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Seven Kingdoms: Conquest Review
7 out of 15
Built (in name only) on the classic Seven Kingdoms franchise, this unexpected new release trips over itself trying to make a grand re-entry into the modern-day industry.
Date: Wednesday, April 30, 2008
Author: Dave VanDyk

I then later tried a second match, and ended with the same result. Unfortunately, the game seems to become very unstable in multiplayer, which really kicks the fun out of the long-term matches this game has the potential to carry. What remains is something that’s fun to play in passing, but quickly left my LAN gaming group returning to more common pastures. This game needs fixing very badly, and it doesn’t help that the built-in autopatcher hangs at a “Connecting…” screen indefinitely, and tracking down any kind of formal information or updates from the development team regarding these issues is nigh-impossible.

All these issues combined are ultimately why Seven Kingdoms: Conquest gives off the feeling of a game that was being pulled in too many directions at once during development. Its creators must have been realized that there would be a challenge making the game stand out in today’s market, but this messy, horribly incomplete result is not worthy of the game’s true potential. I genuinely feel if the developers went back and patched everything together, improved the stability, and gave this game a proper story, that they could have something worth playing on their hands. Until that happens, there are much better alternatives available.

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