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Neil Booth
11 Mar, 2008

Advance Wars: Dark Conflict Review

DS Review | Dark and stormy.
Advance Wars: Dark Conflict is the second installment of the series on the DS, coming hot - well, warm anyway - on the heels of Advance Wars: Dual Strike. Good to see that not every single game released on Nintendo's handheld console has to include a 'DS' acronym, and that's not the only innovation that Dark Conflict offers up. There's a handful of new units, the gameplay has been tweaked in significant ways and the look and feel of the game has been nudged out of the brightly coloured sandbox it's been playing in for ages.

For those who haven't played the Advance Wars series before, the game can best be summed up as 2D, top-down, turn-based strategy. You have air, land and sea units at your disposal and at least one Commanding Officer (CO) who can power-up various special abilities. You move all your units across a map, taking advantage of various types of terrain, and then the AI or opposing player moves all their units. Combat is resolved automatically. A battle is won by capturing the enemy HQ, destroying particular units or by meeting whatever other game ending objectives you're assigned. If you've ever played any kind of turn-based strategy game, you'll know pretty much what you're in for.

Units can be controlled using either the stylus or face and shoulder buttons. Either systems works flawlessly, though you'll most likely come to favour the face/shoulder button method, simply because it's a little bit faster and feels more precise. The whole interface feels snappier than that of Dual Strike - you can get through menus faster, access all the info you need with less bother and generally flit about the game unhindered. Vital information is presented in a clean and clear fashion and we had no problems at all with the interface.

  
Planes, tanks and automobiles.

Planes, tanks and automobiles.
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Dark Conflict stays true to the Advance Wars habit of presenting a simply massive amount of gameplay. There's a lengthy story-driven campaign that's supplemented with a large number of trial stages that pop up along the way. Free Battle mode offers around 150 maps for you to play on, and you can also download new maps or make your own with the game's map editor. Even if you only play every map once, you've got hundreds of hours of entertainment at your fingertips.

The story lobs you into a post-apocalyptic world and puts you in charge of a growing army that sets about battling the growing forces of evil in the world. The story unfolds through cut scenes and some painfully leaden exchanges of dialogue between various characters. The story does contain some unexpected and occasionally bizarre twists and turns but never feels like anything more than an anime pantomime. There have been claims about Dark Conflict's story being more 'adult' than previous offerings, which is technically true but also somewhat like describing an 8 year old as more 'adult' than a 5 year old. Suffice to say, Dark Conflict's story provides some context to the single-player missions but it's otherwise nothing to get excited about. It's worth noting here that there differences have been reported between Dark Conflict and the US version of the game, known as Days of Ruin. Apparently, Dark Conflict uses different character and place names and might even include subtle plot differences. Either way, we can't imagine it would make a huge amount of difference.

Honestly, though, no-one's going to be playing Dark Conflict for its insights into the human condition. This is all about good, solid strategy gaming and the game delivers in spades. Dark Conflict plays a little bit faster than previous iterations, largely due to the new Motorbike unit that combines fast travel with the ability to capture buildings. There's less tiptoeing across the battlefield, with fast, decisive moves being the order of the day. The game's turn-based nature still rewards thoughtful strategies, and it's easy to see fast, fragile units come unstuck but all things considered, Dark Conflict is one of the more sprightly strategy games around.

Other new units include the Flare, which briefly lifts the fog of war in a designated area, and the anti-tank vehicle that can perform a handy counter-attack against units foolish enough to tackle it directly. These are all fun new toys to play with but while they do open up new ways to play the game, they don't really take things in dramatically new directions. Perhaps the most interesting addition is that all units now gain experience on successfully destroying an enemy unit. A unit can rise through three levels of experience, with each level adding bonuses to attack and defence numbers. This means that there's now some benefit to pulling units off the front line for repairs, rather than just throwing wave after wave of cannon fodder at the bad guys.

  
The field of battle runs... pink with blood?

The field of battle runs... pink with blood?
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Commanding Officers have undergone a significant reworking since Dual Strike. Whereas previously a CO hovered like an omniscient super-being above the battle, drawing power-up points from every one of their units in action, Dark Conflict puts the COs right in the thick of things. They can be situated in a particular vehicle and generate a 'command radius'. Any friendly unit in this radius contributes to the COs slowly growing power gauge. A CO can't be killed outright in battle, but destroying their transport boots them back to the battlefield HQ and resets the power gauge. Effectively, this greatly reduces the influence of CO powers, which is not such a bad thing. They were arguably a little too powerful in Dual Strike, to the extent that a mission could become a simple race to see who could fire off a CO's powers most often. Dark Conflict puts the emphasis firmly back on smart use of units in the field, which is most welcome.

All the usual DS multiplayer options are catered for, with standard single and multi-card play options. Online multiplayer makes its Advance Wars debut in Dark Conflict, with Nintendo Wi-Fi letting you take on friends and strangers around the world, download new maps or upload your own designs. There's even a voice chat system with which you can graciously let your opponent know just how badly they're doing.

  
Gotta look good before the killing starts.

Gotta look good before the killing starts.
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Dark Conflict tones down the candy-coloured explosion of earlier AW games but doesn't present a hugely different style - it's all immediately identifiable as the Advance Wars universe. The various characters are not quite as wide-eyed and moppety as usual, but still haven't let the apocalypse deter them from working up some seriously high-maintenance hair styles. The music consists largely of repetitive sport-metal and is best turned off as quickly as possible.

While we might not sound wildly enthusiastic about Dark Conflict - it is, after all, fundamentally more of the same - there's no denying that it's a very good game. Compared to Dual Strike, Dark Conflict is a sober affair - if Dual Strike is Risk, then Dark Conflict is a bit more like chess. Dark Conflict loses a lot of the flash and glitter that either delighted or annoyed you in Dual Strike and instead presents rock solid, addictive strategy gaming. We can't help but feel that there was room for something a bit more fresh and innovative in Dark Conflict but will also happily admit that the game doesn't really need any more bells and whistles. Advance Wars: Dark Conflict keeps the series at the very top of the DS strategy pile and is a great place for both newcomers and veterans to keep on fighting the good fight.
The Score
The most refined and solid entry in the Advance Wars series yet, though more emphasis on innovation instead of iteration would be a good thing. 8
Looking to buy this game right now? PALGN recommends www.Play-Asia.com.

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10 Comments
1 year ago
I'm just about to finish off Dual Strike so it's mildly disappointing this didn't turn out better.
1 year ago
Don't get me wrong - if you liked Dual Strike, then Dark Conflict will be right up your alley but it might feel a bit familiar if you're just finishing up with Dual Strike. Dark Conflict is arguably the better game, but it's not a radical reinvention.
1 year ago
It's much more of a reinvention than its predecessors (i.e. add another layer of CO power, new COs, new Tank). I reckon it changes up the strategy enough to keep AW veterans engaged.

I like how there's now no more holding back from pummeling an emeny in fear of triggering their Power, as well as some balancing (Air units nerfed, Naval units buffed, etc). I do somewhat miss the 'flash and glitter' of the previous games though, this game seems to take itself too seriously sometimes - doesn't always work for me.
1 year ago
I loved how the gameplay was streamlined in Days of Ruin, and contrary to the review I thought the soundtrack was appropriate for the new theme of the game (and better than previous soundtracks in the AW series anyway) and that the story was competent taking into account that it's a turn-based strategy game.

Graphics wise I thought it was a lot cleaner and well rounded than Dual Strike. The slightly oblique playing field in Dual Strike looked messy and was unnecessary, while the addition of a closer up view in Days of Ruin is useful for smaller maps and general visual appeal.

On comments that the storyline takes itself too seriously - I disagree. I personally found the old AW theme to be ridiculously colourful and happy, making a game that's really targeted towards adolescents and adults look more like it's for children. The characters were annoying, the dialogue was absolutely cringe worthy.. Days of Ruin does try to be more serious, but I think it just strips out the unnecessary 'yay rainbow lol' feel while still keeping the light storyline and dialogue, and that's all that's really needed.
1 year ago
Neil B wrote
Don't get me wrong - if you liked Dual Strike, then Dark Conflict will be right up your alley but it might feel a bit familiar if you're just finishing up with Dual Strike. Dark Conflict is arguably the better game, but it's not a radical reinvention.
Yeah that's the vibe I got from your review, and as you say, I don't want to jump straight into more of the same just yet.

Passa: I thought the crappy characters and "yay rainbow lol" were what made AW so enjoyable. The dialogue was atrocious (cant' remember the name but the guy in white with headphones on had appalling "hip" dialogue) and the story embarrassing to play as an adult, so I kept coming back for more icon_shhh.gif
1 year ago
The real problem with days of ruin/dark conflict is it has that feel of 'one step forward, two steps back'.

I mean it's a tough tightrope to walk.Should they have made another aw game with slight upgrades like aw2 and aw:ds did, add a few units, give it a spit polish and ship it out to appease the already established fanbase OR wipe the slate clean and start afresh hoping to reel in newcomers while aiming to making it 'awish' enough to keep the vets on board too?

They've essentially done both, but the problem is it feels a lil rare, a lil undercooked.For every innovation or fix they have made a stupid niggly problem comes along for the ride.Co powers were easily abused in ds and they've come up with a new mechanic to try and keep the power spamming down, but they've gone a lil too far and made using them and the accompanying co's flat out boring.

While ds sported upwards of 15 co's(i think it's a touch more then that actually) which were almost ALL unique in their own way, with unique day to day bonuses and 2 unique co powers.Again, a tightrope of balance and diversity has to be walked but dc went far too much for balance, giving us about 10 co's(with only 1 being selectable at any given time during the single player campaign, boourns!), each all sporting only one co power(or none in forsythe's and caulders case) all of which are underwhelming, unoriginal and just plain 'unfun' to use and the variety of co's is all over the place.We have two aerialists and about 4 that specialise in nothing bar 'across the board benefits'.There's no really difference in the co's.

None of this watch out for drake and his tsunami that takes off 2 hp of every unit halves fuel or eagles dreaded lightning strike that let you strike TWICE in one day.........no........this time we have co powers which boost offense and/or defense.......and that's about it.Woo......variety ftw!

Plus the music just flat out sucks.It's all a garbled mess and no one track is identifiable as belonging to any particular co.Before, you could close your eeys in aw ds and know you were up against kanbei/adder/andy etc etc simply by their music and how unique it was.I play the game muted.

Again touching on the two steps backward bit, where the hell is war room?Or the shop?Or hard campaign for single player?Or having to unlock any of the co's?It was like xbox achievements being able to get a high score on a particular war room map and to try ad get that elusive s-rank........or even to just continually play war room maps to earn enough coin to buy that different costume for one of the co's in the shop.Or having to beat hard campaign twice to unlock a certain co?It kept you playing, it gave you incentive, there was a light at the end of the tunnel and you had something to show for it once you overcame the odds.

War room has been replaced by free battle, which is essentially the same thing except you get no score, no mark, no recognition at all after you beat the map.Nothing.Straight back to the title select screen.It's basically multiplayer with the ai, completely unranked.

Where's the incentive to play smart and strategic when your not graded?It's like those tests you had in school occasionally where you weren't marked for it.Who studied for them?No one that's who.Because you'll get the same reward whether you play well or unwell, sweet f a.

And while i was never really a fan of the survival challenges(money, time, turns etc) or the weak as water combat mode in awds, they were still better then not having them........but unfortunately that's what dc has done.Bye bye variety.

While i do appreciate some of the tweaks(like the improved carriers and seaplanes, dusters, nerfing long range attackers, removal of black bombs/pipe runners) the tweaks have come at the expense of alot.A new more down to earth story and setting with focus on tactics and balance as the key has come at the expense of the variety of unit animations(you'd be hard pressed to tell the difference between a lazurian md tank and a rubinelle md tank whereas the rickety yellow comet md tank was easily discernible from the streamlined green earth md tank), variety of co's and co's power and in turn variety of tactics you can employ to utilise your co's strengths and cover your co's weaknesses, and the variety of options for singleplayer outside of another campaign playthrough or unranked free battle skirmish.

It's a good game and i give them cred for not cashing in on a winner and simply milking us dry with meagre updates, but i feel if they studided a lil harder exactly what made the old aw's so addictive and incorporated them into this new style they'd be on a winner.As it stands, i can't help but think what could have been.

p.s. i told you so.I told you guys dc wouldn't be as good as awds.

p.p.s 'grab some plates spanca cause you just got served!yeh!'
1 year ago
Jibbs wrote
p.p.s 'grab some plates spanca cause you just got served!yeh!'
I was just about to ask how the **** I got served when I was saying essentially the same thing as you (just a lot more concise icon_razz.gif). Then I got the reference... touché sir. icon_pout.gif
1 year ago
Jibbs wrote
has been replaced by free battle, which is essentially the same thing except you get no score, no mark, no recognition at all after you beat the map.Nothing.Straight back to the title select screen.It's basically multiplayer with the ai, completely unranked.

Where's the incentive to play smart and strategic when your not graded?It's like those tests you had in school occasionally where you weren't marked for it.Who studied for them?No one that's who.Because you'll get the same reward whether you play well or unwell, sweet f a.
Check out the trial maps in the campaign, they're basically the 'proper substitute' for the War Room. Difference is, some maps are Pre Deployed (either making them very easy or very hard), and you cannot choose which CO you use - some maps force you to use a certain CO, some maps force you to use no CO.

You still get graded, but it's no War Room. It doesn't look as though they put a lot of thought into what COs they make you use either (Tasha v Greyfield in a Land/Sea map? Zero benefit to you).

Oh and I agree about the soundtrack. It's like everyone's tunes were lifted from the 'Album of Hardcore Guitar Wankery Vol VII'.
1 year ago
I'm quite satisfied with what I got, what gets me though is the lame localisation we got. Brenner > O'Brien, Will > Ed and so fourth + Days of Ruin sounds much better than Dark Conflict.

Good thing DS is import friendly.
1 year ago
Cerebral wrote
Jibbs wrote
has been replaced by free battle, which is essentially the same thing except you get no score, no mark, no recognition at all after you beat the map.Nothing.Straight back to the title select screen.It's basically multiplayer with the ai, completely unranked.

Where's the incentive to play smart and strategic when your not graded?It's like those tests you had in school occasionally where you weren't marked for it.Who studied for them?No one that's who.Because you'll get the same reward whether you play well or unwell, sweet f a.
Check out the trial maps in the campaign, they're basically the 'proper substitute' for the War Room. Difference is, some maps are Pre Deployed (either making them very easy or very hard), and you cannot choose which CO you use - some maps force you to use a certain CO, some maps force you to use no CO.

You still get graded, but it's no War Room. It doesn't look as though they put a lot of thought into what COs they make you use either (Tasha v Greyfield in a Land/Sea map? Zero benefit to you).

Oh and I agree about the soundtrack. It's like everyone's tunes were lifted from the 'Album of Hardcore Guitar Wankery Vol VII'.
Yeah, that's the problem.No co choice is a big loss and really pulls it for me, sorta why i didn't mention it in the first rant, another case of close but no cigar

It was fun in dual strike to dominate a certain war room map with a certain co, get a score, ranking, day count, only to play it again with a different, badly suited co just to challenge yourself.Plus there are nowhere near the amount of trial maps as their were war room maps, and all the classics *appear* to have gone.......no spann island?!This is madness!

It all comes down to the lack of choice again, the problem permeates almost every aspect of the game.

Oh plus anti-tanks piss me off, they are like rock, paper and scissors all rolled into one.About the only things that do more dmg to an anti-tank then what they receive in the enivatable counter attack are bombers, sea planes and infantry(excludes all fellow ranged attackers obviously).

Now i gotta lug infantry all the way to the front line just in case an AT shows up.Talk about a wall, a counter attacking range unit that holds the advantage of 95% of units, regardless of first strike.Stick one of those on a bridge or better yet your hq and forget.
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