Compara los precios de Take On Helicopters en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Bohemia Interactive. Publicado por Bohemia Interactive. Lanzado el 27/10/2011. Disponible en PC. Géneros: Simulation. Puntuación Metacritic: 70/100.

Bohemia stripped away the guns and handed you a charter business instead - a genuine rotary-wing sim with a story campaign that no flight sim had attempted before it, though its landing is bumpier than its takeoff.

My spreadsheet instincts kicked in the moment I saw a hangar management screen sitting inside a helicopter simulator. That alone told me Bohemia Interactive was doing something different with Take On Helicopters. Rather than dropping you into a freeform sandbox with zero stakes, the game wraps its flight model around the Larkin brothers: two siblings trying to keep a struggling Seattle charter company alive by taking on contracts, paying repair bills, and upgrading their fleet across three helicopter classes - light, medium, and heavy. The campaign is set across a 3,800-square-kilometer recreation of Washington State, and the moment-to-moment loop of earning money, buying better hardware, and watching your piloting skill slowly catch up to your ambition scratches a real sim-management itch that almost nothing else in the genre bothers to provide. The flight model is the centrepiece and, for the most part, it earns its keep. Bohemia worked with real pilots during development and licensed helicopter dynamics middleware from RTDynamics, and you feel that pedigree when a gust of wind at low hover demands an actual correction rather than a joystick nudge. There are three difficulty layers, automation assists, and a structured tutorial sequence that genuinely eases newcomers in before pulling those crutches away. If you have played DCS helicopter modules, the fidelity here is a step below that, but the game is considerably more accessible without being arcade-casual. A HOTAS or good joystick is the right tool; keyboard-and-mouse is technically supported but you will have a harder time appreciating the nuance. The Seattle map rewards low-altitude exploration: skyscrapers, suburban sprawl, waterways, and woodland all present distinct landing challenges. A second South Asian terrain, 120 by 120 kilometres, broadens the scenery but sees far less campaign attention. The weak points are real and worth naming. The narrative the campaign hangs on - an intrigue involving a sinister corporation called Vrana Corp - starts with some genuine momentum and then collapses into anticlimactic territory before the runtime justifies the buildup. Reviewers at launch noted that skipping the optional contracts could leave you through the core campaign in under a day, and that the story barely rewards a second playthrough. Optimization at release was criticised, and while patches addressed some of that, this is a 2011 game on aging engine architecture - expect to tinker with launch parameters if your system is fussy. Steam community guides for serial number errors and RAM allocation still circulate, which tells you something about the maintenance burden. Where the game recovers is in its longevity beyond the campaign. The mission editor is the same powerful toolset Bohemia builds into every Real Virtuality title, fully scriptable and moddable, and the community has kept a low-level mod scene alive. Multiplayer supports both cooperative and competitive scenarios over LAN or internet, including sling-load and winching physics that are genuinely satisfying with a partner. The Hinds DLC adds three variants of the Mi-24 for anyone who wants to slide into a more combat-oriented role after the civilian campaign is done. None of this is a live game with active matchmaking; you are largely relying on private sessions and community servers. But for a sim player who wants a curated entry point rather than a blank sandbox, the structured career mode, the business loop, and the editor together form a package that still holds up as a concept even if the technical seams show their age. Diego, Scout Team

Take On Helicopters

Take On Helicopters

27 oct 2011Bohemia Interactive
GamerScout opina

Bohemia stripped away the guns and handed you a charter business instead - a genuine rotary-wing sim with a story campaign that no flight sim had attempted before it, though its landing is bumpier than its takeoff.

PC
ProtonDB Silver
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Mínimo histórico: €0.38

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Acerca de Take On Helicopters

My spreadsheet instincts kicked in the moment I saw a hangar management screen sitting inside a helicopter simulator. That alone told me Bohemia Interactive was doing something different with Take On Helicopters. Rather than dropping you into a freeform sandbox with zero stakes, the game wraps its flight model around the Larkin brothers: two siblings trying to keep a struggling Seattle charter company alive by taking on contracts, paying repair bills, and upgrading their fleet across three helicopter classes - light, medium, and heavy. The campaign is set across a 3,800-square-kilometer recreation of Washington State, and the moment-to-moment loop of earning money, buying better hardware, and watching your piloting skill slowly catch up to your ambition scratches a real sim-management itch that almost nothing else in the genre bothers to provide. The flight model is the centrepiece and, for the most part, it earns its keep. Bohemia worked with real pilots during development and licensed helicopter dynamics middleware from RTDynamics, and you feel that pedigree when a gust of wind at low hover demands an actual correction rather than a joystick nudge. There are three difficulty layers, automation assists, and a structured tutorial sequence that genuinely eases newcomers in before pulling those crutches away. If you have played DCS helicopter modules, the fidelity here is a step below that, but the game is considerably more accessible without being arcade-casual. A HOTAS or good joystick is the right tool; keyboard-and-mouse is technically supported but you will have a harder time appreciating the nuance. The Seattle map rewards low-altitude exploration: skyscrapers, suburban sprawl, waterways, and woodland all present distinct landing challenges. A second South Asian terrain, 120 by 120 kilometres, broadens the scenery but sees far less campaign attention. The weak points are real and worth naming. The narrative the campaign hangs on - an intrigue involving a sinister corporation called Vrana Corp - starts with some genuine momentum and then collapses into anticlimactic territory before the runtime justifies the buildup. Reviewers at launch noted that skipping the optional contracts could leave you through the core campaign in under a day, and that the story barely rewards a second playthrough. Optimization at release was criticised, and while patches addressed some of that, this is a 2011 game on aging engine architecture - expect to tinker with launch parameters if your system is fussy. Steam community guides for serial number errors and RAM allocation still circulate, which tells you something about the maintenance burden. Where the game recovers is in its longevity beyond the campaign. The mission editor is the same powerful toolset Bohemia builds into every Real Virtuality title, fully scriptable and moddable, and the community has kept a low-level mod scene alive. Multiplayer supports both cooperative and competitive scenarios over LAN or internet, including sling-load and winching physics that are genuinely satisfying with a partner. The Hinds DLC adds three variants of the Mi-24 for anyone who wants to slide into a more combat-oriented role after the civilian campaign is done. None of this is a live game with active matchmaking; you are largely relying on private sessions and community servers. But for a sim player who wants a curated entry point rather than a blank sandbox, the structured career mode, the business loop, and the editor together form a package that still holds up as a concept even if the technical seams show their age.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayermultiplayercooptier:aaaHelicopter SimFlight Model DepthCareer ModeMission EditorSling-Load PhysicsModdableCo-op MultiplayerBusiness Management

Requisitos del sistema

Mínimos

OS
Windows 10
Sound
DirectX 9.0c compatible audio-card
Memory
2 GB RAM
Graphics
NVIDIA GeForce 8800GT or ATI Radeon 4850 with Shader Model 3 and 512 MB VRAM or faster
DirectX®
dx90c
Processor
Intel Dual-Core 2.4 GHz or AMD Dual-Core Athlon 2.5 GHz or faster
Hard Drive
20 GB HD space

Recomendados

OS
Windows 10
Sound
DirectX 9.0c compatible audio-card
Memory
4 GB RAM
Graphics
NVIDIA GeForce 9800GT or ATI Radeon 5850 with Shader Model 3 and 1024 MB VRAM or faster
DirectX®
dx90c
Processor
Intel Dual-Core 3GHz or AMD Dual-Core Athlon 3GHz or faster
Hard Drive
20 GB HD space
Other Requirements
Broadband Internet connection

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Reseñas y valoraciones

Metacritic
70

Información del juego

Desarrolladora
Bohemia Interactive
Distribuidora
Bohemia Interactive
Fecha de lanzamiento
27 oct 2011

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¿En qué plataformas está disponible Take On Helicopters?

Take On Helicopters está disponible en PC.

¿Cuándo se lanzó Take On Helicopters?

Take On Helicopters se lanzó el 27 de octubre de 2011.

¿Quién desarrolló Take On Helicopters?

Take On Helicopters fue desarrollado por Bohemia Interactive.

¿Merece la pena comprar Take On Helicopters?

Take On Helicopters tiene una puntuación Metacritic de 70/100, lo que lo convierte en uno de los títulos destacados de Simulation. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.