Songs of Conquest's mobile port is exactly what the doctor ordered. The doctor, that is, of the long-overdue hardcore-strategy mobile renaissance.
It feels like after half a decade of premium games on mobile declining - not least in part due to efforts to try to save the spirit of early 'mobile premium' options - we’ve reached a point where games that people struggle to put down are finally being considered for mobile on a regular basis. It's ironic, as mobile is arguably the one form that everybody has access to almost 100% of the time.
Songs of Conquest, for those who have completely slept on it since it was first announced, is a spiritual sequel to the incredibly popular Heroes of Might & Magic series. However, this isn't simply picking up where the old series left off - at the time of its Early Access launch, HOMM had basically been dormant for seven years.
No, Songs of Conquest is exciting and feels like the start of something. Certainly, it has tactical combat and a degree of army construction. Certainly, you'll build up that army through base development and point control. And, certainly, its moody Euro-fantasy feels a little familiar. However, everything feels juicy, dynamic and, dare I say it, cinematic.
Everything in the mobile port feels incredibly intuitive beyond a couple of combat commands (which become a habit soon enough). One massive, and welcome refinement is having a toggle button on the UI, which then highlights all of the interaction points around the map (you'd normally have to hold down a key on KB+M controls).
The same care of design can be seen in the combat UI, which, aside from a strangely placed end turn button (in the top right, rather than bottom right), is actually incredibly intuitive and shows that a lot of care has gone into making sure that everything that should have a tool-tip requires a second tap after presenting the information on the first.
Army composition is managed by assigning units to a wielder - hero units which have RPG-style stats and have abilities and spells that can be used in combat - either through events, actions or the bases you'll be setting up and moving between during scenarios.
Combat feels great. Enemy AI is smart, and wielders genuinely feel as though they have an effect on the outcome. You do need to pay attention, when not using the auto-resolve, as it doesn't often take much for somebody to land a strong hit on one of your troop compositions, and numbers (and subsequently, capabilities) have to be restored outside of combat. Most battles rarely last longer than a few minutes, which actually makes Songs of Conquest pretty easy to squeeze an extra five minutes into here and there.