Its been
one hell of a week. JFK, Jr.s life is doused like a candle in the rain.
Barry Sanders announces his retirement from the Game, in London, no less.
CBS announces that theyre going to air a Ricky Martin special this
November. Yes, theres something on the wind, and its not just all
the hubbub about "The Blair Witch Project." No, its something
much more insidious, something downright ... evil. Yeah, baby, evil with a
capital "E."
Seemingly in
the spirit of this hellish summer, Britains Bullfrog Productions, Ltd.
has embraced the misfortunes of the season and unleashed Dungeon Keeper 2,
the highly anticipated sequel to their 1997 hit Dungeon Keeper. The motto
of this game is "Evil is good," and the game fulfills the
prescription in spades. For a game with such a sinister theme, it is one
of the best titles weve reviewed so far this year, namely because it
builds upon the success of the original and incorporates stunning new
innovations in graphics, sound and gameplay.
First, the
similarities between DK and DK2: in both, players assume the role of a
nefarious dungeon keeper; in both, players have at their disposal scores
of evil minions who carry out their every malicious whim; in both, players
attract these beastly species to their dungeons by building a variety of
rooms and chambers; in both, players organize their creatures into armies
to defeat the many foes who possess the coveted portal gems that ensure
keeper dominance. One of the most noteworthy changes between the games,
however, is the beautiful new 3D engine powering DK2. The original Dungeon
Keeper was released just months before 3D acceleration was introduced in
gaming. So even though it was a superior game conceptually, it suffered
visually compared to less compelling games that supported 3D acceleration.
Fleshing out
the new, rounder, richer look to the game are the dynamic camera controls
that made the original a standout title. Adding to this fuller look is the
improved articulation of the first-person point of view. In DK, players
could possess creatures in order to "inhabit" the game, but the
results were disappointing at best. The netherworld of DK was flat,
pixilated and obscure. In DK2, on the other (clawed) hand, when players
possess their minions, they are immersed in a dynamically rendered
phantasmagoria; the dungeon caverns teem with energy and detail. These
astonishing visual pyrotechnics, achieved through awesome lighting
effects, make the games first-person point of view equal to the
isometric perspective.
In addition
to these decadently gratifying graphics, the sound in DK2 is just as
sinfully delightful. Every henchbeast possesses its own distinctive sonic
signaturemistresses moan, bile demons belch, warlocks mumble arcana. A
symphony of effects distinguishes each room: hatcheries chafe with
clucking chickens, workshops clang with machinery and hammer blows, and
the casino, the chamber new to DK2, throbs with the strains of "Disco
Inferno" when something wins the jackpot. Casting a grim, yet often
humorous tone over this legion of noise are the admonitions and
suggestions of the games narrator, a sort of Vincent Price-like
commentator with a more deadpan delivery than his predecessor in DK. As
players become acclimated to the brilliant graphics in DK2, they will
continue to respond to both ambient sounds and the narrators comments
with surprise and more than a few chuckles.
As if the
improved aesthetics of DK2 werent enough, the game offers players a
mindboggling array of options. The first and easily the best of the gaming
modes is the single-player campaign which really begins as a tutorial that
eases players into the look and feel of the game. While the mission of
collecting portal gems remains the same in every level, the path players
travel from start to finish is fraught with various obstacles, including
marauding do-gooders, rival dungeon keepers, and at times, both in the
same level. Dont be deceived by this deceptively simple formula,
though. Successfully beating DK2 depends more on masterminding the most
advantageous sequence of chambers and rooms to attract the right
combination of minions to fulfill the varying directives at hand. Players
cant just blow through this game unless they are content to maneuver
through the My Pet Dungeon and Skirmish gaming modes. These modes offer
players opportunities to develop strategies and skills that they can apply
in campaign play. With this end in mind, both offer players special
options not included in Campaign mode. My Pet Dungeon, for example,
emphasizes dungeon building over combat. There are defined goals that
players must accomplish. To make things more interesting, each level has
one or more secondary objectives that give players bonus points. In
addition, a "hero toolbox" is available in all levels, allowing
players to pull single or multiple heroes and drop them into battle with
their own creatures, or imprison and torture them, as keepers desire.
Players can also trigger single or continuous waves of hero invasions to
test dungeon defenses and design. Since all the rooms and traps are
available, the possibilities are virtually endless. In the end, My Pet
Dungeon provides a good testing ground where aspiring keepers learn how to
build, manage and defend their dungeons, which is essential for completing
the campaign.
Alternately, players can skirmish in either single- or multiplayer
modes in order to get stuck into combat right away. Skirmish mode,
however, emphasizes combat over dungeon building. Players hammer out their
combat skills by mowing down opponents without having to build basic
chambers such as lairs and hatcheries. Skirmish mode has the look and feel
of the familiar deathmatch. While both modes are pretty fun, they seem
better suited to prepare players for the thrills of sustained and lengthy
Campaign play. Indeed, it is crucial to emphasize that Campaign play
requires both combat and dungeon building skills; players limited
to only one or the other will have trouble. In a world where size is
everything, it is gratifying to note that DK2 delivers the goods. It is a
hell of a long game, and replaying levels never seems tiresome due to the
infinite possibilities in each.
In keeping with
the competing foes theme that runs throughout the game, Bullfrog allows
DK2 players to take their dungeoning skills online in multiplayer mode.
Unfortunately, multiplay was a bit problematic.
The game tended to crash about 2/3 of the time, so it was difficult to
complete a full game. But once up, network play is extremely smooth, with
few if any slowdowns and no lag. The multiplayer game is brutal, though,
because once one player gets an upper hand, it is virtually impossible for
the other players to defeat him. While multiplay is a nice addition, DK2s
strength lies within in the single player experience. Its worth noting,
though, that Bullfrog has made available for download from their website a
new multiplayer map curiously dubbed "Olympia." Word is that a
multiplayer patch is forthcoming as well.
Besides the disappointing multiplayer feature, DK2 tends to lag when
enemy armies engage in epic-scale conflict. Weve noticed that twenty or
more combatants on the screen at one time really burden the gameplay and
hinder the usually fluid movement. Also, DK2 lacks the elegant creatures
in battle counter utilized in DK. It was frustrating having to keep mental
count of how many evil minions of each species inhabiting a dungeon were
engaged in hand-to-hand. Finally, the counters in the creature panels do
not always accurately reflect the number of rank stooges available to
keepers. This feature is particularly maddening when players need to send
in reinforcements only to discover that, say, of the seven warlocks
accounted for in the panel, only two can be grabbed and dropped into
combat.
In the end,
though, these complaints amount to no more than imp gibberish. DK2s
excellences far outstrip its considerably minor defects. In addition to the
improvements in graphics, sound and gameplay enumerated above, DK2
supplements these major innovations with considerable and subtle
enhancements. In particular, the ability to form a groups in first person
adds a new dimension to gameplay. Bonus games, such as Duckshoot and Golf
offer more typical arcade-type diversions to the more serious task of
dungeon conquest. A compelling variation from DK gameplay is that
creatures are stunned upon being dropped, delaying immediate combat
readiness. Another variant feature from the original is that only ten
creatures emerge from each portal which makes careful dungeon planning a
necessitywho needs five fireflies, for example, when as many trolls can
be had for a workshop. Speaking of workshops, traps can play a more
integral strategic role in DK2 than they did in DK. They take much longer
to construct in the trolls workshops, but are worth the investment in
time, gold and mana. Seeming to refuse to skimp on the smallest details,
Bullfrog even provides unique perspectives for each dungeon denizen. Upon
possessing a dark elf, for instance, players will view their dungeon
realms through a magenta tinged view complete with sniper-scope. The
possession spell also provides the only way to toggle between spells and
attacks.
When all is
said and done, DK2 is a game that exhibits an exquisite balance between a
terrifying themedevilish monsters and hellfireand an ironic sense of
humornarration and characterization. Even though DK2 shares the same
ESRB rating as Kingpin, it seems a real shame that a game as witty,
sophisticated and beautiful as this should be restricted from as wide an
audience as possible. Instead, we will leave the masses with
sensationalized summer headlines and content ourselves with one of the
most aesthetically and strategically satisfying games of the year.
--Greg Matthews,
Derek Meyer, Al Wildey |