Reviews and Problems with Advance Wars: Days of Ruin
Showing 1-10 of 17
Fun and Strategic
Han Shamoke, Amazon
30 January 2012
Summary: Like most Advance Wars game it is a game about Good vs Evil. You are trying to stop the forces of evil by taking control of your army and attacking or defending the main Head Quarters. Also, what I have experienced with most Advance Wars games including this one is; by the time you hit 60-70 percent completion it gets really repetitive. I would recommend getting this with a friend so you can design your own maps and fight endlessly.
Summary: My review , Advance Wars : Days of Ruin , is it a good tactical game. It's not the best one but I like it. I liked the old one too. It's just like the old one but only new storyline. That's mine downside. The upside is the storyline is great , It's like the dinasaur age again. Also , the graphics is better than the GBA [ obviously ] .. If you like war and tactical games. this would be the game for you.
Better than the last game in the series--and that's saying something
10 October 2009
Summary: I recently finished the campaign mode for Advance Wars: Days of Ruin (about 25 missions long) and decided to pop in its predecessor, Advance Wars: Dual Strike, just to see how they compared. I was blown away by how much better the presentation had progressed between games--menus, graphics and music in Days of Ruin are far superior to the already great Dual Strike. And more importantly, the game play was further refined.
Summary: I'm one of those people who've never played Advance Wars before. The reason being is I didn't think tactical warfare strategy rpgs would interest me all that much. How I came across the game was I was looking for me a new game to play round Christmastime(as I was buyng myself a christmas present,lol). Most of the new games I wanted costed upwards of $40 at certain game shops so I looked for something more affordable.
Summary: I love when people take risks. Advance Wars has done that with both iterations for the DS. It was quite a leap to completely remove the story from the past 3 games and also go with a completely different tone. This game is not the upbeat, happy-go-lucky joyride of the past 3. Instead it creates a world that is bleak and desolate, starting the game off after a meteor shower has killed off most of the world's population.
Summary: 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.
Summary: 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.
Summary: 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).
Summary: At first, I hated this game completely. But after a while, I grew to like it. First, I'll explain the bad parts. They got rid of ALL the old COs and powers of the previous game. There is now only one generic CO power (still varies from CO to CO); no Super Power. Powers can now only be obtained through the use of a CO-occupied unit. If you don't have a CO in a unit, you don't get your CO power. Simple as that.