Reviews and Problems with Master of the Monster Lair
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Impression: Master of the Monster Lair
15 April 2010
Excerpt: On paper, dungeon-making games sound fantastic. Hand the player a blank slate upon which to plan and construct the dungeon of his dreams, filled with beasts, ghosts, and goblins, and then let him go hog-wild. The question developers face, though, is how to implement this concept. Should it be SimCity with demons? A real-time strategy game like Dungeon Keeper ? A combination of the two like Viva Piñata ?
Conclusion: Add Master of the Monster Lair to the huge list of video game disappointments. This is a title that had a lot of potential; starting out, I really loved the new ideas that the game offered. But the more time I spent with it, the more I realized that this is not a game aimed toward a traditional crowd. It’s extremely dumbed-down, easy to play, and slow-paced. This game had some really great ideas, but execution was very poor.
Excerpt: It's your goal to design a dungeon that attracts monsters. Some of these creatures seek a place to sleep, while others are looking for a trash heap to raid. You allow these monsters residency solely because you are going to kill them and loot their corpses for food, money, and items. As it turns out, the concept is far more entertaining than any of the gameplay. The dungeon building process offers no depth, and the combat system is a study in turn-based RPG basics.
Excerpt: The thing that keeps a person digging is the sense of ownership. Once you've crafted a beautiful maze, it's fun to return because then you'll get to see what monsters have decided to inhabit your dungeon. If you just built a few bland hallways, perhaps there will be some bats and maybe a boar or two. If you spruced things up with a trash heap, you'll find a slimy little guy.