
We've been writing about games for so long that we have a process. It might not be a fair practice, but it is nevertheless the way we work. We can usually sum up whether a new title is going to be good or bad after we've played it for only a few minutes. Sometimes, all we need to do is look at it. We're not always right. Occasionally, a game starts off slow and gets better. Or sometimes an unpolished title is cleaned up the next time we see it. But for the most part, having invested hours upon hours into the end product and thoroughly tested our initial analyses, we find that our little system is pretty accurate.
Battalion Wars from developer Kuju Entertainment, which created the little-known action title Reign of Fire, made a poor first impression. Maybe it was the relentless barrage of noise and lights that is the Electronics Entertainment Expo. Or maybe it was just that we had Zelda on the brain. But the strategic action-shooter, whose basic design is obviously influenced by Nintendo's Advance Wars series, seemed both shallow and clunky when we first laid eyes on it. There were signs of promise. The game's controls were workable and there seemed to be some flexibility to the way players could approach each battlefield. But who were these Kuju guys anyway, and why wasn't Nintendo developing the game internally?
Well, having played through the majority of the finalized game, we can safely answer both questions: Kuju is an extremely competent development studio and Nintendo did right in letting the studio run with it. Battalion Wars, what we're now calling the sleeper GameCube title of the season, has come together and all of our preformed analyses and all of our so-called process mean absolutely nothing. Not only is the game not broken. It's surprisingly well made and addictively entertaining.
It's War Out There
There's a big oversight with Battalion Wars: it's not Advance Wars. It formerly fell under the Advance Wars brand, but Nintendo decided to remove the moniker for fear that gamers would see it and conceive ill-formed expectations of what the game really is and isn't. For the record, it looks like an Advance Wars break-off. Like with Nintendo's handheld games, players take control of military units and command them through battlefields, devising strategic plans to take down the enemy and advance. The title employs a cartoony style that is also similar to the Advance Wars games right down to the cheerful female mission briefer. But there is one key difference and this is likely the area that Nintendo got itself hung up on: Battalion Wars is not -- and we repeat again, not -- a turn-based strategy game. In that regard, it is completely different from any Advance Wars title. Instead, players move their units around a 3D battlefield in real-time and can even take control of individual infantry, tanks and aircraft for some good old-fashioned shooting.
Battalion Wars successfully marries the complicated gameplay mechanics of popular real-time strategy games with a simplified interface and controls. In that main way, the game is not dissimilar from the Pikmin franchise. Players are able to take control of military units and simultaneously give commands to AI squads, intuitively and effectively. The game does not use a dual-analog setup for movement, as readers might suspect. Rather, once players have assumed control of a gunman or vehicle, pressing forward/backward or left/right on the analog stick moves them in the respective directions. The camera stick is utilized for other purposes that we'll detail momentarily.
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Posted: 2 Sep 2005