The Dungeon Keeper III we always wanted!

User Rating: 7 | War for the Overworld PC

-This review for War for the Overworld reflects its current state and not previous/ later versions (Patch 1.6.1)-

Spiritual successor to the Dungeon Keeper games, and for a short answer. Yes, it's very good.

If you liked the Dungeon Keeper games? No reason you shouldn't already own War for the Overworld.

On that, the chosen name put a smile on my face, and should for anyone who unlocked the Dungeon Keeper III teaser in DKII. As the third game before cancellation was going to be called "Dungeon Keeper III: War for the Overworld".

To help newcomers. Some guidance for Dungeon Keeper and War for the Overworld is in order-

It's a grid-based Strategy game/ and a God-Simulator mixed together. You; the player, can give out tasks for your minions and they will fulfil the task_ if they feel like it. If they disobey? You can cast spells, and other commands to get the needed results. Minions have different behaviour patterns that will reflect what they enjoy, put up with, and dislike.

You have a Core/ Heart in the centre of your dungeon if the enemy removes all the hit-points from your Core/ Heart? It's game-over. Defence is advocated, as the Core/ Hearts hit-points can be taken out with relative ease.

With all that stated for the most part, your role is preparation. . . Or so it was in Dungeon Keeper. Let me explain_

Starting with the negatives for War for the Overworld-

Banners are WftOs answer to Call of Arms, a DK magic spell that once cost mana or gold (In WftO it has no charge). A once small tool to keep minions in place for attack. In WftO however, due to control restrictions, it becomes closer to a direct command, that is essential and no means optional. Losing some of that DK identity. And in the process plays at times like your run-of-the-mill RTS game. In DK your involvement was heavily the prep-work, while the creatures took control of deadly situations. In WftO not so much, due to how the banner system operates it has become fundamental for success.

Continuing my disfavor was in the cutscene and musics overall quality. I assume this was due to budget and time restrictions, in spite of that, it's poorly handled.

The music ranges from forgettable to distressing, commonly I switched off the in-game music due to its quality. Cutscenes should go without question, you have one in the game (opening) and it has a lot to be desired, didn't really hype me for the campaign, and that's a shame because the actual game can be very enjoyable.

Occasionally the game stutters as well, skipping the talented Richard Ridings audio. As well as finishing levels_ (To give an example) when you beat a level it will not close up the scene properly and instead look like it has crashed for a few moments. And I have had this for every level, both Campaign and Skirmish.

Now onto some positives-

WftO runs really smooth in-game despite what I mentioned above, held a steady 60FPS during my latest run with only some drops during the issues mentioned above. When many audio files are playing at once it can have some issues but otherwise holds well.

-This may vary base on your P.C. set-up, for either better or worse. However I far surpassed its Max requirements, so can only view this as a possible common performance analysis for WftO1.6.1-

The creature designs, are all excellent. And the way they act (A.I.) I really enjoy. Some will do basic orders without much issue, and others (Augre) can be difficult divas. My personal favorite was the Chunder, they make traps quickly and when trained are great as a support role. Creatures in WftO are far from balanced however and its more fun to find out for yourself so won't spoil the surprise.

User interface is fine for the most part, more going on than in the DK games. It grew on me regardless and really like it. The Sin system I'm very mixed with. At times I click on it while trying to cast a spell or command digging, yet I like that it gives research units usefulness. And it's worth keeping them for that purpose.

The amount of units on screen is amazing at times, far more than you would have seen in previous DK games (without customising the game with mods) creating some amazing battles of extreme carnage. When the game is like this it's very enjoyable.

WftO also hosts an array of modes. With the vanilla package you can expect the mentioned Campaign and Skirmish mode. Along with Sandbox mode, Crucible mode (wave survival), Map Editor. And Online Multiplayer; which works the exact same as Skirmish with real players instead of A.I.

Closing statements-

War for the Overworld isn't perfect. It has flaws showing an early developer, passionate about recreating a classic for modern times. Some of the new features are for the better, and others not so much. It's still the Dungeon Keeper III many always wanted. Visually (in-game) is really nice, and the banner flaw will be subjective based on preference.

So overall it has done Dungeon Keeper justice. A fine successor. And a great P.C. game in its own right.