![]() ![]() In addition to the campaign, which exceeds twenty missions, there are hundreds more for you to wage war in. Gamers not used to such punishing difficulty may be turned off, but those seeking a challenge will be in for a real treat. Many of the later maps put you in very challenging scenarios, and the oh-so-ruthless AI is rarely forgiving. One thing that has certainly remained constant is the monstrous difficulty curve. The higher the level, the harder they hit and the more hits they take. Sending a succession of infantry units to their demise to buy some time might not be very smart since it gives your opponent the chance to level up their units. This adds a significant new dimension to the game in that stalling is now a riskier strategy. Each time a unit destroys another, it gains a level (which maxes out at three) for the remainder of the map. Outside of CO-related mechanics, temporary unit levels are the big thing in Days of Ruin. It all contributes to the more central role tactics and strategy occupy in this game. The more enemies that are dispatched in the CO-benefit range, the larger the range will grow to encompass more allied units. Basic CO attributes have also been down-sized instead of every unit receiving a passive boost, only those within a certain range of your designated “CO unit” will get the boost. These powers have been changed from tide-turning abilities to more modest boosts that require a bit of thought to gain full benefit from. This mainly refers to CO (commanding officer, the character you play as) abilities in previous instalments, it was possible to eschew any real strategy and rely solely on your CO power, an ability you can unleash after dealing (or taking) a certain amount of damage. However, some subtle changes serve to balance the game out a whole lot better. The core mechanics remain unchanged, and that’s no bad thing. It might sound overwhelming, and it certainly is in some respects, but the campaign trains you “on the job” so to speak tutorials are built into the earlier missions, although Advance Wars veterans can choose to bypass these lessons and get on with it. Once you factor in terrain bonuses, fog-of-war and various other variables, you’ve got a lot to consider when planning an attack. With a huge range of ground-, air-, and naval-based units, there are limitless ways to play the game. Capturing cities to gain funds and produce a diverse army of units is essential. Infantry, for example, can capture factories which allow you to produce more units and generate a turn-by-turn income, whereas rockets can attack units from a great distance. When it’s your turn, you can begin moving units and performing actions depending on what unit types you have. The goal on each map is to eliminate all opposing units or capture the enemy headquarters, although a few missions have special victory requirements. If you wanted to, though, you could skip all the dialogue and still enjoy it for what it is: an excellent strategy game.įans of the series will be right at home from the get-go, but it’s very accessible for newcomers too. The new cast aren’t particularly memorable and the script isn’t fantastic, but it does the job. Days of Ruin takes place in an entirely different universe to the previous games, and as such, none of the old characters make a return. Ed, Days of Ruin’s protagonist, is one of those saved by O’Brian’s band, and together, they set out to try and make the world a better place.ĭespite the new doom-and-gloom feel to the story, you’ll still be playing Advance Wars primarily for the strategic turn-based battles. A band of ex-military personnel, led by the honourable O’Brian, have made it their mission to rescue the innocent in the hope that chaos can be purged from the world. Rebels attack anyone and everyone in a fight to survive, and with a thick cloud of dust and ash blocking out the sun, it seems there is no hope for mankind. They may be living, but the world has been plunged into a state of chaos. A deadly meteor shower battered the land leaving only 10% of the world’s population alive. Dark Conflict) sees a drastic shift to a post-apocalyptic setting. Its cutesy-and-colourful style may have put some gamers off in the past, but Days of Ruin (a.k.a. The Advance Wars series has a well-earned reputation for insanely challenging, but highly rewarding, turn-based strategy. "Fans of the series will find Days of Ruin the perfect sequel, but those who don’t enjoy the slow pace and steep difficulty curve won’t find anything new to tempt them." ![]()
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