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Review - Seven Kingdoms: Conquest

PC | Algiovetti | September 11, 2008
Game Profile

Seven Kingdoms: Conquest

Developer: Enlight
Publisher: JoWood Productions
Publisher: DreamCatcher Studios

ESRB: T

Genre: real time
Setting: fantasy

As of the time of writing this article, seven game reviews have been published on Seven Kingdoms: Conquest with an average score of 38 percent with the highest score given by Cheat Code Central of 68 percent. The game has some problems that many reviewers have taken the time to point out in detail. The game is less than average, which is unfortunate in a game that is this innovative in the glutted field of real-time strategy.

The nicest thing about this game and this game series is that it combines aspects from the real-time strategy genre of Dune 2, Command and Conquer, Warcraft, and dozen others with the empire-building aspects of Civilization, Colonization, Populous and games of that ilk. The game combines resource gathering (micro-economics), macro-economics, diplomatic relations, town structure building and empire building into a compatible blend of features.

A good game is a combination of a multitude of good choices, to paraphrase Sid Meier and Arnold Hendricks. Seven Kingdoms: Conquest gives the player tons of new choices. This is what makes the game concept so appealing.

(If anyone knows where Arnold is, I would love to talk to him again. He and I discussed Microprose games that he produced in the 1980s and 1990s. I miss those discussions.)

Gameplay allows you to pick either the demonic or the human side of a conflict that is expressed in an uncertain plot.

The facts sound good. There are five human civilizations to choose from with each one containing three different nations and eight demon races to choose from, each with unique units and buildings. The campaign plotline spans 4,000 years, playable as either humans or demons. The units have special abilities, such as diplomacy and espionage.

A really neat feature, automated resource gathering with unique resources for humans and demons, was not implemented well but is an innovative way to save on micromanagement, which I often hate. Troop promotion systems are systems that I love because nothing is so good as to employ role-playing leveling aspects in a strategy game.

The elemental forces are a wonderful special feature. They can be unleashed on the world by demons. The magic is usable by both demons and humans. These are wonderful features in the midst of an otherwise lackluster game.

I found the game less polished than the Warcraft and Command and Conquer games. For one thing, there are no cinematic sequences to move the action along in the single-player game. There will be no actors, such as Michael Ironsides, helping to move the action along and making the game more entertaining.

I met Michael and interviewed him at one of the press shows that abound and found him not unlike his characters in these games. His “get over it” attitude and lack of tolerance for “ignorance” or lack of prior research followed him into the interview. Michael was charming to a fault but always teaching not only about himself, but also life lessons to those around him. Games shine when good and interesting actors lend their talents to them. Seven Kingdoms has no cinematic actor-filmed sequences.

The plot is kind of weak and vague and not developed. The cinematic sequences would have made the plot less wishy-washy. I have never been a proponent of eliminating the plotline in games.

Another feature of the game was that all single-player campaigns are available from a menu at the start. There is no definite linked plotline (another reason why the plot is weak). Without direction, the player feels even more distanced from the game plotline, if in fact there is one. I am still not sure

The graphics are better than the previous games. They are crisper, with greater definition and detail. The graphics are still not up to the standards of Assassin’s Creed or Crysis, so they might be considered by many good but not great or just better than average.

Bugs plague a well-thought-out control system. Hot-key group assignments are wiped out when reloading saved games. Loosing hot-key assignments may make rounding up groups already moving prior to the save a nightmare.

Pathing in the game could be improved. Many units take the long way around while a straight line would take less time. Time on a battlefield is critical to the outcome. If units do not go in a predictable way from one place to another, they may wander into an ambush before you even know they are in trouble.

The game unfortunately has abandoned some of the popular play features from earlier games. Some of the interesting planned enhancements, such as mechs and tanks in a modern war against demons, were scrapped.

I give the game a six of 10 overall.

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Other Articles By This Author

Review - Seven Kingdoms: Conquest
Review - The Ship
Review - The Spiderwick Chronicles
Review - Age of Empires III: The Asian Dynasties

About the Author, Alfred Giovetti (A.K.A Algiovetti)

I am happily married for 27 years to the same woman, have four children ages 24 to 29. I like animated films from Disney, Bluth, etc.

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