[Review] Turning Strategy Why do enthusiasts pay attention to ‘War Grove’?


Chuck Fish, who successfully launched the indie-like game “Star Bound” and “Star Dew Valley,” launched its dot-game strategy “Wargroove” on Feb. 1 with Steam, Nintendo’s switch, Xbox One. The launch, which took place about two years after the initial release, was a thrill for the fans who waited for the game. 

Above all, War Grove ‘s attention is that he pursued the fun that’ Advance Wars’, which had a steady fan base in North America, showed. It is because there is a clear demand for the series fans who have lost their lives to the back of history. It is for this reason that games that are not gorgeous on the system side get such attention. 

Clearly, we can not deny that we started in the shadow of Famicom Wars. But War Grove has plenty of charm even though it takes away that point. We did not just bring the system up, but we wanted to change it to fit ourselves and make it an identity. This is why turn-key strategy enthusiasts should pay attention to the game.

First Reason – To you who remembers
Famicom Wars – The spiritual succession of Famicom Wars

If you are a fan of Nintendo’s Famicom Wars (North American name: Advance Wars), the overall system of War Grove will not be familiar. War Grove is in some ways similar to FameWars. We can see the influence of Famicom Wars in terms of a simple and deep system, and in terms of occupation, production, and unit operation. It is enough to express it with the word mental succession work. 

Developed by Intelligent, FAMICOM WASH has a history of 20 years, from its first production in 1998 to ‘Advance Wars: Days of Rouen’ in 2008. It’s been 10 years since the series was finalized. 

Of course, the series became more popular in North America than in Asia. In Asia, the faded series is a fad, but apart from the ups and downs, the system of the game is a genre feature. GBA, Nintendo DS and other small devices, the strategy is to think how to save the genre.

▲ It is a disappeared series now. The pack is going to go for $ 200.

The strategy of Famicom Wars can be defined as ‘simple yet profound’. The units are designed to be complicated with each other, showing the production possession within the map, unit production due to resource creation, and added depth. The existence of the general units, the special abilities, and the various units that existed both in the land and sea were linked to each other’s habits and provided new variables. 

It is a game that looks simple at first glance, but it provides a very deep penetration in the system. In that respect, the system of War Grove is the same as that of Famicom Wars. On the other hand, it may be unfortunate for gamers who do not know FAMILICAR WASH. However, it succeeded in saving the merits of the turn system which provides a lot of relaxed and thoughtful streets.

▲ Overall feeling is the resurrection of the Day of Lewin. That’s it.
The second reason – the system in which it is structured
– the tempo is slow, so that you can think

The strategy of War Grove is divided into ‘battle’, ‘occupation’, and ‘production’. The battle is the basis of the game, and at the same time it plays the role of making the player worry and choosing. The battle tempo is slow, and the player has enough thought and choice to make a choice. And, at the same time, it emphasizes choices based on mental and battle sequences. 

As mentioned earlier, there is a clear distinction between units in the game. Damage to the enemy as well as the damage to the enemy is affected. The player must take into consideration both the damage caused by the attack and the damage after the attack. This is because the battle is divided into a pre-battle and a post-battle, and the battle is carried out one by one.

So first, the attacked unit deals damage to the enemy, and if the enemy survives, the damage that I do to my enemy unit’s health decreases. This is why the focus of the battle is to “hurt as many units as possible in a turn.” The greater the stamina of the enemy unit, the more damage the enemy has to me. 

Eventually, the player must go through the entire battle, taking into consideration all the damage of the unit as well as the damage of the unit, movement of the unit, and range. There are so many things to worry about just fighting to dismiss with mobility and attack. At the same time, the battle to take care of the enemy’s counterattack will lead to constant anxiety and choice to the player.

There are a lot of things to worry about, such as mobility, distance traveled, unit specific effects.

The areas of non-combat operations operate by ‘occupation’ and ‘production’. Occupation and production become a necessary condition for long-term battle. In addition to receiving incoming resources (gold) for each turn, it became a necessary concept for maintaining combat. 

It occupies the village to increase the supply and demand resources and to reinforce the lost combat power of the unit. Occupied territory occupies a major battleground and serves as a supply base, as resources can only be consumed and reinforced near occupied villages. It is not merely a point, but a concept to lead the battle more efficiently.

▲ A game where occupation and production are very important.

Because of the complexity of the relationship, what units are produced is a singularity that War Grove’s strategy shows. Since only one unit can be produced per turn, the flow of battle depends on the player’s strategy. The production of units can not be done in large quantities and is limited. The structure in which only a few units are put into the battlefield necessarily leads to the importance of one unit. 

As such, War Grove was designed to feel intentional limitations in all three elements of the strategic genre. Because there is no one-sided winner, the choice of players in the battle has a profound impact. Therefore, the strategy of Worst Grove means the process of maximizing the three factors and reducing the accompanying risks as much as possible. The process of eliminating the enemy according to the attack / defense strength is not important, but the process of controlling and controlling the damage from combat, production and occupation is the key.

▲ The map is narrow, but the transport unit is also designed to increase the choice.
The third reason – the system tailored to the war
– all but the hero character are the same

Inside the game are four chapters – Cherry Stone, Heaven Song, Phelheim, and Floran – the tribe of Starbund. But there is no difference in balance between them. The appearance and name differ slightly depending on the type of the attack, and in the case of an ability, all units have the same numerical value. Just like organs, all words move according to the same rules, and they have the same mutuality. 

On the one hand, it is worthy of the evaluation that it did not take it seriously. But this is because the game’s battle is focused on multiplayer. War Grove has opted for an option to avoid unit controversy while balancing units equally. The choice of a race is only a matter of taste for the individual, and the player just has to choose his desired trajectory and enjoy the game. 

Of course, it does not mean that there is no difference between camps. The difference between deficient camps is the hero character who uses ‘War Grove’. There are twelve hero characters in each of the three camps, and each hero possesses unique skills. Heroes have a gauge to use the skill each time they battle directly. And when the gauge reaches 100%, you can use it to guide your combat with skills that help fight.

▲ The personality of the heroes is in place instead of the faction identity.

The lack of personality is filled with the existence of heroes. Since all of the units have the same stats, they are designed to create additional variables for combat through additional skills. Like the name of the game, the name of the special skill is also known as “War Grove,” which means that you must take full advantage of the hero’s personality. Choosing a camp in this game is based on the character of the hero, not the character of the camp. 

Which hero to choose depends on the player’s choice, just like any other system. In the arcade mode or the multiplayer mode, you choose the heroes you want to do, and then you solve your own strategy. Each hero has different skills such as Attack / Assistance, so the final strategy will be different. 

Wargrove therefore emphasizes the ability to play multiplayer games. I do not intentionally make a difference between the camps, but only with the hero’s ability, which means I can compete with the judgment of the players. So, before the release of the game, I emphasized various multiplayer modes. It supports cross-play on all platforms except the PS4 version which is not released at present, and it has left room for long-term enjoyment of game such as making and sharing own map.

Cross play between PC and console is also supported.
The reason for lack of ‘War Grove’ – lack of
RPG element, insufficient personality

War Grove is definitely a welcome game for those who reminisce about the ‘Famicom Wars’ series. While bringing in the core system of the FAMILYCOM WASH series, I did not forget to worry about transforming it to suit my own games. The system itself is a mental succession, but it is not just an acceptance without any worries. 

However, fans who are expecting games in other areas are disappointed. Compared to the chucklefish games that have been released, and compared to similar games released so far, I can not feel the lack of nurturing. It is obvious that the unit is not developed because it inherited the system of Famicom Wars, but it is a very simple game for those who expect the elements like SRPG. It is enough to call it the spiritual succession work of Famicom Wars in the beginning, and it is a part to consider before purchase.

▲ There are scenarios, but every battle begins again. There is no RPG element.

It is a good idea that the game itself is lacking in personality. If you take away the merits of dot graphics, you can judge it by separating the system. Because the basic framework is derived from existing games, the system of War Grove lacks personality. It is the system of the last work of series ‘Advance Wars: Day of Luke’. Some systems have disappeared in the fantasy setting, but the hero unit must go to battle directly. The structure of occupation and production is the same as the past. So it is a succession of the past. The judgment between the new and the new is inevitably different for each individual. 

But obviously, ‘War Grove’ is not a game with poor perfection. Considering “Famicom Wars,” where the game is at its root, it can be a sufficient substitute. The Famicom Wars series has been around for ten years already. Since the sequel has not appeared for a long time, I can summarize it as a slightly different game. 

The strategy itself is short and simple. But I have organized it to enjoy the density. This is because I have been struggling to make games such as arcade mode, puzzles, and multiplayer, along with scenarios that I can enjoy for a long time. So if you like the turn strategy strategy, if you remember Famicom Wars and Advance Wars. It is necessary to pay attention to ‘War Groove’.

▲ Though it may be a little different from the idea, it is a well made game.