Ready the trumpets, is it time we lay Dungeons 3 to rest with its final round of DLC, starting its countdown to finality. Going out with a bang, Lord of the Kings see Thalya face off against a combination event as 3 more levels see us take on 3 very different challenges in vastly dissimilar locales. Combining Lord of the Rings, Tower defence and League of Legends in the ultimate chapter of the large book that is Dungeons 3.
Disallowed a break or vacation, Thalya gets at least 1 mission where she can put her feet up and let her minions bring her margaritas, with the beginning entry to this DLC not featuring her at all. We take control of the good side for once, in the form of King Arcturus who has returned from his search of the Holy Grail. After we finished playing with our hero dolls we move back to controlling Thalya as she fights against encroaching heroes with her own undead ones and finally winning an E-sport inspired match against him.
Just like the previous DLC, we are treated to 3 maps, with them being the most varied and enjoyable to date. The first mission plays out like more of an RTS game, similar to Warcraft 3 at points, where we control Heroes and only move around the overworld. The second mission has us defend against 45 minutes of heroes attacking our overworld base of undead heroes. The final mission will then have us fight on a recreated map of League of Legends, towers and minions included.
Kings feels like the shortest of all the DLC, though this is mainly due to them being more timed than before, with a 45-minute timer in the 2nd mission and the first not allowing much of a build-up. Coming in at around 2-3 hours, you may be left wanting more from this release. Again, just like the last, while this DLC felt and was short, the gameplay changes, map variety and comedy continued to make it worth the money.
Out of all the DLC, Kings seemingly brought with it the best playstyles and maps. The 1st mission was a breath of fresh air, literally, as you made the overworld good again, without the bogged down rules of dungeon building. The 2nd was a defence mission like none other before and the final one spoke to the old MOBA player in my heart from 5 odd years ago. The mechanics at play were also rather new with the use of gold and heroes in the first, defence of the 2nd and tower/lane defence of the 3rd.
Thankfully there weren’t too many glitches in this final DLC, besides a few rag dolling errors when I dropped my minions in the underground, mainly with the Titan units.
In stark contrast to the Caribbean, Kings is much harsher with its difficulty setting. The 1st mission has you with little resources, though is easy on the front of less evil attacks. The 2nd continues to barrage your overworld base, forcing you to defend it constantly and the final one sends powerful units after you with each tower destroyed. It does feel a bit off-putting when put side-by-side with the previous DLC but is a welcome change from the hand-holding and easy attitude from before.
Overall, Evil of the Caribbean gets an 8/10, the gameplay continues to be a blast while adding in some new styles of play and more interesting maps. The difficulty shot back up again, feeling like a bit of a steep curve but a welcome change. Glitches still occurred, but stayed minimal and did not impact the gameplay too harshly. The comedy was great, alongside references as usual. Sadly it is a bit short when compared with the previous DLCs, alongside only a singular target like before.