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Advance Wars: Days of Ruin

Review by Azn Psycho

"Great addition to the series but doesn't share the same exact feeling"

Advance Wars: Days of Ruin is the next game in line that bears the Advance Wars name. Like all the games in the past, it itself boasts gameplay and replayability, which in turn make it a great game.

Gameplay:
For those of you who have played previous Advance Wars titles, you can skip this until the last paragraph of this section.

The game is a turn-based strategy game. So, if you're the type that hates the "slow-pace" of turn-based, day-to-day combat, you might want to proceed with caution a bit if you still want the game. Basically, for this game, you select units to attack other units, capture buildings, or a few other specific actions. Your goals will typically be to defeat the enemy, but there are a few exceptions. For those who have only played Fire Emblem and want to get into this, take a big sigh in relief knowing that you CAN let your units occasionally die without restarting (though it probably isn't a good idea for your units to blow up).

In addition, when units destroy another unit, they would "level up" up to 3 "stages". Now, I admit, at first when I heard about this, I was a bit skeptically about the whole concept, but it actually works pretty well. A unit that has leveled up will be granted some attack and defense bonuses, which typically amount to a difference to a few points of damage here and there. Of course, that could also mean the different between losing a unit and having to live another day. So the leveling up doesn't amount to anything being broken or powerful. Basically, this concept just gives you a nice little bonus that doesn't really amount to much except for stalemates.

Lastly, you can deploy your CO (Commanding Officer) into an unit for attack and defense bonuses for that unit and, possibly, units around you. Except for leveling up, the CO-riding unit and its accompanying "CO zone" is the only way you could get attack bonuses. Furthermore, only when your CO is deployed in an unit is when you can build up your "CO meter". It would build up from fighting within the zone. However, if the CO's unit is destroyed, all your hard work is gone. This makes the CO powers much more rewarding to use, but that much harder to build up.


Graphics:
Usually, I really don't care about the art of a game as long as I know what the heck I'm doing, but because Days of Ruin uses a much different art style compared to previous Advance Wars titles, it had to be noted. Basically, the art style is a bit more "real" and "mature and gets away from the "cartoon" nature of previous games. Given the setting and story of the game, it works. Besides that, I have nothing else to say because really... I really don't mind anything at all...

Okay, I have one little complaint. Battleships and Cruisers. For some reason, I can't tell them apart easily without selecting or looking at the top screen.


Music:
On one hand, the music fits the mood in some situations. On the other hand, the character themes suck. None of the themes are really memorable in my mind, but this category, like graphics, is all opinion anyway. Actually, this whole review is...


Replayability:
Basically, when you are done with campaign, you have 5 options. You can start playing free battles. You can start playing Wi-Fi. You can get rid of the game. You can just not play the game. Lastly, you can just replay campaign all over again (though you'd have to be a sick freak to want to that over and over). There isn't a Hard Campaign or some sort of "hard mode" to play after you finish the game the first time around.

My major complaint about this part is the lack of a "War Room". While Free Battle does away with you have to "buy" maps and just gives you everything and anything, I do miss the idea of having my scores associated with each map being saved. It's sorta like achievements on various games. Why bother to "Free Battle" outside of practice? Sure, there are some trial maps that you can access from teh mission select in campaign.. but it really doesn't have the same feel as the war room did.. not to mention being able to select your CO. However, I haven't tried "Wi-Fi" multiplayer yet, so I can't say anything.. yet.

However, the additions that allow you to do a few more things in Design are a nice touch. For example, you are now able to give the computer units a certain AI to follow. While it isn't exactly scripted, being able to allow the computer to follow different AI strategies is decent.

Basically, the things added in are/have been desired, but the things taken out will be missed.. a lot.


Final Verdict:
Basically, Days of Ruin changes the formula to keep the gameplay fresh and executes it in such a way that it seems familiar to veterans yet introduces new elements that keep it exciting. This game has a much different feeling to the previous titles due to the story (and yes there is actually some sort of story that doesn't have that completely tacked-on feel to it). Furthermore, much of the balance issues seem to be fixed, though it seems to have been done at the expense of the COs. The variety that COs and their powers could have seem to have taken a big hit do. Then again, balance and variety are on two separate ends of the spectrum. In Days of Ruin, it falls pretty heavily for balance.

For veterans of the series who haven't already gotten this game, if you love the COs, I suggest that you at least give this a shot, but I wouldn't blame you if you'd prefer the older games. For the veterans that started to hate CO powers, this is probably more of your time of game. While much of what was taken out will be missed, much of what has been added is welcomed.

For newcomers, if you like the genre of turn-based strategy, there probably isn't much to say except to buy it to try it out. For those who don't, well, rent first then buy or avoid.

Reviewer's Score: 9/10, Originally Posted: 01/28/08

Game Release: Advance Wars: Days of Ruin (US, 01/21/08)

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