Wargroove
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Command an army, customize battlefields, and challenge your friends, in this richly detailed return to retro turn-based combat. Play as one of 12+ Commanders from 4 warring factions, each with their own distinct personalities and motivations. Where does your allegiance lie? Send your units to victory in both local and online multiplayer skirmish battles, with competitive and co-op play, as well as complete rule customisation.
Steam User 22
advance wars for pc
Steam User 21
Easy to interface with. ( For an old man like me)
Steam User 13
My son and I have put many hours into Wargroove between Switch and PC. Mostly we play on Switch. After beating the campaign a couple of times, he's made countless maps and cinemas with ease because of the great tool-set. He reproduces maps from other games, and we play competitive, or he re-creates famous places we've visited in Europe. Wargroove has been a game changer and is really an inspiration for fans of the genre.
Steam User 6
Tactics. Dogs. Tactics with dogs. Dogs with tactics. :)
Steam User 9
On a scale of 1 to Advance Wars I'll give it a 6.
Just doesn't have the same charm.
Steam User 6
On the eve of Wargroove 2’s release, I come back to one of my most beloved Steam games to leave a little love letter for how great this game is, with hopeful attitudes to tomorrow’s big release!
Wargroove is both bold and safe at the same time. It’s built on a tried and tested formula, the Advance Wars base, but it takes a few critical new steps that allow for unique gameplay decisions, and a variety of different gameplay possibilities. Wargroove is exactly what you want a spiritual successor to be in my eyes.
So, what are those unique approaches? (I should state prior to this section I never played “Advance Wars: Days of Ruin” so perhaps I’m missing some details there)
For one, you can sacrifice village health (plus gold), to repair units. This is a pretty massive difference from Advance Wars where units could camp on cities for additional defense as well as health regen.
Another difference is capturing villages now requires you to defeat the village, and then use an additional infantry unit to capture it.
There is a naval unit which can also traverse land in limited capacity.
And finally, barracks (factories) do not generate additional income in Wargroove, whereas they did in Advance Wars.
Like or dislike these changes from the series upon which Wargroove is based, I think for me it’s a major draw to this game that these differences exist. I wouldn’t be interested in “Advance Wars with a new coat of paint” only. And to be honest, as beautiful as I think Wargroove’s pixel art is, and how well made all the animations, sprites, and environments are, I am more drawn to Advance Wars aesthetic generalyl speaking.
These fundamental gameplay differences are part of what excite me most about this game, and what convinced me to play wayyy beyond the time it took me to finish the campaign and try to 3* some missions.
There are additional goodies to enjoy to, and one of these may even be the most enticing feature of the entire game. The campaign and cutscene editor is, frankly, sublime. It is miraculously simple to use, broad in its capabilities, and really a total breath of fresh air and alternative way to approach the game. It even lets you create alternate win conditions, essentially.
The entire game’s story mode and cutscenes were built using this. So, anything the developers made, you could, too! In that sense, the story mode is a bit of a showcase of what the editor can do! That’s really awesome.
Given the breadth of this creator though, I do wish I could make more fundamental gameplay differences, like for example allowing those barracks to generate income, if I wanted a more Advance Wars clone experience.
I also wish I could force units to do certain actions. I was trying to build a map which was a kind of “race”, where the player would have to sort of calculate how they could finish the race faster than AI opponent, but it was not possible to force the AI to go the direction I wanted, as much as I tried.
The arcade was a necessary and simply implemented feature into the game, no more or less than it needed to be, and the puzzles served as more advanced tutorials to high level tactics, as well as just a challenge (I definitely used YouTube for some help!).
I’m not sure if the online play is still feasible, and even though I’d still just recommend Advance Wars by Web (or Wars World), for official games in this sub-genre, Wargroove was the gold standard for how it was implemented, making it simple to enter online games, and the brilliant and soothing music make for a less than painful time waiting for opponents to take turns! You could play both real-time and delayed time games.
As you can see, I’ve got virtually nothing negative to say about Wargroove. It was and is a great game, which is both approachable and recognizable as Advance Wars, and also distinct and fresh enough to warrant anybody give it a try!
And, for the record, just so everyone knows I’m being as objective as I can about this, I didn’t love all the different gameplay changes from Advance Wars. Regardless, I appreciated that they existed and I think they made this title worthwhile.
I’m thrilled for the sequel tomorrow and you can absolutely expect a review from me on it (especially sooner after release than this one lol).
9/10
Steam User 4
Advanced Wars feel to it but not Advanced Wars. Medieval style Advance Wars.