Aethren said:
I hear Dungeon Keeper's getting a sequel, bet it'll be garbage. Those sequels never turn out decent, though given the source material, I suppose anything would be better than the original.
Speaking seriously, you got 2 seconds to tell me why do you mean by "Given the source material, I suppose anything would be better than the original" Does that mean that Molineux was tripping balls and delusional back then too and just the saving grace of a executive saved the series of becoming something else??
Besides, the sequel even if it was handed by another team than the original i still applaud some choices made like:
1)My Pet Dungeon mode, where you have lots of space to make your ideal dungeon.
2) The skirmish maps that you can play offline.
3) the patch allows you to replay each campaign lvl anytime you want.
4) Added the stun effect when you drop creatures on the ground to balance the fact that you could make hit and run tactics with 8 warlocks in DK1 and win almost every time (after all, just a few monsters had the reflect spell)
5) Lots of new traps to play with
6) Your mileage may vary, but not getting experience when using a possessed creature may count as a balancing option just because of the sheer overpower that some creature's ability have
And now for the shitty "features":
1) The music doesnt belong in a Dungeon Keeper game (its not bad, it just not atmospheric like the original)
2) the ranged monsters are a fucking joke compared to the original game to the point that is insulting for anyone intelligence. I know what you are gonna to say "well, that its because you need lots of them to rain death upon your enemies" How cute, except that the game considers 1 Warlock to be the same value as 1 Diabolo.....i mean to 1 Black Knight or 1 Bile Demon or 1 Dark Angel and those are insanely overpowered to the point that 1 of them can squash 4 or 5 in less than 1 strike each. The only ranged attacks that are actually usefull are Lighting (because it can stun), Freeze and Drain (because deal an ABSURD amount of damage of any proyectile in the game AND can replenish the caster health)
3) Possesion spell mode is unbalanced by useless or overpowered abilities. For example:
A)You can use your melee attack to nullify projectiles (making ranged enemies even MORE useless unless its an insta hit attack like Lightning)
B)Your melee range reach during possession is actually more longer than the rest of the non-possesed-creatures making your creature the most dangerous thing in the universe given time to kill every enemy in the game by hit and run tactics that is even worse than the 8 Warlocks trick in Dungeon Keeper 1. Because of that, you can posses a Imp (who doesnt cost that munch of mana to mantain) and slowly kill everyone by running in circles while they slowly try to get into position to kill you
C)Pick Up Imp Skill is useless because its supposed to pick up enemies Dwarfs/Imps and use it as protectiles to damage the victim and kill the proyectile used........but only works on YOUR imps
D)The Trolls and Bile Demons and Giants ability to destroy any trap they are in reach by tapping the 0 from the keypad >>> several times until its destroyed could have been instead been used only by the Trolls to ensure a balance and making the Trolls more valuable in the long run to compensate for their low hp and category in the food chain
E) Vampire's Hypnosis its a insta win. At lvl 1 you can posses one and use hypnosis on a enemy army and watch as they kill their comrade in seconds, cast Hypnosis again (because it has NO cooldown) on another strong enemy and repeat until there is no opposition left.
4)The amount of mana/manufacture/research points its illogical. Allow me to explain (its more easy to notice if you have the latest patch of DK2 to see the numbers): Pick a Skeleton of lvl 1 and make him pray in the temple, he does around 12 per turn, right?? ok so you think that making him lvl 4 will make him get more mana per turn right?? You do so and guess what?? he does 7 per turn................Le fuk?? you try to lvl up the skeleton to lvl 6 and now does like 16 per turn so its ok, but why start high and then low and then high mana again??? You can try this on monsters more compatibles with the temple and you notice that they DO make more mana but its the same logic as before when they reach lvl 4. Hell, even my lvl 1 trolls mare a more efficient job making traps at lvl 1 than when they are lvl 4
Well, that its my "review" of DK2 game.