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Although gamers in the east have been treated to several
editions in the Wars series, Advance Wars: Dual Strike
remains only the third title to have seen a western release.
With the European release of the first title – simply Advance
Wars – the industry was shaken to its core as, as
Nintendo have a passion for doing so, the title proved that
graphics don’t make the game – gameplay is king. The second
title, Advance
Wars 2: Black Hole Rising, was also a
masterpiece of game creativity, but was criticised by many for
being too similar to the first title. Advance Wars: Dual
Strike has pledged to destroy the quickly encroaching
reputation of minor refinement and replace it with a tale of
renovation with innovation in one simple stroke.
The basic premise of the title is similar to its
predecessors. Battles take place throughout a series of Maps,
selectable in a variety of gameplay options, with a Turn-Based
Strategy agenda. The variety of gameplay options is expansive to
say the least. The usual Campaign makes a striking return,
offering newcomers an easy ride into the title but also offering
a quick re-cap for those already familiar to the series without
becoming a bore. The story is obviously in place to add a sense
of progression, but in the usual Advance Wars style is
very much an added extra, that you will be skipping through by
about the fifth mission. The War Room also makes a welcome
return, however, this time things are a little more confusing;
the choices for battle arrangement consist of 1 Vs. 1, 2 Vs. 2,
1 Vs. 2 and 1 Vs. 3. Further to this, you have the option of
selecting from a range of Experience and Skills options.
The
Experience system will be familiar to those who have played the
series before (although it’s clear the system has had some
heavy refinement) allowing you to buy further Maps from the War
Room with the Experience earnt. However, the Skills system is an
entirely new addition which gives a little added flavour to the
proceedings. In addition to the reward of extra Maps for your
progression, for every Mission completed your COs will also gain
experience and take part in a minor Levelling-Up system –
which, should a CO progress to a further Level, will allow you
to use some very beneficial Skills such as Attack +5%, Movement
+1 or Building Capture +1.
A whole host of new buildings and units are available to
the player, including the new ultra-devastating yet ultra-slow
Mega Tank, and the Stealth Bomber. All of the new features have
obviously been carefully balanced, and many of the obvious
inequities from previous titles have been corrected and balance
brought back to the war-zone. One major addition – clearly due
to the new abilities of the NintendoDS – is the ability to
fight on two fronts, with two COs. Dual CO battles become a
common fancy, due to the ability to use Tag CO Powers; giving
you two turns as well as the COs regular special, however,
fighting on two fronts instantly ramps-up the addiction level of
the title. Battles that run for several days are not uncommon
when fighting on two fronts, with the victor gaining the ability
of two
COs on the Main Front.
Yet another new addition is the huge variety of COs, Maps and design options to choose from. This time around, Maps
can be constructed entirely from scratch and made to look and
feature exactly the same principles as the pre-designed
Maps. All the previous
COs
and Maps from the Advance Wars titles are available and
literally hundreds more.
The final new addition is an altogether new mode –
Combat. To those fans of the series, Combat Mode will either
instantly provide a look of disgust across their face or one of
intrigue. Advance Wars now features a real-time mode.
GASP! As a commander of a limited-fleet, selectable before the
series of Missions begins, the player controls each unit in-turn
and faces the task of eliminating the enemy’s forces before
running-out of units. To those seasoned Advance Wars veterans,
Combat Mode may certainly sound like a misguided venture from a
development team trying to find an outlet for their new ideas,
however, in practice the new addition offers a nice distraction
from the turn-based proceedings without changing the Game Card.
The multi-player options, now making full use of the
NintendoDS’s internal memory and Wi-Fi ability, are as
extensive as the Single-Player modes. With a Single Card
Download, the player joining will receive a mini-demo of the
title, featuring both Wi-Fi and Single-Player versions of the
Combat Mode. A four-player download is included should everyone
present have a copy of the Game Card and no features from
the Single-Player remain unavailable. Taking the brick-built
assets of the Single-Player game and coating them in sugar was
always Advance Wars’ forte, but now the
NintendoDS has allowed the development team to progress their
ideas in new ways, and a four-player all-against-all ruck on Advance
Wars: Dual Strike is as compelling as a 32-player Tournament
in Super Smash Bros. Melee.
Graphically, the Advance Wars series doesn’t
seem to be going anywhere quick. Being much more expansive and
providing much larger battlefields is by-the-by with a new
edition and Nintendo have seemingly done little else to improve
on an almost tired looking title. Advance Wars: Dual Strike
really doesn’t need to be any more lucid with its looks, but
it would certainly be nice to see the arrival of a 3D version at
some point, obviously disregarding the forthcoming GameCube
semi-rendition, Battalion Wars.
Advance Wars: Dual Strike has broken the mould.
The Advance Wars series has always been fun and excelled
at everything it has attempted, almost as if the development
team have had a midas-touch effect on even the most complex
fine-tuning. But now the series has taken the mantle for
handheld Turn-Based Strategy titles, placed it atop it’s iron
fortress, surrounded it by Neo Tanks, Stealth Bombers and Mech
units, and issued a challenge to all it’s adversaries; “Just
try it”.
 
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