Log in

View Full Version : Review of video game: Dungeons


Platapus
06-09-12, 10:53 AM
Many of us have fond memories of the Dungeon Keeper games. For those not familiar, they were sort of an anti-D&D game where instead of playing a hero invading a dungeon you played the dungeon owner or.. uh.. keeper as it were. :D

These were fun games, the characters were interesting and the game had enough satirical content to keep you interested. DK1 and 2 did lack a little in the re-playability, but they were money well spent for enjoyment. :yeah:

Since the chances of Dungeon Keeper 3 are slim to none, I was excited to find the game Dungeons by the German company Kaylpso.

It is as close to a copy of Dungeon Keeper as you can get without a copyright violation.

Unfortunately, it is not close enough. :down:

They basically took all the stuff that was fun in DK (characters, interaction, and game mechanics) and added a bunch of stuff that is simply no fun (scripted goals, lack of interaction, lack of specific control).

Dungeons does add something very interesting to the game though. In DK, your object was to basically kill the "invading" heroes, in new, novel, and satirical ways.

In Dungeons, the objective is to attract heroes, lead them on with treasure, monster fights, and adventure until they become satisfied... then you kill them. This added a wonderful sadistic aspect of the game where you are playing with the heroes like a cat plays with a mouse.

What a great sadistic idea for a game!! :D

But, the development via the game mechanics of this great idea falls through. Because you have almost no control over the mobs in your dungeon, you really can't control the luring and baiting much. Many decisions concerning where you place your monsters are irreversible. Big mistake! :down:

You, as the player, control who gets in your dungeon by opening up hero doors (I guess heroes can't open doors themselves). Once a door is open, heroes will spawn every few minutes. The problem is that you can never close the door. The reason this is a problem is that there are multiple hero doors, but you don't want to open too many of them, but would like to open and close some depending on how your dungeon evolves.

The reason this is a problem is that in the start of the game only the player character has any chance of defeating the heroes. Your monsters have no chance of killing even a single hero. This is good as giving the heroes easy monsters to kill is all part of the cat and mouse aspect of the game.

This means that your player character will be running through your dungeon playing whack-a-hero (which is fun.. for about 15 minutes). The combat mechanics are very basic (Attack character). There are limited options in combat and, frankly, none of the options seems to make a bit of difference, at least in the start of the game.

But if you have two hero doors open at opposite sides of your dungeon (where they happen to be programed to be located), you will spend all your time running back and forth. Not high on the fun-o-meter.

This leaves you very little time to manage your dungeon evolution. Fortunately, in Dungeons you have far far less control over building your dungeon than in the Dungeon Keeper games.

But the worst aspect of the game is that it is incredibly boring. I gave the game a good 90 minutes and I have to confess I was bored after the first 30.

Dungeons simply does not capture the magic of the Dungeon Keeper game, and even if evaluated independently, Dungeons is a game of rapid repetition... where you are doing the same thing as fast as you can with little chance to plan anything.

The game could have been so much better with just some changes in the programming and game play. Perhaps Dungeons 2 might fix it.

So, if you, like me, are still having dreams of Dungeon Keeper 3, keep on dreaming. You will be so disappointed by Dungeons. In this case, close is not good enough.

I was able to buy this at the discounted price of $39.00 and I did not even get 39 minutes of enjoyment. :shifty:

Even if you have never been spoiled by playing Dungeon Keeper, avoid this game. It was a big swing and a miss. :down:

CaptainHaplo
06-09-12, 11:30 PM
I have to agree and disagree.

Dungeons definitely lacks the FUN of the original Dungeon Keeper.
But then again - so did DK2. Don't get me wrong, I liked DK2, but not like I loved the original!

My con list:
Dungeons is definitely overly scripted and less free-form. One of the biggest joys in the DK series was building your own layout. Dungeons comes with way too much already "dug out" for you.

The "sighting/control system" is awful. You can't place objects/lairs in areas you don't control. Ok - but the way to "control" it is to have it within a certain radius of a monster lair. The problem? Lairs have an extremely short control range. Add in the limited number of lairs your allowed to have - and this gets a big fail!

"Rank" system - you have to have a certain amount of "prestige" from various items you buy with gold to buy or create new things - as well as meet level goals. Given that you need to attract the heroes and "make them happy" before you kill them, that means that the large piles of gold are unavailable to start - you have to have more "prestige" to make larger gold drops. So you have to start small and build up - while under attack - often from all over the place.

Enemy limitations - ok remember I talked about large gold piles? Well, lets say a warrior comes into your dungeon. He wants gold. He also likes fighting, but lets assume you will hook him up there. So he rounds a corner and spots a room with a huge pile of treasure. He needs - lets say - 500 gold to max out his "gold happy" meter. Well, said warrior may be limited to only getting 150G from any pile he sees. Meaning he gets his 150 from the pile, leaving another 2000+ behind while he wanders deeper into your dungeon to find more gold he can actually TAKE. This is insane. He should clean out all he can. But the game design can't "allow" that - since as soon as all his happy meters peg, he leaves the dungeon.

Pro's:

Decent Storyline. No, its not great, but it is enough to make you kinda curious as to how it all comes out. Its definitely not on par with the everspreading darkness you create in DK. Still, its got its moments.

Modability. Yes - I played the whole game - and THIS is why I did so. One simple edit and suddenly the game gets a LOT more fun. Specifically, change the sight range and requirements for certain lairs.

Challenge. I admit it - as the game goes on, you do get pushed hard. But with some wisdom and patience, the game becomes fun again.

Final words:
Dungeons is not a great game. Its an ok game with a screwy learning curve, bad mechanics and a boatload of missed fun. Is it worth the cost? No.
Wait till it hits the bargain bin at $5 and then plan to mod it to make it enjoyable.