Well, this one has been quite the experience so far. I'd not played any of Illwinter's games before, so trying this one, I didnt really know what I was getting into. Gotta say, it's brilliant, but there are some incredibly irritating and sometimes just bloody bizarre design decisions that hold it back a bit. This is sort of a roguelike + strategy game + autobattler + something. It's hard to define just what this is, as I cant really think of anything that plays like it. Here, you'll choose a faction... one of MANY, seriously there's a ton of them... and you're plopped onto a map, typically with a couple of "commander" characters under your control and maybe some simple army units. From there, your goal is simple: conquer everything. There will be AI factions as well (the same ones you can choose from) and defeating them is what you need to do. Simple on paper, complex in practice. Well, that rather describes absolutely everything in this game. You have a small number of army stacks you'll be moving around at any time, and battles are totally automatic, your units just crash into enemy units during combat. Run around and take important things. Sounds simple indeed, but then you get to the staggering complexity underneath everything. Conquest of Elysium is a DEEP game. Like, really deep. There's a zillion interlocking mechanics here, an absolutely stupid number of units, and so on. Everything has all these complicated stats, all sorts of possible traits, there's units that can cast spells in battle, there's commanders that can perform rituals on the world map, there's a LOT of independent units roaming the map, and planning is everything. That automatic combat? You may not have control once the fight starts, but you're still making tons of decisions that will determine your victory or defeat. That silly number of different unit types? Better get a handle on them. Army composition is everything, and the game does a great job at getting you interested in all the different soldiers and trolls and gelatinous cubes and other stuff that goes into your army. Every individual one has a pile of stats and such, all of it important, and if you make bad choices, you'll suffer the consequences. The difficulty in this is that it can be more than a bit overwhelming, with just SO MANY things going on, so many choices you need to make, so many units and things you'll have no understanding of. And then there's the factions. One of the game's best features is how wildly different they all play. In most strategy games, different factions will have like, some unique units that only they get, but the base mechanics underneath are all the same. Not so here. From one faction to the next, you're practically playing a different game. For instance, the Witches VS the Troll King. The Witches tend to be slow, roaming around and taking forests and swamps to get mushrooms, which the commanders can then use to summon random creatures and such that will then form their army. Oh they can hire units at strongholds like any other faction, but that's not really the best way to use them. You'll be summoning weird beasts and cubes and maybe an Old One here and there, but your summons can go wrong. The more mushrooms you spend when doing a summon, the more likely the things you make dont go berserk and try to eat your guys. Witch armies tend to have some trouble getting around as many of the creatures have the "slow" trait, but unlike many factions, they can build up while they move. Godzilla- er, I mean, the Troll King, on the other hand, doesnt bother with that nonsense. He IS an army. A nigh-invulnerable unit on his own , he can defeat entire armies by just stomping all over them. Even his other commanders, while nowhere near as strong as him, will tend to have very small armies consisting of just a few crazy strong units. Also, after a number of turns, the king's mom just sort of shows up, having decided that her idiot son cant handle the kingdom on his own. She's even more bonkers than he is... just as huge, but comes with an arsenal of loopy spells. She can use mushrooms too, but she doesnt do what the witches do. She can roam around, corrupting forests, which will then just constantly fart out random weird dead things (that you dont have control over, but that are on your side). You'll slowly take control of a region by creating areas where enemies just take constant attrition as they go through because they cant go two steps without tripping over like, a zombie horse or something. Her and her doofus son also tend to be fast to get around; they're giant-sized units, too big to be slowed down by most terrain. There's more to it of course... there's more to EVERY faction... but the comparison here is a good illustration of how it is. Other factions are even more loopy. Though, this also means that the game can be very hard to learn. There's a ton of nuance and strategy and things to learn, and it seems to just get more complicated as you go. For instance, there's also magic items, things you can equip onto any unit, and they do all sorts of totally bonkers stuff. Which units do you put them on? They can have a huge impact, so that's an important decision to make. And then there's all the other stuff. All sorts of crazy creatures and things you can find. There's entire other dimensions too! Like 10 of them! But there are a couple of issues. Firstly, the game has one big problem with some playthroughs that can drag on. Specifically, you can hit a point where you've DEFINITELY won (unless an apocalyptic event starts... those are a thing too). But you have to run all over the place trying to get those last few commanders that wont hold still, and this can take awhile. Also, the game is VERY unforgiving... it's one of THOSE roguelikes. Heck, my first playthrough (or attempt at a playthrough), I got my starting army over some nearby mountains, time to explore... only to find that Hastur, the King in Yellow himself, is just... standing there. The run ended right there. What was he even doing there? How did he get there? I dont know, but the game loves doing stuff like that. You never know what's going to happen, what you'll find, or what events will occur. It has the same feel as the core roguelikes in that regard, and that might not be everyone's cup of tea (I sure like it though). Also the UI is weird, and there's zero tutorial at all. None. Some games have too much handholding. This one drives a flaming spear up your butt and then tells you to get going and then, I dunno, you fall into the Void or something. One thing that also bugs me is that the other dimensional planes are... very underused. There's not a whole lot of REASON to go to them, in terms of actually winning the game. Think of them more like branch areas in traditional roguelikes, which tend to be the same way; utterly useless in terms of securing a win, but... still there anyway. Other than the "chase the stupid dwarves all over the place" part, I just love this one. There really isnt much like it. But, only pick this up if you think it's something you'll sink a LOT of time into. Illwinter's games are made for the long run, seriously. But it's soooooo good. Highly recommended, but just remember that the onboarding process will be a cruel one. Remember though, losing is fun.
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