Please sign in or sign up!
Login:
Pass:  
  • Forget your password?
  • Want to sign up?
  •       ...blogs for gamers

    Find a GameLog
    ... by game ... by platform
     
    advanced search  advanced search ]
    HOME GAMES LOGS MEMBERS     ABOUT HELP
     
    GameLog Entries

    ipr4's Advance Wars (GBA)

    [February 28, 2013 12:28:39 PM]
    Advance Wars(GBA)
    Advance Wars is widely considered to be one of the most influential games released for the Gameboy Advance. It paved the way for many more turn-based strategy games for hand-held gaming systems.

    Overview:
    Advance Wars, as stated previously, is a turn-based strategy game in which players choose a unique commanding officer(CO) and take turns manipulating troops around a map until the map's winning conditions are met. These conditions can be anything from destroying all enemy troops, capturing a certain number of properties, or capturing the enemy HQ(head quarters).
    The game has a campaign room, Field Training, which is the tutorial, in-game shop to by new maps and CO's, a war room for playing special missions, a design room for making your own map, and a VS room to play multiplayer games as well as custom games.

    Gameplay:
    Advance Wars battles take place on a grid map between multiple CO's. Each CO has strengths and weaknesses. For example, Max is great with direct attack units but poor with indirect units. His direct units are granted a firepower bonus while his indirect units take a fire power hit as well as a decrease in their range of fire. Picking the right CO can win and lose certain maps. On each map there are many types of tiles ranging from landforms to properties. The properties can be captured using infantry units(properties have 20 health, infantry deals it's health as damage to properties). Once captured they will heal the controlling faction's units and will grant bonus funds used to build more units at factories, sea ports, and airports.
    When one unit attacks another, depending on the defense bonuses granted by the land and the type of unit, damage will be dealt. The attacking unit will deal damage first and the defender, provided it is not destroyed, will return fire if it can. Indirect fire cannot be retaliated against. Before an attack is initialize an information screen pops up giving a general description of how much damage the attacker will do. This allows players to tell whether an attack will be effective and is a vital part of gameplay.
    As the battle progresses, CO's fill up a power bar. Once it is full, a CO can unleash a super power. These range from fire power increase to making snow fall. These powers relate directly to a CO's strengths.
    There are many other smaller factors to game play such as weather, transport, and fog of war. All of these are explained in Field Training.

    Story:
    The story spans from the Field Training to the Campaign. Playing through the Training Room introduces you to the Orange Star army, your nation, and the Blue Moon, a nation trying to attack you. The training missions are very in depth and teach most everything one needs to know to play successfully. Once in the campaign, the larger story takes over. Without spoiling everything, you travel across the map through various nations battling other nation's CO's while meeting new Orange Star CO's. An interesting aspect of the campaign is that the CO's you choose to use each map(you eventually have 3 choices for which CO to use in battle). Depending on your choice of CO, the layout of maps will change as well as the CO's used in the final battle. I ended up using the CO Andy a lot and ended up with Grit and Kanbei as my other two CO in the final battle.

    Game Session:
    Before I could start the Campaign I had to run through the Field Training, which was a glorified tutorial. It featured a very long string of maps designed to specifically teach basic actions and units. By the time I was ready to start the campaign I had already played a great many maps. The campaign was fun, offering different challenges each time. One map had me race to capture more properties than my opponent, while another asked me to find and sink a certain ship. The dialogue between characters was funny and the story was a fun tale of mistaken identity and political struggle. I completed up to the last mission with relative ease, but the final mission was extremely difficult. After many failed attempts I was finally able to out maneuver and out produce my opponent.
    Once I'd completed the campaign I was able to purchase some new CO's for use outside the Campaign. I then tried my hand at the war room. These challenges increased in difficulty and I was only able to beat a handful with the CO's I already had. I suspect that unlocking all the possible CO's would allow me to better match the maps to a CO's strength. The War Room also featured maps in which you had to defeat two or even three armies at once. Beating one of those missions gave me the greatest sense of satisfaction.
    I then tried my hand at designing my own map. After I finished the Island of Roadtree, I played the map and had a lot of fun exploring what I had created. As intended, troop movement was difficult as the trees that intersected roads often made stretches of the map difficult to traverse for some units. I also realized that I'd placed the two warring factions bases very far from each other and since the only production properties were near a team's base, re-enforcements were hard to come by.

    Why is it fun?
    Advance Wars was incredibly fun. It reminded me of a more immersive chess match. Any fan of strategy will love this game. The core of the game is seated solidly in tactical maneuvering of troops and use of resources, but the graphics and funny dialogue make it fun and seem less strict and militant. The replay value is extremely high as each play through the campaign can offer new maps and new end CO's. The War Room also offers challenging maps for those who want a real challenge. The addition of multiplayer also adds appeal though playing on an emulator I was not able to play with anyone else.

    Final Thoughts:
    There are countless strategies and ways to play, making the game playable time and time again. I would recommend this game to anyone who loves strategy games.
    add a comment Add comment
     
    Status

    ipr4's Advance Wars (GBA)

    Current Status: Playing

    GameLog started on: Monday 18 February, 2013

    Opinion
    ipr4's opinion and rating for this game

    I loved this game!

    Rating (out of 5):starstarstarstarstar

    Related Links

    See ipr4's page

    See info on Advance Wars

    More GameLogs
    other GameLogs for this Game

    This is the only GameLog for Advance Wars.

     home

    games - logs - members - about - help - recent updates

    Copyright 2004-2014