REVIEW
from PC Gamer (UK edition - June 97)
Sandman 77 made us aware of these new reviews -
thanx!
Was it worth the wait ? It'll need to be damn good to say
'yes'. Read on to find the answer.
It's done, Peter Molyneux's farewell fling for Bullfrog,
and the most anticipated game this side of X-Wing Vs Tie
Fighter, is finished. It's here. No more delays. But can
it possibly be good enough?
One thing for sure : describing it is not going to be
easy.
In many ways Dungeon Keeper is the culmination of classic
Bullfrog game ideas, tweaked to perfection (but then it
should be, after that unbelievable development time). It
will remind you of Populous to begin with, ten perhaps
Theme Park, mixed with a little Powermonger and the
graphical style of Magic Carpet. It borrows the best bits
from all, shakes them up and overwhelms you with one hell
of an enormous epic.
As the name sort of implies, your job in the game is a
dungeon keeper. Deep beneath the ground, you rule over
your own private hell of violence, evil degradation.
Above you are lands of happiness and contenment ; your
job is to spread foul contamination and stinking decay to
each of the 25 levels. To do so this, you must plan,
create and maintain your dungeon, attracting a variety of
infernal creatures along the way. These you must feed,
house, train and pay to keep them happy.
Once your dungeon is large enough, it will attract the
attention of heroes who come looking for your enormous
wad. When they do, your foul horde can strike them down
and capture their wealth
until eventually, the Lord
of the Land comes. Defeat him and you've won the level.
Mostly, there will be rival dungeon keepers which you
also need to crush, as they lust after your gold and
creatures too.
Sounds straightforward enough ?
Oh no.
Each game begins with the lifeforce of your world, the
Dungeon Heart, beating away in its own prebuild room. If
the Heart is destroyed, it's game over, so, it needs to
be protected at all costs. You're also supplied with a
few imps, your invaluable minions. Imps take care of a
great deal of dungeon maintenance and are the only
creatures that you can directly create with a spell.
The first job is to dig out some space from the
surrounding earth, by marking out the area of square
tiles à la Sim City 2000. Your Imps the scurry to the
scene, dig out the earth and claim the tiles with your
coulour, which are now ready to build on. Then they start
reinforcing the walls with stone.
This is important, because enemies (and you) can't dig
through walls without a certain spell.
At this point you get the first taster of just how
exquisitly detail DK is. It leaves a pleasant tang in
your mouth that will persist for every second you play
the game. The Imps actually rush to the spot, tiny
footsteps echoing, and hammer away the earth with their
picks, accompanied by faultless
sound effects. After a short time, the earth collapses in
a heap of rubble, which they the clear up. When claiming
a tile, the Imps do a little dance, resulting in an
ethereal chord and a small puff of translucent red smoke.
Nothing much as happened but already you're fascinated.
Creating rooms is simply a matter of placing tiles of the
appropriate room type. But you can't just bang down tiles
willy-nilly, because the shape of a room defines its
efficiency and productiveness. Square with one door is
ideal but other considerations mean this is not always
possible. You need a
Treasure Room to startwith, you store the gold you mine
from gleaming seams here and there. Of course, everything
you build cost money, so a reliable cash is vital (from
the gold). But there are only a finite number of workers
Imps and they have to be split between digging for cash
and expanding your dungeon. You cancreate more, but they
become increasingly expensive and the amount of treasure
in your bank is a major draw from powerful monsters.
The next essential rooms are a Lair and a Hatchery. The
former is where all your creatures make their home, so it
needs to be large enough to accomodate everything. But
high-brow sorcerors son't research new spells as well if
they have to sleep in a squalor with beetles. So you
might need
a seperate little Lair for them. The Hatchery is just a
chicken coop, full os squawking chucks ; when a creature
gets peckish, it wanders in and rips one to shreds. Nice.
Oh, you can become a chicken by the way.
With these in place, you can tunnel to a nearby entrance
and claim it. Entrance are the primary way creatures
enter your dungeon. Outside are a set of number of
creatures in the land waiting to be lured into your
service, tempted by riches and power. But the other
dungeon keeper is also tempting them, so you have to work
fast. Your first inmates are usually weak, lowly critters
such as the beetle or spider. They wander in to the
dungeon, scuttle off to the Lair and make their home.
To gain more powerful creatures, you need to build
specific rooms in a certain size. Creatures driven by
hunger respond to a large Hatchery neir they Lair. Those
interested in power love Training Rooms and sorcerors
(naturally) prefer to lock themselves away in a huge
Libraries. You don't have enough cash to go for them all
at first. So a Dark Library is the next priority, because
it attracts sorcerors who can research there. You'll also
want a Training Room to build up your creatures' strengh
and experience levels. As these increase, they become
more powerful and gain new spells or capabilities
but of course it costs a lots of money.
As your sorcerors' research progresses, new room types
become available. The Workshop attracts Trolls, who bash
away their machines to produce doors and traps. Again,
it's not quite that simple, because there are four types
of doors (rangings from the weak Wooden to the almost
impenetrable Magic) and six types of traps. Doors are
placed in corridors as a security measure and can only be
opened by your own creatures (unless you lock them).
Traps, such as Poison Gas and Lightning, are excellent
devices that you drop at strategic points and which go
off when stepped on by an enemy.
Build a Prison and you can capture defeated enemies
(that's if you ordered your minions to attempt to
imprison enemies rather than kill them), which can the be
tortured in the Torture Room. They might crack and reveal
the enemy keeper's dungeon layout
or they could
just die and spur on their comrades to fight harder. You
can imprison and torture your own creatures. Placing food
outside Prisons makes them more willing to co-operate,
but if they die, all the creatures of the species will
rebel. Torture Rooms attract the Dark Mistress, a kinky
chick who enjoys torture and being slapped. Hmmmm.
Bile Demons, the big red horned gits, eat loads and like
toiling in the Workshop. The massively powerful Vampires,
however, hates manufacturing. They appear if you build a
Graveyard and after a certain number of creatures have
died. Unhappy creatures can be palliated in a Temple.
Your creatures might get narky if, for example, you don't
have enough money for their wages at payday, and could
start fighting among themselves.
You also gain more spells
through research. These includes Heal, turn to Chicken
(Wahey!), Disease (spreads disease through the enemy
camp), and Sight of Evil (which gives you a brief
overview on the map of an undiscovered area, so you can
reccy where the enemy is). The Scavenger spell (think
about it
) lets you woo enemy creatures with vague
promises of riches. Creatures have their own, different
spells, which can be improved through training. One spell
which needs some explanation is always present : Possess
Creature.
Most of the time , you view the map from an overhead
isometric perspective view, which can be zoomed and
rotated. When you cast Possess, you zoom down into the
creature and control it, seeing the dungeon through its
eyes with Doom-style 3D world. It's a remarkable change,
seeing your hand-built dungeon from afar and the actually
being in it, wandering about the rooms and watching other
creatures. You also havecontrol of the creature spells,
which is useful in a battle. But this isn't just an old
3D. When you're a beetle the view changes to a great lens
effect, when you're a fly there's this sort of
drug-induced composite visual break-up that looks oh so
spesh.
Oh yes, sooner or later a battle occurs, usually when you
find the enemy. Then it's an all-out pitched fight to the
death. Your creatures automatically use their best
tactics and spells against the enemy, through for diner
control you can possess on and do it yourself. Taking
direct control of a
creature makes it much more effective. It's not simple,
though. I've been playing this for two weeks now and am
just getting to grips with all the possibilities.
Crowed battles can sometimes be hard to follow, with
umpteen creatures flinging various weapons at each other,
though it's easy to see the health of both your and the
enemy's battalions. With so much going on, it's often
tricky to pick up an individual creature or see who's
doing what to who.
Generally you have to just sit tight and hope your army
is strong enough - there's not much room for clever
tactics once the war has started.
These battles are accompanied by the most willifully
godawful noises, you've ever heard. Creatures emits
bizarre, wordless squeals and grunts at the best of times
; put them all together in a scrap and you have one huge
horrible cacophony of pain. It's incredibly effective at
conveying the chaos of battle. Indeed, sound is a vital
part of Dungeon Keeper, artfully employed to maximum
effect throughout.
The battles were the only
element that dissapointed me at first. Initially, it
seems as if you have every little control over them, but
slowly two things happen. First, you realise that the
battles should be won or lost before they occur because
your strategy has put highly trained creatures in the
right place at the right time. When there is a problem,
nip inside a level 8 sorceror and blast some spells off
from a distance.
Dungeon Keeper has the visual flair of Magic Carpet, with
the strange 'organic 3D' appearance and oddly curvaceous
angles. The real-time light-source effects are simply
staggering. By default, everything casts up to four
(translucent) shadows. Your cursor acts as a torch,
spells, fire and so on, a hugely atmospheric arena is
created. The first-person view isn't quite Quake, with
the characters appearing as blocky bitmaps, but it's good
enough. All this splendour takes its toll at times.
High-resolution mode is ideal, but isn't really playable
on less powerful machines (less than P133). Even the
low-resolution chugs a bit when there's a lot happening
on screen. For lower specs there is a flat option that is
just about playable.
Dungeon Keeper's prolonged development time has paid off
just because of the amazing attention to detail. For
example, when you place a trap, it doens't just appear on
the spot; a spare Imp has to go to the Workshop, collect
the trap and drag it to the right place. At payday,
creatures drop everything and immediately head for the
Treasure Room to get their wages.
Sacrificing various creatures in the Temple can bring
good or bad results from the gods, so you have to
experiment. Each creature has it's own name, wage and
even blood type. And so on.
I've just about covered the basics here, but DK's
subtleties go much further. There just isn't room to
mention the slew of creatures' spells, or the thrill of
multi-player games, or the effect a new lunar cycle has
on the game
or the guest appearance of a very
famous character from a certain other EA titles.
It's breathtaking achievement. We've all had our doubts
for years, but Molyneux and his team have locked them
away forever. With an end result so full of good things,
seething with finely balanced perfection and packed with
innovation, you can't help but love DUNGEON KEEPER.
To rationalise this further, there are about 30 dedicated
single-player levels in the game . I reckon the above
enthusing covers playing half way through an average
sized level at the start of the game. There is more in
Dungeon Keeper that any game I have ever played. Ever.
And I know I haven't even found half of it yet.
James Flynn (Editor of PC Gamer UK)
PC GAMER - THE
VERDICT
A stunning achievement. Amazing depth, incredible balance
and Broadway quality drama to get there.
95%
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