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Mar 27 2008

PC Review: Seven Kingdoms: Conquest (2008, PC, RTS)

Published by Aram at 12:52 pm under PC, Reviews, Strategy

sevenkingdomsconquest

If you’re going to release a RTS for PC, you’d better have something new and exciting to bring to the table, given that there’s already outstanding competition on the market. Last year’s World in Conflict allowed us to simulate a US-Soviet Union war with gorgeous visuals and deep tactics, Command & Conquer 3 Tiberium Wars refreshed franchise by keeping the core gameplay intact for traditional RTS fans, and Supreme Commander allowed you to command hundreds and hundreds of units on massive maps that were literally measured in kilometers.

Here comes Seven Kingdoms: Conquest, at best it is a ripoff of Warcraft III released all the way back in 2002. Seven Kingdoms: Conquest allows you to play as either humans or devils as you try to wipe out the other by using melee, ranged and magic weapon units. You have to capture towns, mine gold, farm food and destroy everything else. The basic concept is pretty sound but the execution is where it fails miserably.

First, congratulations if you manage to get this game running. For some odd reason, it doesn’t have widescreen support so it will just crash instead of letting you play. AI is virtually non-existent as your units’ pathfinding and enemy’s capacity to wage war against you are pointless. In some scenarios, AI makes stupid mistakes (such as attacking a neighboring town without sufficient army) and gets its town destroyed, making you win the scenario automatically.

Graphics look dated, gameplay isn’t incredibly fun, there are technical bugs to contend with (without a patch, or news of a patch, and the patch server seems offline as well). If you really need a fantasy-theme RTS, I suggest you boot up Warcraft III, instead of getting into this mess.

Rating: 10%

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