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Dungeons 2 Review

VUBot

Staff member
Diamond Contributor
ECF Refugee
Vape Media
There’s just one slight issue with Dungeons 2: one half of it is bad. Any time a game attempts to split its attention between two entirely different modes, it runs the risk of having one side drag the other down. In this case, the entirely competent dungeon mode of Dungeons 2 is tied to a poorly made real-time strategy anchor and thrown out to sea, with no chance to swim home.



In theory, this is idea was clever! Moving into the endgame of a Dungeon Keeper-like management game has never been satisfying, so replacing it with an RTS battle might’ve been a good payoff--thematically appropriate too, as it connects the idea of an underground evil corrupting a totally different surface. The central idea of Dungeons 2 is a good one. As a personification of Ultimate Evil, you’re playing a Dungeon Keeper-like strategy game belowground — indirectly controlling your creatures to build rooms for efficiency, sending little imps out to find caves and gold, managing entertainment for bored creatures —all this stuff works. When you’ve got a decent little army, you send them above the ground, where it’s a conventional real-time strategy game in the Warcraft vein: direct control over troops, right-click to move and attack, and so on.

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