Disclaimer: I mostly played singleplayer/Co-Op, with no interest in the PvP aspect of the game. Songs of Conquest is a really good game, and I enjoyed my time with it, and will continue to play it. It gives me the same "One-More-Turn" syndrome that Civ 5 did back then, and I easily sunk in 35 hours in a week just playing over and over to optimise my strategies and build order. Most people would compare it to Heroes of Might and Magic, but as I haven't had the time to play those games yet, I'll review it on its own as a turn-based strategy game. Pros: Content: The game has a wealth of single-player and Co-Op content, along with a ton of workshop maps from the amazing community to ensure that you never run out of things to do. From challenge maps which are structured more like puzzles than anything else to skirmish maps with gimmicks to a structured campaign, the game has it all to ensure that you can get the gameplay experience that you want. Most of my playtime was spent on the enjoyable challenge maps, with most of them being well-balanced and curated towards the assigned faction/wielder, while the more open-ended ones were understandably easier due to having to account for every single faction and wielder in the game. "Get Out!" was particularly enjoyable for me due to how open-ended it was in terms of the approaches that you could take to 'solving' it. In terms of factions, I particularly enjoyed Barya and Rana due to their extremely aggressive styles of gameplay which suited me well, with good Tier 1 units and fantastic snowballing due to the magic schools on their wielders and the choice of starting units that the optimal wielders have. Animation/Graphics/UI The UI for the game and the graphics are genuinely good, with a good font and decent enough text-size to not cause eye-strain after playing for a few hours, and the animations are very, very cute. I was laughing the entire time when a wolf died from poison and got launched 3 meters backwards in the most dramatic manner possible. The artstyle complements the game well, and I can't find any fault with it, honestly. Creative Combat It was very fun to experiment with magic in this game to see how they interacted with my troops. For instance, pushing an enemy out of my melee range would give my unit a free Attack of Opportunity, making it so that I could potentially get two attacks in one-turn. The same went for sending my Dragons in for a quick turn 1 assault before teleporting them out of there before retaliation could come for them. Cons: AI Difficulty/Competence I always dislike when the AI is chained on lower difficulties, and this game is no different when it comes to drawing my ire. I found a comfortable difficulty at "Challenging", but kept noticing that the AI would handicap itself by doing suboptimal actions like refusing to attack my final city after defeating my army to give me another chance. Meanwhile, the AI is cheating the entire way, with heavily increased stats on their wielders, more XP gain, cheaper units, what seems like better auto-resolve, and so-on, so forth. I can't say that it's particularly fun for the only way to win against a cheating AI to be to hunker in the corner and spam magic at them, considering that you can't use T3 units against the AI due to them being able to use Justice 4 times in one round. The AI will just snowball better than you in every way possible on "Overwhelming" difficulty and higher, and on smaller maps, you're basically doomed due to how quickly they'll attack you with full stacks of upgraded T2 units. Even when spamming Dire Dreads on Barya and manually fighting battles to guarantee no troop losses, it was quite pointless and a slog to fight the AI, since the start of every fight would be them killing at least 20 Dire Dreads through spells before running into a corner to spam more spells for the rest of the fight around turn 15. My Wielder with a full clear of the surrounding area and the natural expansion would be around level 11, while theirs would be level 16 or higher. It's just not enjoyable to do skirmishes against the AI at the moment due to the artificial stupidity mixed with the AI cheats, making it difficult for the player to find a comfortable difficulty, even with handicaps on. That's why I swapped to Challenge Maps for my time on the game. Overreliance on Magic What can I say, the game is about might and magic (haha), but it's more of solely magic. Splitting your army up into single troops to generate magic faster is about the only way to complete a ton of challenge maps, same for fighting the AI on higher difficulties. A Poison Fog or identical magic spam will always beat having T3 units in this game, and that just rubs me the wrong way. You can rush T3 units on any faction just fine, but you'll lose to an enemy with 9 Troubadour/Piper stacks that just spams you down with magic before you can move. Wielder viability Following up from the previous point, most wielders are just... not optimal in this game compared to the ones that give you better magic, essence every round, or so on, so forth. Any 'might' wielders almost need to have Magic Resistance somewhere in their skill tree to be viable, and it just sucks. I can't really use the wielders that look 'cool' to me, since I know that that's just asking for defeat, since they either have no viability in the mid-game, or have a slow clear in the early game. Most of the wielders feel quite samey as well, and with how the seeming 'meta' of the game is to stack all of your XP on one wielder to make them a doomstack, well, your third wielder onwards will just be whoever gives a good unit that fits into your main wielder's army, or has good support skills to generate resources, or has good movement to capture landmarks along the way. New player integration Honestly, as a new player, you're going to be lost, especially if you got the game to play with friends. The "projected strength" feature is an outright lie, and can bait you into bad early game fights where you'll lose your entire army since you have no idea what each individual unit is or what they do. For example, a new player might see an enemy camp with 'just' 4 fists of order, and might pit their entire army against it, only to realise that those are upgraded T2 units, and some of the best in the game. It quickly results in a defeat, and they've more or less lost their entire early game, forcing a restart which is especially annoying with friends. The game not having a good in-game beastiary or the like to be able to see what the heck everything is is just painful as a new player, as it resulted in a ton of trial and error to even know what the enemy units did. And as DLC factions can show up as enemies, good luck trying to find out which Root enemy is which when you don't even own the DLC. Conclusion: Despite all that, however, Songs of Conquest was still a very fun game for me, considering that I hardly play more than 10+ hours of a game unless I really like it. It drew me in with charming graphics and good gameplay, and kept me as a player for the enjoyment of solving the challenge maps. Most of the cons that I mentioned can hopefully be fixed, and I write this review as I'm passionate about the game and hope that it continues to achieve success. If the devs can help to ease new player on-boarding into the game, they'll be able to nurture a player base that can last for a few years, I'm sure. I would wholeheartedly recommend this game to most people looking for a fun Co-Op romp with friends, or just to mess around with for awhile. Considering the very affordable price, you'll easily get your money's worth. [url=https://store.steampowered.com/curator/45773453/] My curator group!
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