Thursday, January 31, 2008

Advance Wars: Days of Ruin- Day 5

After having the game for a little over a week, I finally finished the campaign mode. And, I will honestly say, I looked to the web for a strategy on the final mission. It was rough, and at least 4x tougher than the final mission for Dual Strike.

I did notice after a couple of times I restarted, there is conversations that you won't see if you beat the mission early on. You could try to drag it out, but I wouldn't recommend it. I would say rush hard, and rush fast. That was the only easy way I could find.

I went onto WiFi and found out that you can download maps from the service. You only get to choose "random" or "recommended," and even then it is only 1 map you download per session. Though, the two I got, actually looked fun. I may try it out against a CPU (since I have no friends to "pass the DS" to.)

I probably won't do an online battle with anyone. I never really like online multiplayer strategy games. Too many bad memories from Warcraft III and Starcraft. Though, I will give the free battle system a look over. And the map building system too.

Expect to see a final thought on the game within the next day or two (depending on how much time I get.)

Tuesday, January 29, 2008

Advance Wars: Days of Ruin- Day 4

I'm nearly done with the campaign. I've noticed a lot is similar between Days of Ruin and Dual Strike. The set up of a lot of the levels is similar, and the AI always passes over the direct combat units, and goes straight for the indirect combat units.

The final battle, I won't go into too much (especially since I am not done with it yet), but shares a lot with Dual Strike's final battle. First, to "win", you have to strike certain points on a large mass (in this one, it's a base.) Next, the enemy CO is "all powerful." Not only can he boost the units in his 5x5 diamond area, but any units in said area get repaired, even if they are not on a building.

Unfortunately, unlike in Dual Strike, you don't get to choose your COs for the campaign, at all. It doesn't really matter for the first 60% of the game honestly, but it would have really helped for a couple of the maps later on. I don't mind having to load my CO into a unit to get the benefits, makes it a little more even so that the units the whole time aren't boosted.

I haven't explored much more to the game than the campaign. Though, there really isn't much to explore. The download and play option that was in Dual Strike, was removed so you could do a "pass the DS" play. Which is fine, if none of your friends have a DS. I'm not really into doing WiFi battles, since I know that I will find either 10 yr old kids screaming at me and calling me a loser, or I will find some guy that is older than me, and knows every strategy. Needless to say, I will be fine not examining it.

They also removed the "War Room," which I felt extended the play of Dual Strike. So, instead of leveling up COs, and choosing from 10 uniforms; you are given a handful of COs, no leveling, and 4 color schemes.

I will probably be wrapping this up soon, seeing as how I really don't feel the need to go into more detail until I finish the campaign.

Monday, January 28, 2008

Advance Wars: Days of Ruin- Day 3

After getting a couple more maps in today, I realize that this follows much like the last game did. The first half of the game is relatively easy. There were a couple of maps that caused a few problems, but nothing too major. But the last half gets increasingly difficult.

My point, Mission 21. As usual, the map is a timed map where if you don't eliminate the enemy (or capture the enemy base) or you will be "f'ed in the a." As usual, you have a few assets at the beginning, while the enemy has an army marching toward your position. The twist; the map was 2/3 water, which meant the enemy started out with about 3-5 battleships, all of which can move and fire, along with a couple of cruisers and a sub or two.

If any of you know how I play, I create a trench, and slowly try to move against the enemy line. And that is regardless of the game (some of my friends could tell you, I could pull that off with Magic: The Gathering.) So, needless to say, I ended with 3 days left on the doom clock.

I don't mind maps like that. So far, this is the only map that has had a doom clock. Unlike Dual Strike, which had a ratio of about 1:5 or 1:6 of doom to non-doom maps. So, it is more of a relief without having clocks ticking down your eventual doom.

For some reason, the kids from the IDS (which is the epitome of Black Hole from Dual Strike) remind me of the Delightful kids from down the lane from Codename: Kids Next Door. Yes I still watch cartoons, even though I am in my 20s; but that is beside the point. They all look "cutesy" and "innocent" even though their only concern is to "play with their toys", which is really to unleash destruction upon you.

Thats enough for now, I have to stop the kids from playing with a new toy...which will probably take me far longer than I really need to.

Sunday, January 27, 2008

Advance Wars: Days of Ruin- Day 2

I was able to get some time in today in the middle of my shift at work to play some more of the game, and I have to say that Mission 17 is rough. The map is definately set up to not be an easy win. I would equate it to Mission 22 from Dual Strike. Without giving away anything, all I have to say is "bomber rush" is what did it for me.

I have some good and bad points about the CO system. I do like how your CO can hop into a unit and boost the battle. But I would like them to be able to earn the XP when they aren't in a unit. And, I do miss having dual COs on the field. But, considering how the game plays, I can't really complain. The CO system does work out for it.

Enough for now, more info will come later.

Saturday, January 26, 2008

Advance Wars: Days of Ruin- Day 1

Well, to tell the truth: this isn't my first day playing it. I've had it for a couple of days now, but for now, this is the first day of posts.

I am amazed at how the game looks. It doesn't look as "cute" as Dual Strike did. I got confused a couple times trying to figure out if I had a recon unit out, or if it was a new unit. Though, the game looks more grown up. The land is desolate, fires are on the battlefield (and will illuminate some of the map in the fog of war), and even units can hide in rubble.

I've found the same thing that I found in Dual Strike though, the missions where you don't have to build takes half the time to do. Which is nice, but I am always having problems finding new strategies that work, especially with all the new units they put in.

Which, speaking of the units; they really ramped up the units for this game. First, they gave the Megatank (which is now called a "Wartank") 5 shots from the main cannons instead of 3, which is great because that was a good unit before. Also, the APCs (now termed "Rigs") can now build temporary Airports or Harbors, while still carrying units.

Along with those, I have come to love seaplanes and carriers. Carriers can "build" seaplanes and then launch them right from their position. I also have found that I like using flare units, to light up the fog of war missions. And, I love building Anti-tank units, especially when they can fire from a short distance, or right next to the tank.

That's all for now, I will continue later. Right now, I have a war to win!

Journal Entry 1: Welcome

Thanks for stumbling onto my blog. The whole purpose of this is to get an idea of whatever game I'm playing, while I'm playing it. I will try to be honest, and when I finally get finished, I will give a final thought on it.

I can't guarantee I will update it every day, but I will say that I will do my best in keeping it up to date. And with that, on to my first post.