Release Date: 04/07/2014
Played On: Win
Available On: Lin / Mac / Win
Time Played: 3h 13m
Progress: Completed
Developer: DQ Team
Publisher: DQ Team
There are so many genres in gaming that it stands to reason how none of us will be one hundred percent familiar with every single one of them. In fact, I think if we were all a little honest and reflective about what we're into, the diversity and eclectic aspect of our tastes would be relatively limited. I'm no different, but I think the key to remaining open to things outside of our usual wheelhouse is to always be willing to give something new a try.
Although, being willing to try something new, doesn't automatically mean that you suddenly develop a taste for everything you try. In fact, most of the time when I try something I really don't want to play, my suspicions are validated very quickly and I know that I never should have bothered in the first place. This is my experience with just about every puzzle-platformer I try these days, as I'm always ready for "the one" that might win me over, but I ultimately dislike the genre and everything that goes along with it.
Then there are the genres that seem enjoyable on the surface, but as enjoyable as they may be, there's something about it that gets in the way of all the fun. Not to be confused with games that are fun despite having a lack of skill; such as fighting games and racing games, which I enjoy thoroughly even though my skills are terrible in both. Instead, certain games appear really appealing on the surface, and are fun to play, but there's something fundamental about their design that can become a barrier; halting progression and putting an end to any enjoyment there was to be had.
In my world, Tower Defence games are just this kind of game, as I always like the idea, but never managed to really understand the progression. There's something really satisfying about building a defensive strategy and continuing to unlock bigger and better resources as time goes on, but I always seem to struggle in the late game. While everything is simple and there are only a few options to choose from, I find I'm having a total blast. However, as soon as the complexity ramps up and the choices begin to outweigh the possible outcomes, my head goes on holiday.
Hence why I've always enjoyed the kind of Tower Defence games that are aimed at more of a casual player. The kind of game that doesn't necessarily hold your hand, but it's always pretty clear what you need to do in order to succeed. Add on some helpful internet guides that explain effective strategies, and I find I can enjoy more of these games without losing my mind. The funny thing about it all, is that even though I find the genre increasingly difficult and overwhelming at times, I still really enjoy these games and always have fun along the way. Much like the genres I enjoy without having any talent, this is one that I really enjoy, despite needing a helping hand to make any progression at all.
In addition to all of these thoughts on different genres and getting out of that comfort zone, sometimes I sit at my computer and scroll through my Steam library, wondering what I'm looking at. You see, I'm one of those people who have bought loads of game bundles over the years, and have ended up with a large library of games that I will probably never even bother playing. However, what makes me happy about having such a library, is that there are times when I scroll through the box-art and find some random little game that happens to spark my interest in that moment. This is how I've ended up playing some of the most surprising gems I've ever had the pleasure of playing, and it's definitely ripe with pulling me out of my usual echo-chamber of games I play.
Unsurprisingly, this is how I managed to start playing War In A Box: Paper Tanks, as I found it right when I was in the mood for a simple, short, but fun games to bash through in a couple of sessions. All I knew about the game when I started, was that it had an interesting aesthetic and looked like a fairly straight forward Tower Defence game. In fact, I later found that it had also been released on mobile in pretty much the same state, so I knew I was in for some simplistic gameplay, and that was precisely what I was in the mood for.
The entire premise is about as easy as it comes. Over 24 levels we are tasked with defending each map from waves of enemy units that gradually increase in difficulty. There are the units that travel along a set path on the ground, and there are the units that travel along another set path as they fly through the air. The maps are fairly small and contained and towers can only be built on fixed points, so the challenge becomes one of deciding which towers will be most effective and where. With only a limited range of towers to choose from, this is definitely one of the most basic Tower Defence games I've ever encountered, but I really had fun with every minute.
While these initial mechanics might seem boringly simple, there's actually a little bit more going on that kept me on my toes. To begin with, the fixed locations for tower building, are not all that compatible with any old tower, as positioning is more important than just plopping down defences close to the enemy's path. In fact, each map is littered with various structures and natural obstacles that get between towers and enemies, and can straight up block shots. For example, there's no point putting a cannon tower on a spot that's surrounded by trees, as it won't be able to hit the ground units as they pass by, shielded by the foliage. Instead, a ground-to-air tower might fare better as it shoots up and over the trees at airborne enemies above. It may not be revolutionary in the Tower Defence world, but it adds enough of a wrinkle to make you think a little more carefully about tower placement.
Another element I enjoyed that is no doubt a staple of the genre, was the radar system at the top of every map. This scrolling bar essentially showed a timeline of the units that would be appearing in each wave. Without revealing the actual units themselves, the radar shows series of symbols that are coded to convey difficulty from the easiest as a hollow green shape, to some of the tough ones appearing as red shapes within other shapes. The colour and complexity of these symbols did an excellent job of communicating what laid ahead, so much so that I leaned on it heavily to tailor how I would maintain my towers and where I put them. I realise this might be a bit of a no-brainer in this type of game, but this is the first time I've actually understood what was happening and used that information accordingly. More often than not, I find these kinds of systems terribly confusing in other games, so I'm happy to really feel it working well here.
Finally, what kept War In A Box: Paper Tanks truly accessible for me, were the limited tower options to choose from. Of course, at the start of the game you only have one tower to use, but soon enough the rest of the arsenal gets unlocked, which is when the confusion usually sets in. However, in a casual game like this one, there are only five different towers available when everything is unlocked, which goes a long way to alleviating a bit of choice paralysis.
There are the basic towers that shoot ground units with little pellets, soon replaced by the larger cannons that shoot less frequently, but hit a lot harder. Large artillery towers are expensive to build and upgrade, but have the broadest range to hit ground units with their area-of-effect ordinance. Meanwhile flak towers are focused on air units and are the main defence against all those flying enemies, so require some strategic placement. Then finally, the last tower you unlock is a Tesla coil tower that damages and slows both ground and air units, which becomes more clutch in the end game when build locations are limited and being able to target everything is a huge bonus.
Again, none of this is ground-breaking and I've even seen these exact same towers in other games, but what I really enjoyed about this one were the limitations that kept everything simple and straight forward. Even with five towers, the choice eventually ends up being between two units for ground defences, and really just the one for air. Everything else is pretty straight forward as well, as every tower can be upgraded three times and can be sold at a discount if you want to change up your strategy mid-level. Thankfully though, I only found myself needing to replace towers already built during the last few levels, so this isn't a considerations for most of the game.
So everything about War In A Box: Paper Tanks might seem kind of boring and simple to a veteran Towe Defence gamer, but for someone like me it's a welcomed bit of a casual dip into the genre. What's more, the whole thing is packaged in a very pleasant and easy-to-interpret cardboard aesthetic. All the maps, units, towers, and even the UI look like they're made out of cardboard and built on a kitchen table in somebody's house. It goes a long way to making you feel like you're a kid sitting down and playing with your toys, while still remaining readable and providing enough visual feedback so you know what's happening at all times.
It's this combination of limited and understandable mechanics, along with a fun and clear aesthetic that made me want to keep going back to War In A Box: Paper Tanks. Where I have given up on other Tower Defence games that quickly escalated beyond my basic understanding, this one managed to keep my attention from start to finish. Although, I'm sure anyone reading this who is experienced with these games could be thinking that it sounds terribly casual, and they're probably right. Thankfully though, it's just the kind of game I needed to play as a way to get out of my usual routine and try something I wouldn't normally bother with. For that reason along, I commend this game for filling a niche that I'm sure other people occupy along with me.
When I was mindlessly scrolling through my Steam library for something different to play for a while, this was the exact game I had in mind. It's not the most challenging game in the world and it's not one that changed my life one way or the other, but it did precisely what it said on the tin and I couldn't be happier. In fact, I'm even more motivated to dig out some of the other little games I've picked up over the years to see what other gems I'm missing out on from other genres I would usually overlook.
This is the real fun of having a large library to choose from, as the possibilities seem endless and there are so many opportunities to dip a toe into a different genre. As much as I enjoy playing my favourite kinds of games, I love finding fresh and new experiences, even if they're just a casual little Tower Defence game waiting patiently to be played. Plus, it's nice to reaffirm my belief that a simple little game can be just as satisfying as a huge blockbuster, just for different reasons; and I honestly feel fortunate to have access to both.
If you're like me and sometimes stay away from Tower Defence games because they're too annoyingly difficult to progress in any meaningful way, then this might be the game for you. I enjoyed the progression overall, while still feeling challenged here and there along the way. For a casual little game to enjoy for a few hours over a weekend, I don't really have anything bad to say about it, as it ticked every cardboard box on offer.