Bullfrog, known for such titles as Theme Park, Populous and
Syndicate Wars, have finally completed the sequel to one of the
best games they've ever released, in my opinion. I couldn't wait to
get my hands on this title, wondering if it would still be as
innovative and imaginative as the previous Bullfrog titles now that
Peter Molyneux, founder and creative genius behind Bullfrog
Entertainment, has left. The intro, starring the ever gloriously evil
Horned Reaper, instantly sets the mood as you eagerly wade your
way through the menu towards the first campaign..
Before I go on, I would just like to explain the game in as few
words as possible, to the few people who have not played the
original (All three of you). You start out in your underground
domain with your "Dungeon Heart" (it dies, you die) and some
Imps, your basic workers. You are surrounded by dirt, soil,
whatever you want to call it. You click on some dirt squares and
your imps will scurry over and dig it out, this way, you can create
corridors and rooms. These large excavated areas can be filled
with "Tiles" of rooms. Say, "Lair" Tiles (where creatures sleep),
you can then click and drag the area which you want to turn into a
Lair. Afterwards, you can excavate more dirt and expand your
rooms if you need to. Creatures join your effort through a portal
that you claim and once you have a big enough army, you can run
out and beat up all those adventurers looking to claim your
dungeon's gold. That’s the basic premise of the game.
A map of the Fairy Kingdom lets you choose which part of the land
to invade next (although your choices are usually limited to just
one). Disappointingly, although I am just nitpicking here, the map
doesn't look nearly as good as in the original, where the happy,
fairy, grassy plains would turn into smouldering ashes as you
conquered them. Bullfrog's eagerness to go for full 3D graphics has
resulted in a rather crappy looking map and overall menu.
Throwing that small little niggle aside and starting the campaign,
you will keenly notice everything looks completely different.
Bullfrog has spent some good time working on their new graphics
engine for DK2 which is now, *gasp*, fully 3D. Every single
creature and building type has had to be completely remade for
this 3D engine and they look all the better for it. Although the Bile
Demon looks like he's lost some pounds, all the other creatures'
looks do the new graphics engine justice. It also means that the
creatures, fully polygonal, now have more fluid movements so
they can hack up heroes in fluid 3d movements. The thing that
Bullfrog hasn't done, oddly enough, is change the camera controls.
I was rather hoping I would be able to move the camera in any
position I wanted, but sadly you are not able to do this and have to
stick to the usual zoom and rotating controls.
On to the campaign, the lifeblood of Dungeon Keeper 2. Upon
starting the first mission you are slowly led into the game with the
great overlord master talking you through things, explaining the
functions of all the different buildings, etc. At the end of each
mission, you get a brief rundown of the structures you have gained
which you will be able to use in the next mission, and a short
comical cut-scene, usually involving chickens, to celebrate the
greatness of your victory. To try and counter the complaints from
the original Dungeon Keeper, about the boredom that sets in after
you've had to build your dungeon from scratch for the hundredth
time, most of the campaign missions are relatively varied. In some
of them you have to slowly take control of dungeon rooms, and in
others, you are given a time limit before some big hero is going to
come walking into your lair. They are not as varied as they could
be, but they kept the surprises for the bonus missions. One of these
bonus missions has you "golfing" a three hole golf course using
your slapping ability and a big boulder, quite a tricky one if your
not very good at controlling your camera. Another bonus missions
is a "duck shoot" where heroes walk along and you, as a sorcerer,
have to try and shoot as many down as you can. The campaign is
actually based around you trying to find these "portal diamonds"
which can then enable you to create the "Reaper Amulet" so you
can call upon him whenever you need too (I'm not 100% sure, the
game is loath to divulge anything about your crusade). Up until
you get the amulet though, you are restricted to only being able to
call upon him rather infrequently. There does not seem to be a
pattern with it, just sometimes you can call upon him, and most
times you cannot. If you *can* call upon him, you have to carefully
put him in the middle of a battle because you have no control over
him, and as I recall, they get annoyed rather quickly and you don't
want any rampaging horned reapers busting around your
dungeon. The main objective in every level is to kill the guy who
holds one of the many portal gems. Sometimes you will have to do
this by exterminating other dungeon keepers who stand in your
way and different factions of heroes. Once you kill the diamond
holder, the Horned Reaper pops up to grab the diamond and the
level is completed. You are helped on your way by special magic
crates you can find around the underground lair, containing
bonuses like Experience Points and Full Mana batteries.
There is also a new option in the game called "My Pet Dungeon".
Sounding much like one of those Tamagotchi games, I prayed that
it would be so. Who would *not* like to have their own pet
Tamagotchi Horned Reaper? You could set it loose on all those
other tamagotchi little creatures and he'd tear their limbs off and
eat them. It wasn't so of course, pity. Instead, you are presented
with the task of building a dungeon again, but this time with an
annoying timer, which, when it runs out, makes another room
available to you. Usually these rooms are separated by a few
minutes. I don't see why in the heck they chose to do this because
all it does is make you bored as you wait for the next room to be
unlocked. In one of the corners of the map will be a room full of
heroes. You can pick up any of those heroes and drop them
anywhere on the map to watch them die in your cleverly deployed
traps, or watch them slaughter your imps as you realize your trap
setting skills are worthless. You can also select a full wave of
heroes to enter the Underground, or, after you have assembled
enough points to have completed the current Pet Dungeon level,
'Continues Waves' will test the endurance of your monsters, or the
lack of it. Upon completing a Pet Dungeon level, the next level is
made available, this time made more tricky by map design. Apart
from being able to select heroes and unleash merry hell upon
them, there is not much point to this Pet Dungeon thing, especially
with that annoying timer holding those buildings back.
Also in the menu is a Skirmish option. What this options does is
place you against computer opponent(s). It's useful if you've
finished the campaign and you don't have access to the Internet.
The AI is rather good, or should I say seems to know exactly where
those vital unclaimed portals are, and manages to get there rather
quickly. Skirmish is only an option though, say if you don't have an
Internet connection, because really it's much more fun playing
against a friend then against a computer opponent.
One of the other complaints that Bullfrog received with DK 1, is
that it resulted too much into a melee combat of all-or-nothing,
there was no strategy involved. Personally, being a RTS fan, I
actually had no problem with a huge melee battle, lots of big
monsters beating the hell out of each other is entertaining enough
for me. Bullfrog decided to address this problem though and, as a
result, certain creatures have different fighting characteristics. For
example, the Bile Demon won't get up for awhile after getting
knocked down because he's a fat lump of flesh. Bullfrog has also
made the creatures AI more apparent by giving them clear
positions; blockers, flankers and supporters are the main
categories. However, as much as Bullfrog may have tried to create
a more tactical approach to battles, it has failed. Perhaps its just
me, but whenever I tried to set up a tactical formation, my idiotic
supporters immediately felt bored under the imminent doom
coming towards them and wandered off to eat some chickens.
The multiplayer options features an "Internet Dungeon Watch"
which is a big server where you can create and join games. This is
a really useful feature that I think ALL games should have, so you
can easily connect to games within a few minutes. Tcp/Ip and Ipx
are also supported properly. The main problem with multiplayer in
Dungeon Keeper 2 is not so much that the game developers
haven't done enough work on the multiplayer aspect, its just that
this game does not work well in multiplayer. The whole game has
been created with single player in mind. Once it was done, there
was nothing they could change to make it friendlier for multiplayer
games. What results is that when two dungeons meet, they drop
all their creatures and they flog it out on each other, until one
army is dead, and the other is usually vastly superior. The
defeated army's keeper usually has no real way of fighting back
after that and will decline rapidly until he just dies.
Overall, Dungeon Keeper's best new feature is the new graphic
engine. All the rooms look much better and the creatures look
great and move in fluid motions. There is only one new room, the
Casino, which you can set to 'Generous' (its free and makes your
creatures happy) or 'Payment' (creatures pay you money for using
them). The Casino attracts a new unit called the "Rogue". Guard
rooms attract "Dark Elves" and temples attract "Dark Angels"
(complete with odd 1st person V-shaped vision mode). That’s it for
the new items. Now that the original creator, Peter Molyneux, is
gone, the imagination waterfall seems to be running dry which is a
pity. There is no real fundamental changes in Dungeon Keeper 2.
Not as good a sequel as it could have been. If they would have just
covered those flaws from the original, this could have been a huge
game. Still, if you liked the original, you will love this one. If you
disliked the original, there is no reason to try out it's successor
because it changes nothing fundamental about the game. Perhaps
Bullfrog will get it all right when they put together Dungeon
Keeper 3 but in the meantime, Dungeon Keeper 2 is a solid
addition to this growing series.