First thing that comes to mind when I think of saying something about Conquest of Elysium 5 is the unexpectedness of its enjoyability. Sure, it truly and honestly positions itself as a game for a specific audience not scared off by graphics from somewhere before the current millennium and a very peculiar gameplay; but still, despite being, apparently, a part of said audience, I was surprised by how good it felt to play. Not because the game is perfect – it’s not, even if we put aside the not-so-advanced visuals – but just because it’s fun. Fun in a way only a videogame can be. Creating so many stories for you, the player, to be a part of, stories that are unlikely to ever happen again, because every run is unique here. And it gives a feeling of involvement that no other media can offer. Well, a bit of imagination is still necessary though, we are dealing with an indirect-control turn-based strategy game here, after all. A game whose core mechanics, as far as I can tell, have remained unchanged since 1996. Any campaigns/story modes are non-existent – Elysium is always a randomly generated map for every conquest. You select the map size, difficulty level, player color, the era, your commander (basically a faction, if you will) and their name (some sort of generator could be useful at this stage too, to be honest). A few seconds of loading – and you see your commander with a small detail of basic units near your citadel, probably not even surrounded by five neutral armies (if RNG is benevolent to you today), and some basic income source like coal mine nearby already in your possession. Congratulations, your conquest has begun. It will probably not be simple. But it will be somewhat simplified. Firstly, the game has quite primitive economic system: two basic resources (gold and iron) and usually only one faction-specific resource; those can be spent on new units/commanders, rituals, artifacts and, on rare occasions, things like studying something in a library. No researches, no city building screens, any trade is limited to exchanging part of your gold income for other resources and vice versa, and the diplomacy is rejected as a concept. Secondly, the player’s control in battles is, well, indirect. To the point where you can’t even place your troops. Which sometimes leads to mildly infuriating situations like your vanguard being eradicated by something like your own huge acid-spitting snails that the game has carefully placed right behind it. Needless to say, attacks, movement, and the use of spells are also out of player’s control. You can only observe the process. Or speed it up, if you will. That’s not to say observing isn’t fun: when your properly composed huge powerful army grinds down some unsavvy opponent before your own eyes, it usually is. For everything else, there’s the skip button. The conqueror’s end goal is to eliminate the competitors. This is done simply by killing their every commander capable of leading an army and depriving them of citadels where they can hire new ones. Doing so will require a strong army, and building it will be your primary task throughout the game. And this is where the fun begins. All factions in the game play different, up to the point of having different gameplay mechanics, like Necromancer’s madness or Scourge Lord’s pyramids. Most of them have their own special resource, be it human sacrifices from settlements, fungi from woods and swamps (I’m not kidding, mushrooms are a precious strategic resource in Conquest of Elysium 5), or, say, hands of hanged men from wherever such things can be found. The faction-specific resources are used to conduct powerful faction-specific rituals, and those are usually the key to win. Your commander knows some basic rituals from the start, but the new ones require resources to learn (the amount of those, of course, depends on the power of the ritual). Some of them help explore the world/upgrade your units/build something useful, etc. Most of them summon or create new units, from demons of Inferno to Lovecraftian tentacle-covered outworldly abominations (those units are, of course, unique for each faction). But the most powerful of them, not even available to every faction and usually requiring a special place for conduction, are those that turn your commander into some godlike, almost immortal being. My favorite run in this game so far was when I played as a Necromancer and, after having to lead an army of mediocre, though numerous, units and dealing with periodical fits of madness (the commander’s, not mine), managed to turn him into a Demilich. Which is an immovable pile of bones with laughable HP incapable of leading an army… But immune to almost everything apart from pure magic and capable of spamming high-level necromancy spells each turn. Seeing the enemy’s armies being exterminated by the minions my Demilich kept summoning each turn to the point where they took half of the screen space was pure joy. To spice things up, the developers added random events ranging from the arrival of merchant from far away lands (no, he will not trade with you, he will fight you – market strategies in Elysium are weird) to, say, some crazy cultists opening a direct portal to Inferno. In case the latter happens, I strongly recommend you to rally your forces, rush straight to the portal and destroy it, because sooner or later, some Archdevil will crawl through it into Elysium, and this will not end well. Alternatively, you can use the portal to crawl into Inferno yourself. This will most probably lead to your precious private parts being torn to shreds, but hey, who dares wins. Some of the game’s shortcomings worth mentioning include lack of tutorial (compensated in a way by the extensive manual), imperfect balance of different eras for different factions (e.g. Senator’s end goal requires conquering the capital, which is impossible in the era where there is no capital), and excruciatingly slow movement of armies, which becomes a real pain when they travel through swamps or mountains. Yes, an army of only fast units moves faster, according to the game’s tips, but who would sacrifice their army’s might for speed? Also, an option of loading a saved game from the pause menu would be nice, but I guess its current absence is a feature rather than a bug, judging by the fact that the previous installment in CoE series had the same problem, and the only thing the developers did to address the cumbersome loading process that requires you to literally quit the game and start it again to load from the main menu was replacing the “Quit” button with “Save and Quit”, which only made things worse. I realize they probably want to prevent the save scumming, but they only make it a bit more irritating. This review could go on and on, because there are still many things to mention (different planes, different seasons, mods, multiplayer, and so on), but I think by now you understand what to expect from this game. If the screenshots don’t frighten you away, you like TBS and don’t mind the indirect control, Conquest of Elysium 5 is definitely worth giving a try.
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