Goodbye Clock:Dungeon KeeperBullfrog ProductionsElectronic Arts
PC (1997)
The original Dungeon Keeper was created by Peter Molyneux's team some 11 years ago, before he went into a Fable-induced hysteria. This game was the first experience I ever had with an RTS, and I still remember it to this day.
Story: The tagline for the game "Evil is good" is a general summary of the gory mayhem that the game packs. You play as the ruler (or keeper) of an underground dungeon in the peaceful, serene continent of Britannia. Hanging the corspes of malcontent trolls on your castle's lawn doesn't really fit in with the decor or something, because the local hero gets sent out to slaughter you. He makes it about 15 feet in when your minions rush him, nifty sword fight comes up that ends with Rambo getting his head lopped off messily with a sickle.

(No anesthesic? Again!?!?!)
Shit hits the fan, you go to your dungeon and start preparing as the heroes (read: bravado-minded morons) try to waste you and use your head as a lawn ornament. You eventually become more then a nusciance in the eyes of the locals, and decide to move from area to area wiping out as many lords of the land as you can get your meaty, disembodied hands on.
After a few imps stumble along a portal to invite the disfigured catch of the day, you build a few treasure rooms here and a few hatcheries there and soon, you have a hulking armada. Rawr.
Of note is the
then very impressive work of computer-generated cutscenes in the intro and outro, and the voiceovers in the game's level selection screen. Each level has a nice and classy poem describing all the sunshine and flowers in the area. In game, each area has a quick but dirty description of what you're going to kill and what wants to kill you.
The story is simple, but the small details and contributions that you can find pretty much everywhere make this good thing even better.

(Take me down to the paradise city...)
Gameplay: Dungeon Keeper doesn't stick to the "Kill Everyone Else Really Quickly" practices of most RTSes from the era, your job is more to keep your guys healthy and happy and keep your dungeon's coffers and defenses flowing. The titular dungeon is a dark, walled-in, underground pit. In the center of it is your "heart", which is really a big generator keeping your hopes (and minions) alive. The heart is surrounded by... nothing, save for a few measly imps. But hey! By left clicking into the void, you can dig your own rooms, corridors, make defensive walls, whatever floats your boat. After making the sexiest dungeon in town, you can send your servants off to mine for gold seams while you build up some rooms.
Rooms come in all shapes and sizes, from Lairs (the equivalent of a sleepover party), to hatcheries (the equivalent of KFC). Each room serves a purpose, some more useful then others. Things like the treasure depository are needed pretty much any time you have treasure, which is all the time unless you suck and go bankrupt.
There's a full list of monsters, all of which are cleverly designed and have unique physical and personality traits. Wizards and Dragons have insane long-range attack power, Warlocks are pro at reading, some are keen to running what appears to be the cotton gin making explosives, and some just straight-up kill anything moving (including friendlies) that they can find. There's one called a Mistress that enjoys getting a beatdown from an allied torture chamber
for the lulz. Keep managing them all in the same manner, and eventually you're going to have a pissed off Orc gnawing on someone's legs. If something
does happen, there's always a nice trip into your own prison or torture chamber and a few backhands with your disembodied, Floating Hand Of Death
™. Imps are the bread-and-butter of the whole operation, though. They dig for the gold, they build the walls, they set us up the bomb, they never sleep, never eat, and they completely suck ass at combat. Imps can do anything the other creatures can't, but they aren't easy to get after a certain level and are the first to go in case of a riot on your areas.
Another key about this game is that you manage your rooms as much as you manage your creatures. Training rooms are vital in keeping your army up, but each second it's being used your gold supply plummets hard. Hatcheries take up a lot of space to be even remotely effective, but if you skip out on that then your monsters will go hungry. Do you build that bridge now or wait for the enemy to come to you? Do you imprison that enemy to steal his skeleton for future battles or build a torture chamber and beat the loyalty out of their pathetic minds?
Long-term decisions, like any RTS, are important.
Combat is extremely simplistic, and is more of a rock-paper-scissors-dragonspam sort of deal rather then a battlefield. Most battles are fought in narrow areas, and it's a matter of who brought the most and/or biggest guns to the table. To make your guys attack, just pick them up by the necks and dump them off to where you want to see a river of red wine. Add a call to arms command and watch the fireworks. It's a matter of preparation, rather then battle tactics. Learning to prepare for fights is more important then fighting them. Adding stuff like boulder traps to crush Indiana Jones wannabees like Jello in a band saw may add an edge, but most of the time the big guys win the big battles. If you can't handle the heat, get ready to gtfo.
There is one other unique feature to Dungeon Keeper: you can cast spells over your minions to grant them new powers like super-speed or invisibility, and cast lightning strikes over opponents standing in a pond. These are nice, but they aren't too useful because they cost a hell of a lot of gold to make work. But of extreme note is the first and only free spell you get in the game. The posessor. Click on any friendly monster. Bam. You're one of them. In first-person mode. That's right, if you wanted to you could be the tall guy with the decapitation stick, and just rip apart short people all to the enemy's bank. Even if you choose not to, the fights are sickeningly hilarious and gory, and you really feel like you're doing the world a favor. Ending overpopulation.

(Smack that! All on the flooooor!)
Graphics N' Sound: Dungeon Keeper is run in full 3D, with 2D sprites representing creatures and other items like books and cotton gins. The level textures (for 1997 standards) look shockingly nice, the fully-customizable minimap looks very smooth in action, the menus are clean, and the creatures look great from afar. Light will cast shadows on nearby objects, and illuminate metallic objects to a degree. The map can be rotated, zoomed, and panned without hitches. Even the loading screen looks demented. I first had this game on a 1995 computer with a GeForce 2, and it ran at a solid 20 fps in all but the most intense, 60-man brouhahas on screen. The game today still works on modern OSes, and never hitches, but the maximum fps is still around 20. I'm pretty sure there's a cap on it. Weird.
The only time that your eyes get a little torture of their own is when you go into the first-person camera. Some creatures like insects have a fisheye field of view that gets very disorienting when you're looking a a molehill full of tunnels. The aiming is very hard distinguishing friend and foe. you'll be lucky if you can separate friend and brick wall. From close range, every monster looks like it was copypasted from the original
Hexen. Worse, in fact, since they have a habit of rushing the camera and blocking your sight with their
PIXELATION!Sigh... the developers did release a patch in 1998 that adds DirectX support and sharper images at close range, but since it doesn't work on modern graphics cards I can't say if it helps out or not. I doubt it did.
On the flipside, the soundtrack is abnormally awesome for a game of this type. You'll hear everything from slow-motion harp music that can send a shiver down your spine, you'll hear the splash of a giant fly getting shot down into a pool of lava, the poetic death on the earlier-mentioned level selection menus are superb, and overall the sound for this game is great. If you click too fast or if you're caught up in multiple events at once the sound effects will overlap eachother, making a shrill soprano, but that's avoidable.
Verdict: It's an old-school classic, a lot of the ideas there like emotional management are still just getting started in games like Civilizations 3 and 4, and anyone who finds this in a local bargain bin will hate themselves for not picking it up. I'll hate you for it, too.
The Good:
- Fantastic pre-rendered joy in every box
- Gore!
- Complexly designed and intricate monster relationships
- Hulk smashing the crap out of malcontents
- First person camera that lets you play as a bad guy
The Not-Good:- Combat is too simplistic...
- Eye wash station not included with first-person view
- Most spells are underused and underpowered
- It's really, really hard to find pictures of the gameplay on Google, and Fraps only works on the game's menus

Next Time:
- Prevent the damn company from collapsing and make a decent sequel on newer technology, Peter! You ass!