Yes... YES... THEY FINALLY FIXED IT. FINALLY THE CRUISER IS FIRING ALL ITS ROCKETS AND NOT LEAVING THAT ONE AWKWARDLY STUCK IN THE SIX-PACK LAUNCHER. I know it was done because of damage calculation as in normally there are always 5 units firing and that cant be translated to a 6 unit launcher but it looked SO YARRING
Back then she along with many characters were just static pngs in their original games but now they feel so much more Alive with these animations! Makes me wanna see the Dual Strike COs and how they would be portrayed such as Jake and Rachel
Just a bummer that the original power themes are nowhere to be found… Nevertheless, the music is *AMAZING* UPDATE: *THEY ARE NOT GONE!* They are just restricted to boss fight levels - and they are real bangers!
Depends, there's numerous ai types in the history of advance wars, one type of ai that's semi common especially in early moments of the games is a brutish ai, in DoR you may know it was called all-out. Basically they ram their heads into the nearest unit it sees and cares very little about survivial. This is a popular ai because ai in this game can be given to specific units. So for particularly strong or hazardous units like starting medium tanks, bombers etc, would typically have said all out ai
@@tks2072 IDK if those different AI types were in the original GBA titles though. the AI in the GBA games [AW2 anyway] became very predictable in certain ways, like you could *always* reliably depend on the AI using the most powerful units available to attack your infantry, leaving your own more potent units untouched and at full strength to counter attack your next turn. Cheap infantry became very useful and reliable decoys. Similar situation with clustering a bunch of cheap garbage together to reliably pull aggro when the AI uses a missile silo or Sturms meteor strike.-
@@PraetorianMan AI less went for infantry exclusively and more of its aggro tables placed units it could one shot and infantry that are capping extremely high. However AI would always try to take valuable trades if it saw it as that. It's why in a clip a youtuber was surprised a bomber went for an AA in the reboot camp over a rocket because a kill on the rocket would just be more valuable. Infantry could bodyblock but it wouldn't save a rocket unless some fuckery like APCs happen because the AI REALLY likes value, kills, capping, and transports.
1:51 This could just be my nostalgia talking, but Black Hole Rising's dialogue deserves more credit. It's really great. So much of it sticks in my mind even now.
If you think Nell being offended by Lash’s words are scary, think how Sami’s got that from her (albeit off-screen and crass) when during a Green Earth mission involving Eagle - SHE delivered a ‘response’ to Flak when she was taken hostage by him, and Eagle was laughing when he read the message.
Game looks pretty good tbh. I do prefer a grittier style for the combat/board but the voice acting and animations for the COs surpassed my expectations. Impressed
@@tjreardon8495 I don't mean realistic and depressing, but compared to the original game boy this looks like a board game instead of perhaps some cool combat anime. Got that toy look going, I like the color and atmosphere but its like fisherprice the war game
@Anomalous Spinal Cord Specimen ΛΔ the game always felt like a board game to me personally. I liked to imagine Olaf as Andy's dad, purposely losing so Andy could have some fun
Oh my GOD, THE VOICE ACTING, ANIMATIONS AND ART ARE SO GOOD, Lash remix is also amazing, sounds original with a touch up thats still classic. I'm going to be picking up the game soon, I absolutely love Lash and AW.
Even during the GBA days, I half envisioned the COs as sitting around a table and playing a game due to how ridiculously unrealistic it would be for commanders of opposing forces to speak so freely to each other. When I saw the game board, I immediately thought, "Yep. It's been a game they all play all along."
This reminds me of an amazing game I used to play as a kid called Great Big War Game. Just seeing this be popular brings back good memories. That game was likely inspired by the old advanced war games then given it's own style
@@warpuppy4528LMAO thank you I knew she sounded familiar, and now I'm like OF COURSE she voiced Marni. She's got that brat attitude and voice nailed down
I don't know anything about League of Legends, but if she is who I think she is Lash has the voice of Chihaya from Persona 5, Marni from Fire Emblem Engage, and Lizbeth from Sword Art Online.
Put Lash's units on Mountains, cities, woods, grasslands, and the reefs (for the sea units), she would be a beast in battle. But put her units on open roads, bridges, shoals, rivers, open seas, as well as having air units, she won't gain that extra power boost which may put her in a spot.
Yeah, As much as I like Jess, I like Jess and Jake crushing things with a blistering tag power more. Dual Strike had so much content going for it too. I spent hours in the pub playing this with friends back in the day.
I wish this gameplay footage had more instances of Lash's troops being successful in combat. I understand that's difficult because the normal mode campaign is just... *comically easy*, but I'd like to see more variations on how Lash reacts when her troops are successful.
well, if you look at the map, they actualy made it easier than in the original. the factory in the top left corner was replaced by a normal property. so, from the looks of it, they made the normal campaign even easier. dammit
@@Dr.AvenVon some mission are probably made easier to counter the better AI, like could you imagine, advanced kanbei's error with a good AI ? Impossible indeed
Thank you for posting this in it's entirety. I now think this is gonna be the most fun I've had on the switch ever. Also, all I can hear is "THEY PLAYED US LIKE A DAMN FIDDLE!!" after the Lash mission.
One thing bothers me….why do they have the facial expressions change when their down one less HP unlike the Original where that only occurred when they were down 3 or more hp (unless their apc or indirect units are attacked)
I think in the new version it's based on the relative damage dealt by each side during the attack rather than comparing the total HP of each unit after the fight. If one person deals 4 damage and the other deals 6, the CO that dealt 6 will be the happier one even if they started the fight with a 5hp unit that is now at 1hp
I have a feeling this game will be hard carried by the music and CO art/animations since back in Advance Wars 2 they removed the CO reactions to losing their units, all of that since everyone is mixed on the 3D Graphics but maybe they will grow on us over time.
oh god i had a flash back and why i hate lash...after seeing the rockets do next to nothing. city and co power might as well not attack for all that good it'll do you....i so want this
Main selling point will be the awesome music, the dynamic themes and especially remixed versions for the Superpowers will make replaying the original very enjoyable and hit the right vibes. The partial voice actions also seems to be done nicely and adds character to the game. Sure, as many others I am not a huge fan of the putty graphice, but they are fine enough to not impete the overall impression. The loading times seem a little underwhelming and takes away from the otherwise fluid and dynamic experience. Probably still a buy on day 1, depending how the first full reviews sound. Very exicted to see the franchise grow again - hopefully it does well enough to justify a Dual Strike DLC / Addon or standalone game and potentially Days of Ruin further down the line. I think this could be successfull enough :)