Here is my first review for this blog. Hopefully, I can keep up reviewing games (even if they aren't brand new to everyone, they would be new to me.)
Advance Wars: Days of Ruin is definitely a good addition to the Advance Wars series. The story is from a whole new set of characters, and a new world. The world has become ravaged from meteor strikes. The sky had become darkened, and the land lost all plant life (think Matrix without the technology.) The main protagonist, Will, emerges from the Rubinelle Military Academy only to be chased by a local gang. Captain Brenner comes in with the 12th batallion, Brenner's Wolves and saves Will's life. Will begins to travel with Brenner in search for survivors and finds an amnesiatic girl.
I will try to avoid spoilers in this, so I will highlight the main parts. The batallion meets up with the leader of the New Rubinelle Army, and go off to fight the Lazarians. After a double cross, Will and Brenner's Wolves run off. Once they defeat the New Rubinelle Army, they turn their attention to a war profiteer who runs IDS.
The game has grown up in relation to its counterpart, Dual Strike. Apart from a storyline that deals with disease and survival, the land also portrays a dark look about the game. In addition to that, the units look more grown up and even the capturing of buildings doesn't include soldiers jumping up and down on the roof.
The game adds some new units, while removing a couple and repurposing a couple. The list of new units includes:
- bikes
- anti-tanks
- dusters
- carriers
- seaplanes
- gunboats
- flares
They removed the Neotanks and the Osmose from Dual Strike, which I see now for obvious reasons. As for the repurposed units: the Megatank is now called the Wartank and has more ammunition but can't mow down vehicles as well as before. The APCs of old, are now called Rigs which can resupply units and build temporary airports and seaports to repair those units.
The CO system has been changed. When playing through the campaign, you don't get to choose COs at all (which actually sucks for a couple of missions.) Also, through the campaign mode, you don't get to even really use COs for the first half of the game (at least.) The COs in this game though are fairly balanced, none of them have outrageous abilities that aren't countered by something else (except for the final boss, but he isn't available for WiFi combat....from what I have read.) The CO system requires the CO to be put into a unit to get any benefits. The CO has an area (with the exception of a few) where units nearby get the affect. The CO then gains power from them self or the nearby units taking out enemy units. If the CO's unit goes down, all power is lost.
As for multi player, there isn't much for me to say. There is "pass the DS" mode, for people who have friends that don't have DSs. There is multi-card play, which allows you and your friends to play against each other on your own DSs. And there is WiFi (which I never tried), but also allows you to download/upload maps.
All in all, the game is good. The game play is solid, the story is great, and some of the maps can be very fun. If you liked playing any previous Advance Wars game, you will love this game. If you like turn-based strategy games, you will probably enjoy it. If you like games with a darker storyline, you might like this. I would say this gets at least a "rent before you buy it" if you have never played an Advance Wars game, or are short on cash.