17th June 2004, 9:03 PM
Advance Wars is a strategy/wargame. They sometimes do branching missions, but sidequests? Not in games like that, no. That'd be ones with RPG influences, generally... :)
I have no problem at all with a linear mission setup, though. Oh, branching (or sidequests) is fine too, but I don't have any complaints with linear mission sequences.
PH, no, I'd say that from that description it sounds like a reasonable comparison. You have an "army" to control, can switch between them and give them orders, and control one of them while AI controls the rest, generally doing what you tell them to... and you've got a rock-paper-sissors unit set where each one has a counter.
Battlezone and Uprising are different because you generally stay in one vehicle the whole time. You have a 'supertank' thing that is your base, and you spend most of the gametime in it. I think you could switch to other units, but like in Dungeon Keeper you can do the most in your vehicle... Uprising certainly. I don't remember as much about Battlezone. I keep mentioning Muzzle Velocity because, like AW-GC and the game PH describes, you have an army and can switch at will between the units in it. And the unit you are controlling is the same as any others -- no super skills or extra health or anything. And there's a mechanism for giving orders to the other units, but they also have AI that will do things without your direct orders (though in that game it generally ends up as you in tanks going after the baddies while your mostly incompetent army has mixed results in going where you want... oh well, I still liked the game. :))...
... Okay, Muzzle Velocity was bad. But it was unique, and that was enough to get me to enjoy the demo. Here's a link if anyone's interested... (DOS)
http://www.digi4fun.com/
I also mentioned Rainbow Six because that's another game where you can switch between multiple people in a team at will, and they're all equal strength (no superheroes). And like AW you do everything in the game... though most of those games also have a lenghty planning stage on a map before you start.
I have no problem at all with a linear mission setup, though. Oh, branching (or sidequests) is fine too, but I don't have any complaints with linear mission sequences.
PH, no, I'd say that from that description it sounds like a reasonable comparison. You have an "army" to control, can switch between them and give them orders, and control one of them while AI controls the rest, generally doing what you tell them to... and you've got a rock-paper-sissors unit set where each one has a counter.
Battlezone and Uprising are different because you generally stay in one vehicle the whole time. You have a 'supertank' thing that is your base, and you spend most of the gametime in it. I think you could switch to other units, but like in Dungeon Keeper you can do the most in your vehicle... Uprising certainly. I don't remember as much about Battlezone. I keep mentioning Muzzle Velocity because, like AW-GC and the game PH describes, you have an army and can switch at will between the units in it. And the unit you are controlling is the same as any others -- no super skills or extra health or anything. And there's a mechanism for giving orders to the other units, but they also have AI that will do things without your direct orders (though in that game it generally ends up as you in tanks going after the baddies while your mostly incompetent army has mixed results in going where you want... oh well, I still liked the game. :))...
... Okay, Muzzle Velocity was bad. But it was unique, and that was enough to get me to enjoy the demo. Here's a link if anyone's interested... (DOS)
http://www.digi4fun.com/
I also mentioned Rainbow Six because that's another game where you can switch between multiple people in a team at will, and they're all equal strength (no superheroes). And like AW you do everything in the game... though most of those games also have a lenghty planning stage on a map before you start.