Hayes Davidson

Toy Soldiers: War Chest: Overview game

Know how to earn the most money in the industry? First you need to find a good idea. One. Once. Then you can squeeze it again and again in endless sequels, trikvelah and some "sideways". Particularly reliable scheme works with simple toys like tower defense.

The first Toy Soldiers demonstrated its plastic essence to the world in 2010. The players and critics, then, were not exactly delighted at all, but, in any case, they very warmly accepted the idea of a real battle, which involved toy soldiers, toy turrets and a couple of offspring.

Following the original pretty soon came out and the sequel - Toy Soldiers: Cold War. Cold, or rather - very hot, the war in the performance of children's toys also fell to the taste of the audience. However, even then a vague feeling arose: the idea of itself had almost exhausted itself.

Does this mean that in the third embodiment of the series, lovers of novelty and originality have nothing to catch? Let's try to find out.

As in the previous parts of the series, here we have to fight hordes of toy infantry, tanks, aviation, installing for this purpose a variety of turrets and artillery pieces. But only if earlier we stayed within the framework of let widely interpreted, but still historical realities, now we are offered to go completely into the delightfully absurd fiction of the children's room.

Battles that unfold in Toy Soldiers: War Chest, in fact, nothing more than "offscreen" frive game of two children - a brother and a sister. At the disposal of these guys are several toy sets, among which the soldiers of the First World times under the leadership of Kaiser Wilhelm and the colorful bear cubs with pink pegas - the "subordinate" fairies named Starbrayt - sit quietly next to each other. Space rangers easily fight with completely fantasy dragons and hawks, and in the role of the main protected base is still a box of toys under the color of the set that we are currently playing.

Before the beginning of each round, we choose the hero to which the corresponding set of protective structures is attached. However, one should not think that this choice is really crucial: in essence, only the coloring and entourage of our forces in the coming battle depend on it, but not combat qualities - at least as far as the turrets directly with which we are defending are concerned its base.

Unfortunately, in this sense, little has changed. We have as many as four kinds of turrets: antipersonnel, antitank, antiaircraft guns and artillery. To this scanty number on some maps is added the aircraft, the captured enemy tank, then some other weapon that can be used only once a minute and a half with very dubious efficiency. There are no traps characteristic of the genre at all. Turrets, however, can be improved by adding each of them accuracy, or range, or lethal power, or even some luck. "Upgrade" these are directly related to the "pumping" of the hero.

Here, every playable character develops over time, gaining experience in battles and getting bonuses as "growing up" - the same improvements for guns and new grenade weapons. In addition, together with the accumulation of experience for each battle, regardless of whether we won it or not, we are given additional points-coins, for which the store is allowed to buy a variety of "buns." The unobtrusive Donat is screwed up here: of course, missing payment means can be purchased for real money, if suddenly such a desire strikes our crazy head.

They can. But not always and not when horrible, but only in a certain situation. The fact is that the turrets are not only and not so much a "thing-in-itself" from the series "set and forgotten", as an opportunity to shoot with your own hand, controlling any weapon to your taste. We are literally in some kind of anti-aircraft installation, we aim ourselves, we hit the target ourselves and obediently wait for the gun to automatically recharge.

First, it is more accurate and effective. Secondly, for the people killed in this way the fighters of the plastic front are given much more money, while killing and destroying the neighborhood is the only way to replenish the treasury, due to which we, in fact, can install or improve weapons. Finally, thirdly, in the process of autocratic shooting of opponents, we gradually fill the scale of activity. This scale, in turn, allows us to call on the map of the hero with a large "gun" in the hands and a set of grenades on the belt, or to put on the enemies something volatile with a single and therefore not too terrible "warhead" some local armageddon.

Managing the hero, by the way, is much more fun than constantly screaming "Fire!" Sitting inside the turret. The commanders are much stronger than most guns and, with skillful handling, are able to scatter enemies. But they are called very briefly: the same fifteen minutes - and everything, pretty little by little, further on, guys. To repeatedly ask for intercession from your leader, you must again go "to the machine" and shoot, shoot, shoot at the running and coming at us opponents.

The trouble is that all these entertainments are clearly not enough to fully occupy time and the brain with an interesting gameplay. Turrets are installed on clearly defined "flower beds" - no freedom. Enemies creep usually also just four or five species, not counting the final "boss". Tactics, as a rule, consists in taking all the slots with guns in a uniform distribution, getting into them in time and working properly with the left mouse button - you do not always even need to accurately aim.

At the same time, the graphics, which seemed very decent for the genre in 2010 and 2011, now cause some bewilderment: are these smeared textures seriously suggested to be considered a modern frive game picture? The map seems simply muddy, the details are clearly not enough, and the eyes of the long contemplation of Toy Soldiers: War Chest are trite.

Noticeably annoying and unnecessarily long loading is not giant cards, and numerous bugs that do not allow, for example, in the cooperative mode to adequately gain experience to both players.

The only thing that could save the project is the global idea of the variety of children's toys, games in the "war", the bout of the bulldog with some kind of rhino that is different in style or setting.

That's just this idea has already found its embodiment in the first two frive  games of the series, albeit not in such a bright, not so far-fetched key. As it turns out, the fairies and transformers are clearly not enough to make the new release seem like an opening, and not just another rasskopkoy old and slightly podnadoevshey songs.

Toy Soldiers: War Chest is exactly the case when the developers failed to enter the third time in the same river. The global idea in the fresh game is realized more fully and vividly than in the previous ones, but otherwise we are not too interesting, not too diverse, and at times even frankly tiresome representative of the genre.

Pros: the original idea is based; authentic spirit of "toy".
Minuses: there are few varieties of turrets; monotonous frive gameplay; sad graphics; bugs.