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It Takes a War similar games & best alternatives

It Takes a War

PC (Microsoft Windows) • 2025

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Quick resume

Graphics! Guns! Glory! Get ready to drop into a devastatingly real depiction of the battlefield as you and your team take on a relentless foe. It Takes a War presents a new vision for the team-based tactical shooter genre.

Global score

94/100

Genres

Action, Adventure, Indie, Shooter, Tactical

Similar games

    Pros

    • Innovative meta-narrative storytelling
    • Emotional and relatable themes
    • Short and accessible experience
    • Creative use of steam features
    • Thought-provoking social commentary

    Cons

    • Clunky and weak gameplay mechanics
    • Very short with limited replay value
    • Some voice acting and writing criticized
    • Technical issues and bugs reported
    • Some players found story execution uneven

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Strategy, Survival, Competence, Violence. Here, the score leans higher than usual among comparable games on Fellowship, Cooperation, Competition.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Motivations

    • Autonomy
      3

      "Players have some control over their actions in the shooter segments but much of the experience is narrative-driven and scripted, limiting full autonomy."

    • Competence
      -2

      "Gameplay is intentionally clunky and low-skill, with weak shooting mechanics and predictable bot behavior, focusing more on story than skill."

    • Competition
      1

      "There is a leaderboard and team-based shooter elements, but competition is minimal and secondary to the narrative experience."

    • Continuation
      -3

      "The game is short (~45 minutes), designed for a single sitting, with limited replay value and no habitual play."

    • Cooperation
      2

      "Players experience team-based matches with teammates interacting, but cooperation is scripted and part of the story rather than player-driven."

    • Creativity
      4

      "Highly creative storytelling using meta-narrative, fourth-wall breaks, and innovative use of Steam features and player data."

    • Domination
      -3

      "Interactions emphasize shared experiences and emotional connection rather than exerting control or superiority over others."

    • Escapism
      4

      "The game offers a unique, immersive narrative experience that allows players to reflect and escape into a meta story about online friendships."

    • Expectation
      -4

      "Players engage voluntarily out of interest in the unique narrative and artistic experience, not out of obligation or pressure."

    • Experimenting
      3

      "The game encourages exploration of unconventional storytelling mechanics and meta elements, inviting players to experience new narrative forms."

    • Exploration
      1

      "Some exploration of the game environment and hidden elements occurs, but the setting is limited and mostly familiar."

    • Expression
      -2

      "Limited customization or personalization; players mostly experience preset characters and environments."

    • Fantasy
      1

      "The game uses a fictionalized shooter setting with meta-fictional elements, blending imaginative and realistic aspects."

    • Fellowship
      3

      "Strong sense of community and shared experience is evoked through the narrative about online friendships and social dynamics."

    • Growth
      1

      "Some personal reflection and emotional growth are encouraged, but gameplay learning is minimal."

    • Health
      -5

      "No physical activity or health-related features; gameplay is sedentary."

    • Idle
      -3

      "Requires focused attention during its short duration; not designed for background or idle play."

    • Intimacy
      4

      "The game fosters emotional intimacy and connection through its narrative about friendship, social anxiety, and personal relationships."

    • Leadership
      -4

      "Players do not lead others; interactions are scripted and cooperative without leadership roles."

    • Progression
      -4

      "No item collection or upgrades; the experience is static and narrative-focused without traditional progression."

    • Relaxation
      2

      "The game balances moments of tension with emotional catharsis, providing a thoughtful and reflective experience."

    • Sensation
      3

      "Uses audio-visual surprises and immersive sound design to create emotional and sensory impact."

    • Status
      -3

      "Recognition is minimal and not a focus; the game emphasizes personal experience over social status."

    • Story
      5

      "Strong narrative immersion with meta storytelling, character development, and emotional themes central to the experience."

    • Strategy
      -3

      "Gameplay involves minimal strategy; focus is on narrative rather than tactical decision-making."

    • Thrill
      2

      "Contains moments of suspense and surprise, including fourth-wall breaks and unexpected events."

    • Value
      4

      "Players generally feel the game offers good value for its price and duration due to its unique narrative experience."

    • Violence
      -2

      "While combat is present, it is intentionally weak and secondary to the story, emphasizing emotional content over violence."

    • Survival
      -4

      "The game operates in low-risk, stable conditions without survival or resource management challenges."

    Last update: 29/04/2026