i’ve been playing advance wars 2: black hole rising for GBA on and off for ages, but i finally finished the normal campaign mode a couple of weeks ago. i’d been playing it for so long that i’ve forgotten what the game added compared to the original advance wars, which i’d played a while back. this review at cubed3.com has served as a good reminder; the main additions to the sequel were: super CO powers, a handful of new COs (each with their own unique powers), some new weapons including neotanks and missile silos, and some new enemy hazards including cannons and lasers. in terms of the structure the game has quite a different feel from the first game because instead of three COs that you use for the majority of the game, in the sequel you’re required to use a new group of COs after every few maps. i actually prefer a bit more continuity, but this change does mix things up a bit.
in some ways i enjoyed this game more than the original, partly because i knew more about what to expect so i wasn’t as fixated on the lack of a story or characterization (esp. as compared to my beloved fire emblem series), and partly because i didn’t have to go through all the work of learning how to play the game so this time i could just enjoy the game and its undiluted tactics from the very beginning. but although the changes weren’t insignificant, somehow all in all it just felt too similar. this makes the second sequel i’ve played recently that was more disappointing than not due to its lack of innovation (the other being metroid prime 2). i was starting to get worried that my interest in the advance wars series as a whole was on the decline, but i started the DS games and luckily they both look like they’re different enough to make them worth checking out. early intel indicates that we may receive reports on that sooner than later …
advance! links against links on the battlefield!
– entry at wikipedia
– PDF of the manual at replacementdocs.com
– good FAQ at gamefaqs
– S-rank FAQ, also at gamefaqs
– guide at IGN
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