![]() Being an entity on the battlefield requires the player to look after both himself and and his units. I’m not sure I can properly express the feeling I would get as my men crowded around me, expectantly waiting for me to formulate a plan of attack. Then there are the times when you spot some enemies in the distance or look at the map and have to plan your next move. When your battalion’s under fire, you’re under fire, and having to make tactical decisions in the midst of the chaos of the battlefield can create some really tense moments. Giving orders from the perspective of one of your men while returning fire yourself really makes you feel like you’re an actual part of the conflict, instead of some ghostly observer calling the shots. The third-person perspective really is what makes gameplay stand out. ![]() ![]() I would say the only commander that I personally didn’t care for was Empress Lei Qo of the Solar Empire-who left so little of an impression on me, I had to look up her name just to write the previous sentence. While they don’t offer any special gameplay bonuses like the commanders of the Advance Wars series, the commanders’ typically blasé attitude toward warfare and nonchalant dialogue helps keep the tone light. ![]() Each mission has the player receiving orders from one of their faction’s commanding officers while the enemy commander emotes and responds according to the events of the game. The United States is represented by the gung-ho Western Frontier, the Tundran Territories are an odd combination of Tsarist/Soviet Russia, likewise Xylvania combines Imperial Germany with Nazi Germany, the Solar Empire is a futuristic tropical Japan, and the Anglo Isles-first introduced in the second game-mirrors the Anglo Isles…I mean the United Kingdom…seriously, they weren’t even trying to be subtle with that one.Īs to be expected, each of these nations employ an eccentric and colorful cadre of commanders. Seeing as the series was developed in England, each of the games’ fictional nations are comically stereotypical counterparts to real-life countries. Think of it as being sort of like Pikmin but with guns…and tanks.īoth games are set in a fictional world filled with global super-powers just itching to find a use for their massive armies. The unique selling point of this game is that the player directly controls one of the units the whole time, with the ability to freely switch between units as needed. Needless to say, each unit type had its own strengths, weaknesses, and abilities and the majority of the strategy revolves around knowing where and when to deploy each unit. games, players are tasked with completing objectives with the units provided for the mission-riflemen, tanks, bombers, etc. The Battalion Wars games are a combination real-time strategy and third-person shooter. The first game was released for the GameCube on Septemand its sequel debuted on the Wii on October 29, two years later. Unlike the other Nintendo Wars games, however, Battalion Wars wasn’t developed by Nintendo or Intelligent Systems, but a British company: Kuju Entertainment. The Battalion Wars duology was a spin-off of the Nintendo Wars franchise and originally had the working title of Advanced Wars: Under Fire. In this inaugural installment, I’m going to look at one of my favorite-not to mention one of the only-real-time strategy Nintendo series out there: Battalion Wars. Think of it as the evil twin to Simeon’s Nintendo Experience series. Welcome to That Was a Thing! A new series in which I discuss my favorite weird, obscure, or simply underrated pantendo games and media. ![]()
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