Advance Wars 2: Black Hole Rising
When the first Advance Wars created a small strategic addiction in the West, the sequel Advance Wars 2: Black Hole Rising simply took the proven recipe and cranked it up in every direction. It's the kind of sequel that doesn't want to reinvent the wheel — it wants to spin it faster.
The foundation remains unshakable: on clear maps you command units that work on a rock-paper-scissors principle, capture buildings for income, build an army and try to outsmart the enemy. Infantry, tanks, artillery, air force and navy together form a tactical puzzle in which position, economy and timing decide everything.
Once again the most striking layer is the commanders (CO) with their unique abilities and devastating CO Powers. Black Hole Rising develops this idea further — it offers new commanders as well as the front-line villains of the Black Hole faction, so battles take on new colors and the player must adapt their strategy to each specific opponent. The campaign is more varied and at times more cunning, with maps that force you to think differently.
Just like the first game, the sequel excels in the balance between accessibility and depth. You already know the rules, so you dive straight into the tactical subtleties, and that famous "just one more turn" addictiveness is perhaps even stronger here.
Behind the game once again stands Intelligent Systems, masters of turn-based tactics, and Black Hole Rising confirmed that Advance Wars is no one-off miracle but a full-fledged series with firm foundations. For anyone who fell in love with the first installment, the sequel is a natural and welcome next step.
Why play it: A bigger, more varied and equally addictive sequel to a superb turn-based strategy — more commanders, more maps and still that irresistible "just one more" pull.
Game 11 of 170 for Game Boy Advance