Toy Soldiers: Cold War
(XBLA)

As gimmick records go, the 2000 album Gizmodgery by Matt Mahaffey’s band Self is one of the best. Every song was recorded exclusively with toy instruments, such as you’d find on the shelves of your local Toys“R”Us. You’d think that conceit would be a recipe for disaster for any rock musician worth his salt, a one-way ticket to Weird Al territory. But Mahaffey’s knack for catchy hooks, funky harmonies, and effects wizardry make Gizmodgery stand on its own as a rock album, not merely as a novelty. It transcends its gimmick.
At first glance, Signal Studios’ recent Xbox Live Arcade release Toy Soldiers: Cold War might look similarly gimmicky. Like its WWI-themed predecessor, Cold War is a twist on the tower defense genre in which plastic armies face off for control of a toy box battlefield. This time around, the backdrop is a flashy, tongue-in-cheek recreation of the long-running U.S.-Soviet conflict—as filtered through the stereotypes of an ‘80s action movie. The tone is pitch-perfect: from the red-white-and-blue fighter jet exhaust to the synth-heavy soundtrack, Cold War feels like a G.I. Joe playset come to life. The game’s riffs on Reagan-era staples like Rambo and Top Gun are immediately endearing. The world outside the battlefield—a young boy’s bedroom—is now littered with floppy disks, boomboxes, and other ‘80s paraphernalia. It’s easy to once again slip into the mindset of a kid playing with action figures.
Still, as I booted up the game, I couldn’t help but wonder if Cold War would simply be the original Toy Soldiers with a fresh coat of paint. Would exchanging biplanes for F-14s really make that much of a difference? The mechanics of the first game were great fun: build different types of turrets to defend your toy box base against waves of enemies; take direct control of a turret at any time to concentrate fire; hop into a vehicle to motor into the thick of the fray. I knew Cold War would follow the same formula that had made its predecessor a sleeper hit last year. But the bigger question remained: would the game’s conceit hold up? Or would the new paint job just expose the fact that you’re still playing with toys?
As it turns out, playing with toys is still great fun.
Cold War is the latest entry in a welcome trend: sequels that improve on their predecessors while preserving the core formula that made the originals successful. The remarkable innovation of the first game—allowing you to jump right into the action by taking control of units, thus breaking the reactive mold of most tower defense games—is unchanged. And the unique tension that mechanic fosters, the challenge of balancing macro-level management of your defenses with micro-level control of individual units, still makes for exciting play. The AI is competent enough in managing your turrets, but nothing beats hopping into the gunner’s seat to mow down enemies yourself.
While the essential Toy Soldiers recipe is intact, Cold War adds a number of flourishes. The standard turret types are still present: machine gun, anti-tank, anti-air, artillery. But there’s even more incentive to jump into them yourself, as racking up a streak of kills fills a turbo-charge meter. Maxing out the meter awards you a powerful bonus—a nuclear strike, a stint in the gunner’s seat of an AC-130 gunship, an artillery barrage. Then there’s everyone’s favorite, the Commando. Emerging from a blister pack, this invincible action figure spouts Rambo-esque one-liners (“This one’s for Jimmy!”) as you use him to devastate enemy forces. Fair warning: you may find yourself walking around your house talking like Stallone on Novocaine after a few rounds with this mulleted hero.