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Songs of Conquest

Braindead HoMM3 frankenstein with 3 legs

Please point the grammar and stylistic issues with the following review I'm a fan of HoMM2, HoMM4, and Master of Magic, so I bought Songs of Conquest, which people said improved over the HoMM games. What I found is a mediocre HoMM3 clone with busy-looking, unreadable map graphics and needlessly convoluted systems while missing the small, fun features from the original HoMM game, like the seafaring, the Grail search, and the tongue-in-cheek humor. Compared to HoMM games, Songs of Conquest has a limit on the number of stacks and the number of units per stack. This limit exists, but it rarely comes into play, since the player usually manages to level up their hero and finish the stack size increase research, before the limit truly becomes an obstacle. In the end, this limit feels more like a gimmick. The single-color mana system is replaced with a multi-color one (similar to MtG), which slowly accumulates across combat rounds, making spellcasting a chore. The mana colors a player gets are tied to unit composition, so don't expect a high level magic hero wiping out a huge army with a few units and a well placed spell. Magic feels more like a passive buff that activates after a few combat rounds. The campaign is trigger and script heavy, which may annoy some players. There are also no fun scenario challenges, like Pandemonium or the Pyramid from HoMM2. Generally the map design feels balanced and sterile, just like the factions themselves. The graphics, while aiming for good pixel art, miss one of the main appeals of pixel art: readability. This is further worsened by the towns’ interiors being spread across the map, taking up additional space and mental resources. Verdict: A typical European video game—focused on details but missing the bigger picture

3 gamers found this review helpful