Sarge is back, and ready to wage
a one-man war on the rapacious tan army led by General Plastro. The green army is
outnumbered and only you (in the form of a mean, green, plastacine soldier) can help. Your
objectives are to rescue your captive Bravo Company buddies (as well as the love of your
life, the curvaceous and "well-toned" Vikki) and to stop Plastro from importing
weapons from an alternate universe. And if the solo campaign mode gets too
gritty for you, theres a multi-player melee option for up to four of your
couch-potato commandos.
The makers of Army Men: Sarge's Heroes are counting on an element
of nostalgia from its players, both from childhood (yes, I too played with plastic toys
other than Barbie) and from the previous Army Men titles. However, when I first began this
skirmish, I wasnt sure if the concept and updates would be enough to override some
of the problems I encountered with its gameplay. While I discovered that for some of these difficulties there was a counteractive measure that could be taken
if one was patient enough to find it, there were still aspects that remained
just plain annoying.
The
first and most frustrating problem for me was Sarges movement. I found it most
difficult to dodge bullets while turning to face rear attackers, as the game doesnt
handle this dual motion well. However, with a little trial and error I found that it did
respond favorably to a pivot-then-move technique. This takes more finesse, but
allows you to avoid running huge half-circles around your opponents while they
take pot-shots.
The
problem with unwieldy movement was compounded by a camera that had difficulty
following high speed movements (which makes up much of the game) and getting a good view from
behind obstructions and around walls. This affected my ability to sneak up on enemy
soldiers and the accuracy of my shots when firing from behind cover. Luckily the enemy soldiers
move and shoot fairly slowly, so for the most part this problem wasnt terminal. The
only time this wasnt the case was when using the long-range gunsight, as it is
extremely sluggish.
Another
problematic element was the time it took to shuffle through Sarges weapons when
facing multiple types of attackers (for example, foot soldiers backed by remote tank
fire). The game suggests picking up every weapon offered, but many times they are
unnecessary (you dont get to keep them from level-to-level anyway) and just slow
down your return fire. After a short recon mission, you can be choosy about which items
you pick up. This streamlines your defense, and helps your chances of success if
youre the type who gets flustered in heavy fire situations.
One
thing I noticed was that balls and brawn (oops, did I say that?) often work as well as
stealth and skill in this game. The game targets your M-16 for you as long as youre
facing in generally the right direction, and the strafe-and-run is often as effective as
the sneak-and-shoot. I was hoping for more of a Tenchu feel that really wasnt
utilized to its potential in this game. For experienced gamers who go into a campaign
needing a challenge, I suggest turning off the battle map (L button), which shows not only
the terrain but enemy forces and game objectives. This forces the player to move more
deliberately and adds some fun hide-and-seek aspects that just can't happen with radar of
that kind. I also suggest this in the melee mode, as it increases the difficulty of play
and removes some distraction from the already-crowded screen.
The graphics on this game could have used a shot in the arm, as the backgrounds in some
levels tended to be blocky and lacked detail. An expansion pack helps a lot (and you can
letterbox it for that theatrical view!), but with all the great settings, a little more
detail would really have spiced things up.
On a
gender related note, I was depressed that the only female in this game was non-military (I
know, I know, thats the way it was with the toys, too) and was the only character to
get "flesh tone." In the post-Lara Croft age, I would have liked to have seen
more female characters to chose from in the melee mode (as well as more characters to
choose from overall) and some kick-ass females doing battle in the campaign mode. I
didnt even mind the gravity-defying breasts phenomenon, I just felt that if the
makers chose to include females in the story line they might have wanted to included a
kind of green female other than the Star Trek Menagerie sex-pot kind.
So you might be thinking, with all the negativity, why did she even make this game a
three star general? There were lots of things that made Sarge's Heroes fun to play. First,
I loved the choices of setting, from the world of the green and tan battlefields to our
world of oversized coffee cups, building blocks, sofas, and sandcastles. I also loved the
plastic shrapnel flying off when Sarge gets hit with bullets, the melting soldiers, and
the addition of the "stop, drop, and roll" move to combat the enemys
flamethrowers. The music was very martial and made a great backdrop for the action, and I
got a kick out of Sarges pithy comments while picking up weaponry and medikits
(which were fairly plentiful). I thought the ability to crawl, kneel, roll, and climb
rounded out the movement and allowed the game good vertical depth. The addition of v-bots
and bugs to the ranks of tan enemies also made for a nice change of pace.
The two major strengths of this game are the ability to make the game more challenging
(by setting it to expert and dropping the battle map screen) and the melee mode addition.
Once the campaign has been won, the melee allows this game a longevity it wouldnt
otherwise have. It's always nice to have a mode where you and multiple friends can duke it
out and which becomes more challenging as each of you becomes more adept. As far as these
types of multiplayer games go, I still think Goldeneye beats all competition hands-down,
but if youre bored with the games youve been playing and want some fun, you
wouldnt be amiss in picking up Sarges Heroes for a few go-rounds.
--Monica Hafer