Review: Conquest: Medieval Realms (iPad)
Written By Matt Sainsbury on Wednesday, May 9, 2012 | 21:39
Consistently, Lordz produces wargames that are a nice mix of accessibility and depth. Accessible wargaming, if you will. So it was with some excitement that I booted up its first iOS offering, Conquest: Medieval Realms, especially after its long time publisher, Slitherine/ Matrix Games, did such a great job with the last game.
Imagine my disappointment when I discovered that this isn’t really a wargame at all, then. Yep, everyone, we’re still waiting for the first real grand strategy game to hit the iPad. That’s not to say that Conquest is a bad game, because it’s a fun little board game, I just went in expecting a bit more than what I got.
There’s some basic resource and nation development mechanics to navigate through as well. There’s economic buildings (supply the capital to recruit more soldiers and pay the wages of the existing ones) military buildings (you’ll need an archery range before you can build archers) and defensive fortifications (which prevent opponents from capturing your hexes).
Unfortunately this is one of those games that about halfway in victory or defeat becomes inevitable. Because there’s no terrain effects, no weather effects, no provision for chance to help or hinder your strategies and no real way to outmaneuver the opponent, he who has the most resources controls the flow of the game. The AI opponents are also simpletons and very predictable in their actions, which doesn’t help further the game’s case. Inevitably each and every game becomes a grind. Which is where the second problem comes in – there doesn’t seem to be any way to save a game mid-game. Considering a smartphone or tablet game is designed around pick up and play style games, it’s inexcusable that there’s no way to suspend a game mid way, especially since games do have the capacity to run on for a while.
Presumably all this will be rectified over the longer term via updates, and the potential is still there for this game to be a lot of fun as a bit of light multiplayer. The maps and units are nicely drawn and there’s a lot of variety as those maps are randomised. The balance and lack or randomisation
But in the meantime I’ll go back to waiting for a “proper” iOS release from this very talented studio.
- Matt S
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