Star Trek Conquest Review
 Reviewer: Chris "ChessMess" Koerner
Written For :
TrekMovie.com - The source for Star Trek XI, Trek Remastered, and all
new Star Trek
Star Trek Games - The worlds largest site dedicated to the realm of
Star Trek games
Score: 83% / 100%
Pros: Conquest is a fun game that provides a nice dose of strategy and
action at a good price. Casual gamers who fancy themselves Star Trek
fans will get some extra enjoyment out of this game, but pointy ears
are not required. Its far from perfect but with its low cost and short
learning curve its one of the stand-outs in a world filled with so-so
value titles.
Cons: Repetitive voice overs could cause minor insanity over time, no
multi-player in any form, graphics lag during some battles on the Wii,
and a few bad choices in the application of Star Trek keeps this title
from achieving a captains rank.
For more information on the game and a large selection of screenshots :
For comments and feedback on this review click here.
So I've been involved in Star Trek games for nearly 10 years, playing
them, starting fansites for them, and even working as a developer on
them. I've seen some great ones, and I've seen some ghastly ones. Thus
it shouldn't come as a surprise that when I learned about a new Star
Trek game being created called Conquest and how it would be sold as a
'value game' my reaction was tempered with a healthy (and somewhat
heavy) dose of skepticism. Value games are often about as enjoyable as
a case of the Phage. Imagine my surprise when I found myself glancing
at the clock which read 2:13 AM and realized with a bit of a shock
that 4 hours had flown by and I hardly noticed. Now that's a sign of a
good game in my book. After quite a few games I'm of the opinion that,
overall, Star Trek Conquest hits the sweet spot for Star Trek fans who
want some casual gaming goodness set in their favorite universe. It's
not without its faults and we'll get to those, but overall I think
you'll find it a good play.
So what is Conquest? Well in a nutshell it's a turn-based game with
elements of strategy mixed with the ability to do real time combat.
Your goal is simple, conquer every system in the galaxy and achieve
victory. You have base building, a technology tree, economy, and a
mobile military consisting of starships and admirals at your disposal
to make it happen.
Since Conquest is billed as a value title you'll find it missing some
features found in larger budget games. One of the first things that
tend to be left out is a single player storyline. Some reduce it,
others eliminate it entirely. Conquest follows the latter but the lack
of a single player story doesn't really detract from the game. After
all, how much storyline do you get in a game of Risk? If you think of
Conquest more as a computerized board game then your set to properly
enjoy what it has to offer.
The developers sets the stage for the game with the following premise:
"Star Date 41153.2. It is a time of conflict. The major races are at
war. Diplomacy is dead, age-old alliances forgotten and galactic
borders ignored as each race battles for supremacy. Powerful fleets
prowl the galaxy establishing outposts and vanquishing indigenous and
enemy fleets alike in the pursuit of the ultimate prize - the capture
"
If your a hardcore Star Trek fan and hold the values of vision set
forth by Gene Roddenberry as near law you'll probably take issue with
this. However Trekkers have extremely strong 'adaptive reasoning'
muscles and can by quickly explain this away by way of this simple
rationalization:
"Star Date 41153.2. It is a time of conflict *in one of Star Treks alternate universes*."
You'll need this rationalization several times because the games
premise isn't the only place where it goes against the grain of Star
Trek. Conquest is definitely a game who's Star Trek components have
been grafted on top of the game, rather then the game being designed
from the ground up with it in mind. Still, enough of the aspects found
in Star Trek lore have filtered down to make it not feel like a
blatant attempt to fleece Trek fans, unlike some of the franchises
past titles. While it does some things right like using appropriate
names for systems and giving you a little Star Trek history for each,
it falls down in other ways such as using no-name one off admirals or
using the Borg as if they were no different then any other race.
Gameplay
Once the game loads the player is presented with the options to choose
Campaign or Skirmish mode. Campaign mode provides the mixed turn based
strategy and arcade gameplay that is the backbone of the game, while
Skirmish mode allows the player to run arcade mode ship battles
between races of their choosing. Skirmish mode is useful for
practicing your ship combat tactics and thats about it. While campaign
mode unlocks some new items for skirmish such as a new set of
Federation ships or the Borg race it just doesn't hold as much
interest as the campaign mode. Even less so for those who prefer the
slower navel style combat inherent in Star Trek rather then the arcade
style employed in Conquest.
Conquest presents its strategical elements in the forms of military
capability, economy, technology, and territory. 4J Studios indicated
the game was not intended to be as complex a strategy games as say
Civilization, so the number of variables in each of these areas is not
particularly deep. I found that overall they did a good job of
balancing depth vs. ease of play and there was no shortage of new
strategies to try across the range of options available in order to
best (or be bested by) enemy empires.
When you begin a new campaign you are presented the options of race
selection. All the races are known Star Trek races and include
Federation, Breen, Klingon, Romulan, Cardassian, and Dominion.
Selecting a race means adopting a certain strategical and tactical
play style because each has their own strength and weaknesses. In Trek
lore the Klingon's are a warrior race, known for strength in ships and
weapons. This is reflected in the race's attributes and thus promotes
a more aggressive style of play. The Romulan's attributes lend to to a
less aggressive strategy, preferring to wait and attack when
conditions are more favorable, such as after two races have attacked
each other and are at a weakened state.
You can select from 1 to 6 enemy AI players to go against. So if you
want to recreate a classic Federation vs Klingon battle you can.
Unfortunately its every race for themselves and things such as
diplomacy or alliances are not an option. This means that you can't
create a DS9 scenario such as Federation and Klingon vs. Dominion and
Breen, which is unfortunate.
There is no multiplayer in the game, neither online or on console.
This is really a shame because it would have greatly enhanced the
games replay value. A result no doubt due to the game being a 'value'
title. Given its turn based nature it wouldn't have been overly
difficult to implement multiplayer on the console level at least where
you simply turn over control to another play when its their turn.
Once you have selected your race and those of your opponents, play
begins. At the start of each turn you are presented with summary
report screens that display information regarding military, economy,
and technology aspects of your empire. During your turn you'll spend
the credits you've earned from mining, create new fleets or build
special weapons and move your fleets to better their positions or to
try and capture new systems.
The game board is laid out as interconnected nodes, each node
representing a system and the entire board representing the galaxy.
The map is static and each race's homeworld represents the starting
position of that race which never changes from game to game. The
static nature of starting positions is a missed opportunity which
would have given the game more variety and improved its replay value.
The actual number of available nodes in a game depends on how many
other races you are playing against, as sections that belong to races
that were not included as opponents are mostly blanked out and not
available (save the Federation nodes because they are located smack in
the middle of the map). While not my first choice I think this was a
good alternative as it provides a bit of variety in map layout and
gets the player into combat against the other races more quickly.
Systems and fleets are selected using the Wii-mote, in much the same
manner as you would click on things with a mouse pointer, with the A
button selecting a fleet that is located at a system and the B button
putting the player into the system where they can build stations or,
if its their homeworld, purchase new admirals or build special
weapons. I haven't played the PS2 version of the game but I can feel
pretty confident in saying the wii-mote would probably beat using a
typical controller. That's true of the map interface, however for the
actual arcade battles I'm less optimistic as I'll discuss in a minute.
During each turn the player accrues credits and research that are
largely dependent upon the number of mining and research stations
stations they own. Each system owned allows the player to build a
research or a mining station, but not both. I really like this because
it means you have to carefully consider the strategy you follow. Based
upon your races strengths and weaknesses, what upgrades you can
research, and how quickly you'll start encountering enemy fleets you
may want to focus more on research then on economy. A strong economy
means lots of credits and you can push through systems faster because
you can replace your ships and admirals more easily, as well as
building the strongest defensive structure, the advanced starbase. On
the flip side choosing to climb the tech tree quickly means faster and
more frequent access to special weapons and upgrades, which means the
forces you do have will be stronger, especially if your research plays
against the weaknesses of an enemy, but it also means ships and
structures are not as expendable because you won't have the credits on
hand to easily replace them.
Each player can have a maximum of three admirals that control up to
seven ships each and are used to move about the map to capture
systems. Admirals are broken down into specialties that confer a bonus
to the ships under their command. Depending on your race you'll have
one or more of the following types of admirals: Attack, Defense, and
Movement. Admirals gain in experience as they engage and destroy enemy
ships which increases their bonus modifier. A fully experienced
movement admiral can move up to six times in a single turn. Like wise
an attack admiral maxed out is an absolute nightmare. I've had attack
admirals cut through systems like a phaser blast through tissue paper.
This is another area where Conquest shines because the premise of
admirals and experience are simple to understand but provide added
depth in gameplay. Nothing stings like losing a well experienced
admiral.
The ships that you can assign to a fleet consist of three classes;
scout, cruiser, and dreadnought. Its a bit reminiscent of a rock,
paper, scissors setup in that the tougher classes are hampered by
their slow speed and turning ability while being strong in shields and
weapons and the scouts are fast and nimble but suffer from weak
shields and weapons. Cruisers sit in the middle with decent shields
and hulls and decent speed and maneuverability. Players who think they
have an easy win simply by loading a fleet with dreadnoughts will
quickly see that fleet turned to dust by a fleet with a few scouts. I
admit to playing up to this biggest is baddest theory at the start as
I'm sure most new players will, but quickly learned my lesson. A
dreadnought fleet works great against systems where they only battle
stationary defensive structures, not so well against other fleets that
have scouts and cruisters in their fleet. Â The AI does a decent job of
mixing its fleet which is good, though reacting to a sweeper fleet of
dreadnoughts created for system conquing and not direct fleet combat
didn't seem to be treated any differently then any other fleet. A
human player however would have easily seen the strategy and set into
motion a fleet of scouts to wipe it off the map, which is why
multiplayer is so dearly missed.
When you move a fleet into a system that you don't own you'll engage
the race that does, or one of two races that serve as neutral entities
that you'll battle for the unoccupied system, the Ferengi or the Borg.
Pull out your alternate universe theory again, your going to need it.
The first time I warped into a system occupied by the Borg and found
my small fleet of cruisers and scouts face to face with four cubes I
was sure all was lost. I was amazed that I made quick work of them
with nary a scratch. Thats because they follow the same rules as all
races with Cubes being dreadnoughts, Spheres being cruisers, and small
rectangles being scouts. Makes sense for the game but not for Star
Trek. The developers really shouldn't have used the Borg for obvious
reasons. Its a minor nitpick, but it tends to reinforce the feeling
that Star Trek is just a wrapper around the game.
For battles you select one of three modes in which to engage the enemy
forces; Instant, Sim, and Arcade. Instant does a quick odds
calculation and shows you the results right away. You don't want to
select this mode unless the odds are stacked in your favor. There is
no chance for withdraw from an instant battle, its an all or nothing
proposal. Sim mode allows you to set your ships in an aggressive or
defensive posture and plays out over a short period of time in an
automated fashion. This mode does allow you the chance to withdraw
from the conflict if things begin to go badly. Finally the last mode
is arcade which puts you at the helm of your ships to control in real
time. This is the mode you'll want to select anytime you think you
don't have a decided advantage.
I found arcade mode semi-enjoyable and semi-frustrating. Using the
Wiimote you position a floating crosshair on the screen and when you
fire your weapons they will shoot in direction of the crosshair.
Steering your ship is accomplished with the thumbstick located on the
Wii's nunchuk. Aiming using the crosshairs was a bit of a challenge at
first but I soon had it down. Steering the ship proved another matter
entirely. Using the nunchuks thumbstick to steer you'd think it'd be a
simple left-right-up-down for directional control but its ends up
feeling more like steering RC cars on top of a frozen pond. Top that
with the ability to do 'speed boost' for short periods of time and you
just don't feel like your commanding the massive starships seen in
Star Trek. If you are of the kind who prefer the slow navel style of
starship combat that Star Trek is famous for then your not going to
like the arcade style Conquest presents. If your of the mind that slow
navel battles are boring then you'll enjoy this.
On the plus side the game implements multiple shield facings and
primary and secondary weapon bank recharging. A fully charged attack
can provide a nicely focused barage of multiple phaser and photons to
knock a hole through enemy shields quickly. Once through your attacks
go against the hull and when those goes so does the ship or station.
Keeping your weakened shields away from the enemy while maneuvering
your ship to bring your weapons to bear can be quite challenging and
has been a core element of Star Trek starship combat since the
beginning. Conquest has all the right elements, just with a bit more
speed then necessary.
During the real time battles you can take control of any ship and you
can issue basic commands that will cause your other ships to assume
one of two formations around you or just attack targets at will. At
first I simply let ships attack at will and you can get good results
that way, but once you start using formations and see how effective
they are you'll use them all the time.
Special weapons play an important part in the game, allowing you to
cause damage to enemy ships and stations in distant systems, weaken
the bonus modifier of enemy admirals, create temporary wormholes
between systems, and instantly repair all damages to ships and
stations in a system to name a few. They add a good strategical
element to the game. Since you can only build them at your homeworld
and only after you have accumulated enough research it makes them a
scarce item in the early stages of the game. Even more so if you tend
to focus more on building your economy. Each race only gets a select
few of all the possible weapons and they are pretty well balanced. No
one weapon will ensure a win for the race that has it.
As the game proceeds and you and your opponents fully upgrade the
difference between races becomes much less pronounced. This means the
longer you wait to engage your enemies the less chance you'll have to
exploit any of their particular weaknesses. Also with enough research
stations you'll have upgrades and special weapons practically every
turn. Still you can find yourself thinking you have a decisive lead
when suddenly an enemy fleet will pour through your systems and you'll
find yourself scrambling to recover. I can't say for sure but there
were times when I watched the enemy AI not attack easy targets that
were owned by other AI players, and then to have both attack me as if
they had formed a secret alliance. I'd wager the AI has a bit of a
cheating element incorporated, such as reduced chance of AI to AI
attacks when the player rates as a higher threat, but its hard to say.
Whether that is or isn't the case you will find that the game remains
challenging throughout the course of the game which is exactly what
you'd want.
Graphics
In terms of graphics the game does a pretty good job of it. The ships
and stations accurately depict those seen in Star Trek. Backgrounds
are have nicely animated, though at times some of the effects made
seeing other things such as shields around ships a bit difficult.
Conquest reuses elements from two previous titles from Bethesda, Star
Trek: Legacy and Star Trek: Encounters. Its pretty obvious that
Bethesda is trying to squeeze every last bit of juice out of these
assets. Each race has its user interface elements surrounded with its
own boarder style, a simple and acceptable way of giving a bit of
visual variety between them.
One issue I did find is that when things got heated in real time
combat the game started to lag on the Wii. The game speed halved which
made targeting the enemy ships difficult since you often have to lead
your target. This seemed to happen when dealing with the Dominion, so
there might be a bug with some Dominion models that caused this. In
some ways I didn't mind this because it felt more Star Trek with
things slowed down.
Sound
Here is where Conquest really has a warp core breach. Apparently
someone thought it was a good idea to have near constant voice overs
playing during battles. This in itself isn't so bad, but when you
limit the voice overs to just a few, and they are bad to boot, then it
becomes incredibly annoying. Hearing the Federation voice overs
constantly say "For Earth" makes you wonder why any other race out
there would ever want to join the Federation if that was the only
planet they seemed to care about. Each race has about 5 different
things they'll say during a battle, and they will say them over, and
over, and over, and over, and over.. you get the point. If you think
its bad to listen to while you play, you'll soon find people in other
rooms telling you to "play something else" as they get tired of
hearing it.
Sounds for phaser, warp, photons, user interface and most other
aspects of the game are fine. If you've played any previous Bethesda
Star Trek titles you will recognize nearly all of them from Legacy,
Tactical Assault, and Encounters.
Conclusion
As I said in the beginning I think for the price Conquest provides a
good gameplay experience that is worth its reduced cost. For a budget
title there aren't any real show stoppers and as long as you can
ignore some of the conflicts the game has with how it depicts the Star
Trek universe I think you'll find it an enjoyable game.
Chris "ChessMess" Koerner
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