Toy Soldiers: Cold War is an actionstrategy video game, developed by Signal Studios. It is the sequel to Toy Soldiers. Toy Soldiers: Cold War features 1980s-era military technology, and is based around the idea of military aggression escalating between the United States and the USSR. Toy Soldiers: Cold War features a blend of third-person action and strategy, similar to the original Toy Soldiers, but with added features and gameplay mechanics.
In Toy Soldiers: Cold War players control their army using real time strategy and can selectively play as individual units.
Toy Soldiers: Cold War features similar gameplay to the original game, with players trying to repel a Soviet invasion across a diorama towards a toybox in a child's bedroom. Compared to the original game which featured generic World War I battlefields, diorama settings range from jungles and deserts to real world locations such as the streets of Paris and the Great Pyramids.
The game features boss levels with certain large enemies, such as the Antonov winged tank, the Typhoon-class submarine and the final boss, the Russian project R.I.S.E and a number of changes and additions to the gameplay. For example, while players are still able to control vehicles such as tanks or helicopter gunships on the battlefield, time using these vehicles is limited by a battery charge which can be replenished either by collecting floating battery icons or returning the vehicle to its recharge stand. In addition, killstreaks are rewarded with special one-time attacks called "Barrages", which include being given the ability to call an airstrike or control an invincible Rambo-inspired commando for a limited time.
The announcement of Toy Soldiers: Cold War was made on March 9, 2011, as a lead up to its first public showing at the 2011 PAX East convention in Boston, Massachusetts.[18] Jordan Devore of Destructoid said, "Way to set the bar high, Signal Studios."[19] and Stephen Totilo of Kotaku's reaction was that, "It looks like a fantastic upgrade."[20]
Toy Soldiers: Cold War made another showing at the 2011 E3 Convention to a positive reception. Along with its inclusion into the Xbox Live 2011 Summer of Arcade promotion,[21]Toy Soldiers: Cold War playable demos were hosted on the show floor. For the event, Signal Studios developed and released a new trailer for the game while also being featured in the Summer of Arcade promotional video.[22][23] Talking about the barrage types, Arthur Gies of IGN said, "the show-stealer was The Commando. The Commando is, simply put, John Rambo, a John Rambo that carries a machine gun in one hand and a bazooka in the other, a John Rambo who screams things like "You wanted a war!"[24]
Early reviews were generally positive ahead of release.[2][3][9][11][13][14][15]Eurogamer said that while it was a definite improvement over its predecessor, "it can't survive more than a few days of intense play".[5]
Post-release
Toy Soldiers: Cold War was released on Xbox Live on August 17, 2011, and received "favorable" reviews according to the review aggregation website Metacritic.[1]
GamePro said, "If you buy just one tower defense game this year, well, knock yourself out. But if you want a really good action game with some tower defense, some great scoring challenges, some wonderful multiplayer support, some great graphics, and a wonderful sense of humor, you can't go wrong with Toy Soldiers: Cold War."[7]Destructoid called it "a very well-rounded and big package of content that goes beyond what other games in this price-range tend to offer."[3]GameRevolution said, "Even if you're not particularly a fan of tower defense games like me, simply controlling your units, getting combos, and using the special barrage weapons will win you over."[8]
411Mania gave it a score of nine out of ten, saying, "Overall, Toy Soldiers Cold War is definitely worth your time. From hilarious one liners, to great music reminiscent of the 80's, Signal Studios hit one out of the park here. I can honestly say this game is the most fun I've had with an XBLA title in quite some time. Easily the best of what I have played from Microsoft's Summer of Arcade."[25]The Escapist gave it four stars out of five, saying, "The game hits on a lot of levels; it's challenging, full of charm, and genuinely fun. I just wish it wasn't over quite so soon."[16]The Digital Fix gave it eight out of ten, saying, "Toy Soldiers Cold War is a definite improvement on its predecessor and good value for your points on XBLA and whatever minor issues it has along the way are very easily overlooked. Boasting unique gameplay, an excellent premise and one cracking sense of humour it is definitely one of the highlights of this year's Summer of Arcade on XBL. Recommended."[26]
"Toy Soldier[s]: Cold War immediately tapped into my inner child with its colorful and explosive action and is sure to dazzle real-time strategists, model makers and lovers of vintage weapons in the family." – The Washington Times[27]
"Toy Soldiers: Cold War mixes just the right amount of humor, strategy and player control to prove fairly addictive." – Time (magazine)[17]
During the 15th Annual Interactive Achievement Awards, the Academy of Interactive Arts & Sciences nominated Toy Soldiers: Cold War for "Strategy/Simulation Game of the Year".[28]
As of year-end 2011 sales of the Xbox 360 version exceeded 248,575 units.[29]
MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History
Logo used until March 2014
MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025}
On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
See also
IGDB – game database used by Twitch for its search and discovery functions