Pokemon Conquest – Review
A deep and satisfying Pokemon experience.
Michael Plant is chief editor and writer of gaming ezine and blog GamesCatalyst.com, as well as editor of 'The Independent'’s games review printed in the Saturday supplement 'Information'. Established in February 2011, Games Catalyst endeavours to bring its unique brand of fact and satire to the videogaming community and, in tandem with 'The Independent', hopefully turn a few non-believers on to gaming while we’re at it.
Monday 23 July 2012
First things first: Pokemon is amazing. Its classic formula – collecting and battling cute little monsters like so much electronic cockfighting – has been entertaining kids and serious gamers alike for more than a decade, but its last few iterations perhaps haven’t innovated quite so much.
Pokemon Conquest changes everything.
The twist is simple; instead of playing a small child in a modern world, you play a young feudal Japanese warlord fighting for his homeland commanding multiple armies. The armies, of course, fight with pokemon, in pitched battles across complex terrain.
Battles are turn-based, and are tactically extremely rich, as there are roughly 200 hundred of the adorable little so-and-sos to collect, selected from all five generations, each with special moves, strengths and weaknesses. It might look like a children’s game, but it has the feel of a particularly maximal version of chess.
There’s plenty of game to get through, with a story campaign lasting up to 20 hours, and three times that in post-game content. The catch ‘em all aspect is still present, of course, but it’s no longer the be-all and end-all. Instead it’s the hors d’oeuvres to a far deeper and more satisfying Pokemon experience.
Developer: Tecmo Koei
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