

- DUNGEON LORDS STEAM EDITION WILL NOT STARTUP CRACKED
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This is not so much the primary problem in and of itself as other PC Action RPGs, such as the Diablo series or Fable, offer the same sort of gameplay with clearly superior graphics. While featuring four separate magic systems and a robust diversity of weapons to choose from, the game essentially boils down to hacking and slashing some generic 3D monster models that look like they were lifted from the 1980s version of the Dungeons & Dragons Monster Manual. The basic controls operate along similar lines to other PC Action RPGs out on the market, with the WASD keys moving the character around and the mouse controlling the camera. Take, for example, the battle system and general interface of Dungeon Lords. Just some of the 100% unique monsters that roam the dungeons. For the poor planning and sloppy design are not merely limited to programming errors and general laziness - rather, the fetid mediocrity is an omnipresent component of the entire game. This background information is important to understand in order to get a feel for the context of Dungeon Lords. So the Collector's Edition is not so much adding new material as it is finishing the game. Of course, these treasure chests were primarily added in the secret rooms of the original game, where such rooms were actually devoid of any secrets before the Collector's Edition.
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The fifth patch ended up being transformed into the Collector's Edition, with the differences between it and the original game, additional bug fixes aside, being little more than half a dozen new quests, a new class, and more treasure chests. It would take three patches before the Auto-Map feature, a rather critical function for a game predicated on the idea of exploring dungeons, was added and four patches before players could actually choose the majority of character skills featured in the instruction book.
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The game was riddled with major bugs which made story-critical quests impossible to complete, many of the character skills were never implemented, towns were devoid of NPCs and furniture, character customization was nonexistent, the Auto-Map feature was missing and, in general, the game covered in the instruction manual and the actual game were worlds apart. Judging by the finished product which hit shelves, version 1.0, one can only imagine that the programmers were trying to cobble the game together from scratch during the four months of delays. Plagued by delays from the very beginning, Dungeon Lords was not released in its first unplayable form until May of 2005. In order to understand how Dungeon Lords in general, and the Collector's Edition in particular, became such a travesty one must understand the series of events leading up to and beyond the game's release. The release of Heuristic Park's Dungeon Lords: Collector's Edition represents not only a textbook example of a company offering an unfinished and unplayable game but also, tragically, an example of the questionable ethics of forcing the gamer to purchase the means to fix the broken product. Unfortunately, the PC game market works exactly under the paradigm companies can routinely peddle their nonfunctional wares with promises of "patches" replacing apologies or refunds. If the faulty product was actually a mistake, then one can reasonably expect to see either cash back or a replacement under almost most circumstances.
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If some store sells spoiled meat, cracked mirrors, or pencils without lead via misdirection or subterfuge, one can turn to the Better Business Bureau for help. It is truly a depressing state of affairs when a company can legitimately push a defective product into a market where the consumer has no recourse to return the mostly useless merchandise.

Dungeon Lords: Collector's Edition - Review
