Seriously, is anyone surprised?

User Rating: 9.2 | Advance Wars: Dual Strike DS
So, Advance Wars: Dual Strike, ridiculously addictive, charmingly presented and stretched to a very respectable lifespan. It’s a terrific game. The best in the series? Hands down. Is anyone surprised? No. We all saw it coming. We all knew the critical acclaim this game would receive before it even came out.

Any fan of the Advance Wars series would know that. Like Harry Potter, it’s difficult to put down and forget about. But praising the series aside, this third and latest instalment expands upon a game that is already the cream of the crop and stands on its own merits. Here’s how.

In terms of the core gameplay, things just got a whole lot more interesting. The developers have managed to somehow pack a tonne of new elements without tinkering with the fundamentals. New structures are introduced: com towers that if captured increase your unit’s power and missile silos that can strike any desired spot. A surprising number of new units are introduced (after the second instalment’s disappointing addition of only one). The Stealth Bomber, the air’s equivalent to the submarine that can HIDE, the Black Boat, finally a unit that can repair damage, and of course, who could forget the almighty MEGATANK. It’s ridiculously powerful but it has major drawbacks in fuel, ammunition and cost, a clever addition. (There are more by the way.) Perhaps the most monumental change to the series (keeping in spirit with the new functions of the DS) is the theme of duality, being able to control TWO things at once. You can control two war fronts showing on either one of two screens, and send units from one front to the other. You can also control two CO’s during one battle with the ability to switch after any turn. Now, this is where things truly get interesting because once the potential of both full CO powers are ready to be unleashed you can attack one after the other ON THE SAME TURN. As you may have guessed, this has the potential to completely wipe out your enemy. (Imagine controlling Eagle and striking three times, geez.) The overall product is a refreshing experience that differs oh-so-differently from its predecessors in the best way possible.

In terms of the graphics, pretty much nothing has evolved. It’s basically the same cutesy playthings we’ve been seeing in previous instalments. Bad thing? No. With gameplay this complex it’s good to keep things easy on the eyes as it already is. Besides, graphics are barely what this game is all about. It runs a lot deeper than pretty pictures and doesn’t substitute looks for enjoyment on any level *COUGH*Doom 3*. Whoever the developers are, they’ve made a smart move in not touching the graphics. They’re fine as they are. The sound is great. Once again, each CO has their own unique theme and they’re all catchy. Sound effects, yeh sure they’re fine, pretty much what we’ve all been expecting really.

One annoying blemish is the terrible, terrible script. Let me give you an example. Upon his last encounter with the ultimate boss, Jake sheds his wit:

“Consider yourself served with a subpoena of PAIN! Yeah…that’s lawyer style!”

That’s just horrible. But Advance Wars Dual Strike lives dutifully up to it’s expectations as THE best handheld strategy game out there and that’s reason enough to pay good money for it.