Dungeon Keeper - Bullfrog Reviewed on a P120 by James Judge At last. Over the past couple of years this has to be rated as one of my most eagerly anticipated games. Finally, after delay upon delay the finished product is here, but the question is - is the game any good after all of these months in production? The idea seems sound enough. Instead of playing the good guys, restoring the peace of the land and destroying the lair of the nearby semi-omnipotent evil dude(TM) you take control of the evil dude(TM) and create a dungeon with which to thwart wandering heroes and other evil dude(TM)s. If anyone can remember I wrote an article about giving the bad guys a chance about a year ago, so now I've got the perfect chance to see how right I was in that assertion. The game is played over twenty levels, which compromises what appears to be a floating island of goodness, which is viewable from your castle tower. Each new level heralds new creatures, new opposition and a more involved game. In Win '95 the installation was a breeze - chuck the disk in the drive and off you go. Unfortunately that's all I could get to go with a breeze. Playing the game for any more than five minutes was impossible as the game continued to crash, never stating the same reason twice. Luckily the MS-DOS version of the game is exactly the same (excluding the crashes, that is) and installed (and played) without a hitch. To play the game you'll need at least a 486-DX4 (for DOS, a P75 is recommended for Win '95), 8megs of RAM (16megs for hi-res graphics), a four-speed CD-ROM and DOS 6.22 as well as 65megs of HDD space (for either version). In Win '95 the game will probably also try to overwrite your DirectX files too and, if you've an AWE32 or 64 then it has some new drivers for that too. Upon loading of the game you're treated to a pretty good intro sequence with a neat guitar track in the background. Guitars are cool, huh huh! You're then given a trite phrase (usually along the lines of "He who enters your dungeon dies") and, without further ado, you're into the main menu. Selecting a new game and then the land which you want to "redecorate" into a more chaotic image leads you straight into the heart of the game. The majority of the play is viewed from a rotatable isometric viewpoint, much like Syndicate Wars (but with the scaling done much better), in either low resolution or hi-res. To switch between the two you need to press and together and after a few moments the new resolution hits your screen. In low res everything looks a bit scrappy and, to be honest, the game runs much too quickly. In hi-res, though, it's a completely different picture (forgive the pun). The game runs at what I term to be the 'correct' speed and the dungeon looks positively sumptuous with all of the monsters having pixel perfect graphics and distinct animations, casting up to four shadows from the dynamic light sourcing and even the dungeon itself looks really good. Anyway, onto the game. The manual itself is a bit poor and even a full reading won't impart the basics of playing the game properly. Luckily the first three levels are something of an interactive tuitorial with messages popping up at the bottom of the screen telling you what to do and why to do it. A basic game involves you building up your dungeon by telling your worker imps to mine areas from the rock in which your Dungeon Heart is located. Once the required space is tunnelled out you can then select certain floor types to occupy the space - whether that is treasure rooms for your gold, lairs for your monsters to kick back and catch some Zs, torture chambers or temples. Each different type of floor space (or room) attracts different creatures, and with a good mixture of rooms of a certain size you'll soon be attracting monsters to your dungeon. That's right, you don't just make the monsters, you have to make your dungeon the most desirable, by having enough cash and living space to entice the monsters into your dungeon (as well as any special rooms that a monster may require - for example, the Warlock only arrives after you've built a library that is larger than nine squares in size). Once you've got the creature into your dungeon you then have to worry about feeding it and paying it at regular intervals. You'll also need to provide them with training, otherwise they'll always be weaklings and you must put their inherent talents to use, otherwise you won't progress very far (for example, the Bile Demon is a great fighter once you've trained him up, but when he's not training he can be making items such as doors and traps in your workshop). The more monsters you attract the larger your dungeon will have to be and the more you expand the more attention you attract. Soon local heroes will come a-knocking and a-tunnelling, trying to steal your gold and vanquish their local evil dude(TM) (ie you!) to earn a free ale down the local tavern. When they do make an appearance you'll need to marshal your forces and kill the swines with your minions, as well as any traps you've built and spells you've researched. The level ends when you've either killed enough local heroes to alert the local good dude(TM), otherwise known as the Lord Of The Land, and killed the aforementioned slice of niceness, or in some dungeons you may find yourself up against other Dungeon Keepers who are in direct contest with you for control of the lands above. If this is the case you must find their Dungeon Heart and destroy it mercilessly. Control of the game can be entirely mouse based, but I use the keyboard to scroll around the map and for quick short cuts to important rooms. With this point and click interface everything is easily manageable, even though the game proceeds in real-time, and if you feel at home with games such as Red Alert then this game should prove to be no hassle, what-so-ever. There are a few irksome points about the AI of your creatures, though. As you don't have direct control of your creatures (you can only influence them) you may drop a creature a corner away from where a battle is and the stupid blighter will just walk back to its lair, instead of joining the fracas. Also, once a creature (mainly the worker Imp) has completed its designated task it'll wander away and do something of its own devising. However, once you get used to the interface and know what the creatures are liable to do redeploying them becomes extremely easy, and you don't have to know where a creature is to find him (you can select him from a tally table whenever you want). The most innovative part of the interface is your Hand Of Evil. Basically, this is your pointer, but when it goes over a creature it turns into a gnarled green claw with which you can interact directly with the creature. You can pick the creature up (and up to seven associates in one go) and then deposit it quickly where it's needed, but you can also reprimand it by giving it a good old slap across the chops. It damages them, but makes them work harder. Cool! In all Dungeon Keeper has the makings of a really good game, and the attention to detail sets it apart from many other games (as is the same with most Bullfrog games). For example, if you slap a chicken (the food you grow in your dungeon for your minions) it'll explode in a shower of feather and blood. You can take control of any creature directly and control them in a Quake-esque manner, performing all of their tasks in a well presented 1st person interface. If you take control of a chicken in this manner, however, you'll have no control what-so-ever! I have a few reservations about the game, though, and these are what stop me from whole-heartedly recommending it to you. To start with the longevity of the game is in question. So far I've only spent a few hours tinkering away at the game and I'm already on the eleventh level (out of twenty) and I know that the physical size of future dungeons don't vary greatly from what I've been playing with. So, at this rate Dungeon Keeper truly will be a five-minute wonder, which is a shame as I feel a lot more levels would have made the game more varied and infinitely better to play. The second reservation is, in fact, just a disappointment. When I was reading all the pre-release hype of this game over the past year or so, I was imagining a game that was more along the lines of Theme Dungeon where you took control of one dungeon for a significant amount of time. Instead you are continually rebuilding your dungeon and, from what I've seen so far, the actual design of the dungeons don't effect gameplay all that much. Personally I would have preferred a game that let you really look after one dungeon for a really long time, allowing you to incorporate cunning design instead of just ad-hoc building. Finally we've got the repetition factor. The aim of the game is the same for every level, and there is no deviation from the simple, build a dungeon, stock it and kill the enemy formula. Admittedly the learning curve is so that you're still being given plenty of new spells, rooms and monsters when you're on level eleven and twelve, but having just an extra creature to differentiate one level from another makes for a rather limited play, and doesn't encourage you to play a level over again. So, given all of that, is the game any good? Well, given the fact that it has been so long in development and my expectations of it were so high, I can only say that I was disappointed. I loved the first few levels, but now the novelty has worn off and I've lost the just-one-more-go factor. The mission structure isn't varied enough and the same tactic that I employed for the third dungeon is working just as well for the eleventh, as well as all of the intervening levels. This means I've come across no difficulties in completing a level and can't even remember losing significant numbers of creatures over these eleven levels. Having said that it s something different and is presented very well with enough there to keep you going for a couple of weeks playing a level a night, or something like that. If you're looking for something light that is a break from the norm then this game will fill that empty void in your life. However, if you expected a full-on dungeon management game (like I did) instead of a Red Alert/Theme Park cross-breed that is light on the strategy side of things, you're going to be disappointed. One final thing - there is a multi-player option, but I haven't tried it out and I imagine that this would provide a saving grace for the game, but then again, maybe not! Right, I'm off to give my Dark Mistress a good old slapping... @~There is now also a mission disk, Deeper Dungeons, with 15 more @~levels, now graphics and improved AI ... Sue - o -