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NES box art for Conflict, the cover of NEStalgia episode 283

283 · Conflict

▶ Game info
VerdictSkip it
ReleasedMarch 1990
SeasonSeason 6
DeveloperVic Tokai
PublisherVic Tokai
July 28, 2023 · 51 min · transcript available

Conflict is a turn-based, hex-grid wargame for the NES that can be played by one or two players. It is not a strictly historical wargame in which battles of the past are recreated using real-world geography. Instead, the two opposing sides (Blue vs. Red) fight it out across 16 imaginary scenarios with armies modeled on NATO and Warsaw Pact forces of the late 1980s.

Our verdict: Skip it

Vic Tokai made and published this turn-based war game on a hex map, with you always as blue against red. Mike and Sean played it without Joe. We found it competent and mechanically balanced, but the combat explains almost nothing and the whole thing has no personality. The title is no help either: a thousand better ones were easy to think of in a minute.

What works

  • Different arenas. Each scenario changes the terrain and starting position: all land, two islands, or a narrow passage between the armies.
  • A pacing choice. You and the computer can each move three units a turn or all of them. It changes who you bring forward.
  • Fame points. They unlock stronger units, infantry first and tanks later, and you earn them by occupying cities and airports and destroying units. Sean called them freedom points, a name we liked for something that is pretty much the opposite of freedom.

What doesn't

  • Combat explains nothing. You pick attack, defend or escape, then one of six sub-options. A tank is told it escaped, and the next screen says it was bombed and exploded. A jet's dive always gets the same line about G-force, whether or not it worked. Fire Emblem shows odds. Here it is "God knows how much damage it's going to do."
  • Auto battle. Press Select and the computer runs combat while you watch it fight itself. You learn something, but you're only pushing pieces around, the weakest part of a strategy game. It needed an "auto battle, but win."
  • One mission, over and over. Every scenario is destroying the computer's flag tank, and the game feels ripe for a map creator. The SNES sequel, Super Conflict, has more than 55 scenarios and still no map editor.

Worth knowing

  • A head start. The computer always starts with double your fame points, and the game doesn't hide it.
  • The secret scenario. Beat all 15 on the map at the same difficulty and you get a password for the 16th, which is just a larger battle. We didn't get there.
  • The box art. A kid would expect the next Ikari Warriors. It plays more like a game dad takes over, since he also reads the manual for the lawnmower.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Mike called it a great turn-based strategy game for the NES that doesn't clear the bar. Sean wanted personality, and found it "just the template for what a strategy game could be." Turn-based strategy fans can still play it today. Anyone else may find it obtuse.

Written from our conversation in this episode.

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