![]() His Power allows him to heal all of his units on the field instantly and for free. Andy’s army is entirely stock with no modifiers. He is good hearted and stupid, being the source of many jokes among the player-base. True to her Caroline roots, Nell’s army are luckier than most and her Power heightens that luck even further, allowing her units the chance to do damage that would otherwise not be possible.Īndy is the first CO that the player will use in the campaign and is presented as a mechanical savant. She is unlockable after completing a good chunk of the game’s content. Nell is polite and professional as befitting a head of state, becoming only slightly sinister when insulted. The Commander in Chief of Red Star, Nell guides the player through the rather comprehensive tutorial, a practical demonstration of the series’ concepts that it’s still recommended to new players to this day. Some themes are a bit on the weak side, there’s none that could be described as unpleasant and some of them are quite catchy. The themes work rather well with the GBA’s rather infamously limited sound chip. Musically every CO has their own personal theme that plays when their turn rolls up, extensions of their personalities. Each nation’s units taking visual inspiration from real-world counterparts, with Red/Orange Star somewhat Ironically resembling the United States, Blue Moon resembling Russia, Yellow Comet being Japan, and Green Earth having a European vibe. Portraits of the COs will respond to the situation as the condition of their units change before and after battle. Units instigating an engagement will approach the battle line by walking/driving/etc towards the enemy before opening fire. The visuals shift stylings once more, with things becoming a bit less cartoony in appearance though no less charming. Effective use of these powers can completely change the tide and allow for victory, while poor usage or strategy can seal one’s demise. Whether it’s healing all of one’s own units, caking the battlefield in snow by changing the weather to inhibit enemy movement, or doing global damage to all enemy units, no two COs are alike. When full, the CO Power can be unleashed, with each CO drastically changing the state of play in their own way. As battles wage and losses accrue, COs build up a meter. All COs have both day-to-day adjustments that give their armies their own flavor, such as one CO having strong air units at the cost of a weak navy, or another that has weak direct-combat units but devastating indirects. While the units have been given another pass over, with some units going away while others merged together, as well as a global application of Caroline’s luck mechanic as a core game concept the single largest change to the manner in which the game is played would be how COs influence the battlefield. featuring more fine-tuned gameplay, possessing new game-play mechanics to change up how the game is played, and actually having a story in which the COs took direct part Advance Wars is unquestionably the point where the series hit its stride. Due to Western audiences having dubious feelings about red stars, the nation of Red Star was given a more orange-red hue and came to be called Orange Star outside of Japan. The four nations of Red Star, Blue Moon, Yellow Comet, and Green Earth still exist, but what ties there are to prior entries are thin. Revamping what little there was of a setting, Advance Wars takes place in a fictional world known as Wars World. Developed with the consideration of a visual and theme redesign that was intended to catch the attention of western audiences, three months after the launch of the Gameboy Advance, North America received its first exposure to the series with Advance Wars. ![]() Comparatively Intelligent System’s sister series of grid-based tactics games, Fire Emblem, had seen four entries by the release of Super Famicom Wars, with one more coming afterwards. In terms of sales the games had performed adequately, though they hadn’t taken off in any particularly meaningful manner. While the critical acclaim for the Famicom Wars games was certainly there in Japan, the titles never made it beyond the borders.
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