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Battalion Wars Developer Interview

Posted on VIP section of www.nintendo.co.uk

Advance Wars was a brilliant blend of strategy and action that found a perfect home on Game Boy Advance (and soon on Nintendo DS too). But for some people, being able to plan meticulous military campaigns while on the bus wasn’t enough. They wanted more.

One of these folks was Mark Washbrook, executive producer at London development house Kuju. He and his team came up with the idea of an Advance Wars-style game for a home console. One demo and a meeting with Nintendo later, and Mark had himself a deal.

The idea became Battalion Wars – a spin-off from the Advance Wars series that’s coming exclusively to Nintendo GameCube (release date to be confirmed). An action-heavy real-time strategy game, as opposed to Advance Wars’ turn-based style, Battalion Wars is being developed in the UK and overseen by Nintendo’s Software Development and Planning (SPD) department in Japan.

We caught up with Mark and SPD’s Assistant Manager Keisuke Terasaki for an update on how the game is going.

Nintendo of Europe: Mark, could you give our members a brief introduction to the game’s storyline?

Mark Washbrook: “The player plays the part of the Western Frontier. We have three commanding officers on the Western Frontier, each with different skills. When you start the game, the Western Frontier is under attack by the Tundran Army, and Tzar Gorgi - who is just passing over the reign of power to [his son] Marshal Nova - has secretly organised an attack against the Western Frontier to force Nova into a war against the Western Frontier. And unbeknownst to Marshal Nova, Tzar Gorgi forms a pact with the Xylvanian Empire, in order to assure the destruction of the Western Frontier forces.

“Unfortunately Tzar Gorgi is double-crossed by Kaiser Vlad - who is the Xylvanian commander - and the Xylvanians attack both the Western Frontier and Tundran Army in hope of reclaiming their old ancestral land, and from that point on the player joins forces with the Tundran army, in the battle against the Xylvanian Army. And we have another allied army and another enemy army that the player encounters throughout the missions that form part of the story.”


NoE: Can you reveal something more about these extra armies already?

MW (smiling): “Well, they’re there to present a surprise to the player as they go through the game, so we’d rather not reveal too much at this stage!”


NoE: The game gives you a lot of freedom to choose different ways to tackle a mission. Can you explain this part a little bit more, and how big a role does this play in the overall gameplay?

MW: “The game is a blending of genres; it’s a combination of tactical strategy gameplay and action gameplay. So the player has full control over all the units that they can play in the game. We’ve got a normal rifle man, flamethrower veteran, bazooka veteran, mortar and anti-air veterans. We also have ground vehicles and aerial units. So the player is able to control each of these units, but also to command all the other units that they have with them in the level. And they can switch control between all of the different unit types.

“The gameplay comes from the player’s decisions and choices about which units they use to defeat other units in the game. Many of the maps, once you get past the early missions, provide the player with multiple ways to complete each of the scenarios, depending on the kind of unit choices that they make. So for example when they come up against heavy vehicle installations the player will be better off using, say, bazooka troops, than they would flamethrower and infantry troops.

“And we provide the player with different paths through the level, to allow them to explore and choose a route that best suits their style of gameplay. That gets more complex as you get further into the game, as you’re also controlling aerial units, so you have to make decisions about which ground units to take out.”


NoE: How many different units are there in the game?

MW: “The exact number? Let’s see…We have riflemen, flamethrower, bazooka, anti-air and mortar infantry troops, then we have recon, artillery, light tank, heavy tank and a battle station. And then we have gunship fighter, bomber and Strata Fortress… that makes 13.”


NoE: Can you tell us the reason behind making this game strictly a single player experience?

Keisuke Terasaki: “Well, first we were trying to come up with a multiplayer mode, but after doing some experiments we decided not to have it in this game. This time it wasn’t working the way we wanted it to.”


NoE: So is that something you would consider for a next generation sequel, to create an online version of the game?

KT: “Of course it’s a pivotal point for such a game to have Wi-Fi access, which makes it much easier to access the internet, so it’s something we really want to do, if we have a chance to make it really well.

“But let me explain a bit better why we decided not to do a multiplayer mode in this game. When you do a multiplayer game, you need to apply the core gameplay to different fighting sides. We just didn’t have the best way to make that multiplayer mode supply enough fun in the limited time we had. We did some experiments, but they weren’t satisfactory.”

MW: “We basically weren’t happy with how the gameplay worked out in multiplayer. It’s something that we very much wanted to add to the game, but it wasn’t good enough. Obviously, if we choose to do another one, this is something that would be nice to have.”


NoE: There is obviously a cosmetic likeness to Advance Wars, although the gameplay appears to be very different. Do you think Battalion Wars will appeal to fans of Advance Wars on GBA?

KT: “Kuju has combined real-time action and strategy in the “Wars” atmosphere game style. We’ve come up with a new game, but it’s still a member of Nintendo’s “Wars” series, so they are all related.”


NoE: As a final question, is there anything that was not revealed at E3, that you could share with our members?

MW: “The bonus missions are something we haven’t talked to anyone about yet. You unlock these as you go through the game. They allow the player to play special levels where you get to control the other armies that you meet during the game. So throughout the game you play as the Western Frontier, but in the bonus missions you get to play as the allied armies and the enemy armies as well, using their weapons.”

NoE: Cool! Thanks for your time, and best of luck with the game!


HE HE HE
Next Gen online wars game
+1 Revolution sale!!
 
ToyMachine228 said:
Battalion Wars definitely looked better than it's last iteration, Advance Wars: Under Fire. I'm actually looking forward to it.

Wow, I can't imagine how Advance Wars: Under Fire looked in person then. I thought Battalion Wars looked and played like crap at E3.
 
Although I've never played the previous Advance Wars games, I'm quite interested in this one, because it seems to be a nice mix of the PC strategy game "Battlezone" as well as the GC Pikmin games. It should be fun to be able to control the units both directly and in-directly.
 
Tundran Army?
Tzar Gorgi?
Marshal Nova?
Xylvanian Empire?
Kaiser Vlad?

What happened to Orange Star? Blue Moon? Andy? Sturm? Those names sound like they've come from a western RPG, not my beloved Advance Wars!
 
marvelharvey said:
Tundran Army?
Tzar Gorgi?
Marshal Nova?
Xylvanian Empire?
Kaiser Vlad?

What happened to Orange Star? Blue Moon? Andy? Sturm? Those names sound like they've come from a western RPG, not my beloved Advance Wars!


My thoughts exactly. If they wanna do their own thing its not the end of the world... but WHY? I mean... they had perfectly good armies and COs... so why change them all?
 
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