

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
