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Whistle Stopper - Advance Wars: Days of Ruin

Advance Wars: Days of Ruin
List Price: $29.99
Our Price: $19.95
Your Save: $ 10.04 ( 33% )
Availability: Usually ships in 24 hours
Manufacturer: Nintendo
Average Customer Rating: Average rating of 4.5/5Average rating of 4.5/5Average rating of 4.5/5Average rating of 4.5/5Average rating of 4.5/5

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Batteries Included: 0
Binding: Video Game
Brand: Nintendo
EAN: 0045496739447
ESRB Age Rating: Everyone 10+
Feature: New characters and settings
Format: Nintendo
Label: Nintendo
Manufacturer: Nintendo
Platform: Nintendo DS
Publisher: Nintendo
Release Date: 2008-01-22
Studio: Nintendo

Features
New characters and settings
Online battles via Nintendo Wi-Fi Connection
Map trading

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Spotlight customer reviews:

Customer Rating: Average rating of 3/5Average rating of 3/5Average rating of 3/5Average rating of 3/5Average rating of 3/5
Summary: Much less of an SP experience than Dual Strike
Comment: It's not bad. It gives Advance Wars fans something more to chew on I guess. But what happened to all to all that totally awesome unlockable content and all the level-up stuff from Dual Strike? Why is the list of commanders so much shorter? How come the powers just don't seem to have as much impact on the game?

The serious plot was interesting at first but they really didn't make enough changes to the overall look and feel of the game to keep it going. The first few levels had an apocalyptic feel but then it was right back to happy sunny war times on the first naval mission where everything is bright and gleaming in spite of the fact that the atmosphere is supposed to be so choked with debris that you can't even see the sun.

And I missed the music of Dual Strike. A lot. Basically more of the same minus a lot of the really good things.

Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
Summary: Change of Pace
Comment: Advance Wars: Days of Ruin is the latest entry in the Advance Wars franchise. However, unlike the previous three titles (Advance Wars [GBA], AW: Black Hole Rising [GBA], and AW: Dual Strike [DS]) this game is set in a totally different universe. It's a change of pace to be sure; the question is whether this is for the better or worse.

Those familiar with the previous AW titles shouldn't have much trouble getting used to this one. The general play is quite similar: turn-based, capture cities for funds, capture production facilities to make units, commanders with powers, etc. There are, however, many changes to familiar units, plus some units that are entirely new. For example, battleships can move AND attack in this game, and APCs (called 'Rigs' here) can build temporary airports or naval bases that can repair but not produce units. You'll also see a first in the anti-tank unit, an indirect attacker that can actually shoot back if directly attacked. Combat tactics are somewhat different as a result, but nothing that will take a veteran too long to get accustomed to. Additionally, you can zoom the map in, though I haven't found much use for this feature since it's quite easy to see all the icons in regular view mode.

The units, COs, and animations have a more realistic look to them, and the general theme and plot of the game is more grimly realistic than playful. Most of the music is some form of rock/metal type track that sounds like it belongs in Command & Conquer, and the post-apocalyptic setting brings back memories of Mad Max and the likes. Themes are generally more mature, with not-so-funny plot twists and some profanity. In general, it won't take you long to realize that this is no Omega Land, and likely never was.

Probably the most interesting new features in Days of Ruin are the veterancy system and the reworked commanding officers (COs). Units that destroy other units get promoted up to two ranks, and become more powerful as a result (merging units grants the higher veterancy). It's not overpowering, but enough that if you have mostly veteran forces you'll have a substantial advantage. Additionally, COs no longer just hang around the HQ- they can actually take to the field in any unit, deployable one at a time from the HQ or any production facility. The chosen unit is granted immediate maximum veterancy. Additionally, instead of granting their bonuses to all of their units, as in the previous AW games, COs only affect a 'radius' of units around them. For example, Brenner provides a global defense boost to any kind of unit. However, for units to enjoy this boost they must be within 3 tiles of his unit. Additionally, the CO powers do not charge at all if you don't have your CO deployed and in combat, and the power meter will drain to zero if the CO unit is destroyed (you can deploy them again at no penalty if this happens). To top it all, there is no 'super' CO power, no 'tag' as in Dual Strike, and most of the regular CO powers are nowhere near as strong as those enjoyed in previous titles. In short, COs don't play nearly as major a role as they did in the past games. Is this good or bad? That really depends on how much you enjoyed the varied CO abilities and powers in the previous games. If you're one of the folks that preferred tactical play to marshaling stars for a super attack, or thought that some COs were overpowered (bit hard to deny this, even though I loved them), then this is obviously a good change. If your whole reason for playing AW was the COs, then obviously you're not going to like this. Personally, I think I'd be happiest with something in the middle: maybe keep the CO zone idea, but make them all bigger, for example. It's quite difficult and often undesirable to keep your units clumped up inside such a small area.

The campaign is quite linear, with no bonus objectives or branches. You can play bonus tactical challenge maps, but these don't present any reward, so unless you're just bored there's not much point. Playing the campaign from start to finish unlocks everything. Yup, you heard that right- there's no Battle Maps or grinning Hachi looking for your credits in exchange for spiffy CO color arrangements. You can still change CO colors, but this and all playable battle mode maps are automatically available. There is also a music room and wireless play, which is probably the only reason to do free battle mode at all.

In terms of customization, Days of Ruin has a ton of space for you to make your own maps. 50 maps, as a matter of fact- probably more than anyone will ever need. You can use these in online mode, and in general this is a good improvement over Dual Strike. In addition to wireless play, you can play using Nintendo WFC- a first for Advance Wars. Maps can be traded online, if you choose to do so.

Dual Strike added a lot of interesting new features, such as the dual front battle, tag, CO experience, plus some new units (most of which aren't in Days of Ruin). Days of Ruin adds some more- particularly the Internet play- but also takes out many of the best new things in Dual Strike. In particular, Days of Ruin relies very heavily on its multiplayer for replay value. The campaign and versus mode offer nothing in the way of rewards for the offline player, and the COs aren't especially fun to experiment with.

In conclusion, Days of Ruin is definitely a change of pace for Advance Wars. It's similar enough to its predecessors that fans of the originals will probably like it. How MUCH you like it depends heavily on what your favorite aspects of the past games were. If you were addicted to unlocking things, really liked the old COs and their powers, and mainly play offline, then Days of Ruin will probably be less attractive. If you were in it for the tactical play, want to see what happens when a battleship can move AND fire, and mainly play online matches instead of versus mode, then this game will be more fun. Personally, I don't think Days of Ruin is much better or worse than the previous games- it's simply different. I'm not big on multiplayer, so I found Dual Strike to be more fun. However, it also introduces some interesting new game aspects that I hope will be integrated with the best features of the others, and I can't wait to see what Intelligent Systems has lined up for the future of this awesome series.

Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
Summary: Addictive and challenging
Comment: This game is tactically challenging, requiring use of terrain and the right units to defeat the enemy, rather than building a massive amount of tanks and charging across the battlefield. The resource system makes you take objectives instead of set back and build a super base and launch attacks from the rear.
Great turn-based strategy for both long sessions and pick up and play. The excellent in-battle save feature requires very little waiting after you turn on your DS.

Customer Rating: Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5Average rating of 4/5
Summary: Awesome game, story
Comment: The game is a bit more complex now, but still pretty simple (for a strategic wargame). The story is gritty, and much more realistic. The stupid "bombers stopped by pipeline" idiocy is gone. The mechanics of the game are more realistic, balanced and dynamic.

The only thing I miss about the older Advance Wars DS is that they've seriously toned down the CO powers in Days of Ruin (now the CO has a CO "zone" and only one CO power ... some don't have any power).

Also the replayability is a just a tad less (the "free battle" games don't rate your performance, and you don't gain rankings or medals for completing the missions).

I haven't tried wifi gaming, though. I hear that's greatly improved.

Customer Rating: Average rating of 3/5Average rating of 3/5Average rating of 3/5Average rating of 3/5Average rating of 3/5
Summary: Missing the character & charm of previous Advance Wars games
Comment: I've been a tremendous fan of the Advance Wars series since I first got my hands on the original Game Boy Advance release. I have followed the series since then right up to its most recent iteration, Days of Ruin on the Nintendo DS.

Days of Ruin trades the characters and charm of previous Advance Wars titles for a much darker, grittier tone. The game play has also been stripped down to its core fundamental 'rock, paper, scissors' basics. While it is still an extremely engrossing battle of strategies, these changes along with a obnoxiously bloated story make Days of Ruin my least favorite title in the Advance Wars series.

Due to a lack of overpowering special attacks, Days of Ruin requires much more strategy than ever before. If you are used to relying on your Commanding Officer's special abilities in previous Advance Wars games you'll need sometime to adjust to the evened playing field here. I found myself double and triple thinking my moves, and planning a full battle strategy as opposed to short term attacks. While this may be what the designers intended, it ends up making Days of Ruin more difficult and unforgiving than any other game in the series.

There is an on-line mode (a first for Advance Wars) but over all the package feels 'featureless', especially when compared to Advance Wars: Days of Ruin (also for the Nintendo DS).

While Days of Ruin is still a worthy addition to any video game library, if you're only going to pick up one Advance Wars game I would recommend you go with Dual Strike. It has infinitely more personality and though lacking on-line play offers additional play modes and options.

On a scale of 1 - 5 I rate Advance Wars: Days of Ruin as a 3. It's a very engaging, strategic experience but is weighed down by an unnecessarily long story, too few options, and a lack of the character, personality and charm that made previous Advance Wars titles so great.


Editorial Reviews:

Almost 90% of mankind has been killed off following a devastating meteor strike that has caused a massive dust cloud to blot out the sun. Scattered survivors pick through the wreckage, and the remnants of several military superpowers patrol the ravaged landscape, some factions protecting the innocent while the others prey upon them. The two rival world superpowers, Rubinelle and Lazuria, continue to fight among the ruins of their countries, the few surviving military leaders of each side carrying on the conflict begun before the catastrophe. In their wake, various warlords rise to power, seizing scarce food rations from the defenseless survivors and attempting to assert their dominance in the absence of law and order. Follow the Rubinelle COs Will, Brenner, and Lin as they embark on a mission to rescue as many of the survivors as possible, with the help of the mysterious Isabella, an amnesiac girl who seems to know vital military secrets, and various other sympathetic factions.
ESRB Rated E10 For Ages 10 and Up


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