• Publisher: Kalypso
  • Release Date: Feb 10, 2011
Metascore
65

Mixed or average reviews - based on 35 Critic Reviews

Critic score distribution:
  1. Positive: 13 out of 35
  2. Negative: 3 out of 35
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  1. Mar 23, 2011
    42
    In the end, if you are looking for a modern day Dungeon Keeper, this isn't it, whether or not Realmforge tried to design that game or not is immaterial.
  2. Mar 17, 2011
    42
    This action-RPG/dungeon builder hybrid fails to live up to the predecessors it so carefully tries to emulate.
  3. Feb 15, 2011
    40
    The spark of a fine idea, extinguished by fussy mechanics, jumbled ambitions and tonal inconsistencies.
User Score
4.7

Generally unfavorable reviews- based on 110 Ratings

User score distribution:
  1. Positive: 24 out of 110
  2. Negative: 54 out of 110
  1. Feb 18, 2011
    4
    This is not a bad game, it just isn't good. When you should entertain heroes for their precious points it is a poor tycoon game, tooThis is not a bad game, it just isn't good. When you should entertain heroes for their precious points it is a poor tycoon game, too repetitive to be actually entertaining, and as a "build your evil empire" it lacks depth, your minions have the only purpose of standing on their spawn point waiting for someone to have fun killing them, and this someone is not the player. I didn't play any dungeon keeper, so I'm not going to make that comparison. The "action" component is still tedious, both for your dungeon lord occupying most of the screen and for the graphics not looking so good up close. You will spend most of the time rushing about from one point of the map to another, preventing you from actually enjoying building a neat dungeon, getting some breath only if you decide to just flood your heroes with monsters and disregard a lot of soul points. To all that, add some random bugs and crashes that keep being annoying. The idea behind it isn't too bad toh, and it still manages to be amusing at first, it just isn't a 45 â Full Review »
  2. Feb 17, 2011
    3
    What a pity !
    Instead of being a worthy successor to Dungeon Keeper ... it is finally a pale copy watered.
    The game system becomes tiresome
    What a pity !
    Instead of being a worthy successor to Dungeon Keeper ... it is finally a pale copy watered.
    The game system becomes tiresome pretty quickly, and is repetitive.
    The mechanisms of the game are not particularly extensive, although the system is fun at first.
    Worst of all, it is still really buggy. I lost several backups because of game crashes.

    It could have been a good game... but no. It's just an average game.
    Full Review »
  3. Feb 10, 2011
    6
    First of all I have never played any of the Dungeon Keeper games, so I had nothing to say if this is DK3 like or not. (Its not, apparently.)First of all I have never played any of the Dungeon Keeper games, so I had nothing to say if this is DK3 like or not. (Its not, apparently.)

    Before I start about the game play I must mention there are some stability issues. There were two patches to apply before I could start playing. I still crash regularly when booting the game up. OK the nity gritty: You are immediately hit with the devs sense of humor. Sometimes a good thing, in this case it is just irritating. I have not found one passage amusing yet. Even in the instruction book they force there humour on you. Even going as far as begging for money, in a joking way naturally.

    The interface and controls are very clumsy and do not feel intuitve at all. It takes a good few games to get to grips with. The voice acting for your gobln minion and the other 'bad guys' drives me up the wall. However you cant skip what they say otherwise you will have no idea what is going on. Not that it matters. The idea is that you control a dungeon on every new level. (there is a story behind it, however unless your about ten you will find it tedious.)
    At the centre of your dungeon is your dungeon heart. If this is killed it is game over. You directly control the dungeon lord. Each level is already set out for you. (My biggest disappointment.) Although you can order a workforce of goblins to dig out more rooms in the rock. heroes enter at timed intervals. There are three resources to collect: Gold, souls, prestige. These are the things you need to make your dungeon better. The general idea is to keep the heros happy, then kill them before they leave your dungeon. They each have a 'sims' like happyness bar. Each class has its own needs to fill that bar up. Fighters for example want gold, fighting (taking dammage) and new equipment to keep them happy.

    You then need to strike them down before they leave the dungeon. Upon doing so you are rewarded with the gold they took from you, the gold they were carrying with them and the amount of soul points they have ie. how 'sims' happy they are. Each level has ceritain criteria for you to fullfill to gain extra points to level up you dungeon lord or gain extra spells / scrolls. This I feel is the whole driving force behind the game. That is the game in a nut shell. There are a few more side missions ect but I wont give out spoilers on those. There is a campaign type map between games. You cant do anything on it but re-look at areas you have already covered. Just in case you didnt collect all the bonuses. It is surplus to requirement to be honest.

    Over all though it has some strangely addictive qualities. I just struggle to pin point them. Each level takes just over an hour, especialy if your trying to make your dungeon the best one possible. As a side note: for all you dnd guys who loved designing your own dungeon, this will only disappoint. For every one else i'd say wait for a demo. Average.
    Full Review »