• Publisher: Kalypso
  • Release Date: Sep 27, 2011
Metascore

Mixed or average reviews - based on 6 Critics What's this?

User Score

Generally unfavorable reviews- based on 10 Ratings

  • Summary: Dungeons The Dark Lord is the sequel to the critically acclaimed strategy game Dungeons by Kalypso Media.
Score distribution:
  1. Positive: 3 out of 6
  2. Negative: 0 out of 6
  1. Sep 16, 2011
    83
    A great evolution of Dungeons.
  2. Oct 16, 2011
    83
    At the end of it all, Dungeons: The Dark Lord is a solid stand-alone expansion to the strong original game. The gameplay was no slouch before, but with the new additions and tweaks, it feels much more concise and focused this time around. It still seems that most of the issues with the game center around your dungeon lord, but when your dungeon is running like a well-oiled machine, your lord simply needs to sweep up what remains. Despite its rough edges, The Dark Lord is a welcome continuation of the series, and the entertaining gameplay has been bolstered enough to easily warrant a second attempt at becoming the lord of the underworld.
  3. Oct 12, 2011
    75
    Dungeons: The Dark Lord adds interesting features like multiplayer modes to the original experience, but miss the opportunity to fix some core gameplay problems.
  4. Sep 22, 2011
    71
    It's an interesting idea, a setting full of humor and clearly influenced by the classic Dungeon keeper. A great mix on paper, but in reality the lack of balancing is annoying.

See all 6 Critic Reviews

Score distribution:
  1. Positive: 0 out of 5
  2. Negative: 4 out of 5
  1. Technically this game is an improvement over the original Dungeons game. But while the original concept was copied from Dungeon Keeper, this time the storyline is eerily similar to Lord of the Rings. There are so many references to the Tolkien story that it has changed from tribute to just a plain right copy. And for the gamer, following that storyline has become subservient to maintaining your dungeon. I would sincerely rate this game higher if the makers would have made an original storyline, and if players were given a bit more control over the gameplay. It seems no one listened to the bad reviews on the first game. That made a potentially good game go to waste. Expand
  2. 3
    Maybe I just don't "get it". Ideally you'd want heroes to come in, loot treasure, armories, libraries, etc to fill up their soul energy, then kill them in an automated fashion on their way out. This cannot be done, because they leave the same way they came in, so putting traps/monsters in that path will kill them on the way in when they're worthless. This leaves you with 2 options: (1) fill them up using rooms/objects and then manually, personally kill them with your character on their way out. This is lame because (a) it is a ton of micromanagement, it's grindy, and boring, and (b) when you run to kill the 1 guy who is full, 3-5 other empty heroes who are walking in will join in. These empties wont be able to kill you, but they will be stuck in combat mode and you just ruined your fattening-up process on 3-5 guys to kill 1, which is horribly inefficient. Now option (2) ignore rooms completely, make a central chamber all the heros are fed into, load it full of your monster spawns, and make adjoining trapped hallways to kill runners. THIS is fully automated. Heros will die to your creatures or traps, and you can get up and leave your computer, and come back to modest soul energy gains and endless gold. It is a lot more simple and easier than method 1, but it is still boring.

    I played this game for hours, through the tutorial and campaign. I do not understand how this game is anything more than a grindfest that gets old/boring pretty quickly. Despite my poor first impression, I pushed through hoping for better gameplay down the road. No. Not at all. I think with the ability to design dungeons to control hero pathing and being able to create routes, you could make a much better game, which would essentially be like a dungeon tower defense game with some aesthetic differences and puzzle elements. As it stands though, this game doesn't even accomplish that much. I don't see how anyone could have fun for long playing this game, especially a creative type who comes into this game thinking it is strategic and about designing dungeons. It's not.
    Expand
  3. 2
    This game got my curiosity going, and I purchased it thinking it would be an improvement over Dungeon Keeper. It was presented well, they put some effort into graphics, but you can see the lack of ability/knowledge from the company once you get into the game. You cannot experience what the game purports. You cannot create a gorgeous, sexy dungeon where heros search through and explore, and monsters/you interract with in a fun and imaginative way. You simply cannot do it!!! The game degernates quickly down to this... make one huge room where all the Hero access points funnel into. Jam the path to your dungeon heart full of monsters/traps. making attacking it impossible for any group of heros. Put all the decorations along the straight pointless paths from the hero spawn points and fill the main room with the armour, weapons, gold, and monsters the heros want, and have them all die there or at the traps. Then you can go to sleep and wake up in the morning with TONS of everything... Not my idea of fun, being able to win a game while being asleep!! To get to this stage you have to deal with the HORRIBLE play balancing where the heros do nothing but walk in and out the same way they came in... Basically you cannot pick out a satisfied hero and turn him/her into profit. You have to slaughter every hero in your dungeon to get to that one that is profitable, turning all the other empty heros into wasted effort. This game had potential, but failed to deliver. Basic problem solving and logistics were not thought out. Major decorations could have served as pathing anchors, there could have been Entrances and Exits for heros... smaller access holes could have been used for your workers (a seperate set of tunnels), transport pads for heros to use... So many things could have been added in if the company simply cared about the product they tried to make money off of... Failure! Expand
  4. User scores have been removed from GameSpot, showing only professional metacritic scores which were probably paid for or in house. =============================================================================== How this is sold as a stand alone expansion is beyond me, not much has changed and practically nothing has been improved, this is the same stale boring game that the "Critically Acclaimed" Dungeons was. You decorate the various hall ways with props, heroes come in through a hero gate, after they're done looking at the props you kill them. That's pretty much the whole game, the props can be chests of gold that need to be refilled for heroes to loot, or useless monsters anchored to a spawn location that don't do much of anything other than sit there waiting for heroes to come kill them. ================================================================================ Bottom line is, if you want to play the same boring game that only passed as "ok" even among it's fans, go ahead and pick this up, but my advice is to save your money. This game would be just fine as an iPad ap or Facebook social game, but as a PC game it's not worth your time. Expand

See all 5 User Reviews