Impire > General Discussions > Topic Details
Metaluna Mutant Feb 24, 2013 @ 6:34am
Anything like Dungeon Keeper?
From glancing over the forums there seems to be ALOT of tech issues on this game...but putting that all aside. Does this play or seem similar to the old Dungeon Keeper games? Just wondering.
Showing 1-15 of 18 comments
< >
Jojhy Feb 24, 2013 @ 6:35am 
From what I've seen, it's as close to dungeon keeper as call of duty is of quake. Meaning it looks like the same genre but the gameplay is completely different.
Last edited by Jojhy; Feb 24, 2013 @ 6:37am
Metaluna Mutant Feb 24, 2013 @ 6:37am 
Ive never played a Quake game in my life lol
RNGsus Feb 24, 2013 @ 7:31am 
Yes, you can see that it sux from reading all the well informed and seasoned opinions of CoD robots and their ilk. Looking for unbiased and fair reviews or simple opinions of a game on the steam forums is a complete waste of time.
No game will ever be as good as DK. Why? Because when we played that game, we were young and gaming was still new and everything in gaming amased everyone. We hold that game in high regard because of the memories of the feelings it produced in our childhood. Try to play it now and you wouldnt play it for long. Same thing for Diablo2 and such. You people need to stop holding new games to the impossible to reach imagined standards of our youth.
YellowSign Feb 24, 2013 @ 7:35am 
^ This. Although Impire has flaws (some of them are pretty egregious, like the DEC system which really needs rebalancing) it's been a fun play for me, and does evoke fond memories of DK & DK2. I appreciate where the devs tried to take this game, and while I think their success in combining a dungeon-builder with a squad-based RTS is debatable, I'm holding out hope that the majority of the more irritating aspects of the game can be smoothed over, tweaked, or just plain fixed.
King_Tiger Feb 24, 2013 @ 7:48am 
I havent got to enjoy it yet since it's pretty much unplayable at present but what I did see up to act 2 was actual fun and enjoyment. Now main differance with DK is that you have more micro management. Instead of englarging your rooms like in DK you have fixed rooms, if you need more storage, treasure space you need to make new rooms. Also you have this outside "nice room" and underground dungeon which ofen is ceperated by different layers(maps), I reccomend it to you as a formar DK fan but at current state the game is unplayable because of no save function (bugged)...
wavigravi Feb 24, 2013 @ 9:47am 
no its nothing like dungeon keeper, it contains simple unimaginative gameplay mechanics, terrible ai and annoying game design.
Jockedamus (Banned) Feb 24, 2013 @ 11:32am 
Game just plain sucks
rocket hobo Feb 24, 2013 @ 1:06pm 
The devs decribed it as Dungeon Keeper meets Dawn of War.

Come back in a month though, right now there's tons of bugs and questionsable gameplay choices.
Last edited by rocket hobo; Feb 24, 2013 @ 8:37pm
City Builder Feb 24, 2013 @ 6:02pm 
The similarities can be summed up in one line...

1. They both allow you to dig out a corridor.

Sadly though, even that is half baked. You can't even choose to cancel a tunnel/corridor build even though the imps have not (NOT) even started to dig out that corridor. The producers said that things like rooms are not delete-able because people might exploit the game by removing a room while the heroes / enemy are in that room. Seems to me a simple task to stop the player from deleting a room if any enemies/heroes are in that room. Seems to me to be a cop out on not wanting to do the full game. But hey it's only a $20.00 game right?

Game is solidly flawed and not fleshed out at this point in time and I don't believe that Paradox would want to spend the necessary amount of cash to pay the developers to rewrite it at this point in time, so you have what you have now... A half baked game that tries to do too many things instead of concentrating on the core aspects of the game to make them as full polished and featured as they rightfully should be.

In case you can't be bothered to go to page two of this topic, I leave you with the following that another gamer wrote about the game and which I firmly agree with:


Originally posted by Toilettron:
It is so funny to see all these white knights with rabies here. Saying things like : "you are too stupid to understand." or "go back playing coh" to everyone who tries to explain the huge core gameplay issues that impire has.

But lets try to explain it again :
impire has a nice and interesting setting and some cool features. It also really looks nice. And I really like how you can see little snapshots in management mode of what your troops are doing.
Dec point system is also interesting but not really balanced. I also like that you can customize your dungeon lord but it is rather limited.

It looks nice and is wel presented but other then that its really subpar. We where promised a squad based RTS with dungeon management elements. But both of those elements are not worked out well. The dungeon management part is really poor since all rooms are pre-build for you and in 90% of the time most dungeon rooms are already placed or you have to dig your way to some. So you can really make your own dungeon. Sure you can place some rooms in a different location but it does not make any difference. Since ladders drop down in random locations and you can just teleport your troops around everywhere. Making traps is useless since you can just teleport your squads right on top of the enemy.

Now I would not have minded the constricting dungeon management if the RTS part was really worked. But the RTS gameplay has no depth at all. There is no strategy involved whatsoever, you just teleport your troops right on top of the enemy and wait till one of the two dies. Occasionally you might cast a bit of magic but that is it. There is no flanking, you cannot make clever use of cover or terrain. It is just so shallow you just cram some units to create squads and watch a cluster♥♥♥♥ while they fight. And with the ability to teleport your units constantly without almost any cost also takes a lot of the strategy away. If something goes wrong I can just teleport my squad back. the raiding is also verry dull you send your troops over and thats it. Sure you can them watch them fight and throw a lighting bolt at the enemy but that is it.

There are some other flawed desing choices like the inability to delete rooms ot the inability to cancel or adjust hallway construction while an imp has started digging already. Also the unit AI is absent so micro-managing becomes a chore.

So In conclusion the game looks nice it has some nice features,but most of them are not worked out well. The gameplay is dull and depthless in both the dungeon management and RTS part. After a couple of hours the shine wears off and you end up with a game that is neither a RTS or dungeon management game. You just end up with a tedious endless cycle of repitition.
Last edited by City Builder; Feb 27, 2013 @ 3:52pm
E$$ExDK_ Feb 25, 2013 @ 9:03am 
This game sucks so much that it goes into another dimension of sucking, i bought it, i SERIOUSLY regret it.. Never should i have given my money to such a game like this ..
Edge Feb 25, 2013 @ 10:59am 
Game is nothing like dungeon keeper, and is pretty terrible. Not as bad as dungeons, blut close.
evilterrance Feb 25, 2013 @ 9:00pm 
Just saying the game sucks or is terrible, without giving reasons or examples, is worthless. WHY does it suck? WHAT is terrible out it? Please?
EcoTango Feb 25, 2013 @ 10:04pm 
I beat the game. I loved it. Dont think its technical issues are too much for an indi studio, which i think tend to continue to improve thier games over time quite well.

They did a good job with a type of game no other studios have to balls to even try, adding a new twist.

I would like to echo FUdrukur comment and encourage you all to stop chasing the dragon.
rocket hobo Feb 26, 2013 @ 4:23am 
To answer the OP's question:

The "DK meets DOW" comment from Cyanide is probably because each campaign map is divided into two parts: one that plays like those scripted hero missions in Starcraft without base building, and another where you build a kind of DK style dungeon. At least that's my best guess - it doesn't really play like either of those games, it's more like they took their game mechanics and tossed them in a blender.

So you get this weird mix where the point isn't designing and defending a dungeon like in DK, but making squads of heros to conquer the RTS style mission map and kill the boss, yet the combat is almost straight out of DK where you just drop dudes on things until they die with practically zero tactics or micro. As for the dungeon building part, it superficially resembles DK with its tunnels and preset rooms, but how you put it together is almost irrelevant. It's all about what rooms and units you unlock.

So it really doesn't work as a dungeon builder, but if you want a casual RTS campaign you might like it I guess, I thought it was fun for a while. Just don't get it right now, it's buggy as hell with lots of unnessecary micromanagement.
Toilettron Feb 26, 2013 @ 1:55pm 
It is so funny to see all these white knights with rabies here. Saying things like : "you are too stupid to understand." or "go back playing coh" to everyone who tries to explain the huge core gameplay issues that impire has.

But lets try to explain it again :
impire has a nice and interesting setting and some cool features. It also really looks nice. And I really like how you can see little snapshots in management mode of what your troops are doing.
Dec point system is also interesting but not really balanced. I also like that you can customize your dungeon lord but it is rather limited.

It looks nice and is wel presented but other then that its really subpar. We where promised a squad based RTS with dungeon management elements. But both of those elements are not worked out well. The dungeon management part is really poor since all rooms are pre-build for you and in 90% of the time most dungeon rooms are already placed or you have to dig your way to some. So you can really make your own dungeon. Sure you can place some rooms in a different location but it does not make any difference. Since ladders drop down in random locations and you can just teleport your troops around everywhere. Making traps is useless since you can just teleport your squads right on top of the enemy.

Now I would not have minded the constricting dungeon management if the RTS part was really worked. But the RTS gameplay has no depth at all. There is no strategy involved whatsoever, you just teleport your troops right on top of the enemy and wait till one of the two dies. Occasionally you might cast a bit of magic but that is it. There is no flanking, you cannot make clever use of cover or terrain. It is just so shallow you just cram some units to create squads and watch a cluster♥♥♥♥ while they fight. And with the ability to teleport your units constantly without almost any cost also takes a lot of the strategy away. If something goes wrong I can just teleport my squad back. the raiding is also verry dull you send your troops over and thats it. Sure you can them watch them fight and throw a lighting bolt at the enemy but that is it.

There are some other flawed desing choices like the inability to delete rooms ot the inability to cancel or adjust hallway construction while an imp has started digging already. Also the unit AI is absent so micro-managing becomes a chore.

So In conclusion the game looks nice it has some nice features,but most of them are not worked out well. The gameplay is dull and depthless in both the dungeon management and RTS part. After a couple of hours the shine wears off and you end up with a game that is neither a RTS or dungeon management game. You just end up with a tedious endless cycle of repitition.



Showing 1-15 of 18 comments
< >
Per page: 15 30 50