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iNintendo - Advance Wars: Days of Ruin DS Review | Reviews, News and Articles for Nintendo Wii, 3DS, DS, and Retro Consoles
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Advance Wars: Days of Ruin

Advance Wars: Days of Ruin (DS Review) by Jason D.

Advance Wars: Days of RuinAdvance Wars: Days of Ruin
Publisher: Nintendo
Developer: Intelligent Systems
System: Nintendo DS
Release: January 21, 2008

September 7, 2011, by Jason D. - Yesterday, I had reviewed the stellar, amazing, award worthy strategy game Advance Wars: Dual Strike. It had gotten nearly everything right, but its sequel, Advance Wars: Days of Ruin, took everything great about the previous game and threw it out the window.

Days of Ruin was released in January of 2008, roughly two and a half years following the release of Dual Strike. I had been waiting on pins and needles for the game to come out. It wasn't until I saw the first screenshots and heard about the story that I began to worry. It wasn't long after I booted the game up that I realized those worries were not false.

Intelligent Systems took the loose and easy going story of the previous Advance Wars games (there's a bad guy ... stop him) and completely reversed it. The game now takes place shortly after a meteor shower has destroyed most of the earth and the majority of the population is now dead. The game essentially revolves around a young cadet named Will. He wakes up in the war torn world and is found by Captain Brenner. Brenner is the captain of a small army who basically roams the world looking for survivors and just trying to keep himself and his people alive. Since Will was a part of the same army before the meteors, Brenner takes him in and agrees to take him to the next town towards safety. On the way to that town, you are attacked by a group of bandits. This begins your first battle of Days of Ruin.

It is a very similar set up to every other Advance Wars game to date. It is still a tactical war game where you are given units to start the match. You send them out to capture buildings that earn you money and then bases, airports and seaports so you can build more units. The game is then won when you either destroy all of the enemy units or capture their HQ. So, vets of the Advance Wars series will know exactly what to do straight away. Your ears will also know exactly what to do because it seems as though they re-used every single track from previous games and just put them on the cartridge. Very disappointing since I had hoped they would at least have added something new to the game. They did at least add a bit of new features that are good.

One thing I really enjoyed off the get go were the bikes. Instead of always having to put your infantry in an APC or copter to transport them far away, the bikes have wheels, can travel far and can capture bases. This will make capturing buildings in enemy territory far easier. Another plus is that you can put your CO into any vehicle on a base. Surrounding units then receive an attack and defense boost. It is a nice little addition that adds a new layer to the game play.

Days of RuinUnfortunately, where there is a little bit of good added to the game, there is a ton of bad put in the game as well.

While you can put a CO in a vehicle, CO Powers have gone into the background. Instead of a two level power, it is single level and takes quite a while to build up your gauge. This detracts from a huge part of the fun of the previous games, having CO powers in your back pocket always gave you a fighting chance but in Days of Ruin, I found myself rarely using them because it took so long to build up, I would save it for when I absolutely needed it.

Certain units are now way too overpowered. The anti-tank is a unit specifically made to destroy tanks. This would be fine if it wasn't so powerful defense wise and so powerful retaliation wise. They are too hard to destroy and give the enemy a huge upper hand because they start a lot of the battles with one or more. The Seaplane is severely overpowered because not only can it be produced on an actual carrier unit and therefore released pretty much anywhere on the map, their firepower is way too high. This pales in comparison to how absurdly powerful the Battleship is. The Battleship is an indirect fire boat that can strike any ground or sea unit. What they changed in this game is that it can move AND fire in the same move. No other unit can do that and it basically means that anyone can build just battleships and win almost 100% of the time. It's these severely unbalanced units that hurt the overall feel of the game.

As the campaign progresses, Will manages to find a girl who he saves and cannot remember anything about herself. It is revealed later on that she has extensive knowledge of the battlefield and she actually helps you win a lot of battles and progress through the world. I won't ruin the ending of the game but it's pretty obvious to figure out who she really is.

The main thing that I took away from the story is that it was really, really depressing. Not only do you feel bad when a unit dies because you feel like you helped destroy the human race, the survivors then develop a disease that causes flowers to grow out of their skin. This makes an already severely depressing game, that much worse. So, not only do you try and keep all your units alive, once you do that, you are then told that they pretty much died anyway because of a disease. This storyline is just a complete curveball from a series that has always taken war very lightly. Needless to say, I did not enjoy myself between battles.

So, I have bad-mouthed the story, the game play so what else is there? Well, with Dual Strike, you were given hundreds of hours of game play after the campaign was over. With Days of Ruin, not so much. They got rid of the real time war game, erased survival mode and even got rid of a lot of the maps from the War Room. The War Room still boasts about 100 maps (some are recycled) but they are all available from the start of the game. In previous Advance Wars, you earned points from the campaign or other battles and spent them to buy new maps giving you a sense of accomplishment and reward. Since you only beat each mission for a high score and receive no points, the game feels very shallow and doesn't give you that wholesome feeling. Also, the amount of CO's you can choose from has been cut by more than half and again, takes a lot of the fun out of the experience.

At the end of the day, Advance Wars: Days of Ruin left me with a bad taste in my mouth. After the amazing Dual Strike, I had high expectations and instead of continuing a great franchise, they took a step backwards. Intelligent Systems and Nintendo need to forget about this game and get back to what worked because I still love the franchise and cannot wait to play it in 3D.

The Verdict

Sound
7/15 - Everything seems re-used from previous games. Something I cannot forgive.

Graphics
12/20 - More detailed units can't make up for the over usage of gray.

Appeal
15/25 - It's still an Advance Wars game at its core. If you want a stripped down version of the formula, this is the one for you.

Gameplay
23/40 - Too much taken away from the game play and too little added.

Overall
57/100 - This game disappointed me on every level and I cannot recommend it to anyone. Completely skip this one and just go back and replay Dual Strike.

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