It is a RTS god game where you have the power to command armies, cast spells, and place traps. Instead of playing the hero, you assume the role of an Underlord and will create vast dungeons beneath the earth.

The Player takes on the role of an 'Underlord' (which is basically the same as a Dungeon Keeper) named Oberon. Together with Mendechaus (the Mentor) the player must embark on a quest to destroy the goodly Empire and take control of the mortal realm of Kairos. When the game starts, Oberon is but a husk of his former self after his return from the Aether, the place where defeated Underlords are banished to when they are defeated. With Mendechaus's help, Oberon (and the Player) learn how to build dungeons and construct rooms and defences, and how to cast powerful spells and unleash rituals with devastating effects in order to kill the boy Emperor Lucius and the Goddess Kira then achieve their goal.


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In the game, players assume the role of an Underlord tasked with building dungeons that contain deadly traps and enemies to kill wandering heroes.[2] The game starts with a blank slate and lets players choose where to "dig, fortify, and build" to create their dungeon.[2] The game is played in real time, with the player actively making decisions while fighting occurs.[2] Armies of minions can be trained and commanded to vanquish foes, and spells are available which can injure enemies or assist minions during battle.[2] The game requires micromanagement to keep minions working, supplying them with food and gold.[2]

First of all the campaign is fine, but its very unpolished. There was a map 6 ? where i found the portal in that guys realm, it sort of skipped the ingame cinematic and went straight to victory screen. Another episode is the dungeon with the necromancers, the units seems very non responsive and the pathing is questionable, plus the whole map dident really highlight what tomb was what and i ended up opening the wrong tomb in the end and dident get my optinal quest 6/7. How would i know which tomb was licious ? no indications.

The grapic dosent seem very detailed or smooth , lots of ruggy edges in the polygons. I decided to youtube dungeon keeper 2 whic his a 1999 game ? and tbh it sort of looked better ? or atleast not far from it grapic wise.

I do understand now why War of the overworld dident carry much attention , its simply just a sort of meh game, a shadow of dungeon keeper 2. Its a 2015-2020 game. It should had been way more polished and ''prettier'' Look at the hand for instance and then look at dungeon keeper 2 hand, much more alive and beter animations.

So War for the Overworld is like Dungeons 3, a Dungeon Keeper-like game where you manage a dungeon, dig out rooms, mine gold, recruit minions, train said minions and attack the good guys and other 'Underlords', as they (and you) are called.

That is not all though, one level you get control of 4 necromancer and have to raise monsters from crypts and such. Except these necromancers are so powerful that you barely need your own creatures, and the controls are not really suited for dungeon delving. So that level was a slow slog through all the minions and it took way too long to be fun. And I wish it was the only time a level took too long.

War for the Overworld is a real-time strategy video game developed by Brightrock Games (previously called Subterranean Games) based in Brighton, UK. The game started as a crowdfunding campaign on Kickstarter, which ran from November 29, 2012, to January 3, 2013. In the game, players build dungeons containing deadly traps to kill adventuring heroes that enter.[3] The game is inspired by Dungeon Keeper, StarCraft, Overlord, and Evil Genius.[3] It includes a campaign, sandbox mode, and online multiplayer.[3]

In the game, players assume the role of an Underlord tasked with building dungeons that contain deadly traps and enemies to kill wandering heroes.[4] The game starts with a blank slate and lets players choose where to "dig, fortify, and build" to create their dungeon.[4] The game is played in real time, with the player actively making decisions while fighting occurs.[4] Armies of minions can be trained and commanded to vanquish foes, and spells are available which can injure enemies or assist minions during battle.[4] The game requires micromanagement to keep minions working, supplying them with food and gold.[4]

The more I played War for the Overworld, the more I began feeling that its name summed up why it wasn't quite working for me. It sounds like a small point, and it is, but it's one rooted in what people got from Dungeon Keeper in the first place. For me, the appeal was in, well, keeping a dungeon. It was building my little enclave of evil, enjoying the little squabbles and slithers of monsters drawn to my dark heart, and watching them work for my amusement. All of that is, of course, in War for the Overworld too, which is in most ways achingly close to the Dungeon Keeper 3 that we've all been waiting for so damn long. Still, there's something about it that doesn't quite ring right, which stops it - for me - being all I'd hoped for.

Much of why War for the Overworld works though is that it's not afraid to simply be Dungeon Keeper, and recreate what worked before. It replicates the format admirably, even bringing back the original narrator to lubricate entire dungeons with his familiar malevolence, and with a deep love always sparkling away behind its evil facade of spikes and cold stone. That means a few new ideas, including a more flexible tech-tree, but generally design based on an appreciation from the original. Evolutions on themes, generally, which seems fair enough given that nobody else has really sat down and given them a try since Evil Genius. Carving out each dungeon is as satisfying as ever, as is filling them with rooms to recruit and train, traps to pointedly deter invaders, and a library of magic spells that of course includes Possession - the ability to jump into your monsters' heads and both see and fight from their first-person perspective. It's still generally pretty useless as an ability, but it's still fun too, as is watching your minions squirm when you pick them up by the scruff of their necks.

The focus throughout though is less on creating the perfect dungeon than it is assembling an army for that War in the title, and being pressured to do it both quickly and well. Now, agreed, that's not particularly new. Dungeon Keeper was always essentially an RTS pretending to be a bit of a building game. Here though, it's for two reasons - the objectives, but also that the dungeons themselves just aren't as interesting or worth perfecting as they used to be. The bland monsters at your disposal don't have half the charisma of Horny and his more amusing pals, nor do their interactions and ecology make your domain feel like a living dungeon holding a fractious peace, rather than merely a buzzing hive waiting to be smashed over an opponent's head.

Behind these issues though, still a little crusted around the edges, a decent Dungeon Keeper successor awaits. It's impressive how close a raw team has managed to get to recreating a beloved classic whose actual owners can think of nothing better to do with than whore out for a few quick bucks. At the moment, it's hard to recommend actually buying it. It's not hard, however, to imagine that the few months when it should have remained Early Access will be able to make the difference - to file off the rough edges, add the missing features, and create a dungeon experience that can appeal to both the hardcore fans out for a challenge and more casual Keepers looking for the darkly dripping horrors of a place to realise their evil whims.

Mission 7 "Heart Attack" can be hard. Despite the balances with v1.6f of the game, I still had problems with the stream of heroes invading. I read many strategies that suggested blocked the paths on the West and East sides so that the heroes would channel through the centre. However, this didn't quite workout... You could only block the West and some will run round your dungeon to the East to get at the dungeon heart. The heroes were also like torrents rather than waves which meant they ploughed through the "death room" I filled with canons and traps in the centre.

Dungeon Keeper is a strategy video game developed by Bullfrog Productions under Peter Molyneux (Black & White, Fable) and released by Electronic Arts in July 1997 for the PC in which the player attempts to build and manage a dungeon or lair while protecting it from (computer-controlled) 'hero' characters intent on stealing the user's accumulated treasures and killing various monsters. The game was met with high critical praise and positive gamer reaction. This was Molyneux's final project with Bullfrog before he left the company in August 1997 to form Lionhead Studios.

The game interface is reminiscent of normal real-time strategy (RTS) games: the player uses a mouse, represented in-game as a hand, to interact with a bar on the left-hand side of the screen, allowing him to select which rooms to build and which spells to cast. Rather uniquely, the player can use the hand to pick up creatures and objects in the dungeon and carry them around, allowing for tactics such as gathering an assault force and dropping off the creatures en masse once a foothold has been established.

The main game view is in isometric perspective, however, this view can be zoomed and rotated. The player also has the option of possessing one of his creatures, and seeing the dungeon from that creature's first-person perspective, as well as use their attacks and abilities.

The Dungeon Heart represents the Dungeon Keeper's own link to the world. If it is destroyed, the player loses the level, and must re-start. Along with the heart, the player begins with a small number of imps, the generic work force for all dungeon activities: they can dig tunnels into the surrounding soil, capture enemy rooms and Portals, mine gold and gems, set traps, and even attack when desperate or threatened. Slapping creatures forces them to work faster for a while, but removes some of their health and happiness. ff782bc1db

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