Advance Wars: Dark Conflict
War of the poses.
Among Advance Wars' accomplishments - which are many, and notable - one of the most distinctive is that it made military strategy cute. Exuberant. Sort of... happy-go-lucky. Even when battling the creepy, gas-masked menace of the Black Hole armies in Advance Wars 2 and the first DS instalment, Dual Strike, you felt that you were annihilating each other in an atmosphere of playful sportsmanship and bug-eyed manga enthusiasm. The girls were sassy, the boys were silly, the villains comical, and you just wanted to hug those adorable little stubby-barrelled tanks. Aww, my own little death machine, to wub forever and ever.
Well, those days are over. The first thing that will strike you about Dark Conflict is that Advance Wars has grown from clean-cut childhood into an angsty and melodramatic adolescence. Scrapping all the characters and storylines of past games, Dark Conflict is set in a doom-laden post-apocalyptic future. A meteor strike has killed 90 percent of the human race, crumbled civilisations, and coated the world in ash. Armies and bandits pick their way through the rubble, squabbling over food and trying to survive.
A perverse father-and-daughter villain pairing drug their underlings, and everyone under 20 is at risk from being infected by parasitic flowers. Our hero, military cadet Ed, is a feather-haired, foppish teenage refugee from a '90s Square game, and spends a good deal of his time mooning around after a mystery girl with amnesia and a spy database for a brain. Meanwhile, heroic army commander O'Brian takes time to discuss moral philosophy and the politics of survival with corrupt town mayors in some lengthy and excruciatingly leaden dialogue scenes. It's all so very Final Fantasy, and it all takes itself so very seriously.

War is brown, solider. Brown and grey. Never forget it.
Even the deliciously crisp artwork that is the series' trademark has been fudged; the colours have been drained, the COs are drawn in more detail and with less character, the soldiers are portrayed more realistically, the clean lines have been thickened and smudged with faux depth-of-field effects. The steel-plated front end is just functionally dull, and the music - admittedly, always a bit strident - has taken a definite turn towards shouty, pop-metal crunch.
Of course, dispiriting as all this is, it has little to do with Advance Wars' meat and potatoes - its exquisite balance and simple-yet-deep design for turn-based strategy. And the good news is that, although Dark Conflict is trying a bit too hard in its presentation, in gameplay terms it tries a lot less hard to reinvent the wheel than the rather overcooked Dual Strike did.
Twin-screen battles are gone, in favour of a useful information readout on the top screen. Dual Strike's convoluted system for CO powers - with its overpowered tag-team moves, levelling, and attribute modifiers - has been stripped out. In its place is a toned-down line-up of CO powers that, we're told, will have a much less pronounced effect on battles, and are so far down the running order that they aren't even introduced in the course of the half a day we spent playing the Story mode. Dark Conflict concentrates instead on a subtle, back-to-basics rebalancing and fine-tuning of Advance Wars' classic tactics.

...you might want to consider taking off that stupid tie.
Units now level up individually in the course of a single battle, gaining a level each time they defeat an enemy unit: from zero, through levels I and II, to Ace. These provide minor performance boosts without significantly changing the range and function of the unit. It's a nice touch, but a minor tweak that sensibly retreats from any threat to the game's impeccable balance.
More exciting perhaps are a handful of the new units in Dark Conflict. Motorbikes are fast-moving infantry divisions that make speedy base-captures possible without needing to load troops on and off APCs or helicopters - a very welcome new freedom. Anti-tank batteries are extremely powerful indirect combat units, without the close-range blind spots of standard artillery and rockets, and with a savage counter-attack. They should prove an antidote to the inevitable descent into tank-rush of so many maps. The mobile workshop can construct temporary airports and ports for re-supply and defensive cover, while the flare gun can illuminate whole areas of the map under fog of war.
Alongside a less remarkable handful of new sea and air units, these new designs preserve balance and greatly improve flexibility without resorting to simply upping cost and power. They're the best introductions to the series since the original GBA game, and typical of a game that is a lot less showy but a lot more smart in its application of new features than Dual Strike was.
Dual Strike's two new modes - the terrible Combat, and brilliant Survival - have both been ditched. The famously challenging War Room maps have been rebranded as Trial Maps and opened up as optional diversions in the Story campaign (though also accessible outside of it, as indeed all the main Story maps are). All this streamlining has made room for the single mode that must be top of every Advance Wars fan's wish-list: online multiplayer.

Dual Strike's angled camera is gone; this is the post-apocalypse in pure, pixellated 2D.
We haven't had a chance to test this yet, though the feature list - including voice chat, and the ability to share user-created maps online with friends and strangers - is impressive. Local multiplayer with multiple carts is a given, of course, though download play does not seem to be possible (you can always play pass-the-DS multiplayer on a single machine though, sweetly enough).
It's hard not to have mixed feelings about Dark Conflict. Wi-Fi multiplayer aside, it's somewhat unexciting as a package, and if you feel Advance Wars ennui setting in then Dark Conflict will do little to reawaken your enthusiasm. On the other hand, purists will be delighted that it has unbroken all the stuff that didn't need fixing in the first place, and tinkered with this near-perfect strategy template with both restraint and imagination. In pure tactical terms it's shaping up to be the best game since the first, and the better of the two DS versions by some distance, and we're sure that will be borne out by more extended and deep play come the game's release next week. It's just a shame that, in finding its way again, Advance Wars has lost so much of its soul, and its style.
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Comments (50) Latest comment 4 years ago
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More games companies should play around with their established formulas in this way.
Another Dual Strike type game would have been a 50/50 purchase for me, whereas this looks different and interesting, whilst keeping a lot of the structure that I love, making it a solid purchase.
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It was great!
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I think you mean the seventh.
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t-shirt and tie combinnaaashun is wanky indeed!
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Makes Me cringe!!!
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*weeps*
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I'll probably end up loving this - but at the moment it looks more like an impersonation of an Advance Wars game rather than one from the series itself.
Can't understand why they have dropped the angled camera - makes it look even more dated.
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And also they used the same sprites as AW2 but stretched/scaled them with the zooming in thing and made them all messed up. You can't tilt pixels! So Dual Strike actually had worse graphics than AW2.
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Christ, why do all the great games get this insult thrown at them. If it's not your cup of tea then fair enough but it is a fantastic turn based strategy game that is in no way 'overrated'.
Getting a bit sick of 'overrated' insult being bandied about at every opportunity...
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Aaaaand there goes the order! AW
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But hey, the new girls are hotties.
(Ooops, sorry Nell!)
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It's about the gameplay and it sounds like they've undone all the harm they did with the uderwhelming Dual Strike. Bring it on.
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More to the point, though, the light-hearted tone and colourful artstyle was more than just a good choice; it was the RIGHT choice for the series. As Pulsar_t says, the gameplay of Advance Wars is pretty basic for an strategy game, but I don't mean that as a criticism; part of what i love about the game is that it's a strategy game that puts fun and accessibility first, dialling back stat and resource management in favour of simple, moreish, almost arcadey gameplay. As such, the bright, clean, anime aesthetic of the game, with its peppy music and cutesy visuals, was the ideal fit; this new look, with its sombre, po-faced self-seriousness, just looks out of place and inappropriate to me, like setting Raiders of the Lost Ark to the American Beauty score...
I'll still buy it, certainly, because as the preview points out, the brilliant core gameplay seems to have remained undiminished, perhaps even enhanced (whilst I personally enjoyed the OTT additions made by Dual Strike, I do see that they went a little too far, and can appreciate that the series shouldn't go any further in that direction), but style-wise, Dark Conflict looks to me like a misguided anomaly in a series that was once so sure of itself...
And yes, I will miss Nell.
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Then again, the new units (bikes, flares) sound like good ideas and fundamentally I can't really imagine Advance Wars ever being a bad game, so it will be a must-buy for me.
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Good question. Western designers/artists allow their personal issues to influence their creative output. But seeing that IS is based in Tokyo I can't tell if the Japanese are in the same league.
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Although the Advance war series is yet to come close (flanking modifiers, hexagonal movement, defensive modifiers etc) to Nec's finest hour - you simply can't beat having it in the palm of your hand with stylus control.
EDIT - here's a link to You Tube so you can watch the original (no jokes needed regarding my age for owning the original! lol)
http://www .youtube.com/watch?v=fFDx6Hw2ZjU
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Biggest question mark is how online multiplayer games are managed. Hopefully you'll be able to play against others and return to unfinished games at later stages, as some maps can take hours.
Not sure what I think about the revised style; it'll mean getting to know new CO's and not automatically knowing that Kanebi's excellent all-round, etc.
Only review I've seen so far has been online in Nintendo Power and they gave it 85%. I hope reviewers have enough time to properly explore this game before the release date and give detailed impressions as the series deserves it.
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+1 gameplay purity
-1 artistic style
definitely getting this though, i want to kick ass online!
ps. i agree that tag powered double turns were overpowered last time around.
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Good preview though Oli- gave me enough info to make my own mind up, despite your obvious misgivings about the direction (something that doesn't bother me). Cheers!
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Style-wise, I mean.
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I liked the funky characters and the great humor of the past games, but the stories just sucked.
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The new style gives opportunities for a new COs to learn, new storyline/world to get accustomed with. It definitely feels fresh to me, which makes me pumped. I also liked the character designs. Makes me think of Fire Emblem btw, which is of course by the same developer.
As for game play, I'm glad they returned to basics with this new entry. The Dual Strikes, tags and duel screen battles were fun to play with, but were kinda unnecessary. The Dual Strikes were really too strong and imbalanced the game. The new units sounds exciting, especially the Biker and Anti-Tank. Should make for lots of strategical play.
Some people say AW is a simple strategy game, which I dont agree. It has relatively simple rules and mechanics, but its game play is very deep. Chess has simple rules, does that mean it's a simple strategy game? Nope.
January 25... Bring it on!
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I hope the new units fit in and are worth their while. I'd really like to see an alternative to AW on the DS.