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Author Topic: Dungeons 2: The true spiritual successor to Dungeon Keeper?  (Read 7573 times)

Shadowgandor

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Dungeons 2: The true spiritual successor to Dungeon Keeper?
« on: August 26, 2014, 09:18:11 am »

Dungeons 2 is being developed and is apparently more of a successor to dungeon keeper. We've heard that before but IGN seems really positive:

When EA announced it was releasing an updated version of Bullfrog's classic Dungeon Keeper for mobile devices, gamers' hearts around the world went on a nostalgic flight of fantasy at the possibilities... only to come crashing back to earth once the title was released. The finished article was found to be little more than a complex web of microtransactions poorly masked with a familiar coating. It was more than disappointing - it was an insult to the franchise's legacy.

Which is why I wasn't particularly intrigued when I heard about the development of Dungeons 2 - once bitten, twice shy after all. And besides, considering the original Dungeons wasn't overly well received, why should it be any better than EA's offering? Well, having seen the game in action, I can promptly confirm I was wrong on all counts. Dungeons 2 looks like it's the faithful spiritual successor to the Dungeon Keeper series we've been waiting 15 years for.


Part of the backlash against the original Dungeons centered on the fact it didn't live up to its name and simulate many of Dungeon Keeper's features. In response to this criticism, Realmforge Studios has gone above and beyond to recreate all the familiar gameplay of old, while adding a fair few levels on top of it. The base game is what you'd expect: you're a dungeon lord, tasked with excavating and transforming a dungeon, all the while amassing fortunes and followers. You do so by highlighting sections of the dungeon you want your 'snots' to excavate or build on, all the while keeping an eye out for gold veins running through the walls.

So far, so Dungeon Keeper. The similarities continue when it comes to recruiting your minions. Goblins, Orcs, Trolls and Naga all make an appearance and can be picked up or slapped by your giant disembodied hand at your leisure. Certain minions are needed in order to get certain buildings functional - only Goblins have the necessary nous to produce traps and doors in the Tinker's cave, for example, while the Crystal Chamber requires the Naga's arcane understanding if you want to accrue mana in order to cast spells. There are other rooms too, like the Sick Bay, where units get dragged by their ankles and resurrected after falling in battle, or the arena for training them which also enables you to upgrade them with specialisations.

This faithful and comprehensive love letter to the franchise continues with regular Hero invasions, which you and your minions will have to fend off through combat, traps, spells and whatever else you can use. You'll even regularly stumble into giant chasms where neutral mobs, like a Spider Queen lurk, which will continue to serve as an irritation until she's dealt with, sending her minions to frustrate your plans as long as she's left alive.

But this is where Dungeons 2 first makes clear the extent of its ambition to go above and beyond that which came before. Once you've mustered enough force and sufficiently tired of the Heroes' constant attempts to harass your subterranean playground, you can gather your troops and proceed through the hell gate found towards the level's end to the Overworld, where you'll take the fight straight to them.

Upon arriving above ground, you'll have a second to notice the huge change in scenery - from fiery depths to a gorgeous landscape, bristling with colour, foliage, rainbows and scampering bunnies - before you're attacked by the portal's guards. Taking them and their outpost out marks your first step into claiming the Overworld, as trees wither, butterflies fall from the sky and giant clefts burst open in the ground, with lava spewing forth to cover everything. Actions like this unlock a new resource unobtainable beneath ground. Called Evilness, it's what you'll be needing to upgrade your dungeon, strengthening its walls and floors and unlocking new actions for minions and yourself alike.

From then on, the onus is very much on juggling return trips to the Underworld in order to recruit and advance your troops with pushing forward into the Heroes' lands, capturing outpost after outpost until finally destroying them. While the maps won't be procedurally generated, they will be far from linear, with a wealth of secrets hidden around them. Diablo-esque mini-dungeons are set for inclusion, in which you'll find rival evils like The Skeleton Lord, who you can kill for masses of gold. Even above ground, optional mini-bosses provide tempting-but-risky distractions; taking out a Unicorn won't be easy, but the minions that survive the encounter will receive a massive stat boost thanks to unlocking the new title "The Unicorn-Slayer".

Other features include a four-player multiplayer mode, with a variety of gameplay types. You'll each have your own dungeon, but share a connected Overworld where you'll duke it out in deathmatches and king of the hill games, amongst other modes. You'll also have the option to invade your rivals' dungeons if you find their portals, but doing so comes with a risk: it's their domain, so they'll have full access to their spellbook and be able to move their minions with a click of their disembodied fingers. Try advancing beyond your means at your peril.

Recent attempts to revive the once-popular Dungeon Keeper series and its ilk have been ill-fated, but never before have I been so confident that things could be about to change. When it launches on PC, Mac, Linux and SteamOS in the first quarter of 2015, Dungeons 2 will do so without any microtransactions whatsoever. In doing so, it's made sure to avoid the huge pitfall that finished off the most recent attempt to revitalise this type of game and, if my time checking it out is anything to go by, it looks to have done the same on every other front too.  Source

Sounds promising
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BlitzDungeoneer

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #1 on: August 26, 2014, 09:25:14 am »

I find it odd that you copy-pasted the article, but no matter. Because, if this is true, then Dungeon Keeper is finally getting a worthy remake. And this makes me very happy.
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Shadowgandor

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #2 on: August 26, 2014, 09:47:44 am »

I didn't want to just post "Dungeons 2!" with a link to the article but also didn't want to spend time writing a proper OP :-[
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Mech#4

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #3 on: August 26, 2014, 10:18:05 am »

I find it odd that you copy-pasted the article, but no matter. Because, if this is true, then Dungeon Keeper is finally getting a worthy remake. And this makes me very happy.

I believe "Dungeon Keeper 2" is already getting a game made closely based off it. I'll just find it...

Here, "War for the Overworld".


Back to "Dungeons 2". While I didn't have many qualms with the original, finding that it played well enough, it is still a point that I have not played it since I bought it. I liked the controllable lord and the thematic doodads you could place around your dungeon, but in the end I don't think there was enough to keep variety up.

The corrupting the surface sounds interesting, though I would say for both "Dungeons 2" and "War for the Overworld"; What is going to make your game different from the other? How are you going to differentiate yourself from other games looking to continue Dungeon Keeper's well regarded series?
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Niveras

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #4 on: August 26, 2014, 11:01:22 am »

Wasn't Dungeon 1 the one that was hyped as a DK successor but then turned out to be more of a "goody adventurer" theme park, since you couldn't just kill heroes and build your dungeon, but had to entice and entertain them before killing them?

Why should we trust Dungeons 2 to do any better?

I do like the idea of going beyond mere dungeoneering and having surface encounters and an additional resource from that to advance your dungeon. (It's a little bit like the "I wish it existed" posts I've made in the past.)

But we'll see whether they actually manage to deliver on the promise.
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Levi

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #5 on: August 26, 2014, 11:15:36 am »

Wasn't Dungeon 1 the one that was hyped as a DK successor but then turned out to be more of a "goody adventurer" theme park, since you couldn't just kill heroes and build your dungeon, but had to entice and entertain them before killing them?

Why should we trust Dungeons 2 to do any better?

Yeah, I'm a little surprised they are going with a "Dungeons 2" after all the bad press and reviews the first one got...
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Puzzlemaker

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #6 on: August 26, 2014, 11:18:38 am »

I am going to second war for the overworld as the true successor... Especially since it's playable right now and hella fun.
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nenjin

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #7 on: August 26, 2014, 01:45:53 pm »

So they're taking Dungeons 1, and adding an overworld to it.

Pass, unless I hear they figured out what fun is.
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miauw62

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #8 on: August 26, 2014, 02:06:36 pm »

I don't think EA can make anything good anymore.
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Sartain

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #9 on: August 26, 2014, 02:09:29 pm »

Does EA even make anything? I thought they just published stuff nowadays.

Anyway, I'd much rather play this: http://www.bay12forums.com/smf/index.php?topic=141997.0
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miauw62

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #10 on: August 26, 2014, 02:11:04 pm »

Does EA even make anything? I thought they just published stuff nowadays.

Anyway, I'd much rather play this: http://www.bay12forums.com/smf/index.php?topic=141997.0
Yeah well everything they have published in the last few years has been demonic excrement. I'm just going to assume the worst about this project unless I'm proven wrong.
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Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

BlitzDungeoneer

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #11 on: August 26, 2014, 02:30:37 pm »

Forgot all about War for the Overlord, actually.
Is it any good?
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nenjin

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #12 on: August 26, 2014, 02:58:51 pm »

Hard to say, for me. Back when it first came to EA, I would have said absolutely not.

As it currently stands, it's still almost entirely a sandbox. It's got a plethora of monsters and rooms, mostly all detailed and with SFX. There's rituals to cast and potions to brew.

It's close to DK in that monsters need to sleep and eat, have moods and what not. They still don't require pay. Most of the visible work of late has been in the UI, polishing up the Sins menu (unlockable rooms and traps and such.)

So while it's very close to DK, it still doesn't feel like it's ready to play IMO. I'll pop in every few builds, pick the sandbox level, build everything and maybe unleash some heroes. But it never quite feels like it's all working in synch yet. Combat last I played it still felt like a mushy mess. While the # of traps is steadily increasing it still amounts to "Rooms full of murderous stuff." Put it this way. After all this time, you still can't save your game. That should tell you essentially the permanence you feel the game has.

That said, it's still the best and most faithful DK clone to-date.
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Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Detharon

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #13 on: August 26, 2014, 03:33:52 pm »

Neither Dungeons 2 nor War For The Overworld seem to be spiritual successor to the original Dungeon Keeper. They are undoubtedly heavily inspired by it, and might be quite good games in terms of gameplay, but unlikely they'll reach what was unique in DK - the dark atmosphere.

Caverns in Dungeon Keeper are dirty, dark and ugly. Rooms aren't much better. Walls are crooked, floor is uneven, even the bookcases look as if they were about to collapse. In War For The Overworld / Dungeons 1 everything looks so perfect and well polished and rooms are unnaturally well lit, which doesn't give a right impression of being underground. Also, no screams? It was a trademark of Dungeon Keeper. Are you being tortured? Scream. Are you being dropped? Scream. Have you seen an enemy? Scream. Going to bash this wooden door? Scream.

Such little things make difference.
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Levi

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Re: Dungeons 2: The true spiritual successor to Dungeon Keeper?
« Reply #14 on: August 26, 2014, 03:42:31 pm »

There is also Dwelvers, but I'm not really sure how close/far that is from dungeon keeper.  Looks fun from what little I've seen though.
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