Songs of Conquest
This is a fantasy strategy war game set in a unique world where
wielders (sorcerers) gain essence (mana) from their
soldiers in large scale battles and then unleash spells on their
enemies. There are four major factions: knights, dragons, undead, and
gunpowder.
Songs of Conquest has two main game modes:
- A bird's eye view strategic mode where your wielder
uncovers resources, starts battles, and you manage your cities.
- A bird's eye view tactical mode where you command
your troops in battle. You may feel momentarily confused because your
wielder does not appear in the battle, but their participation is in
boosting your troops with magic and leading from the rear.
Magical items the wielder accumulates make the troops more
powerful.
The game offers free-form multiplayer (which I didn't try) as well as
4 campaigns, one song per faction, each split into 4 parts for
a total of 16 missions.
I played through the campaigns, which took me about 62 hours. It was
fun, but I didn't really feel like buying the DLC and playing more.
THE GOOD:
- Interesting tactical combat. There's a definite skill curve.
- Great music that never feels like it's playing on loop and
never gets old!
- Pixel graphics that are very well done and with great attention to
detail.
- Each faction has its own songs and visual assets, giving them each a
very unique artistic feel.
- I liked how the campaigns were structured to give you the origin
story of each faction. Each faction seems reasonable and sympathetic
(even the undead!) when you're fighting for them—perhaps less
so when fighting against them.
- You can have the AI fight for you if you're tired of doing it.
THE BAD:
- The campaign scenarios are generally well-written and designed.
However, several missions involve enemy wielders appearing out of
nowhere with giant armies. I found this very frustrating, since I was
often out-of-position and it feels quite unfair for armies to just
appear. This effect can be especially difficult when you're
facing multiple factions on a giant map.
- Each faction works more-or-less exactly the same way. There is a bit
of variation with the top-level troops (and the undead faction), but it
doesn't amount to much difference. The game could have offered more
variety and replay value in this regard.
- The spells are the same for each faction. I think the game would
have been more interesting if each faction had their own magic
specialty.
- In the Baryan campaign (the gunpowder faction), you end up fighting
another faction because you're both jerks. Then you get told that you
shouldn't have attacked them because this territory rightfully belonged
to your enemy a long time ago and that as a result you owe them
huge reparations. The reparations are so big
that you end up fighting an entire war of conquest for them, supposedly
to repatriate their own land, but you know the land doesn't really
belong to them. Somehow, that doesn't affect the fact that you have to
fight the war for them. It's completely absurd and defies all suspension
of disbelief. Like, couldn't you have paid them 10,000 gold in
compensation and been on your way?
THE UGLY:
- The game crashed once but was otherwise stable. Since I set the game
to auto-save every turn I didn't lose any play time.
- I didn't encounter any bugs.
- There were some minor usability issues in the strategic map. For
example, there was a part in the very last mission where an obstruction
could be removed if and only if you moved your wielder next to it. My
wielder was trapped for a long time in there without me realizing I
could do that. This was poor affordance. Usually,
the obstructions are not passable, but this one was and the
game-makers didn't make it obvious. To make matters worse, the moment I
figured that out and finally left the trap, an enemy suddenly appeared
where my wielder had been stuck the whole time. Grrr.