D.W. Bradley is one of the most underrated designers within the game industry. If you're not a retarded mutt or a nigger and are old enough you might know him from Heart of the Maelstrom, Bane of the Cosmic Forge or Crusaders of the Dark Savant. For that alone he should be considered a legend, but his work after he left Sir-Tech is almost always overlooked. The guy had a knack for making old school dungeon crawls but he switched gears briefly and ended up over at Origin where he made CyberMage: Darklight Awakening, the most underrated cyberpunk game of all time. Despite being a shooter released in 1995, during the aftershock of Doom and its sequel hitting the market, it stands out among the quickly put together doom clones. It's much more complex and advanced than most other games in the genre were at the time, and looking into the future CDProjekt Red's ripoff is a pale shadow of the original.
The game didn't make a huge mark on the genre, probably due to how oversaturated the market was at the time with everyone else copying Doom. At a glance it looked like just another copycat. CyberMage actually had drivable tanks and other vehicles, friendly NPCs, and featured open very explorable environments, and powers you could use beyond your guns, making it a progenitor to Deus Ex in many ways, not just in doing the same thing first but also since Warren Spector produced both games and probably learnt a thing or two from Bradley while working on CyberMage. That was a year after Doom 2 was released, which is fairly impressive.
Being a creative genius Bradley probably had felt restricted working on CyberMage for Origin, if he had free reign he might have turned the game into a proper RPG. So he went ahead and founded Heuristic Park afterwards. It took them until the next millennium to ship a game, but Wizards & Warriors was the inheritor of the Wizardry throne when it came out until Cleve released Grimoire in 2017 and superseeded it. W&W was the swansong of the blobber genre that went mostly ignored by the mainstream press and gamers. Without spending several decades developing a magnum opus like Cleve did you could tell D.W. Bradley put his soul into it. Every system was improved, the user experience was put first without diminishing the depth of the game at all. For anyone that is actually into the genre it was a huge release. A year later the stupid cow Brenda Brathwaite would manage to turn a fucking Wizardry sequel into a boring slog.
The game sold well enough for Heuristic Park to make another game, but not enough to justify a sequel. The time of computer games being for highly educated White men, or their sons, were over and walking sims like Morrowind, or German life sims like Gothic were coming out as they had started to put their next game together. A far cry from the ogre sex sims and gay niggers in space games that pass for RPGs these days, but the tide was turning and Bradley could probably sense it. There was no place for turn-based combat or fully player made and controllable parties in the brave new world that was being cooked up, not without explicit bestiality anyway and not in the near future.
If the future of RPGs were action games where you played as a single character clicking on enemies to attack and that controlled something like Tomb Raider without the platforming he was going to make the best possible version of that imaginable. So he did. Dungeon Lords is the peak of the ARPG. You get the same old dungeon designs as in old RPGs, an innovative game system that makes classes very distinct from one another to play. Specialty classes for further differences. Combat that shitty games like Dark Souls could only dream of that makes your character build vital and won't let you carry shit tier builds on player skill. A massive sprawling game world with an emphasis on discovery, no shitty map markers, no bullshit. Multiplayer done right on top of all that.
Essentially D. W. Bradley had taken everything he had learned while making blobbers and applied it to a hack and slash ARPG. One of the reasons it didn't outsell Oblivion, which would come out a year later, is that they ran out of budget while making it and had to let an early access version go gold. As was the style at the time they then took a year to patch it up and release it as intended originally and this was the "Collector's Edition". Problem was that this hit the market the same year Todd unleashed his poorly put together Ultima clone, which I'm sure Codexers these days think of as very prestigious and a kodex konfirmed klassic. Gothic 3 also came and flopped that very year.
With the benefit of hindsight Dungeon Lords is a monument to what made RPGs great, a big question of what action RPGs might have been if the market weren't increasingly made up of clueless retards that were increasingly getting consoles and access to the internet, the iPhone came out a year after Oblivion, Twitter was stared the same year Dungeon Lords was shipped. Games from this point onward, but especially RPGs, would be made for increasingly retarded people, and the virgin perverts like Ed Greenwood who had started to occupy the genre with Baldur's Gate, the Christian pushback on D&D degeneracy fading when Bioware got their hands on it. Bioware introducing the concept of "romances" in BG2 wasn't a coincidence. The person who played these games to venture into dungeons, kill monsters and loot treasure hoards and had little time over for sick fucks and faggots would increasingly be a shrinking percentage of the audience.
Despite how little press coverage the game got and the meager advertising campaign the publishers afforded the game they are still ripping it Bradley off. The Japanese being fans of Wizardry were still paying attention to a legendary designer name like D.W. Bradley so it's likely that Hidetaka Miyazaki took a look at the shitty King's Field franchise (which was already a bad action oriented Wizardry ripoff) after playing Dungeon Lords and figured out what made it so shit and course corrected. A third person mode, a more proper game world to explore, the design philosophies of traditional dungeons, multiplayer, how the action works. Demon's Souls is just the Japs trying to copy the same master of RPG game design again and failing miserably in making good games but making bank on it, luring in gullible gajin into thinking their game is some thousand times folded steel Jap origami craft and not just repackaged Dungeon Lords for special needs people. Every time I hear someone gush over FromSoft I want to punch them in the face.
Some Codexers knew about how good Dungeon Lords were, there was an LP by prestigious RPG player theverybigslayer
on this site, now broken due to image host issues. Later on THQ Nordic would get their filthy shovelware paws on the game and churned out a shitty version that dumbed down the magic system and fucked over the game in a number of other ways, turning gold into shit. Such as making dying not no longer making you lose experience points, removing penalties for heavy armor and so on. The Collector's Edition is the way to play the game, the physical copy comes with a nice manual and a map.