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Nintendo DS : Advance Wars: Days of Ruin Reviews

Gas Gauge: 84
Gas Gauge 84
Below are user reviews of Advance Wars: Days of Ruin and on the right are links to professionally written reviews. The summary of review scores shows the distribution of scores given by the professional reviewers for Advance Wars: Days of Ruin. Column height indicates the number of reviews with a score within the range shown at the bottom of the column. Higher scores (columns further towards the right) are better.

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ReviewsScore
Game Spot 80
GamesRadar 90
IGN 87
GameSpy 80
Game Revolution 85
1UP 85






User Reviews (1 - 11 of 37)

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Days of Ruin provides a much wider variety then Dual Strike

5 Rating: 5, Useful: 0 / 0
Date: August 15, 2008
Author: Amazon User

I bought DOR because I somewhat enjoyed Dual Strike. When I started Campaign i found it much more graphically satisfying as well as A better cast of characters for the campaign. Will Definitely has alot more personality then Jake and wants to rebuild instead of fight. He lets this be known after every battle instead of saying useless comments like "Oh man dude you got owned!" The campaign depth doesn't end there though, all the characters have much more depth, from strong and forgiving Brenner to Calculating Lin, Campaign is much better.

War Room has been simply replaced by Free battle and You can now hold fifty designed maps, this kind of replaces the shop because if you want a certain map, just design it. Battles are now more even. I do not get gunned down by 3 battleships the second i get my first cruiser on the water. If you like this kind of thing, use the designer. With a much wider variety of tactics you can decide whether to carpet bomb the enemy with numerous bombers, or soften them with battleships from the sea then storm the island with troops from landers under the cover of carriers seaplanes. It's because of these things i enjoy Advance Wars, Days Of Ruin more then it's predecessor

Not Better, Not Worse, Just Different

4 Rating: 4, Useful: 0 / 0
Date: August 12, 2008
Author: Amazon User

the first thing you should know about this installment of the series, is that it is not the kiddy go-lucky advance wars you knew. the changes, whether for better or for worse is debatable.

advance wars, days of ruin, takes place in a time of ruinous days, a meteor has struck earth, wiping out a lot of humans. but some survivors form a rag tag army to try to keep other survivors civillized. if you have a 6 year old who was smart enough to comprehend and enjoy the previous installments, you might want to think about this one. there is stuff some people might not particularly enjoy, such as savage murder, and ominous plant related desiese. But dont decide against this because of that. im only talking minimally. days of ruin takes on a new art form, more realistic. many people may islike the fact that there is a cast of completely new charactars, and that fact that the famous "shop" has been removed.

destipe all these catastrophic differences, there is some hope:

co powers have been toned down, they can no longer change the tide of battle in mere seconds. A very nice story line, which rarely gets too hard or too easy. and the stage builder is here, with 50 slots to save unique stages. i reccomend buying this game, just remember, dont expect too much of dual strike to be here.

Much less of an SP experience than Dual Strike

3 Rating: 3, Useful: 0 / 0
Date: July 14, 2008
Author: Amazon User

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.

Change of Pace

4 Rating: 4, Useful: 2 / 2
Date: July 11, 2008
Author: Amazon User

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.

Addictive and challenging

4 Rating: 4, Useful: 0 / 0
Date: July 02, 2008
Author: Amazon User

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.

Awesome game, story

4 Rating: 4, Useful: 0 / 0
Date: June 16, 2008
Author: Amazon User

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.

Missing the character & charm of previous Advance Wars games

3 Rating: 3, Useful: 0 / 0
Date: June 10, 2008
Author: Amazon User

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.

Initial disappointment, but I got over it

4 Rating: 4, Useful: 2 / 2
Date: June 04, 2008
Author: Amazon User

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. The COs also don't have distinguishing differences between them (like stronger close range units, etc.) They are all basically the same except for their power and CO presence.

They also got rid of the ability to use 2 COs at the same time (which means no more Tag power), the CO skills, and Hachi's shop. You now have to UNLOCK everything, which is really stupid. But oh well. Maybe some of you like it better that way.

They get rid of a LOT of units from the previous game, Dual Strike. A complete list of what they termed follows:
- Neotank
- Megatank
- Black Bomb
- Stealth Fighter
- Black Boat
- Piperunner (and pipes!)
- Oozium

However, they DID add units as well.
+ Bikes (basically an infantry that can move farther)
+ Antitank (basically an artillery that can hit units that attack it directly)
+ Duster (basically a sucky fighter)
+ Gunboat (actually really cool; carries one infantry and has a good attack against other naval units)
+ Sea plane (basically a fighter and a bomber combined, but not quite as powerful as either)
+ Wartank (basically a less powerful and costly version of the Megatank)
+ Flare (nothing special; just shoots flares that reveal fog of war; worthless in maps without fog of war)

They also changed a few of the units. Infantry cost 500 more, while mechs cost 500 less. Medium tanks now cost 12000, but are less powerful. Missiles' range is increased by one. Cruisers and Landers each cost 2000 less. Carriers can no longer shoot anti-air missiles, but can now produce Sea Planes. They also cost 2000 less. Battleships can now move AND shoot in the same turn. Anti-aircraft now cost 1000 less. APCs are now called Rigs. They can build temporary airports and seaports. These ports can repair and resupply their respective units, but can't build anything.

Maybe I'm just weird, but I liked how infantry would "hop" on buildings to capture them. Anyone else like that? Well, they don't do it anymore. Probably part of the whole "more serious" thing.

They also got rid of a lot of the other assorted things like the War Room and Battle Mode and whatnot, but I really didn't care for those much anyway.

Now for the good.

The campaign is probably the highlight of the game for me. The initial plot may be overused, but it's pretty engrossing after that. I love all the interpersonal relationships that Dual Strike lacked. I'm a sucker for anime romance, which IS present in the campaign. The thing with the flower virus was pretty cheesy, but it's WHAT THE VIRUS DOES that matters. It also gets a little lengthy, but it's awesome. Other reviewers complain about one of the characters that slightly resembles Lash from Dual Strike, but she really doesn't. There's really nothing similar about them at all, except for the fact that they both think war is a game and soldiers are the playing pieces.

The graphics in Days of Ruin are WAY better than those in Dual Strike. The battles are much more entertaining to watch (as if they weren't already). It's surprising how good they are. Everything from the terrain to the explosions to the animations looks a lot better.

Ships can now go on/through/under bridges.

I'm not sure whether this is good or bad, but they added a building called Radar. It just reveals an area of fog of war. Like the Flare unit, this is worthless if there is no fog of war. At least it gives you money.

I like how they made the units look much more serious and realistic. Some people don't, but I think it's a good change of pace.

I like the ability to put your CO in a unit to make it more powerful. The unit with the CO also will have a "sphere of influence" that makes everything nearby more powerful as well. I also like how units can gain experience: First Level I, then II, then Veteran - getting more powerful each time they kill a unit.

I also like the new "Ruin" terrain type. It also has some new terrain objects: Pillars of flame, ruins, wastelands, roughs, mists, meteors, and electrical fields. They changed the name of shoals to beaches, but whatever.

In map making, you can change the size of the map, but it's limited to 30x30. This may sound small, but it appears larger since it's more zoomed in than Dual Strike. You also have the option of saving up to FIFTY maps! Personally, with Dual Strike, I'd always be trying to decide which 3 maps I wanted to keep and which to delete. This gives map-maker junkies a lot more freedom. Now you know where all the memory from lack of COs, skills, and other things went.

It also has Wi-Fi capability, but I haven't used that yet either.

All in all, it's actually a mixed bag.

Hardcore Dual Strike fans: Prepare to be disappointed. This game gets rid of all the COs, CO powers, units, and other things that Dual Strike was made famous for. If you decide you MUST get this game, keep Dual Strike just in case. I'm glad I did, so you have the option of playing either.

If you're new to Advance Wars: Go for it. Days of Ruin is a great strategy game with almost infinite replay value - especially when you have 3 other friends to play with. It will push your strategic mind to its limits. This game is definitely worth the money.

Best strategy game on the DS so far

4 Rating: 4, Useful: 0 / 0
Date: May 29, 2008
Author: Amazon User

DoR is a traditional turn-based strategy game set in post apocalyptic future. The game has a lengthy single player campaign (15+ hours, depends how good you are) and a versatile map editor. Also included are some nice multi-player and online modes but to be honest I couldn't care less since I play strategy games for the single player campaign. Don't get me wrong these are a nice addition and I've even used them. The real gem of this game has to be the map editor (Design Room). I've spent most of the 60+ hours that I've put into this game in creating my own maps and then beating them. This has to be one of my favorite strategy game of all time. Before wrapping this review up, I just want to address what others have said about DoR not being as great as Dual Strike. First off I want to make it clear that Advance Wars: Dual Strike is a good game that should also be played. While both games are almost identical in many ways DoR is better balanced. In AW:DS CO powers were often too powerful and could turn the tide of battle. Besides being over powered they were a hassle to obtain since you had to remember to switch CO's after each turn to fill their gauges, that is if you wanted to use their dual strike. You might think you could just ignore the COs but the problem was that the AI opponent would use their dual strike against you. While CO powers are still present in DoR they are more difficult to pull off since you actually have to place your CO into a unit that can be destroyed. When you take into account that COs often buff the stats of surrounding units as well as fortify the unit they travel in, the strategic possibilities are greater. Even if the AI uses their CO you can easily have your units destroy it before it can unleash its full power. In the end all I'm trying to say is if you want to try a portable strategy game then you should make DoR that game.

Advance Wars: Love is a Battle-Field

5 Rating: 5, Useful: 0 / 0
Date: May 28, 2008
Author: Amazon User

I've been spending my time with three amazing titles: GTAIV, Portal and Advance Wars: Days of Ruin. The latter has proven more challenging than previous versions in the series. The mood is darker, the A.I. more cunning and the new units more diverse. If you like strategy in bite-sized doses, then I highly recommend this title.


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