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Jan 28 2008
Review: Advance Wars: Days of Ruin PDF Print E-mail
Written by Ian "Taxman" Small   
Monday, 28 January 2008
advance_wars_days_of_ruin.jpg

The Advance Wars series is well known for two things: well-balanced, fun, turn-based tactical gameplay and a cast of characters who seem to be completely oblivious to the horrors of war.  Developer Intelligent Systems set out to change that perception with their new installment, Advance Wars: Days of Ruin, and for the most part their effort was a success.  They managed to keep most of the fun gameplay, while completely overhauling the look and feel of the game. 

However, it wasn’t a complete victory; while excising the series’ absurd views of death and destruction, they also removed many of the best features found in the previous installments.  The end result is a game that while actually playing better than previous iterations, somehow manages to be an inferior product.

The full review's after the jump. 

These differences are apparent from the second you turn on the game.  In this game’s world 90% of the planet’s population has been wiped out by meteors.  The game’s plot centers around a young man named Will, who is rescued from a group of raiders by a charismatic young army officer, Captain Brenner, the leader of “Brenner’s Wolves.”  The group travels around the land searching for a haven for the many survivors it has picked up along the way, and dealing with the many problems of a dystopian future.

awdor_battle_map.jpg 


This grim scenario, while a little overdone, is a dramatic improvement over the plot of previous Advance Wars games.  In those games, a battle would end, with thousands dead on both sides, and the conversation would go as follows:

Commander A:  Aw, shucks!  You beat me.

Commander B:  Yeah, this was fun!  Let’s do it again some time.

Commander A:  Sure!  I’ll beat you next time!

Commander B:  You wish!  Later!

Things hit rock bottom with Advance Wars: Dual Strike, featuring the groan-inducing one-liners of Jake (“Get out the plates, ‘cause you just got served”), so it’s a major relief that Dual Strike’s successor eschews these laughable conventions.

Days of Ruin’s gameplay is substantially different from previous installments as well.  Gone are Dual Strikes, Super CO (Commanding Officer) Powers, and how different COs have different effects on all of their units on the board.  Instead, COs board a unit at a factory or the HQ and work from there.  COs have an area of effect that powers up units within the radius of the unit the CO is in.  As your CO power gauge grows with all your killing and destruction, the radius also grows, increasing your influence over the battlefield.  If you use your CO Power, your bonus area shrinks back down to the original size.  This adds a great element of strategy to the game that was missing from previous versions – until now, there was little incentive to hold your CO Powers past the turn they became available.  Now, while the CO Powers are very useful, it might sometimes be better to wait and continue to buff units around you.

 

awdor_co_select.jpg

 

Many of the units featured in the old game are nowhere to be seen in DoR, such as the Neotank and Megatank, Stealth Fighter, and Blackboat.  However, there are more than enough additional units to satisfy the hungry DS tactician.  In an attempt to speed up the game, a new motorbike unit can be made.  It can capture buildings like infantry but also moves much faster around the map.  There is a new antitank unit that fires like artillery but has no close-up blind spot and can counterattack when attacked.  The aircraft carrier can now make seaplanes, which are extremely powerful but also have far less fuel then normal airplanes.  Propeller airplanes called “dusters” have decent attack strength against both air and ground units.  APCs are now called “Rigs” and can build temporary air and naval bases that can refuel and repair units.  It’s all well balanced and fits together nicely as a whole.

  With the gritty narrative and style, new units, and new CO mechanics, it’s hard not to come to the conclusion that this is basically Intelligent System’s way of hitting the reset button on the Advance Wars series and starting from scratch.  The problem is that by doing so, they have also thrown out many of the great features that made Advance Wars so much fun over the years.  Foremost on the list is the War Room.  In the olden days, the War Room was the true core of the AW single-player experience, far more than the campaign mode.  The player was confronted with a bunch of maps, each designed around a certain CO’s abilities, and would confront that CO on their home turf.  There were so many maps and options one could spend over 100 hours playing that mode alone.  Unfortunately, the War Room is nowhere to be found in Days of Ruin.  Another neat idea introduced in Dual Strike was how COs leveled up when you played as them.  You could then use these levels to add little bonuses to your army.  This is also absent in Days of Ruin.

 

awdor_battle.jpg

 

 What the developer tried to do was substitute these features with online play.  In many ways, playing online is far better than playing against an AI in the War Room, but there is just one problem: online mode requires you to be online.  I have always loved the Advance Wars series because they were great timewasters.  Have a 5 hour flight, a two hour bus ride, an hour commute by train?  Then the AW series was great for you!  You could enter the War Room and let those hours fly by.  However, now with Days of Ruin, you can’t do that.  Unless busses are now equipped with Wifi connections, online play is useless.  And just how is online play?  Not as good as hoped.  Unfortunately online play is limited to 1-on-1 battles.  Also, when fighting random people, the map is random, and turns are limited.  Sure you can talk to friends in a way similar to a walky-talky and find opponents by rank if you wish, but that doesn’t totally redeem the rather weak online implementation.

Graphically, Days of Ruin looks rather ugly, both technically and in mood.  Intelligent Systems has never been a studio known for amazing visuals (for example, the GC and Wii Fire Emblems) and this is no exception.  Other than nice art for the characters, the general visual experience is not exactly impressive.  In game battle sequences look especially bad, with horribly blurry unit sprites.  It doesn’t help that every map is some shade of purple.  On the other hand, DoR has the best soundtrack of any of the Advance Wars games so far.  Each of the CO’s themes is enjoyable and catchy.  Just be ready for a lot of synthesized electic guitar.

The simplest way to sum up Advance Wars: Days of Ruin is that the gameplay formula is much better, but the modes that give you access to that gameplay are far more limited.  Is that a worthy trade-off?  I don’t think so, while I know many will disagree.  While it’s still worth a purchase for most strategy nuts, this latest Advance Wars is just not up to par with its predecessors. 

Final Score: 8/10

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Sir Isaac Newbton said:

Great review, man! I look forward to picking this one up. It seems like it's pretty fun.
January 28, 2008

TinPanAlley said:

This one came highly recommended from a friend... I might pick it up.
January 28, 2008

Killazilla said:

"Unfortunately, the War Room is nowhere to be found in Days of Ruin."

You sir are very wrong.

The War Room missions are in the campaign under the guise of "training". The levels Marked "T25" and such ARE the War Room missions. Go look at the old War Room Maps and you will see almost all of them plus some new ones. You just have to unlock them while playing the game. There are at least 30 missions.

As for visuals I love the new art direction. The dark, gritty colors and texture of the units plays perfectly into the mood of the entire game. After all in a world covered in ash and wasteland how can you expect the units to look all clean and bright like the old games? And how can you expect said world to be anything but a bland, dusty wasteland?

I love this game to death and I love how victory is not determined by what CO you use and how fast you can get your CO power up. Instead this game is all about how the player chooses his units, how he uses the terrain, what maneuvers he employs and how fast he can adapt to the tactics of his opponent.

IMO this is the best game in the series.
January 29, 2008

Killazilla said:

Also you failed to mention the map editor and map sharing as well as the fact that you can play local, four player multiplayer on a single DS with a group of friends.
January 29, 2008

Ian "Taxman" Small said:

I didn't mention 4-player local because that's all to be expected now. I was focusing on the changes that were made, and local multi is not changed. The War Room is NOT the same as the training missions you get in single player. It is far more limited and worse than the old War Room. Color palette is simply a matter of taste. Yes it is appropriate for the setting, but that doesn't make it any less ugly. And yes, I did forget to mention the map sharing. My bad.
February 01, 2008

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