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Come get some, etc. |
Advance Wars brings with it an interesting moral conundrum, for those inclined to obsess
over completely inconsequential matters: is it better to portray war
as a savage, destructive conflict that tears apart lives and worlds, along with all the blood, pathos and betrayal
that implies? Or is it better to sanitize it into a bright, colorful cartoon conflict, fought between clean, neat
territorial demarcations in the name of personal honor and glory? Does the one dramatize the horrors of war,
while the other trivializes them?
Charge of the Light Brigade |
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Such burning issues aside, Advance Wars
is a sharp little tactics game and one of the better current investments for a Game Boy Advance.
Gameplay consists of a string of tactical engagements between two or more opposing forces, with
some (extremely minimal) story tossed in between battles. In some respects, players who have
cut their teeth on strat games like Final Fantasy Tactics will not feel out of place here;
there's the expected variety of units and goals, the same turn-based gameplay and rectangular
map grid simulating a variety of terrain.
But in other respects, a good deal of adjustment will be required. Units
do not carry over from one battle to the next, so nearly all units are destined to be cannon
fodder at some point. Nor are all units equally effective against each other; anti-aircraft
guns are great against aircraft and ground troops, but are easily destroyed by tanks, which
are weak against bombers. These numerous dependencies sometimes make Advance Wars feel like
an overly complex game of rock-paper-scissors; add in movement costs, terrain layouts,
economic and production considerations, and different commanders with varying attack styles,
and Advance Wars becomes an exceedingly intricate system that takes hours to master.
The title isn't Starcraft in terms of detail and nuance, but it is surprisingly well
balanced and about as good an RTS substitute as can be found on a portable system.
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Like Sim City with
heavy artillery |
Fortunately the game has an extremely reasonable learning curve.
Before almost any other mode, the player is required to play through an hours-long series
of training missions explaining necessary facets of gameplay. Beyond that there's a
campaign mode with battles against the computer. Winning battles here allows the player
to unlock a plethora of standalone maps in the Battle Room, new phases of campaign
mode, and additional commanders to try out. There's also a map designer and two multiplayer
modes, one using the GBA link cable, and one allowing different players to play against
each other on the same GBA. In short, there's an insane amount of playability inside this cart.
Colin Powell never looked this good
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Graphics and controls are also both well suited to the GBA. Graphics
are large and colorful for easy viewing, and the turn-based nature of gameplay means those with
large hands won't have to struggle for constant and precise control of their handhelds.
There are also small animated cut scenes illustrating each engagement between two units - these
are entertaining for a while, but more experienced players may wish to deactivate them, as they
greatly slow down the gameplay. The music is largely inoffensive while being appropriately martial,
and can also be turned off separately from the game sound effects.
The only minor quibble that might be found with the game is that it
only allows the player only one save slot; other than that, Advance Wars is a surprisingly solid game.
It's a must play if you're an insatiable strategy gamer, but it's also more than worth the money
for almost any GBA owner who doesn't mind taking their turn.
Review by Chris Jones, GIA.
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Game Boy Wars Advance |
Developer |
Intelligent Systems |
Publisher |
Nintendo |
Genre |
Strategy |
Medium |
Cartridge (? mb) |
Platform |
Game Boy Advance |
Release Date |
Summer 2001 |
09.10.01 |
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News |
E3: Advanced Wars release date, length |
Media |
20 new screenshots |
Artwork |
Other |
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