Pokemon Conquest Review
Pokemon Conquest's fun setting and rewarding strategic elements are hampered by slow, overly simplistic combat.
Pokemon also come with individual abilities that affect their combat performance, such as getting stat boosts with low HP or dealing more damage when surrounded by allies. Furthermore, each warrior has a unique special ability--increasing movement range, curing status ailments, and so on--and the ability to use a held item, both of which can be activated once in each battle. Pokemon become stronger after each battle, though specific warriors have limits on whether they can "link" with certain critters and how far, putting a cap on their strength/evolutionary capabilities and forcing you to search for more suitable partners in pugilism.
The combat has some interesting elements, such as dynamic arenas with specific gimmicks, that must be taken into account: floating islands with springboards that send your Pokemon bouncing all over the place, or a mechanical castle with passages that open and close as Pokemon step on gears. The problem is that, for the most part, the combat is slow paced and limited. Movement and attack animations are slow, with no option to turn them off entirely, only speed them up slightly (which you definitely want to do).
Though strategy RPG combat rarely moves at a brisk pace, the small arenas and limited combat capabilities of the Pokemon exacerbate the already slow action, making it feel constricting and dull. Unlike in many strategy RPGs where characters gain more abilities as they level up, the Pokemon have only a single type of attack of set range they can use, and it is all they will ever be able to use until they evolve and it changes into a different single type of attack. Since you can only take up to 6 troops into combat and you're usually fighting in tiny spaces, you don't have a lot of options when it comes to how you want to tackle your foes, which kills a lot of the fun involved in strategizing.
If you're an experienced strategy RPG veteran, you'll find Pokemon Conquest to be quite easy. The web of Pokemon types and countertypes, where certain moves have greater or limited effects on Pokemon of certain types of affiliations, is in full effect in Pokemon Conquest, so conquering enemy kingdoms is usually just a case of bringing an army of counter-picked Pokemon strong against that territory's affiliation. Later battles try to throw a wrench into things by having the opponent use at least one Pokemon that counters the types you're most likely to pick, but this is easily handled by bringing in a strong all-purpose Pokemon that isn't weak to anything the opponent might use.
Other kingdoms can invade your territory, but this usually doesn't happen unless you leave a castle in a vulnerable location woefully underprotected. Even then, your lost territory can be easily reclaimed the next turn. Eventually the whole game starts to feel repetitive and by-the-numbers, with your foes content to just sit and wait until you're strong enough to invade and conquer them.
Pokemon Conquest's concept and setting are unique, and the curiosity factor alone adds a good amount of appeal and fun to a fairly standard strategy RPG. It's a shame that the combat doesn't live up to the potential of its theme, but if you can get past the limited, simplistic battles, there is certainly enjoyment to be had from this Japanese-flavored exercise in animal army conquest.
Game Emblems
The Good
My 1st impressions after beating Pokemon Conquest. A concept so crazy that it worked.





