a feeling I'll be able to go from one to another without much problems since, as mentioned in that giant wall of text up there, Pokémanz Mysterious Dungeon 2 is more of the same of the first Pokémanz Mysterious Dungeon.
 

Aeana

Member
Finally!

You should've posted this sooner, but it's a great thread! I'll be playing it as soon as I finish the Aigis part of FES, probably.
 

lyre

Member
Aeana said:
Finally!

You should've posted this sooner, but it's a great thread! I'll be playing it as soon as I finish the Aigis part of FES, probably.

I was unsure of posting it originally, due to a few things:

1. It's far too long and as they say; tl;dr

2. Not many played the first PMD and when they did, they only beat the main story and didn't bother with the REAL part of the game.

3. It would be relegated to the 4th page in an hour like most game threads that don't have a lot of hype.

4. Most guys who are interested in this would probably be playing FES anyway.

5. I don't post very often anymore. "/

Error said:
Yeah, I think posting it now is better than waiting 6 months.
I still have no idea where you got that from. You're silly. >:p
 

HK-47

Oh, bitch bitch bitch.
Damn I wish I had the money. MK Wii, GTA IV, The World Ends With You...I cant get this now but I will eventually
 

Fewr

Member
lyre said:
Start:
- Pokémanz, let me play as you.

- It’s now a top to bottom made for DS sequel instead of a GBA port 'em up with nothing else as the original Red/Blue Rescue Team has shown.

The monster you turn into depends on how you answer a personality questionaire not unlike Ogre Battle/Tactics Ogre and Dragon Quest 3 GBC. Your potential character monster can either be any of the three starters from the main games (you know them all) in addition to Pikachu, Meowth, Kitty and Munchlax. You then choose a partner for yourself from the list of remaining monsters; you will not be able to choose a monster the same type as you. While the story in the original PokéMD was decent enough and was well written all things considered, it was still wholly forgettable.
Skitty*
 
I bought this on impulse, I'm on Chapter 6, and I have three main criticisms.

1. The AI of your partners is terrible. Unless I set their AI to attack enemies on sight, they won't close on enemies when I'm under attack. If I do set their AI to attack enemies on sight, sometimes they'll see enemies that I can't, make a beeline for them before I catch what's going on, and then they'll have to fight solo until I can reach them. Also, they seem to randomly select which of their attacks to use. It would've been much better if you could control your partners in combat like you can in Fallout. Much, much, much.

2. So far there hasn't been any interesting loot.

3. The tileset the game uses for its random dungeons are as basic as it gets. Just because a dungeon is randomly generated doesn't mean it can't have logically placed and nicely designed elements.

Otherwise I really like the graphics, and I appreciate that it takes a stab at actually telling a story unlike the mainline Pokemon games.
 

Whimsical Phil

Ninja School will help you
Great thread!

I'm playing Explorers of Time and got a Piplup as well
(by cheating)
. I've also just posted my Friend Code in the online forum thread that's mentioned in the OP. Hopefully more people post there as well.
 

Fewr

Member
I got mudkip on my first try and I think bulbasaur on my second try. (this was in the gba/ds games)
 

madara

Member
Considering I could only play first PMD for 3 hours before learning the mechanics seemed aimed at 5-9 year old gamer I dont think I dare try another one.
 

borghe

Loves the Greater Toronto Area
madara said:
Considering I could only play first PMD for 3 hours before learning the mechanics seemed aimed at 5-9 year old gamer I dont think I dare try another one.
it wasn't... it just took REALLY long to get to a reasonable difficulty that wasn't aimed at pre-schoolers... also as mentioned the after dungeon stuff was great.

I'm actually psyched for this. I'll hold off a little bit as I'm still trying to make it through Shiren (omgwtfbbqsohard) but I found the first game enjoyable once you got past the handholding.. this one looks even better yet.

GremlinInTheMachine said:
3. The tileset the game uses for its random dungeons are as basic as it gets. Just because a dungeon is randomly generated doesn't mean it can't have logically placed and nicely designed elements.
kind of a bummer. this is one of the great things I love about shiren. Yes I get that I'm going through 30 levels of a cave... but to mix it up with indoor/outdoor sequences, and especially some of the outdoor ones was brilliant. Easily my favorite DS purchase out of the last couple years. but I'll still definitely be picking this up.
 

Echoes

Member
Great thread, and yeah I know that mine was lacking a lot of things :(

Sooo, here are the impressions from the old thread:

Toy Soldier said:
It's my first Mystery Dungeon title, and really, I love it.

The dungeon play is fun and fast-paced, and requires a lot of item-based strategy that's new to me. Chances are most of you already get how the game itself is played, though - apparently that's largely unchanged from the last version. But to keep it short: I haven't encountered anything about it yet that's broken. Dungeon play feels really, really smooth, easy to get into, and the game itself outside of the dungeons is structured nicely to offer a coherent storyline and a pretty wide-open way to get exp points (you can go after fugitive Pokemon, you can go on rescue missions, you can venture out on explorations, you can do various missions for people around the guild HQ, you can do jobs in the guild HQ).

I appreciate how it really does manage to stick true to mainstays of the Pokemon universe (learning new moves as you level up, catching 'em all, elemental types, etc). I can guarantee that I would not like this game (or, as an example, another Chunsoft MD title) quite as much without the Pokemon stamp all over it. Encountering new Pokemon, adding them to your potential team, forming teams based on types/moves of the creatures we're all familiar with, all that jazz.

Nintendo Wi-fi is done really well, too. Being able to add friends, browse available Help Requests, send SOS calls, it's all super smooth and easy over wi-fi. You can also use the passwords that were in the previous versions of PMD, or wirelesss DS connectivity. Plus there's trading teams, sending people Pokemon as attachments in messages, associating an e-mail account with your PMD game so you get e-mail notifications when one of your friends sends an SOS request, and more.

I'm a few hours in, I've been having a lot of fun.

fernoca said:
Well, I'm barely starting..
So far I find it to be kinda similar to the first game(s)..though I ended being a Pikachu on my first try (contrary to the 5 times it took me to be one in the previous one hehehe)..

But overall lso far, is really good. Combat is still quite simple but fun (enemies move when you move, etc..), but is not quite common to see a Pokémon game focused on the Pokémon and their world, situations, etc..and even see them animated..

Still quite early, and with another game coming between today and tomorrow, I'll see if I can dedicate more time to it later. But overall; if you enjoyed the first one(s) get this..if you didn't..then don't. Is a good game, but the changes made (so far) are not going to turn any "haters" into "lovers".. Toy Soldier's impressions pretty much cover everything, by the way.

bryehn said:
Started it up last night, it's not better than Izuna or Shiren by any means, but aside from the seemingly 30 minute intro I really don't mind it at all. Your partner seems kinda useless for the most part...it's hard to get them lined up to attack. I've only been through 2 dungeons, but weapon variety is slim so far.

Oh, I only have a passing interest in Pokemon by the way, played maybe 20 hours of D/P and some of XD from a GCN bundle. I started as the (a) monkey dude...ChimChar maybe? Took Squirtle as my partner because he was funny on Robot Chicken :p

Cocopjojo said:
Whoa, didn't even realize we had another thread for this game.

Here are my impressions from the other thread. Thanks, Echoes, they should have been in here in the first place:

I'm only about four hours in, but I figured I'd post my impressions in hopes of getting some other folks to pick it up. When I went out to get it, I really didn't have any idea how it worked, so I'll try to explain it for those people who don't know what it is.

I guess the Mystery Dungeon genre/games are all like this - it's like a real-time turn-based role-playing game. You move around dungeons, and each action you take represents your turn, whether it's using an item, moving, or attacking. But, to be honest, I didn't even realize this until five or six minutes into my first dungeon. I was just button mashing and seemed to be doing alright. If you hold the start (or select? can't remember) button, you can see the actual tiles that you move around on. This adds a lot of strategy to the game, since some of the enemies can be pretty tough. Speaking of enemies, they're all Pokemon (of course) and everyone has movesets from the games, with moves like Quick Attack, Growl, Thundershock and such. In fact, it's pretty similar to the rest of the franchise, in that you can get poisoned, burned, paralyzed, and there are items to heal each of these things. The items are the berries from the games (Oran, Rawst, Pecha, etc.), which is pretty cool, I think.

You start out with two team members (yourself and another), but eventually you get the option to add more. I think every time you fight an enemy in a dungeon, it adds "respect" to a meter and the more respect you have with a Pokemon, then the more likely the next one you fight is likely to join your team. I was in the middle of a battle with a Starly and he asked to join my team. Then, we just walked off together, with him in tow. I'm not sure how many characters at once you can have exploring with you.

You can assign "tactics" to your individual team members; basically, "wait here," "stay next to me," "attack on sight," "avoid first hit, but assist," and stuff like that. You can also assign which moves you want each team member to use. Like, before a big fight, I'll tell my teammate to only use his best move, but while we're wandering around a dungeon, I'll leave a wider variety of choices for him, so that he doesn't deplete the PP of his best moves. Four moves per character, just like in the rest of the franchise.

You have a basic attack that doesn't take any PP (yes, there's PP, just like in the games), but you also have your moves. You can hotkey a move, so that, to use it, you hold down L+A (A is your normal attack).

You level just like in the other games - defeat enough enemies, gain enough experience, and you'll level up (and your partners, too, at their own rate). When you level, your attack, defense, etc. goes up, and you learn new moves.

Also, there is a stat called "belly." I'm not sure of its purpose, but I know that it starts out at 100 and depletes as you move around a dungeon. Eventually, a pop-up will inform you that you are "woozy from hunger" or something like that. Items exist that "fill your belly." Certain items will also raise your IQ (which is separate from attack/defense, etc. Not sure of its purpose, either) in addition to filling your belly.

The dungeons are, like advertised, randomly generated, so that every time you enter a dungeon, it's different. This is cool, because most of the time, if you're trying to get through a dungeon quickly, the staircase to the next floor (dungeons are split into floors) will often spawn really close to you. You won't have to travel through the entire floor to reach it. Items and enemies spawn randomly, also. Enemies will continue to spawn even when you're just doing circles on the same floor, or when you wait.

So, when you hold down A+B, you can wait. Or maybe it's called rest? Anyway, you continually gain back health as you're walking around, so waiting is useful for regaining it back fast. Basically, you're just bypassing your "turn," even when you're not battling. So, while waiting, everything goes really quickly. Enemies will spawn and enter your area, at which point you can just let go of A+B and plan your attack. Although, typically, I'll just let my partner handle them while continuing to hold A+B.

If either you or your partner runs out of HP, you get teleported out of the dungeon and back to your home base, and you lose most of your money and items. Maybe all of your money, I'm not sure. There is an item bank and a money bank where you can store stuff safely before departing on a mission.

Missions are picked from two categories - normal missions (like retrieving items or delivering items) and outlaw missions, which are basically simplified boss battles. You recieve items, money, and explorer points for completing missions. Explorer points rank you up, but I'm not sure what that entails, yet.

Overall, it is pretty fun, mainly due to the rewards. Getting money and buying items is always fun in games, and so is learning new moves. And it was a pretty cool feeling adding a new member to my team. Also, the game can get pretty tough, which is a welcome change from most Nintendo games. I've died three or four times and had to restart a dungeon. With a limited inventory (which increases as you level), you have to be sure to have the items you need with you. Sometimes, enemies are pretty tough and they'll do, like, 3/4ths of your HP in one hit, so you have to alternate turns between letting your partner/you attack, and using items to keep the two (or more) of you alive.

I haven't done any of the online stuff yet (trading teams, rescuing others, downloading dungeons).

Sqorgar said:
This is my first roguelike. I'm not exactly unexperienced in the genre. I actually follow it religiously, hang out in roguelike developer forums, and have just finished writing a roguelike game engine. I've just never actually bothered to play any. It is almost embarrassing how that happened, but the majority of what I like about the genre and why I follow it so religiously is thanks to the LucasArts Desktop Adventures games and a little known Japanese game called Seme Com Dungeons Druaga (which features the same turn-based exploration combat, but isn't a roguelike). My wife, however, has been importing ChunSoft games for years, becoming obsessively addicted to the N64 Shiren game when it came out. I mean, crazy obsessive.

Anyway, I finally get it. My impressions of the genre is somewhat misguided. Basically, PMD (and I would assume all Chunsoft and at least several of the more focused rogue varieties) is a logistical marathon. It is entirely about resource management, both in the short term tactical combat, the medium term dungeon crawl, and in the long term character development. Despite having random levels, there is very little left up to chance in this game. The fact that you don't know what resources will be available in the short term future really affects your strategy and how you treat them.

In an RPG like Final Fantasy where I can carry 99 potions, I usually end up not using the whole wealth of items available to me because I could always make up for mistakes through cheap healing. But here, I've picked up items I thought I would never use, only to find myself down ten levels and it saving my ass and then some. Having the right items at the right time is incredibly important, much less making sure you've got the appropriate pokemon with the appropriate skills for each type of dungeon. It is incredibly complex, and yet as far as I can tell, Pokemon Mystery Dungeon is something of a starter ChunSoft game.

I can safely say that Pokemon Mystery Dungeon is not my style. I doubt I'll stick with the game. Logistics and resource management are distinctly not my cup of tea, and I find the stupidly simplistic level creation algorithm to be ugly and boring through and through. I'll just keep on hoping for a new Desktop Adventures game, I guess.
 
I've discussed it a good bit in the other threads but I'll just summarize by saying I'm loving it so far.

I'm just at Chapter 10, it's been a lot of fun, and the story/routine has come together nicely.

I've also saved some folks in WFC rescues, which was satisfying.

Also, maybe I'm just not good at these types of games yet, but I'm with Cocopjojo: I haven't found it too easy at all at this point. I've died a few times. It's felt like a fair but interesting challenge, more and more as the game progresses and expands. As I said, maybe I'm not feeling the incredible ease you guys speak of because I'm new to this sort of game, or maybe it's just because I'm not that good yet...but I can honestly say this game has kept me on my toes, I've had some real tough moments. The difficulty feels right; not frustrating, not insultingly easy - just hard enough to stay fun, easy enough to stay accessible.

lyre said:
Dunno if it was brought over from PokéMD1, but there’s a fighting Dojo that does something. I never bothered with it so I have no idea what it does other than give you trophies.

I haven't yet actually done it, but I went inside to get introduced to the Dojo leader. He said that you're tossed into the Dojo dungeon where none of the items you have can be brought back (so he warns to store your items before you head into the Dojo), but that you can keep all of the loot/experience you get even if you faint in the Dojo. It costs some coins to get in, I forget the amount, but it sounds pretty cool. Plus, you can download the teams people submit to WFC (including your friends' teams) to download to your cartridge and play against while in the Dojo. I haven't tried that yet, but it's discussed in the manual.

Missions, like the first game, are what drives things in Time/Darkness. They still comprise of a client, goal, grade level of difficulty, prize for finishing and a password (which I assume is to share missions with those with the game, tho I never used them).

Yep, input them at the Wonder Mail dialog to access the missions. There's an easy mission offering a Revive available in the Online thread I posted, it came from some t-shirt that was given out with review copies of PMD2.

you can steal their items, tho you'll get penalized (I’ve never tried or bothered so I don’t know what the penalty is).

I did this once accidentally, I ate an item off of the rug the merchant was dealing from, only to find out it cost 150 coins (I had none at the moment). So when I tried to run off, he attacked me with a nasty barrage of attacks that each dealt a ton of damage; it knocked my partner and I out in like 2 or 3 moves. Though I guess you could paralyze him and move out, or if you're at a higher level, just take him on (I encountered this pretty early on, so I stood no chance).
 
D

Deleted member 21120

Unconfirmed Member
Toy Soldier, how many people can you have in your party at once?
 

lyre

Member
GremlinInTheMachine said:
2. So far there hasn't been any interesting loot.
As mentioned before, the game doesn't really start until the main story ends.

madara said:
Considering I could only play first PMD for 3 hours before learning the mechanics seemed aimed at 5-9 year old gamer I dont think I dare try another one.
As mentioned in the wall of text, the post game ramps up the difficulty quite nicely and in many situations, you'll find yourself surrounded by enemy pokés who want you dead.

Cocopjojo said:
Toy Soldier, how many people can you have in your party at once?
Unless there's a game mode I don't know about that's introduced in Time/Darkness, it's you plus up to 3 partners (ie up to 4 monsters). Read the wall o' text.
 
D

Deleted member 21120

Unconfirmed Member
lyre said:
Unless there's a game mode I don't know about that's introduced in Time/Darkness, it's you plus up to 3 partners (ie up to 4 monsters). Read the wall o' text.
Oh, I see it now. Thanks.
 

lyre

Member
Updated the topic thread a bit with wackiness and also, the formerly-worthless official Pokémanz Mysterious Dungeon page is now fleshed out with an actual flash based site now. I'm going to trudge thru it and see if there's anything there I haven't already figured out yet.

Again, the link: http://www.pokemon-games.com/pokemonmd/

And the update is done. Also try out the personality test and see how much manipulating you need to get the monster you want.
 
I've convinced myself that I won't pick up this game unless I score a Charmander on my first Poke-valutation. I don't even understand the OP enough to be sure if Charmander is even an option and whether or not it limits you to the ghetto Diamond/Pearl starters, but still. Char or nothing, let's see how this shit goes.
 
Charmander is an option, yes.

If you want to 'cheat' to get the starter you want, check this thread at GameFAQs. It tells you how to answer to get the personality type that matches the starter Pokemon you want.

Or, as long as you don't end up with another fire-type starter, you can choose him as your partner (I did).
 
... I scored a Mudkip. I'm gonna go cry for a while.

Edit: Goddammit, I took the test again and scored Mudkip AGAIN. I hate this shit.

Double Edit: Christ, a third time, and most of the questions have been different each time. Tri-Mudkipz. I think I'm just going to resign myself. The little fucker does what? Cast Bubble? Can't he learn Waterfall or some shit?
 

LordGek

Member
So far it's an improvement from the first one, for the most part, but DAMN the cutscenes come at you at a CONSTANT rate, and if not painful enough, if they ever mention some previous event (older cutscene), you'll get to see bits of that old cutscene again (in black and white, of course). It feels like they're really afraid you'll forget the key points of these silly cutscenes and need to recap them every other one. I'm all for a little story in my roguelike to give things a little context but PLEASE, do not dare force me through 1-2 minutes every other game days of animated jabbering heads that could have been summed up so much more efficiently in a few words of text. Like so far you need to sit through a morning briefing and watching all of the guild members chow down at the mess hall EVERY DAMNED DAY of the game, in addition to any new wacky plot points. I want to play, not watch a very special pokemon cartoon.
 
D

Deleted member 21120

Unconfirmed Member
LordGek said:
So far it's an improvement from the first one, for the most part, but DAMN the cutscenes come at you at a CONSTANT rate, and if not painful enough, if they ever mention some previous event (older cutscene), you'll get to see bits of that old cutscene again (in black and white, of course). It feels like they're really afraid you'll forget the key points of these silly cutscenes and need to recap them every other one. I'm all for a little story in my roguelike to give things a little context but PLEASE, do not dare force me through 1-2 minutes every other game days of animated jabbering heads that could have been summed up so much more efficiently in a few words of text. Like so far you need to sit through a morning briefing and watching all of the guild members chow down at the mess hall EVERY DAMNED DAY of the game, in addition to any new wacky plot points. I want to play, not watch a very special pokemon cartoon.
This.

But it's a Nintendo game, dude. When's the last time you played a Nintendo game? They're all like this now, even Zelda:pH. They tell you to go capture an enemy and then ask, "Do you understand? YES NO" I swear in Zelda there was a time when they asked me twice: "Do you understand? YES NO" and I clicked YES and it said, "You're SURE, Cocop? YES NO.'

They hand-hold you in every game, now. It's just how Nintendo is.
 

Monroeski

Unconfirmed Member
Aww, man, I was planning on getting Darkness for
Mewtwo
but now I find out that you can only get
Lucario
in Time? Weak. Now I'm not sure what to get.
 

LordGek

Member
Cocopjojo said:
This.

But it's a Nintendo game, dude. When's the last time you played a Nintendo game? They're all like this now, even Zelda:pH. They tell you to go capture an enemy and then ask, "Do you understand? YES NO" I swear in Zelda there was a time when they asked me twice: "Do you understand? YES NO" and I clicked YES and it said, "You're SURE, Cocop? YES NO.'

They hand-hold you in every game, now. It's just how Nintendo is.

Yeah, something they do here like in the first one is ask if you want to warp out once you've completed a mission in a dungeon.

"Do you want to exit now?" (yes/no)
I chose "no"
"So you want to continue adventuring?" (yes/no)
I chose "yes"

I'm not getting how this is a two question situation.
 

Slavik81

Member
Awesome. I scored a Pikachu.

Son of Godzilla said:
... I scored a Mudkip. I'm gonna go cry for a while.

Edit: Goddammit, I took the test again and scored Mudkip AGAIN. I hate this shit.

Double Edit: Christ, a third time, and most of the questions have been different each time. Tri-Mudkipz. I think I'm just going to resign myself. The little fucker does what? Cast Bubble? Can't he learn Waterfall or some shit?
u don't leik mudkipz? :lol
 

Takeda Kenshi

blew Staal
Son of Godzilla said:
... I scored a Mudkip. I'm gonna go cry for a while.

Edit: Goddammit, I took the test again and scored Mudkip AGAIN. I hate this shit.

Double Edit: Christ, a third time, and most of the questions have been different each time. Tri-Mudkipz. I think I'm just going to resign myself. The little fucker does what? Cast Bubble? Can't he learn Waterfall or some shit?

This thread is worth this post alone.
 

Teasel

Member
Monroeski said:
Aww, man, I was planning on getting Darkness for
Mewtwo
but now I find out that you can only get
Lucario
in Time? Weak. Now I'm not sure what to get.
according to gamefaqs every pokemon is gettable in the other version by password with the exception of
mewtwo for darkness and celebi for time
anyway i have to admit this one is a lot better... the mold is different from shiren but between the fact that recruiting pokemon is now a lot easier (in PMD1 i think i recruited 2 pokemon while now i got quite a few of them) and increased difficulty i can actualy recomend to play this one
 
I'm a sassy type like Totodile..............? The hell?

EDIT: I've had a pink aura (Totodile), a yellow aura (impish Chimchar), and a refreshing green aura (Totodile again). >.>
 

Echoes

Member
Finally got the game (pre-ordered from Amazon). Anybody here pre-ordered it? all the pre-orders came with a free mini-guide, which is so so awesome for any Pokemon fan (click here).

I'm in the fourth mission and obviously I like it, more than the first one. The wi-fi service looks promising (put my FC in the online thread). I picked up Cyndaquil and my partner is Piplup. And guess what's my team name? Team Dwights :lol
 
Oh gawd I've gotten EVERY starter fire type in a row. :lol

How did I manage that, all 4 of them lol.

I want to be a grass type. :(
 

Echoes

Member
Jesus @ the partner's AI. I'm a Fire type pokemon and he casts Water Sport EVERY FREAKING TURN (it lowers the fire-type moves). He wants me killed :(
 
D

Deleted member 21120

Unconfirmed Member
Echoes said:
Jesus @ the partner's AI. I'm a Fire type pokemon and he casts Water Sport EVERY FREAKING TURN (it lowers the fire-type moves). He wants me killed :(
lol. Uncheck that move from his list, so he won't use it.
 

lyre

Member
Echoes said:
Jesus @ the partner's AI. I'm a Fire type pokemon and he casts Water Sport EVERY FREAKING TURN (it lowers the fire-type moves). He wants me killed :(

Water-sport only reduces damage from fire attacks and it doesn't do anything else (from what I can remember at the moment). It's only negative cause it's irritating, tho as someone has said, you can switch it off from the Moves menu.


Also, I finally got my cart, Darkness for those who didn't bother reading the wall o text. My monster is Turtwig and partner is Piplup. Thinking about it now, I should have gone with Treeko, if only because he's an unlockable due to the game's long drawn out block o text after block o text story. That and I prefer Sceptile's moveset more overall. "/
 

Mejilan

Running off of Custom Firmware
As I mentioned in the other thread, I picked up both last week. Had them preordered, so I also got one of each mini-guide. Though, in all honesty, after the dozens of hours I put into the original, I find it highly unlikely that this represents enough of an improvement to get me to put down Shiren, or especially The World Ends With You.
 

Echoes

Member
Yeah I switched it off as soon as I noticed it.

My only complain wouldn't be the story -I can live with it, and honestly it's not bad at all. But the frequent scenes that shows up every day (dinner after finishing a mission + Loudred in the morning, and the party scene after it) irritates me. WHY CHUNSOFT WHY.
 

Teasel

Member
you should have your main pokemon (and if there is the chance your partner too) learn the move "dig" if possible... you'll thank me later
 

lyre

Member
Mejilan said:
As I mentioned in the other thread, I picked up both last week. Had them preordered, so I also got one of each mini-guide. Though, in all honesty, after the dozens of hours I put into the original, I find it highly unlikely that this represents enough of an improvement to get me to put down Shiren, or especially The World Ends With You.
Well, it's mentioned that the game is going to be 'more of the same' in my OP, probably several times tho I can't remember, tho that's not really a bad thing. I've still have around 8 post game dungeons to get thru in the original and I don't think I have the time to trudge thru 99 floors at the moment. But since the game is 'more of the same' (which btw, isn't really a bad thing) I'll be able to jump from one to the other and back without any problems.

And there's always room for dungeon crawlers so both PokéMDs and Shiren can co-exist, imo.
 
I can't take this game anymore. The combat is too easy, the dungeons are too bland, the loot isn't fun. And it's too bad because I like the idea of talking treasure-hunting Pokemon, and the world they created for them has a lot of charm.
 

LordGek

Member
Yeah, these big "campaign sessions" (several dungeons in a row without a chance to stop off in town although you still are allowed to access your storage in between each dungeon) are annoying since there has NEVER been any incentive to do anything but DIVE through them as efficiently as possible. Explore my ass! In this game the items are all but meaningless, for the most part, all that matters is that you have enough PPs with your key moves when the going gets tough...so your best bet is usually just to dive down as quickly as possible using minimal food or moves.

I'm sure this is just the way of Pokemon but I find my characters level SO SLOWLY and that the difficulty of the dungeons ramps so slowly as well. There is rarely a need to milk a level for all that I can since it isn't likely to make much of a difference in my exp and diving prematurely never seems that dangerous. At best I might notice a difference between the first and final level of any given dungeon in toughness of baddies, but I sure as heck am not seeing it from, say, dungeon levels 3 to 6 other than the mixture of baddies might change a bit.

Oh, and these cutscenes only get WORSE as the game moves on with, I SWEAR, some 10-15 minute long spots of nothing but story crap with nothing you can do but watch as the cheesey story unfolds.

Lastly, am I seeing this right? I don't think I've ever been given experience for defeating a boss in the story so far! Hopefully this will change in the post story stuff.
 
D

Deleted member 21120

Unconfirmed Member
I'm really enjoying this game. I don't know, the dungeons are really fun, and I love leveling up, putting together a team, and getting loot, especially lock boxes. And then hoping that some good stuff shows up at the Kecleon Brothers' shops. Also, I don't think enough can be said about the characters in this game. The way each Pokemon's job seems to fit his or her assumed personality - Kanghaskan running the item bank, Duskull running the money bank, the "Kecleon Brothers." And Chatot reminds me of Zazu from the Lion King.

I really liked (spoilers from after the "big expedition")
how the expedition worked. You had to stock up on items and then you plowed through three or so dungeons in a row with access only to a save point and your item bank in between. What I really liked was how everything went back to normal after that. You come back with a ton of loot and then settle back into a rhythm of taking jobs and other story stuff. That was cool.

Yeah, the story is horribly cheesy, the gameplay is really repetitive, and everything else people find annoying; I agree with most of everyone's complaints... but I don't know, I still find it really enjoyable.
 

lyre

Member
As mentioned in the OP (at least I think I mentioned it), the regular game is completely worthless and only the post game is worth playing, which can be easily larger than the main game (which would make the main game about 12-15 or so grueling hours). But IMO, it's worth it. However, between juggling this and FES, I'm still only on my 6th mission or so; I still haven't done the 'big exposition', or whatever the big mission is, yet.

However, being able to 'capture' monsters when you already have a full party, sending party members home without quitting the dungeon, and also mission based party members not be worthless level 1 monsters, are very welcomes additions.
 
D

Deleted member 21120

Unconfirmed Member
Question:

(spoilers about the ending of the Dusknoir chapter)

Did anyone else defeat all of the Luxrays at the end of Amp Plains? I destroyed all of them, but afterwards, the dialogue played out like Dusknoir saved us. Which sucked, because I felt awesome beating all of them. It was probably the most intense battle I've been in so far.
 
Top Bottom