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[DS] Advance Wars: Dual Strike 2
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Dark Nation
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Old Oct 11, 2007, 08:06 PM Local time: Oct 11, 2007, 06:06 PM #26 of 55
Oh, I didn't mind the direction they went with it in the show... I just don't want something like that in Advance Wars, that's all. The asteroid thing brings back memories of that Ulysses thing that fell in the Ace Combat world (should also be called War World too, heh).
Speaking of which, they should totally do an Ace Combat DS Game, but with Advance Wars COs.

"THIS IS EAGLE, I HAVE TAKEN CONTROL OF BELKA'S AIRFORCE. SURRENDER YOUR FORCES OR PREPARE TO BE BOMBARDED BY OUR BLACK BOMBS."

Also, I heard a rumor that they were making a console version of Advance Wars for the Wii (And I do NOT mean Battalion Wars, that shitty wanna-be version), any verification on that?

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Old Oct 11, 2007, 09:01 PM Local time: Oct 11, 2007, 07:01 PM #27 of 55
No verification.

And Battalion Wars isn't that bad. I'm looking forward to the sequel at the end of this month.

This thing is sticky, and I don't like it. I don't appreciate it.

Last edited by Final Fantasy Phoneteen; Oct 15, 2007 at 08:39 PM. Reason: Fixed stupid typo.
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Old Oct 11, 2007, 09:27 PM Local time: Oct 11, 2007, 07:27 PM #28 of 55
And Battalion Wars isn't that bad.
I suppose... but I'm kinda upset that Nintendo developed a game like that but didn't make it into an actual Advanced Wars game

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I'm looking forward to the sequel at the end of this month.
Perhaps that's the truth of the rumor I heard.

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Final Fantasy Phoneteen
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Old Oct 11, 2007, 09:33 PM Local time: Oct 11, 2007, 07:33 PM #29 of 55
Nintendo had a deal with Kuju Entertainment to allow them to develop a game in an established series. And considering there was no guarantee that Kuju was going to do a good job with it, they probably took the safest route imaginable.

I was speaking idiomatically.
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Old Oct 12, 2007, 12:33 PM Local time: Oct 13, 2007, 01:33 AM #30 of 55
Originally Posted by Qwarky
Of course, you'd need to apply the Halo effect on the AI so that it can only react to you if it sees you, so you wouldn't end up with just tons of cheating and cheap psychic shots. And this is coming from someone who has excellent taste in ICOa fucking tired joke. But it's felt ridiculous to need to ram a unit into an enemy just to be able to pummel it with cannon shells from afar.
The Halo effect? Halo invented that kind of AI?

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Old Oct 12, 2007, 02:31 PM Local time: Oct 12, 2007, 10:31 PM #31 of 55
The Halo effect? Halo invented that kind of AI?
Not that I said anything of the sort, but since we're here, why don't you name me an older action game of that type with AI that didn't know where you were through walls, if the level so required it. Goldeneye sure as heck did it, as did Doom.

It's an easy point of reference if you've ever actually played the game, people would otherwise be quick to say "but then the computer would always hit you and the forests would be useless!".

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Old Oct 13, 2007, 12:54 AM Local time: Oct 13, 2007, 01:54 PM #32 of 55
Goldeneye, Quake 3, Unreal Tournament.

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Last edited by RABicle; Oct 13, 2007 at 12:57 AM.
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Old Oct 13, 2007, 04:49 AM Local time: Oct 13, 2007, 12:49 PM #33 of 55
Like I already said, Goldeneye had plenty of levels where they scripted the AI to see you through walls, it's not nearly the same as the line sight/hearing system the first Halo employed. Once an alarm was made, everyone knew where to find you and they never went back. Using the Goldeneye style AI with the indirect fire system would lead to levels where the computer just magically bombs everything in range with pixel perfect accuracy.

But beyond that, understand it's a point of reference, like saying "Resident Evil controls". Most of us know many games used the controls before Resident Evil, but a lot more know them through RE, so it's easier to refer to them as that.

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Old Oct 15, 2007, 07:14 PM Local time: Oct 16, 2007, 12:14 AM #34 of 55
There is a new trailer at Gamevideos.

I think the new graphic stye is pretty good, but I really don't like the new music. Hopefully it was just for the trailer, and not what the actual soundtrack will sound like...

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Old Oct 15, 2007, 07:21 PM #35 of 55
There is a new trailer at Gamevideos.

I think the new graphic stye is pretty good, but I really don't like the new music. Hopefully it was just for the trailer, and not what the actual soundtrack will sound like...
There's another video where you can hear the music a bit. That was a nice trailer, looks like wifi is confirmed going by what was shown.

This thing is sticky, and I don't like it. I don't appreciate it.

The text is part of the image and the two squires aren't exactly even.
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Old Oct 15, 2007, 07:56 PM Local time: Oct 16, 2007, 12:56 AM #36 of 55
I like the music. Eagerly awaiting more on this.

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Old Oct 16, 2007, 12:20 PM Local time: Oct 16, 2007, 09:20 AM #37 of 55
Apparently Kotaku recently got some hands-on with AW: DoR

So the motorbikes count as infantry eh? I wonder how much they cost considering their infantry abilities plus their mobility.

I was speaking idiomatically.

Last edited by Yggdrasil; Oct 16, 2007 at 12:25 PM.
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Old Oct 16, 2007, 01:36 PM Local time: Oct 16, 2007, 06:36 PM #38 of 55
So the motorbikes count as infantry eh? I wonder how much they cost considering their infantry abilities plus their mobility.
If you pause the trailer at around 1.04, you can see the land units and their costs:



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Old Oct 16, 2007, 03:28 PM Local time: Oct 16, 2007, 01:28 PM #39 of 55
Thanks for those pics Zuare. Looks like almost all of the units have returned, plus a few new ones. Motorbikes probably have the same firepower as Infantry (Or somewhere in between Infantry and Bazooka), but have a longer range for travelling per turn... just a guess though.

I also see something called Flare, I wonder if that will play into Fog of War Maps? (Unit Fires a Flare, which revealed a 3x3 or 4x4 area of the map?)

Mobile Workshop is particularly interesting, but I would think it would cost more... hmm.

I also took a glance at the videos, and for the one Metal Sphere brought up, the music sounds cool. Got some rock, along with the main (?) theme of the game. Meteor shower destruction confirmed, and apparently 90% of humanity along with it! This game is very appropriately titled.

Very interesting all around

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Old Oct 16, 2007, 03:30 PM #40 of 55
Apparently Kotaku recently got some hands-on with AW: DoR

So the motorbikes count as infantry eh? I wonder how much they cost considering their infantry abilities plus their mobility.
Absolutely DELICIOUS! Sounds like they streamlined combat making it faster, which is a big plus in my book. That coupled with the new art direction, a new cast, new units and possibly a better story have me looking forward to this even more than before.

And then I read the WiFi section and exploded.

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Old Oct 16, 2007, 03:37 PM #41 of 55
Originally Posted by Dark Nation
Mobile Workshop is particularly interesting, but I would think it would cost more... hmm.
Judging by the price and appearance, it's just a new name for the APC. I'm more interested in this new Anti-Tank unit. It's nice to know they're still coming up with new tools of war even after the apocalypse.

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Old Oct 16, 2007, 04:17 PM Local time: Oct 16, 2007, 02:17 PM #42 of 55
Judging by the price and appearance, it's just a new name for the APC.
Oh... well shoot, so much for that then :laugh:

Quote:
I'm more interested in this new Anti-Tank unit. It's nice to know they're still coming up with new tools of war even after the apocalypse.
Anti-Tank?

*checks*

Oh wow, completely missed that! Well that's cool.

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Old Oct 16, 2007, 04:40 PM #43 of 55
Flares, interesting. That might throw a wrench into my old AW style of using Grit and sniping everyone from Fog of War forests.

What I'd like to see is a Sniper unit, a long-sighted unit that could massacre infantry/mech troops, but if directly attacked would essentially be boned. Been holding out for that since the original Advance Wars. Oh well, maybe in a future game.

Some of the name changes I don't care for though. If a Mobile Workshop really is an APC, why the name change? Changing Artillery to Mech Gun? Glad they finally changed Medium Tank to Heavy Tank, though. Regular tank, Medium tank... Neo Tank?

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Old Oct 16, 2007, 04:40 PM #44 of 55
Heh, this interview is nice and quick and touches on quite a few things. Looks like they made it a point to strip everything down and refine it.

Gamespot's preview reveals a bit more.

Quote:
On the new-unit front, we saw a new light-armored vehicle that can fire a flare to reveal a large part of the map (by eliminating the fog of war), and it can also lightly attack with machine-gun fire.
Originally Posted by Gamespot
For instance, individual units can now level up as they gain combat experience, and then you can bring them into subsequent missions with you. For instance, a powered-up tank unit that only had seven tanks in reserve might still be able to best a 10-strong tank unit with no previous experience.
Originally Posted by Gamespot
The commanding officers' special powers have purportedly been greatly reduced in potency as well. You'll gain them much later in the game now, and they won't have the potential to completely swing the flow of battle in the opposite direction the way they did in the last few games. Now the focus is more on your overall strategy, and though you can use a CO power to aid your combat effort, you won't be able to rely on using a carefully timed power to turn the tide all by itself.


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The text is part of the image and the two squires aren't exactly even.

Last edited by Metal Sphere; Oct 16, 2007 at 04:52 PM.
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Old Oct 16, 2007, 07:25 PM Local time: Oct 16, 2007, 05:25 PM #45 of 55
Eh. CO Powers were what made this series unique. I can pick up a million and one grid-based strategy games, but not with mechanics similar to Advance Wars' S/COPs.

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Old Oct 17, 2007, 04:11 AM Local time: Oct 17, 2007, 01:11 AM #46 of 55
They're not doing away with CO powers, just hitting them with the nerf bat. It won't be like before with colin or some other broken CO/CO combo where in the middle of a battle you can pop the SCO and basically win. Personally I think this is a good change. This way CO powers will be used to win smaller battles here and there, instead of completely overturning the battle in one turn.

Quote:
If you pause the trailer at around 1.04, you can see the land units and their costs:
Yeah, I saw the video after the post, and after watching I was feeling lazy, not to mention I had class right after...

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Old Oct 17, 2007, 10:28 AM Local time: Oct 17, 2007, 03:28 PM #47 of 55
I agree with what Qwarky said about the indirect fire it was always REALLY annoying to be in a bottleneck situation with only one point of attack and it's a god damn tree square! Meaning you had to basically block the main way through with something before you could even consider attacking whatever is hiding.

I know I'm late, but as for the news of this newest game I'm honestly kind of shocked at the revamp, advanced wars was always cheesy looking, but that was one of the main things that made it stand out from other turn based strategy games. Now they seem to have gone for the generic hardcore "war is hell" angle, which is tough on people with previous character favorites, but forgivable as long as they keep the co variety in there they built up from previous games. It almost makes you wonder how much they tested the co powers in the previous game with all it's broken combos, since it's the thing they've fixed the most this time around.

The new unit sprites on the game map look ugly in my honest opinion, although I can understand them wanting to change the sprites when two units attack since they've been recycling the same sprites for 3 games now. Come to think of it what happened to them trying to make the board look 3D? I guess that went out the window too. The cute brightness of the past games with a war theme was aways an odd combination, so I guess they finally decided to change to go with a formula that made more sense.

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Old Oct 17, 2007, 10:39 AM Local time: Oct 17, 2007, 08:39 AM #48 of 55
They're not doing away with CO powers, just hitting them with the nerf bat. It won't be like before with colin or some other broken CO/CO combo where in the middle of a battle you can pop the SCO and basically win. Personally I think this is a good change. This way CO powers will be used to win smaller battles here and there, instead of completely overturning the battle in one turn.
There's a difference between nerfing the Colin/Sasha tag team and nerfing everyone. Very few S/COPs could actually turn the tide almost instantly, and even if the few times it could you'd give your own opponents a huge boost in their meter. I thought that the system as a whole was pretty balanced, even if a few guys tended to be abusable.

They probably found something called the Colin Paradox that made it impossible to nerf him without reworking all of the game mechanics.

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Old Oct 17, 2007, 01:59 PM Local time: Oct 17, 2007, 10:59 AM #49 of 55
There's a difference between nerfing the Colin/Sasha tag team and nerfing everyone. Very few S/COPs could actually turn the tide almost instantly, and even if the few times it could you'd give your own opponents a huge boost in their meter. I thought that the system as a whole was pretty balanced, even if a few guys tended to be abusable.

They probably found something called the Colin Paradox that made it impossible to nerf him without reworking all of the game mechanics.
If you time your SCO tag power correctly and didn't screw up by the time your turn is up the game should be won and it shouldn't matter if they have their meters filled. And unless you are up against another good/cheesyColin player any semi-decent combo would do (i.e Eagle/Sami - HQ insta-capture FTW)

So I don't think this CO power nerf stemmed solely from the power of Colin's powers, although when talking about overpowered powers Colin's comes to mind first. However just exactly how nerfed CO Powers will be and what kind of things they will do in this next game has yet to be seen and until then it is kind of pointless to cry over the CO power changes (least of all the loss of Colin, which in my mind is an awesome thing).

How ya doing, buddy?

Last edited by Yggdrasil; Oct 17, 2007 at 02:01 PM.
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Old Oct 17, 2007, 03:29 PM Local time: Oct 17, 2007, 01:29 PM #50 of 55
A good player is always prepared for a Lightning Strike or Victory March and not put in that kind of position in the first place. The first thing you learn is to not overexert yourself when you're playing against Eagle. Just like how you learn to make Colin waste his funds.

Eagle/Sami isn't even insta-capture. Unless you're an absolute retard and let a bunch of air units and some infantry waltz up to your HQ when they're about to tag (even though it takes about 233.3 turns to charge). All I'm saying is that one or two kinks doesn't mean to just trash the whole thing or weaken the shit out of it.

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