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Dungeon Keeper

 
Games: Dungeon Keeper
 

Game Description

Being the personification of evil is a full-time job, but someone's got to do it! In Bullfrog's Dungeon Keeper, the player assumes a role unlike that in most other gaming titles -- that is, as the master of an underground realm, dedicated to the pursuit of depravity.

Players must use the worker Imps at their disposal to build a dungeon that consists of rooms of various types, such as treasure rooms, lairs, hatcheries, libraries, workshops, and torture rooms. Construction costs money, and, as the enterprising Dungeon Keeper digs out new ground for laying rooms, he will run across seams of Gold and Gems which can be used to replenish his assets.

A well-constructed dungeon will attract nefarious creatures from all walks of death who will, for a small stipend of gold, sell their services to their Keeper. These mischievous creatures will attack anything "good" that crosses their path. This is helpful to the evil Keeper because do-gooders of all sorts will begin knocking at the Dungeon Keeper's door on a regular basis.

Amoral creatures like Dragons, Demon Spawn, Hellhounds, Vampires, and Ghosts ache to get a piece of any hero that might venture a little too close to the Keeper's dominion. The Keeper can also research magical Spells that can be unleashed upon unsuspecting groups of champions, as well as Traps and Doors of various types that can be placed at critical junctures in the Dungeon.

Dungeon Keeper is a level-based game with twenty single-player levels, six "hidden realm" levels, and fifteen multi-player levels designed for two to four players.
~ James W. Brumbaugh, All Game Guide

Review: Overall

If you are a gamer who enjoys an experience from a deliciously twisted point-of-view, then Dungeon Keeper from Bullfrog/EA was made just for you. Playing the role of an evil Keeper, it is your job to build the rooms of your dungeon to attract and accommodate various types of nefarious creatures, and to defend it from attacks launched by the forces of the virtuous. Dungeon Keeper creates a gaming atmosphere unlike any other game on the market at the time of its release.

In a style of building reminiscent of titles like SimCity, one of the Keeper's first tasks is to begin laying rooms in his underground fortress. A treasure room will hold the gold and gems dug from subterranean seams, a lair will give your creatures a place to rest, and a hatchery will produce chickens that suit your creatures' dining pleasure. Building a barracks, a library, a torture chamber, or a graveyard lays the groundwork for drawing different types of creatures to the dungeon, which can then be trained to higher levels to achieve a more potent power in their attack. In order to draw creatures, the discovery and opening of a portal is a necessity even before laying the plans for any type of room.

The creatures are quite interesting to watch, as there are many special actions that can be undertaken and observed. If you have built a graveyard, for example, your Imps will deposit the dead there. The more dead bodies that are accumulated, the more Vampires the Keeper can create. With a torture chamber, the Keeper can attract Dark Mistresses who will delight in torturing any do-gooders that the Keeper cares to drop into the chamber. For those who want to be in the thick of the action, a spell can be cast to allow the Keeper to take control of a single creature in a first-person perspective. These are just three examples of many special activities the player can observe and participate in.

Eventually, the forces of Good will attempt to tunnel into the Keeper's domain. By clicking the mouse while the pointer-hand is over a creature, the Keeper can pick that creature up and deposit it on the front line of battle. Up to eight creatures can be picked up and moved like this at one time.

Game play occurs on a 3-D, isometric view of your Dungeon, and the graphics are absolutely beautiful. In addition, Bullfrog has released a 3-D acceleration upgrade which is available from their web site at http://www.bullfrog.ea.com. In response to complaints regarding weak enemy AI (Artificial Intelligence player), a patch was created to enhance the intelligence of the Keeper's opponents. This patch is also available in the "downloads" section of Bullfrog's web site.

For anyone with a depraved outlook on life, Dungeon Keeper is an ideal choice to quench their thirst for degeneracy.
~ James W. Brumbaugh, All Game Guide

Review: Enjoyment

This is an extremely enjoyable game, as one rarely gets the chance to play a game from the viewpoint of the "other" side.
~ James W. Brumbaugh, All Game Guide

Review: Graphics

The graphics are simply superb. Creature animations are entertaining, and battle visuals can be extremely intense.
~ James W. Brumbaugh, All Game Guide

Review: Sound

The sound in Dungeon Keeper is some of the best I have ever heard. A lot of effort was put into creating an audio "experience."
~ James W. Brumbaugh, All Game Guide

Review: Replay Value

Replay value is low, because once the player has explored a particular map, there is little challenge in doing so again.
~ James W. Brumbaugh, All Game Guide

Review: Documentation

The manual is adequate for informational purposes, but it does little more than tell the player what rooms, creatures, and spells appear in the game. I found {@Bullfrog}'s strategy guide very helpful to provide me with hints and clues, as well as maps of each level.
~ James W. Brumbaugh, All Game Guide

Production Credits

Game Design: Peter Molyneux, Simon Carter, Mark Healey, Dene Carter, Jonty Barnes, Alex Peters; Project Leader: Peter Molyneux; Lead Programmer: Simon Carter; Lead Artist: Mark Healey; Programming: Dene Carter, Jonty Barnes, Alex Peters; Support Art: Darran Thomas, Paul McLaughlin; Engine Design: Glenn Corpes, Martin Bell; Navigation System: Ian Shaw; Music and Sound Effects: Russell Shaw; Lead Level Design: Barrie Parker, Shintaro Kanaoya; Testing Manager: Andy Robson; Associate Producer: Andy Nuttall; Network Programming: Mark Lamport, Ian Shippen, Alex Peters; Script: Sean Masterson, James Leach, Simon Carter; Lead Testers: Nathan Smethurst, Steve Lawrie; Additonal Artwork: Mike Man, Jon Farmer, Tony Dawson, Neil Kaminski, Matt Wee, Adam Coglan, John Kershaw, Joe Rider, Saurev Sarkar, Jason Cunningham, Dianna Davies; Additional Programming: Martin Bell, Dave Stewart, Mark Lamport, Jan Svarovsky, Ben Deane, Alex Evans, Tim Harris, Ian Shaw, Tony Cox; Level Design: Ken Malcolm, Vince Farquharson, Peter Molyneux, Mark Healey, Jonty Barnes, Alex Peters, Dene Carter, Simon Carter; Testers: Andy Trowers, Tim Minor, Wayne Frost, Olly Byrne, Wayne Imlach, Dan Riley, Jon Rennie, Tristan Paramor, Jeff Brutus; Voice-Over: Dene Carter, Richard Ridings; Manual and Documentation: Jon Rennie, James Leach, Neil Cook; Installer: Andy Nuttall, Richard Reed, Andy Cakebread; Marketing and PR: Cathy Campos, Sean Ratcliffe, Pete Murphy, Annabel Roose, Pete Larsen, Tamara Burke, Clare Jones; Tech Support: Mike Burnham, Simon Handby, Kevin Donkin; Libraries and Tools: Mark Huntley, Austin Ellis; Finance: Annette Dabb, Lucia Gobbo; Administration: Emma Gibbs, Jo Goodwin, Audrey Adams, Sian Jones, Kathy Mcentee, Louise Ratcliffe, Frances Van Eupen; Localization Management: Carol Aggett; Localization Audio Management: David Lapp; Localization: Christine Jean, Art Of Words, Veronique Viretto, Kia Collin, Cbg Consult, Julio Valladares, Ricardo Martinez, Cto Studios Spa, Ips Computer Group, Gryphon Game Translation, Dagmar Geller, Bianca Normann; Langauge Test Supervisor: Simon Davison; Langauge Testers: Lionel Berrodier, Kai Pacyna, Ulf Thor, Sascha Mairesse, Michele Pinardi, Ricardo Martinez, Wojciech Gierasimowocz, Matt Eyre, Iain Hancock; Lead QA Testers: Simon Romans, Jason Berisford; Documentation and Package Design: Caroline Arthur, James Noland; Documentation Design and Layout: Tom Peters, Corinne Mah; EASM Compatibility Testing: Jesse Abney, Chris Lamb, Nathan cummings; EASM QA: John Hanley, Greg Coleman, Todd Manning, John Pemberto; Production: Rachel Holman; Management: Les Edgar, David Byrne; Thanks: Mark Adami, Justin Amore, Andy Bass, Andy Beale, Pete Blow, David Bryson, Gary Carr, Martin Carroll, Matt Chilton, Alex Cullum, Jeremy Longley, Andy Mcdonald, Steve Metcalf, Adrian Moore, Mark Pitcher, Bjarne Rene, Carsten Sorensen, Gary Stead, Rajan Tande, Alex Trowers, Ben Vincent, Daren Watson, Natalie White, Matthew Whitton, Michael Willis, Alan Wright; Additional Thanks: Mark Lewis, Matt Webster, Steve Fitton; Special Thanks: Beryl Porter, Joanna Watts
~ James W. Brumbaugh, All Game Guide
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Wikipedia: Dungeon Keeper
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Dungeon Keeper

North American box art for Dungeon Keeper
Developer(s) Bullfrog Productions
Publisher(s) Electronic Arts
Designer(s) Peter Molyneux
Engine Modified Magic Carpet engine
Platform(s) PC (DOS, Windows, 95, 98, 2000 & XP)
Release date(s) NA June 26, 1997[1]
Genre(s) Real-time strategy, God game
Mode(s) Single-player, Multiplayer
Rating(s) ESRB: Mature (M)
System requirements Windows: Pentium 75 MHz, 16 MB RAM, Windows 95
DOS: 486DX4 100 MHz, 8 MB RAM (16 MB for Hi-res)
Input methods Keyboard, Mouse

Dungeon Keeper is a strategy video game released for the PC in which the player attempts to build and manage a dungeon or lair while protecting it from (computer-controlled) 'hero' characters intent on stealing the user's accumulated treasures and killing various monsters. The game was developed by Bullfrog Productions under Peter Molyneux (Black & White, Fable) and released by Electronic Arts in July 1997 to high critical praise and positive gamer reaction.

Contents

Interface

The game interface is reminiscent of normal real-time strategy (RTS) games: the player uses a mouse, represented in-game as a hand, to interact with a bar on the left-hand side of the screen, allowing him to select which rooms to build and which spells to cast. Rather uniquely, the player can use the hand to pick up creatures and objects in the dungeon and carry them around, allowing for tactics such as gathering an assault force and dropping off the creatures en masse once a foothold has been established.

The hand also allows the player to "slap" objects and thereby interact with them: creatures will hurry up when slapped, chickens in a Hatchery will "splat," and some traps will be triggered. Prisoners in the Torture Chamber can thus be treated with a hands-on approach.

The main game view is in isometric perspective, however, this view can be zoomed and rotated. The player also has the option of possessing one of his creatures, and seeing the dungeon from that creature's first-person perspective, as well as use their attacks and abilities.

The map is divided into a grid of (mostly invisible) rectangles: an arbitrary number of monsters can be on any element of the grid, but only one trap or room section. A smaller part of the map is shown as a minimap in the top left corner of the screen.

The world map demonstrates the developers' detailed work: at the beginning of the game, the player is allocated one of the 20 regions of a fictional, idyllic country. As the player progresses through these regions (each of which represents a level), the areas previously conquered will appear ransacked, twisted, and evil. On completing the game, the whole map will look like Hell.

Before starting a new level, the advisor will tell the player about the current region and its attributes. This has no significance on the level itself, but provides comedic effect as the advisor is unable to comprehend the good deeds of the population. For example: "This region of dreaming underlings is ruled by the beautiful Lady Catherine. She's kind, and fair, and doesn't imprison or torture her subjects...for some reason." After completing a level, the advisor will talk about the "improvement" of the destroyed region. "The streets run with the blood of the slain. Screams of pain and howls of anguish rip the night air like a vengeful siren's song. This really is somewhere you can take the kids for the weekend."

Concepts

The Dungeon Heart represents the Dungeon Keeper's own life. If it is destroyed, the player loses the level, and must re-start. In Dungeon Keeper 2 it is explained that the destruction of a Keeper's Dungeon Heart banishes them to a realm of darkness. Along with the heart, the player begins with a small number of imps, the generic work force for all dungeon activities: they can dig tunnels into the surrounding soil, capture enemy rooms and Portals, mine gold and gems, set traps, and even attack when desperate or threatened. Slapping creatures forces them to work faster for a while, but removes some of their health and happiness.

Once the Imps are busily working, the player must then set up a basic infrastructure: Lairs for monsters, a Hatchery (where chickens, which serve as food for the minions, are bred), and a Treasury for storing gold. After connecting the dungeon to a "Portal", monsters will arrive. The types of monster that will arrive depends on the rooms possessed, and how large they are: the Bile Demon, for example, requires both a Lair and a Hatchery of at least 25 (5×5) units. As the game progresses, the player moves along a technology tree, unlocking further rooms.

Some creatures are only accessible through special means. Creating a Prison room and leaving friendly or enemy creatures in it will result in Skeletons. Having an enemy or friendly creature die in a Torture Chamber will result in a Ghost. Dead enemies taken to a Graveyard room will result in a Vampire being born (although it is possible to attract Vampires through the Portal in some levels).

The strongest creature is the Avatar (appears only on the last level) and the second strongest is the Horned Reaper. To obtain the Horned Reaper a Dark Mistress, Bile Demon and Troll must be sacrificed in the Temple Room. If left doing nothing, Horned Reapers will become angry and start attacking the player's other creatures. This can be avoided by ensuring the Horned Reaper is busy at all times. They will only go berserk if left to their own devices. Researching, training or praying in a Temple all keep the Horned Reaper happy. Some players like to create a separate lair, hatchery, treasure room and training room covered by a locked door in order to keep a Reaper for any length of time. They are excellent in battle and immune to lava.

The dungeon has a fleshed-out ecology: some creatures are natural enemies. Flies and Spiders are often found at odds with one another, while a Horned Reaper, if it has gone berserk, will randomly attack any creatures in its path. The Horned Reaper does have one natural enemy though; if a lord of the land is seen by the Horned Reaper, the creature will, without any sort of regard for his allies (or his health for that matter), rush straight at him. At the same time, warlocks find it incredibly annoying if other races are cashing in on their research time, which ends up in them attacking if the Warlock is above level 1. Warlocks particularly dislike Vampires. Also, Skeletons hate Bile Demons due to the Skeleton's lack of weight contrasting with the abundance of the Bile Demon's.

Creatures that cannot share a lair without fighting:

  • Fly/Spider
  • Vampire/Warlock
  • Bile Demon/Skeleton
  • Dark Mistress/Samurai
  • Hellhound/Demon Spawn

The goals for each level are fairly straightforward: they generally fall along the lines of eliminating the heroic force or destroying all other Dungeon Keepers on the level.

Sequels and expansions

The Deeper Dungeons

The Deeper Dungeons is an expansion pack that was released on November 30, 1997 in North America[2]. It features 15 new levels and an improved artificial intelligence for the enemies.

Dungeon Keeper Gold Edition

Dungeon Keeper Gold Edition, released on December 31, 1998 in North America[3], was not a sequel, so much as a repackaging. It contained the original game, Deeper Dungeons, the 3D patches, and a game editor. It also came with an additional novella of sorts, recounting the tale of a hero killed while exploring the dungeons. Most of the additions were put on Bullfrog's website, and the Gold Edition was discontinued.

Dungeon Keeper 2

Dungeon Keeper 2 is a sequel released in June 1999. It featured an entirely new game engine that natively supported hardware acceleration, Dungeon Keeper (the original) supported Direct3D via an alternative executable, but not out of the box. DK2 also used full-3D models for the creatures and enemies, rather than sprites.

Dungeon Keeper 3

Dungeon Keeper 3 was not released. However, some Dungeon Keeper 2 CDs contained a trailer showing some features of Dungeon Keeper 3, amongst them above-land battles. One member of Bullfrog stated on his personal website that Dungeon Keeper 3 was going to be named: War for the Overworld.[4] This project was discontinued because, according to Ernest W. Adams (one of the developers), Bullfrog had decided not to do any other RTS of any kind. This decision was in effect the end of Bullfrog as a brand; the company had already been owned by EA for several years, and EA laid off some employees and put the remainder onto other projects such as the Harry Potter line.

Numerous petitions and small online protests have been established in the hopes of bringing the game back into production, but they have thus far been unsuccessful.

Dungeon Keeper Online

On the 1st December, 2008 NetDragonWebsoft Inc., an online game developer based in China, announced that they entered into an agreement with Electronic Arts to develop an MMORPG based upon the Dungeon Keeper license[5]. The game is stated to appear only in China, Taiwan, Hong Kong and Macau.[6]

See also

References

  1. ^ "Dungeon Keeper on PC" (in English). GameSpot.com. http://www.gamespot.com/pc/strategy/dungeonkeeper/index.html. Retrieved on 2008-02-14. 
  2. ^ "Dungeon Keeper: The Deeper Dungeons on PC" (in English). GameSpot.com. http://www.gamespot.com/pc/strategy/dungeonkeeperthedd/index.html. Retrieved on 2008-02-14. 
  3. ^ IGNs Data Page [1] Retrieved December 27, 2008
  4. ^ Ernest W. Adams - Game Credits Retrieved at 04-11-07
  5. ^ NetDragonWebsoft - Dugeon Keeper Online Press Release Retrieved 02-12-08
  6. ^ Kotaku - EA Announce Dungeon Keeper MMORetrieved 02-12-08

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Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Dungeon Keeper" Read more