As you might have guessed from earlier examples,
Tom Clancy's EndWar brings the series to DS with a turn-based dynamic that sets it apart from what is happening on the larger consoles. Rather than try to emulate the real-time controls of other systems,
EndWar was envisioned for DS as a series of turn-based battles that closely follow the story and characters introduced in the other releases. You'll step into the shoes of a new recruit for one of two factions, either the United States Joint Strike Force (JSF) or the European Federation Enforcers. Each faction represents a campaign, and also a slightly higher level of difficulty, up to the final Spetsnaz faction. Layered within each faction's campaign is a series of smaller campaigns, also keyed to a beginning, medium, or hard level of challenge. Selecting the European faction basically throws you into a tutorial where you learn the controls of the game and the different units you'll work with. You're thrown into situations and given more and more rope until you can easily hang yourself. Veteran Strategy fans will find the introductory missions tedious, which argues for a separate tutorial mode. The rationale for wrapping the tutorial into the first few missions is that even veteran players need to know where the story is going.
Story development is a big part of Tom Clancy's EndWar. As you move from the Enforcers missions on to the JSF series, you'll switch over to the American perspective on the same events detailed by the Europeans. The stories cross over, creating a nice continuity that continues through the entire game. This is a big deal for a genre that usually has only a thin layer of story to explain why you move from place to place, fighting one battle after another. Thanks most likely to this being part of Tom Clancy's EndWar universe, the games creators put in the time to make the story a centerpiece rather than an afterthought. You get to see some of the same characters popping up during the dialogue segments that bookend each engagement, but there's no real character development in the way you'd associate in a RPG or other long-form game. The battles roll together until the Campaign mode is all tapped out, but there's plenty of gameplay available. Once you conquer all the single-player maps, or if you just feel like a change, you can switch over to Battle Mode and wage war against another player using maps you've unlocked in the Campaign. There are special maps that can be unlocked through top performance, similar to Achievements on Xbox Live.
The final wrinkle to EndWar that really tips the scales in its favor is a Map Editor that allows you to play and trade custom maps. This has infinite possibility, as you can script out ideas using any of the units and terrain found in the main game. Especially through trading maps, we can imagine some really neat evolutions cropping up over time as this game gains its audience. The only downside is not having any online trading, such as we saw recently with Line Rider. This would have been a really obvious step, to encourage more than just local trades. It would have also opened up the possibility of playing some new, creative maps instead of being limited to what came preloaded on this cart and whatever your immediate circle of friends can cook up.