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Conquest: Frontier Wars

DEVELOPER : UbiSoft
PUBLISHER : UbiSoft

 
System Requirements
Pentium II 300 Mhz, 64 MB RAM
Recommended
Pentium II 400MHz, 128+ meg RAM, 16 MB  video card

Ratings

Code Issues

Graphics: 8.0 - Everything looks nicely polished, and the explosions are particularly impressive.

Audio: 7.0 - Nice voice acting and sound effects, and the music is catchy.

Interface: 8.5 - A typical RTS interface, but I'm giving extra credit for the streamlined switching between systems.

 

Play Issues

Solo Play: 8.0 - Solid campaign and skirmish modes.

Multiplay: 7.5 - The server wasn't exactly flooding with players, but there was a nice number of them. Also, the more epic scope of the game makes for some intersting mutiplayer as players vie for control of wormholes. Definitely has potential if the player devotion is there. If you have friends that will play you can easily bump this score up a half point.

Learning Curve: 9.0 - The first few missions effectively explain the new elements Conquest introduces.

Other/Notes

Documentation: 8.0 - What a tiny manual (in size, not page numbers)! But luckily its full of information. Also comes with a reference card with technology trees and a description of the interface.

Pros: Wormholes and multiple systems demand more strategy than most RTS games.

Cons: Everything else is by the books. 

Overall: 8.0
Conquest is a new entry into the RTS genre that does not waste players' time. A solid contribution.

I have realized my inability to come up with new and interesting segues for my reviews of real-time strategy games--it just goes to show you how inundated we are with them. At this point, if it doesn't say Warcraft or Command and Conquer on the box I dread what is to come. Even if the game is competent and pretty, it just seems like a waste of plastic discs. Once in a while we get that gem, however, that stands out but usually doesn't sell. Metal Fatigue, Warzone 2100--these are the games that should have stuck around a while longer. Enter Conquest: Frontier Wars.

This game sort of came out of the blue for me. I was browsing the net one day and came across the demo. Being the curious type, I downloaded it and was hooked. Conquest manages to being derivative through one simple element--supply lines. Being set in space, Conquest takes the planetary nature of games like Master of Orion and wonderfully adapts it to real-time strategy. Instead of fighting on one map, a game of Conquest consists of multiple solar systems, each with multiple planets, connected by wormholes. The game forces you to utilize them by restricting the amount of structures that can be built around a single planet. Furthermore, all ships have a limited amount of ammunition that must be replenished. This is accomplished by supply depots that can be built around a planet or by mobile supply ships that must also return to depots to replenish their supplies. In short, a fleet of ships, even an enormous one, cannot be sent two or three wormholes distant and expect to come back victorious--or in one piece for that matter. While one solar system usually has enough planets to establish your main base, players are forced to set up a supply line that expands multiple solar systems.

This accomplishes two things. One, it forces players to think dynamically and plan ahead, even though it is a mostly conventional real-time game environment. Two, it gives Conquest an epic scope that makes it feel like a real intergalactic war. This is the game Star Wars Rebellion should have been. The use of characters that was so integral to that LucasArts title also makes a minor appearance in Conquest. By building an academy you can hire admirals, each with a unique set of skills that add to the power of his or her respective fleet.

Everything else about the game is formulaic, but works. You build bases around planets, create harvesters to gather gas and minerals (planets also have unique sets of resources depending on the type, ie swamp), and pump out the warships. There are three races to choose from that obviously mimic Starcraft--Terran, Mantis, and Celareon. Terrans sport the normal range of "human" units like corvettes, battleships, lancer cruisers, and missile cruisers. Particularly cool, however, are the fleet carriers. These house fighters that are primarily used to engage other enemy fighters. Fleets without a fighter shield are particularly vulnerable to long range enemy attacks. The Mantis, obviously being the "insect" race, are composed of biological units. For instance, instead of training admirals, giant space insects called Warlords lead their fleets. The Celareon are an "energy" race, much like the Protoss. All of the units and structures for the two alien races are essentially mimics of the Terran ships, albeit with very unique appearances and weapons (plasma launchers instead of missiles etc). This serves to keep the game well balanced. Special weapons, however, set the units apart. After sufficient upgrades, almost all warships are capable of using a special weapon that range in effect from draining enemy ships of supplies to causing a gravity well to capture fleeing ships. These will frequently turn the tide of battle, so things stay interesting despite the perceived "sameness".

The campaign, which tells the story of the Terran's discovery of, and eventual involvement in, a war between the two alien races, allows players to flex their muscles as all three sides. The briefings are well voiced, though the humor (which succeeded in eliciting a few chuckles out of me) sometimes seems out of place with the rather serious tone the campaign sets. Luckily, there is a very nice skirmish mode that allows players to set the number of solar systems, thereby creating short skirmishes or long, epic campaigns. Enemy AI is aggressive and not easily overcome, so the value of Conquest's skirmish mode is significant. There is also multiplayer over Ubi Soft's game service. After a quick install I entered the main lobby to find a healthy number of players--a good sign that people are starting to discover this game. I can truly recommend Conquest if multiplayer is your main focus--I can't say the same for many other deserving titles.

Interface-wise the game manages to keep things running smoothly using a tried and true setup. A toolbar graces the bottom of the interface along with a map of the currently selected system. An additional sector map allows players to quickly switch between the systems. Also, the system icons and their connecting wormhole routes are color coded to illustrate their current status--red for enemy occupied, blue if they are part of your supply line etc. A chart that comes with the game not only gives players a nice technology tree for all three races, but also a detailed look at the interface. Although some may be irked by the small size of the manual, it serves its purpose with good structure and ship descriptions--though descriptions of the special weapons are noticeably absent. Despite its size the manual doesn't scream "we want you to buy the strategy guide", which is always a good thing.

Graphically, Conquest succeeds. The game is 2D, but you can smoothly zoom in and out. While the ship models themselves are sometimes uninspired (though there are quite a few beautiful ones), everything sports nice little details. Fighters leave a visible trail from their engines, shields react to traveling through nebulas, and the planets slowly spin on their axis. Animation is on par with Star Trek: Armada, and that is saying quite a bit. Ships don't immediately explode but rather splinter as the explosions consume them. One sore spot on the visuals, however, is the resources left behind after ships are destroyed. They look like metal canisters and other weird components, and your harvesters can pick them up for recycling--but they are too big and way off scale compared to everything else. As I stated, the voice acting is nicely done, as are all the weapons and ship sounds. The music is catchy, but I found some of it to be annoying after extended play time. One track in particular imitates inspiring military tunes and fits nicely.

Overall, Conquest is a solid game that real-time strategy fans will want to play. The use of supply lines and wormholes is sufficient reason for bothering with the same old RTS gameplay. I would love to see a sequel or an expansion that takes these extensions to another level. The designers of Conquest have discovered a wonderful way to spice up the genre--good job.

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Reviewed by
Anthony Micari

   
 

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