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Advance Wars 2: Black Hole Rising
07.03.2003 | 12:54 am
Roger Gibson (Locke)

Platform:
GBA Developer: Intelligent Systems
Release Date: 06.23.2003 Publisher: Nintendo
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Advance Wars II: Black Hole Rising (AW2) is a diamond in the rough - a priceless jewel among sub-par, hastily launched titles we've seen so often for the Game Boy Advance. Not since the first installment of the "War" series on GBA have we seen such an in-depth and unique strategy game. However, it's not an all-new sequel. Much has stayed the same since Advance Wars, which is not necessarily something to frown on. "If it's not broke, then don't fix it," as the saying goes.

Advance Wars is a deep strategy game wrapped up in a brightly colored package. Do not be fooled by the cartoon-like characters and mediocre storyline; this title is all about thought and skill (more so in multi-player, as the AI in single player can be somewhat predictable). You must place your units in the most strategic of positions to overcome your enemy. Speed and skill are rewarded with a grading system, the better your score, the better your grade (your score also translates into points that you can spend on unlocking new playable CO's and maps).

As the storyline goes, Sturm (the final villain from the first title) has once again threatened the world of Cosmo Land with his awesome and evil powers, this time using his own minions to battle the forces of good. Andy, Max, and Sami of the Orange Star Army return to ward off this vile predator and his brethren (also returning to give people new to the series a crash course is Nell, the charismatic instructor). With the help of the forces of the Green Earth, Yellow Comet, and Blue Moon Armies, you are in control of a massive arsenal. Your mission, should you choose to accept it, is to utilize each CO and aid them in their endeavor, taking advantage of each individual's traits and strengths, and likewise pushing past their weaknesses.

Right off the bat, as you start up the game, is an all-new intro to give you the feel of this new title. The graphics have stayed virtually the same, which is not a bad thing in the case of AW2, which is easily made up for with the astounding gameplay and replay value. The environments are pleasant, if basic, and the small animation scenes during battle are simple yet effective - stuff goes boom and stuff blows up! Minor changes include a small screen concussion when you destroy an enemy unit, (as well as when yours are destroyed), a cheer is now heard when you capture a city, and the battle screens and finish sequences are changed up some with bolder and stronger text and colors. 

The character designs remain the same - classic Nintendo, instantly likeable hand drawn characters with brief profiles (vice-versa on the likeable part for the enemy CO's, they're so naughty!). The music scores have stayed basically the same from the original title as well, however each CO now has his own music during the use of his/her CO power (it gives you that extra loving feeling as you barrage your enemy with warheads and artillery), and the new baddies have their own orchestrated music with some good guitar chords. Overall the music is great and original; pull your headphones over your melon for some stereo sound and you might not even realize you've been tapping your foot to the beat.

For any of us who played the original installment of AW on GBA, "CO powers" are nothing new. Using Andy's "Hyper Repair" after getting pummeled by Eagle's "Lightning Strike" was a better relief than some Rolaids after Texas-style chili. However, our friends at Nintendo and Mode 7 did not feel the original system had quite enough "UMMPH." Rejoice my friends, for now our favorite CO's have "Super Powers" (and of course the villains likewise utilize their own super powers). This is by far the coolest addition to AW2. The regular CO powers are still there, attainable after reaching 3 stars on your power meter, like Max's "Max Force". Upon reaching 3 stars you have the option to use your CO's power, or, you can wait to build up 3 more stars to unleash your Super CO power, and in Max's case it is the "Max Blast." This addition also adds another element to strategy. "Should I use that CO power now to get the jump on the enemy?" "Or should I save it for the Super CO power to save my butt after he uses his?" Ah, strategy.

You will command Tanks, Rocket Launchers, Anti-Air guns, Helicopters, Bombers, and Infantry units, just to name a few. There is also one (yes, only one) all new unit in the form of the ultra-powerful Neo Tank, which I fondly call the "Pig Tank" due to its appearance. Each unit has its own specific uses along with certain limitations and strengths. For example, the Tank has good movement on open plains and streets, but does not maneuver so well through forests, while the Missile units have great range and power. but have low defense and cannot counter-attack. 

The control is basic and easily maneuvered, customary to a turn-based strategy game. Choose a unit, decide its route, and then decide its action from a small menu of choices ("FIRE" being my favorite!). There are also some very useful commands on your menu for unit info (such as range, fuel, and weaknesses), environment info (type of surroundings and effect on units), and so forth. Thankfully, Nell is always around should you get confused as to what you're looking at.

Four modes of play return in this sequel: Campaign (Story Mode), War Room (pre-built maps and a challenging CO), Versus (pick any character and map and face a selectable enemy, also enabling you to turn off/on weather factors, captions, CO power usage, and set the amount of campaign funds), and Link Battle (multiplayer option with the use of a Link Cable - do not pass this one up!)  Throw a map designer into the mix, as well as the all-new "CO Color Editor," and you've got non-stop fun.

Speaking of non-stop fun, I cannot seem to put this game down. More hours were put into AW than any game I can remember (portability of the GBA being a small factor below the replay value), and I foresee no exception in the case of AW2. The replay value is almost scary; if you are anything like me, completing every level with the highest score and ranking as possible is a must, as well as unlocking all of the secret maps and characters (playing through with different characters effects the outcome). As you advance further into the campaign mode, or as you try your luck in the War Room, you will see this game is not for the weak of intellect. The amount of strategy waiting to be uncovered beneath this title's semi-passive exterior is almost mind-boggling.

Advance Wars 2: Black Hole Rising is a must have for any hardcore fan of the first Advance Wars. If you only somewhat liked the first one, you can pass this one up and not feel too left out (as this is more an expansion pack than an outright sequel). If you're completely new to the series, I recommend just jumping straight to this title, as you won't miss anything by not playing the original (once again, because this is more expansion than sequel). There are endless hours to be delved into with AW2 - link up GBA's and challenge a friend, or go for an "S" rank on as many levels as you can. And let's not forget that each character has his/her own role in AW2 - completing a mission with one character may give you a different result then using another. The replay possibilities are just mind boggling.

"Orange Star Army will never fail while I'm here!" - Max

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Graphics:
8.0 Sound: 8.5
Single-player Fun: 9.2 Mulitplayer Fun: 9.0
Gameplay: 8.0 Replay Value: 9.7
Overall: 9 (not an average)


 
 
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