Wayforwards Advance Wars 1+2: Re-Boot Camp is finally here almost here after multiple delays to an initially projected December 2021 publication date caused by real-world events that Nintendo apparently considered difficult for launching a light-hearted wargame. There are enough turn-based tactical fun times in this collection, which includes Advance Wars and Advance Wars 2: Black Hole Rising, to satisfy even the most ravenous want tobe Sun Tzus. The graphics have also been given a real old polish.
The Advance Wars campaign’s first 13 missions have been keeping us quite busy, and so far, it’s been a blast. Although this is one of the most eternal strategic classics, there wasn’t much of a shake to the fundamental game.
a pair of nearly faultless encounters, and the kind of games that shouldn’t really be altered. The experience is now more smoother and more streamlined than you’ll recall from previously, thanks to some terrific new modes and a few contemporary bells and whistles.
For those who are unfamiliar with the game, turn-based warfare in Advance Wars entails engaging opponent armies in order to either destroy all of their units or seize their headquarters. To accomplish this, you must take control of the numerous towns strewn throughout the map. Each city you take over will increase your available funds, allowing you to unleash a wider range of vehicles and men from your bases onto the battlefield.
Moreover, you can heal and make repairs in captured cities just by stationing the affected unit there for a few turns. Maps are tiny grids with many bottlenecks like bridges to consider and from this very simple setup these games create glorious strategic confrontations.
New unit types are introduced at a comfortable pace to up the ante as the campaign progresses. You start with basic infantry and a small tank, but soon you’ll be using bombers and helicopters, shooting enemy planes out of the sky with anti-aircraft missiles, sneaking across the sea in submarines, attacking battleships and having great big tank battles to get around all the major chokepoints to control and/or overcome.
In addition, the CO (Commanding Officer) you are currently using has a special CO ability that can be used when fighting and filling a gauge. Once unleashed, these abilities have the power to turn the tide of battle. For example, Andy can miraculously repair units across the battlefield, Olaf covers the map in snow, making it difficult for his enemies to move, Max can increase his army’s firepower and defensive capabilities, and Grit can use his sniper skills to increase range Units can attack. CO abilities also come in a super variant, so there’s no shortage of tools overall here.
The campaign kicks off with the first game of this reboot, and fans of the series will feel right at home as this is an almost scene-for-scene reproduction of the early stages of the original, with a now super cheeky Nell leading the way Tutorials to get you up to speed on crushing your enemies to dust. The tutorial here has certainly been condensed as we remembered it back in 2001, with just a few missions to teach you the basics of movement, healing units, repairing broken vehicles, and capturing those all-important cities before you get into enter the story. driven campaign right.
It’s a nice revamp, doing away with the extended (and mandatory) tutorial section of the GBA version to incorporate advanced lessons into the campaign battles themselves. You will learn the ins and outs of APCs, helicopters, submarines, battleships, different types of tanks, surface-to-air defense and so on as you need them. If you feel like you already know best, you can skip a lot of these things and plow on.