Saturday, April 14, 2012

Dungeon Keeper Retrospective - Being Evil Has Never Been This Good


I was 17, and was in Form 4 when I installed this strategy game. I didn't know much about Peter Molyneux or Bullfrog Productions, never having had the experience of playing the Populous games or even Syndicate. Having played Dune II, Z, a bunch of other RTS's(including KKND) and Total Annihilation(it was too 'heavy' to run on my aging 486 DX2), I was beginning to have a strong fondness for strategy games. When I booted up Dungeon Keeper and watched the humourous intro, I knew I was in for something very special.



The introductory cinematic sets the mood. It's evil, funny and kicks good's ass
For the next few months, I was completed hooked to Dungeon Keeper, to the point of staying up late to play the next level..."Just one more level!" I said. Heck, I even managed to get my brother addicted to it. Dungeon Keeper was one of those strategy games that was so bloody addictive, you could play a level without noticing the time fly past you like a Delorean doing 88Mph! And I'm not over-exaggerating here!(okay maybe a little).

While Real Time Strategy games have so far given gamers direct control over units(essentially inventing a new meaning for the word 'micro'), Dungeon Keeper ditched the idea of controlling your units. It makes sense too since you're the manager of an evil empire, a Dungeon Keeper so to speak. These bad hats are rather difficult to control and do their own thing... think of them as virtual pets of sorts. Certainly Peter Molyneux's work on Dungeon Keeper inspired his later games such as the comedic Theme Hospital to even Lionhead Studios Black & White(where you are essentially the owner of a pet... one gigantic pet!).

In Dungeon Keeper, each level is basically a mission to take over a city by defeating the 'Lord of The Land' or even the competing Dungeon Keeper(in later stages). The narrator does an excellent job being evil and sarcastic in his pre mission narration...with gems such as this "Water Dream From - A region of pointless frolicking and endless pleasure... no one here understands the meaning of suffering and random shocking violence meted out arbitrarily".

The dungeon heart is where it goes down in later missions

Once in a mission, you'll be tasked with using your imps, cute tiny little creatures to tunnel your underground empire. The imps are probably the most notable and unfortunately under appreciated little guys. I still remember the sound of pitter patter of their feet and their little dance they did to claim territory. Or how they yelped when I slapped them(slapping creatures is a feature in Dungeon Keeper, often leading sadistic treatment of your minions). These guys are the real workhorse of your dungeon... make no mistake about it.

In a fight though, they are pathetic... which is why you need to attract other creatures to join your dungeon. Once you've connected a portal to your dungeon, new creatures start streaming in. Dungeon Keeper then becomes a management sim of sorts as you try to make sure you've got your lair for their accommodation, training room for making them better and a host of other rooms to attract and keep your minions happy. An unhappy, sulky minion is no good for you and he(or is it a she?) might just leave your dungeon.

The combat is pretty simplistic, nothing too complex... in fact the entire game isn't too complicated. Each gameplay mechanic is kept simple and the beauty in Dungeon Keeper(which many games fail) is that... it all works perfectly. I found a surprising affinity for the combat system, even if it simply meant selecting your minions and dropping them in front(or in some cases) or the back of your enemies and then using spells to give your side an advantage.
Training helps improve your minions. Keeping fit is important even for evil doers

The Dungeon Heart is the 'heart' of your dungeon. Some what similar to a tower defence game that has a similar important location to defend, your towers in the case of Dungeon Keeper are your minions and heroes would go straight for your dungeon heart if they don't come up against your minions. This mix of genres is what makes Dungeon Keeper unique and special. It never gets overwhelming(except perhaps in intense battles) since all the mechanics are left relatively simple at its core.

Which also gets to my next point... it is timeless. The very nature of how all the simplicity in design comes together makes Dungeon Keeper a very playable game to this very day. The User Interface is not as convoluted as a hardcore strategy game, which means it is rather easy to pick up and play the game. I know this because at this very moment... I am 're hooked' to Dungeon Keeper. I can hear the game exclaim "You need a bigger lair!" while I sleep... or "The lord of the land approaches," and I smile with glee.

Dungeon Keeper is available for purchase at GoG.com

4 comments:

  1. haha.. really loved this game. I remember those days I copied DK to cybercafe to play with my brother on multiplayer. Those were the days where multiplayer games are rare reality

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  2. Dungeon keeper! kknd, Z, theme hospital! ah.. good days.. good old days. 90's was really the best of times man. Internet just emerged, the world generally peaceful, it was just full of hope.. pity kids today..

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  3. omg much <3

    Lost so many hours to slapping my minions

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  4. The 90's was indeed awesome. There's like a tonne of great games from the era.

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