Impire Review
Micromanaging the inner workings of your subterranean lair gets off to a promising start, but the honeymoon phase quickly fades away once you realize just how inflexible and shallow this haphazard homage really is.
Summoned into the service of a wizardly egomaniac bent on wicked world domination, Impire's demonic but diminutive protagonist begrudgingly gets to work at carving out a nefarious niche in the underworld. From the get-go, Impire sets a goofy tone with cheesy tongue-in-cheek humor and campy story encounters. It puts a lighthearted spin on the fact that you're tackling missions that include pillaging villages, poisoning innocents, and brutally punishing anyone who gets in your way. Despite some decent voice acting, story vignettes tend to drag on past their welcome, but you bump into some memorably quirky characters along the way to keep things moving along.
Lording over a sprawling underground domain divides your focus between gathering resources above and below the surface, building out your dungeon with unique rooms and winding corridors, and amassing squads of impish warriors to carry out your will. The early emphasis in most missions is on beefing up your infrastructure to support raising an army powerful enough to survive plowing through the rest of the stage. As you gain resources from your toiling workers, slain heroes, and raided settlements, you can construct additional support dwellings to increase your dungeon's power and functionality.
Each level has a broad range of peripheral achievements to push toward, and spending the skill points earned from meeting these goals lets you cherry-pick which units you can recruit in a given stage. When you're not tending to the evil homestead, you fend off parties of invading heroes, push deeper into the catacombs to explore, and send your own raiding parties to the surface on resource gathering missions, all of which keeps you pretty busy.
Impire sometimes teeters on the brink of being an enjoyable game, but the ham-fisted implementation of some crucial elements keeps it from hitting any kind of comfortable stride. For starters, dungeon building--one of the most important aspects of the game--is limited and feels far less rewarding than it should. While you're given a lot of room to dig about in the beginning of each level, there's not much point to sinking a lot of time into designing anything elaborate. Once you plunk down a new room or corridor, you're stuck with where you placed it, and the general flow of gameplay does little to reward creativity in how you expand your realm. You're frequently pushed toward connecting your hallways to preexisting pocketed rooms filled with foes and treasure. Once you've grabbed all of those goods, it's then onward into your foe's pre-carved domain to explore and battle. The tail end of each stage forces you to inevitably abandon your building efforts and just charge forward to slaughter or be slaughtered. Progressing towards that epic tipping point should be fun, but it's a process that's made largely aggravating by lots of minor issues.
Wrestling with the interface is a big part of the problem. The troublesome camera never lets you find a sweet spot to get a good view of your dungeon. Getting in close for an adjustable isometric look at the action doesn't help when your units always mob together in combat, resulting in a jumbled, chaotic blob that makes targeting enemies and issuing commands a complete mess. The screen feels cramped even when you're looking at your dungeon from afar, and having to zoom all the way out to a top-down view to trigger the building and summoning menu is a real pain. Transitioning between levels of zoom is finicky too.