Tag Archives: Video game

Toyverse project

Army Men Toyverse projects
Small graphic to explain the Army Men Toy Verse: Several projects under or in the same universe.

What is the Army Men Toyverse project?

Initially our project was going to be a video game only, Army Men Revolution. But currently we are thinking about something broader, not just a video game, but a series of MODs, animations and stories in different formats, mostly interactive, which together we will going to call “Army Men Toyverse”.

Why “Toyverse”? Because it’s not just about the plastic soldiers, but about the other different types of toys, here called “toykinds” which is equivalent to saying “species”, but in this case the “species” of toys. And by Toyverse we mean the entire world they live in, which is not only the Plastic World and the Human World (Real World), but all the other Toy themed worlds. For example the Medieval World, which is like a kind of medieval fantasy world with dragons and characters like Merlin, King Arthur, Dracula, Don Quixote de la Mancha, Frankenstein and Van Helsing, Robin Hood, etc. A world with a very attractive theme for that kind of particular sector of potential players, full of classic characters… copyright-free lol.

And the same thing happens with the Prehistoric World, Space world, Brick World (the world of Army Men equivalents for LEGO) and Action World, the world of action figures and superheroes, among many more. FINALLY, we think it’s better to focus our project on a universe of toys, the Toyverse, also called Microverse, to be able to collaborate with many more people. Without going any further, Attack on Toys is a game that combines Army Men plastic soldiers, action figures and LEGO figures fighting against each other.

It started out as a game of plastic soldiers very much in tune with the Army Men franchise, and after expanding by making Action Figures and LEGO figures playable, it did not lose its essence, its Army Men identity. And on the contrary, it is now played by those people who like LEGO figures and action figures.

But in our case the Real World will be the most important part of the project, which will also involve battles with animals. Anyway, you can read about all these things on this website.

This website is the first step into this Army Men Toyverse project. Is written from the perspective of the Army Men, as if they were the ones describing their historical events and classifying the components of their world and everything related to their Toyverse. Each of the video games is taken as stories of historical events.

We reached an agreement between developers regarding the audience of our fan game:

During all this time, working with other people related to the Army Men videogames fandom, we came to the conclusion that a game just for Army Men fans would not be worth our time and hard work, because there are very few of them. It is not a popular topic. And although there are people interested and potentially interested in plastic soldier games, they are not hard fans of this franchise, but rather “normies”: They liked the games or like the theme, but they are not die-hard fans.
So although it will be a sequel to the 3DO’s Army Men franchise, involving its characters, it will be first a game for new audiences, focused on the “new audience” perspective. So no “only hard Army Men content”. And we are going to make new players have to play the old games to discover key things in the story of Revolution, getting the new audience retroactively interested in playing the old game classics.

Army Men Logo Real Combat Plastic Men

The story:

The story will progress over time, possibly with the release of DLC in the format of campaigns, seasons or chapters (whatever name we will going to use). It will also be developed on this website, and the players will shape that story, interacting with us and throwing out ideas (Maybe you will know how to solve the “mystery boxes” better than us).

At some point our idea is that each player will be a unique character in this universe, even if they look the same than the rest of the plastic soldiers. They can all be made from the same mold, right?.

Our personal mission:

What are our intentions in all this? In addition to wanting to continue the original Army Men franchise and give it a better closure than that bittersweet ending it had in Army Men: Sarge’s War and Army Men: Major Malfunction, we want to use this story to reflect some current issues that are really important for us. Because, why make a hollow game or story with nothing to say or communicate?
Among some of our intentions are to raise more empathy for the environment & fauna of our planet and other humanity planetary issues in general. For the youngest or the smallest kids, the simple intention of teaching new and interesting things. For this reason we will going to introduce certain things like animals into the game and the ability to collect data about our world. Anyway, stuff like that.

The game universe:

Army Men Classic Logo

Everything will take place in a universe we called “Toyverse” that has clearly existed for a long time for us (the spectators) with past events, old known characters, known places, etc. But not that long. Something like the first Star Wars movie, which was implied to be set in a large universe that had already existed for a long time, in a story that have a long time background (from original movies to the time of the prequels).
The main universe will be the Real World (Big World) and you can travel to all types of worlds via Portals. Our idea is to dedicate ourselves to the worlds that people most want us to develop. So it will depend on the interest of the players where the game goes. That does not mean that the Plastic World will be left aside. But at least initially, if no one is interested on it, it will be the last thing to be developed further.

These Army Men (plastic soldiers) come from a world different from ours, as the introduction of Army Men: Sarge’s Heroes says “A world exists quite different from our own (…)” and for them our world, the Giant World which they now call “Real World” is an equivalent for us to what would be another planet. And the same regarding with other worlds to which they can travel via the mysterious Portals.
And what would we do, humans, if we went to other planets?: Study them. For this reason, the Army Men study these strange and new worlds (from their perspective), collecting data and trying to solve the mysteries of their existence, since the Plastic World already suspects that their world of origin is the Other World, the Giant World, which they now call “Real World” because they think it’s the real world they come from (all clues point to it). Who created the Army Men? Who put those mysterious Portals?, with what intention?

But at the same time, it’s been a while since the Army Men plastic soldiers are studying these other worlds, and they have already made the mistake of interfering and changing them. We can quote Plastro and all the chaos that broke out when he arrived to the Real World. The same with Brigitte Bleu, who conquered and commanded with her fatal charm several other worlds (or at least they both tried).
But beyond these 2 known examples, in the time between that and Revolution, other events happened, which, like the Plastro and Bleu examples, always brought Plastic World to the brink of extinction. Therefore, in addition to studying the Real World, the Army Men alliance has created rules not to interfere and do not change these worlds, as much as possible, and even restore the natural order in them. For this reason, some missions for players will range from preserving a giant tree intact, to rescuing and healing an injured animal (even defending it to the death).

To finish with this point, what about humans? Well, nobody knows for sure. Everything indicates that this was their world and their species are no longer here, or at least there are not as many as before. This is a really big world, so that’s hard to check. There are reports of sightings, but none can be truly verified.
Gathering the information they left behind, theories suggest that they self-destructed. That is why the alliance of nations created the rules that apply to the exploration and respect for the preservation of other worlds, as well as their own. Balance will make natural progression harmony reign. The imbalance will cause some worlds to disappear, including the Plastic World.
There are other theories, based on the ideas left by humans, that say that everything is a computer simulation or that it is a parallel world. But these are not taken into consideration by the Alliance’s science division.

But to make this a reality, we need you…

Mirror Worlds: Different worlds or the same worlds but during different times?

Plastic World’s Dawn Land is an almost exact copy, a mirror, of a place of the same name, but in the Prehistoric World, or vice versa. Upon entering this place from the respective portal, the user arrive at an almost identical place, as if it were the same place, but with the original statues like new in the Prehistoric World and with the statues old, rusty and broken in the Plastic World, like if years passed.

This raises the question: Are the other worlds a version of the Plastic World, but from another time?, or in this case are they simply imitations of the same places?. Or are they like those tables of human modelers who made miniatures of their world? Is the Toyverse then a product of human modeling? Well, in some way, maybe…

Explorers have said that by taking this reference point, and heading to known places at certain coordinates from there, you can find ancient versions of the well known Plastic World locations, as if an Army Men base or city had never existed there. But this enters, for now, into the realm of mere speculation.

Army Men Timeline for the Army Men Toyverse

1939

The Great World War started

Army Men World War Grey Army

In this RW stardard time detonated the first and for today only Great Army Men World War, know like the Grey World War. It was a sudden large-scale coordinated attack on all known nations of that time: the Blues, the Yellows and the Reds, perpetuated by the first great nation: The Gray Nation.

Aug
1941

Army Men: Medal of Honor: Allied Assault

Grey Army Men

Who was Col. Grimm before we knew him as such? Why does he have the nickname "Happy"? Was he once a private, or was he molded that way from the start? These stories tell of his adventures from the time he was just a soldier...

Aug
1943

The Tan betray the Yellow

Plastro from Army Men

The Tan took over the Yellow Nation, putting 85% of the Yellow Army in the Thermopiles passage, attacking them in mass. 1/4 of the Yellow Army escaped through the narrow passage, saving a few, but meanwhile the secret allies of the Tan, the Greys, were waiting on the other side, finishing the Yellow forces there. However, this entire joint mane...

Aug
1944

The Greens emerged

Green Plastic Soldier

The Green Army, created by the Blue and the last Yellow survivors, entered the War after spending years building their forces in secret, attacking from the opposite side of the Red Front of the Plastica Continent.

Jun
1965

The Great World War ended

In the image can be depicted a battleground fill with Army Men pieces

The Red with the Orange forces they created and the recently emerged nation, the Green, that entered the war suddenly and without having previously revealed its existence, they pressed from several fronts with their entire armies, suffocating the Grays faster. At the same time the Tan betray the Greys, cementing their fall at this conflict. Afte...

Aug
1975

World War

Sarge leading his troops during G-Day

Carefully guided troops through a deadly barrage of enemy fire covering 5 different terrains. Only the best military minds prevailed in that blazing battle of ground based infantry. Tons of weapons were at disposal, blasting away with howitzers & Tanks, shredded plastic with .50 caliber twin machine guns, or quietly speared the enemy with razor-...

May
1986

Land Sea Air

Army Men World War Land Sea Air

The Tan attack again. Plastic blood, sweat and plastic, on the ground, at sea and in the sky!. Three theaters of war: Land, Sea and Air!. The Tan enemy was mobilizing for invasion. All the Green forces at disposal: helicopters, battleships, bombers, tanks, the whole nine yards. It was total war for the Plastic World all over again. The most comp...

Sep
1991

Final Front

Army Men World War Land Sea Air Wallpaper

The Tan once again waged war with the Green Nation, so the Green retaliated by attacking the Tan capital. When they discovered that the Tan had created weapons of mass destruction, they declared a full-scale war against the Tan and deployed their forces worldwide to destroy the revived Tan Army and its new weapons.

Aug
1994

The World War ended

Army Men Team Assault Ending 16

The world war had already ended some time ago, with a clear defeat for the Tan... but it officially ended with the events of Team Assault, where the Green Army prevented the Tan's last desperate attempt to wipe out the Greens using a Super Weapon.

Aug
1998

The first Uberdevice

Colonel Grimm and Sarge from Army Men

This was the first known mission of Sarge. He is tasked with destroying the device before it can detonate

Jan

The turning point Army Men conflict (Army Men Episode 1)

Sarge about to enter the First Portal

In this conflict, which seemed to be one more among its main protagonists, the Tans and the Greens, followed by secondary actors, the Grays and the Blues, a discovery was made that changed everything forever: The Portals, some doors in that then interpreted as “supernatural” that would take the Army Men where no plastic soldier had gone before

Jan
1999

Conflicts begin in the Giant World (Army Men Episode 2)

Army Men 2

Once Sarge does go back, he and his squad started an adventure that constantly juggle back and forth between the Plastic World and the Real World, completing objectives to halt General Plastro’s schemes, and the schemes of a treacherous former Tan Army Major: Mylar.

Mar

Aliens, everywhere

Wallpaper Sarge & Tina Tomorrow

Once again the Tan Commander Plastro is out to defeat Green Sarge, only this time he has enlisted the help of an Alien Army of bug-eyed extraterrestrials. To combat this new menace, Sarge has teamed up with Tina Tomorrow and her Galactic Army of Space Troopers. It’s up to Sarge to defend both, the Plastic World and Real World from Plastro and ...

Aug

Helicopters taking over

Chopper vs Dr Madd Unnatural Bug

This events were another back and forth between the Plastic World and the Real World, but this time the Green Army helicopters took front. The most important events were the monsters created by Dr. Madd: plastic hybrids and beings from the Real World, such as Insects, armed with weapons fighting the Green air force.

Sep

Sarge’s Hawk & his Heroes

Sarges Heroes

The starting point of a new era for the Army Men. The Tan Army is invading the Green Nation, obtaining weapons of mass destruction from the Real World. Sarge Hawk, the protagonist, discovers portals leading from the Plastic World to the Real World and to prevent the destruction of the Green Nation, Sarge must destroy the portals and stop Plastro.

Oct

Helicopters in their peak

Air Attack Concept Art MechaSaur

This events took combat to the skies with the vaunted Green Army Air Cavalry. The main protagonist of this story is an all-new hero, a pilot named Captain William Blade that leaded a new campaign continuing the epic battles between the Green and Tan plastic soldiers. They fought in the air and on the ground to rescue POWs, extract wounded allies...

Nov
2000

Green choppers new nemesis

Air Attack 2

Blade, copilots and the other pilots, plus Sarge and Vikki, once again take to the skies with an onslaught. Plastro has enlisted Tan Air Ace Baron Von Beige to trap Captain William Blade and destroy the Green Nation, with the help of the Blues.

Sep

Plastro returns from the Big World

Bravo Company Commandos

Sarge’s Heroes 2 starts where its predecessor left off. The capture of Field Marshal Tannenburg will end the war, since Plastro has disappeared, becoming a victim of plastrification in the Real World. Brigitte Bleu, a spy, has developed a serum that reverses plastrification to bring back Plastro. Sarge Hawk’s job, and sometimes Vikki, is to ...

Sep
2001

Classified operation (Omega Soldier revelation)

Omega Soldier from Army Men: Green Rogue

████ ██ ███████ █ ██ █████. ██ ███ ████ ██ █ ██████ █ ██ █████. ██ ███████ █ ██ ███ ██ ███ ███ █ ███ █ █████ █ ██ █████. ██ █████ ███ ███ ██...

Mar

Advance!

General Plastro

Is up to Sarge Hawk and reporter Vikki Grimm to thwart Plastro’s plans for conquest. Previous attempts to discover Plastro’s plans were thwarted. Riff was captured and Scorch disappeared. The Tan Army planned to dominate the world using Alien technology. Not just the Green Nation, but this would affect both the Plastic World and the Real W...

Jun

Portal Runner

Game Pro Portal Runner

Believing she is following a lead on a story that could be her big break, ace investigative reporter Vikki G. is actually falling into a diabolical trap set by her nemesis, the beautiful Blue superspy Brigitte Bleu, who discovered new worlds and controlled them.

Sep
2002

Mobile factories and full strategic maps

King Plurtz 1
2004
2006

Army Men: Red Retaliation

Army Men Real World War

The Real World War begins. Hawk and Sarge comes back to active service, thanks to Omega Soldier.

Apr

No more Tans, but Toys!

Major Malfunction

Army Men Major Malfunction events (Army Men Episode 12). There are no more Tans, so the evil Major Malfunction assembles an army of toys to take over a single house, to capture scientist Foreyes and built once and for all the definite super weapon: THE DEATH MAKER. He kills Sarge and Sgt. Hawk the process.

Apr

Army Men: Toys in Space 2

Army Men Real World War

The Real World War ended, but a new Alien War takes the Army Men to the Space World

Jul
2010
2017

Army Men Strike

Army Men Strike Sarge Johnny

More than a decade later, new heroes, new villains and new toys still fighting the TOY WARS conflicts. The Toyverse continues its path years after Sarge, Sgt. Hawk and Vikki Grimm. Murphy, Victoria, Iron Will and the other new Green heroes of the Strike Team must defend their nations at all costs with new allies: Action Figures and other toys.

Mar
2020

Army Men Defense

Army Men Strike Murphy

The adventure of Murphy, Victoria and company evolves in a new warfare: The heyday of the defensive towers

Apr
2022

Army Men Warfare

Army Men Warfare Murphy

The battlefield diversifies and becomes a fusion of different types of warfare. Murphy, Victoria and company adapt and evolve.

Jan

Army Men canon wars!

“Well, Portal Runner is no longer considered canon, with this situation that you say (PR is canon), we should add Superman and Batman to the game because it adds new things to the game.” – A particular Army Men die-hard fan

Everything this guy said have no sense. Who said Portal Runner is not considered canon?, and what does Batman have to do with it? I get it, it’s a metaphor. It doesn’t make sense anyway.

Portal Runner is canon (whoever likes it or not)

“head canon” it’s a personal thing, not the real thing.

It’s VERY strange that some fans have that “I like this so it’s canon. But I don’t like this so it’s not canon” with things that don’t really bother them, but it seems to hurt their sensitivities. You may not like Portal Runner, that’s legal. But it is exaggerated that if it offends you to such a degree that you hate it.

I really don’t understand it. I mean, it’s not that I like Portal Runner, but it doesn’t bother me either. It’s like Teletubbies annoy me just for existing lol

“I’m not a fan, but I know it brought interesting things to the Army Men canon. Because it is a game from the Army Men franchise. That is unavoidable.” – Thanos

What rules said that Portal Runner isn’t canon?. Be careful with imagining something so strongly that you believe it to be true. Because there is no such rules. There are only presumptions by some fans who believe that some things are not canon, others are from another continuity, etc etc etc. But no one said anything about Portal Runner lol.

Sarge’s War clones!

Another debate in the Army Men community is about Army Men: Sarge’s War: the Heroes, Vikki Grimm and Colonel Grimm who died in the Peace Treaty terrorist attack were all clones… because many refuse to accept that that happened. And while the ending shows us those tubes with names, the reality is that it remains somewhat ambiguous… unless you listen to the father of the Army Men canon, Michael Mendheim: he himself said in an interview that he wanted to kill them, as a metaphor for the bad time they were going through during the development of Sarge’s War, the bankruptcy of 3DO, between layoffs, cancellations and warnings of a bleak future for the company and its employees. On the other hand, it is understandable that the childhood of many has been marked by this… but that is the truth. ALTHOUGH, it does not mean that it has to be the end… since despite their intentions, they left us some elements to reverse that bitter ending (the tubes with names).

Holders of the truth

The only ones who knew the truth about these “canon” & “inconsistencies” things no longer exist, the 3DO team from that time, behind the Army Men games. And I’m not even really sure about that, since I don’t think they were that involved with it to the point of being obsessive about it.

By the way, before someone does it: It is not valid if a former 3DO employee say something today and for that reason it will be considered the truth, because years passed and those who decided that, were an entire group with bosses who had the last word. Anyway in these years since that, we have never seen anyone on the internet talking about it. So, point for this theory!

But then… how?

The only way I think we can bring some light to this “canon” matter is to gather the entire old group, together, and ask them. But anyway, a LOT of time passed and more than sure they no longer even remember, because of this, or because it was simply a job and they were never that interested in it.

Or on the other hand they can be gathered by someone and made them to say whatever he wants them to say, which is why I think it is no longer possible to get REAL answers today.

What should perhaps be accepted is the suggestion or ideas of an old member of the team. That couldn’t be ignored!

But with all my years in video game development I can tell you one REAL thing that few or no one can tell you here…

Because of how storytelling works, most of the biggest inconsistencies were actually left, on purpose, with AMBIGUITY. That is, without really defining it. And that’s totally on purpose. When you don’t know how to solve something or fix something that is difficult to fix, but that should be a necessary change, you leave it poorly defined, open to interpretation, ambiguous. That can be understood in various ways or admit different interpretations and, consequently, give rise to doubts, uncertainty or confusion. But also a certain level of satisfaction on each side of the debate.

I’ll give you an example… Sarge VS Sarge Hawk. It was NEVER defined, and that’s on purpose. Surely, according to what I personally assume given my knowledge, for the developers Sarge Hawk was supposed to be the same protagonist of the previous games. The clearest clue is the similarity between Sarge’s original voice and Hawk’s voice, as well as their personalities. And of course, that Sarge disappeared from continuity with Hawk appearance lol.

Here is the solution: SOFT REBOOT

You have a classic property (Army Men), one that’s made money hand over fist for you for years, perhaps decades, but now, it’s getting a little long in the tooth. Maybe it’s dated, maybe recent installments have tarnished their name, maybe it’s just bogged down in “Continuity Lockout”. Perhaps you’ve just finished the story you wanted to tell, or you’re still telling that story and don’t want to ruin it yet. Or maybe you’ve finally been given the budget to make the entry in the franchise you’d wanted to make years ago but couldn’t afford.

That’s what happens with good ol’ franchises. But in this case I know for a source that was the dev’s bosses who want a different approach, a more “mainstream” product, or just what they need to upgrade their approach.

Resetting the thing to bring in new fans sounds like a good idea, but maybe the core storyline is still interesting if you can get rid of the bad superficial elements that accumulated around it over the years, or peel back the exaggeration of its problems over time; maybe you’re about to release it into a wider market where they never got the previous entry while pleasing existing fans; maybe you want to make a straight sequel but have to take a new direction because of drastic creative team changes; or maybe you’re simply afraid of the backlash to a Continuity Reboot.

In the case of the Army Men franchise, I think YES OR YES they needed a change. What else could they do after AM1, 2, TIS, WW and AT that was new using exactly the same elements without going away from that? It would have worked with the die-hard fans and bigots, but not with the general public from whom they need the money.

Yes, Army Men 1 was a success… but when could they replicate that success with exactly the same thing? It was a one-time win.

What to do? Well, perhaps a “softer” approach will serve. Instead of starting over, dip into the Troper Well and pull out a way of explaining you’re not really tossing away the classic stories the fans love. There are many ways to accomplish this:

  • It could take place after a lengthy Time Skip, allowing you to make a Same Plot Sequel with a new generation of characters and a few old favorites popping in for a Continuity Cameo.
  • It could be an Alternate Timeline that diverges from the “main” timeline thanks to time travel shenanigans, so you can do a fresh, modern take on iconic scenarios while the main timeline exists in parallel.
  • It could start with a Retool where the setting and scenario are significantly changed and the cumbersome or outdated aspects are dropped.
  • It could be a prequel with younger actors where all the things the old audience knows are hinted at, without being burdened by excessive continuity that will drive off new audiences.
  • It could be a side story taking place in the same universe that coincidentally features characters or situations the old audience is familiar with.
  • It could treat the original with Broad Strokes, so that the things the old audience liked happened for sure, but the things they didn’t like didn’t happen.

Essentially, a Soft Reboot. It has many elements of a reboot, and feels a lot like one, without actually getting rid of the old continuity.

Contrast the “hard” Continuity Reboot, in which the old story and continuing plotlines are explicitly kept, but minimally/mostly copied and started over from Day 1. Also not to be confused with a Soft Reset or Canon Discontinuity.

In the case of Army Men and what came after with the big changes made with Sarge’s Heroes, Air Attack, etc. was a kind of Soft Reboot, where they introduced everything new with a great future ahead, a lot of room to expand a develop (or at least that’s what they thought), without removing many of the elements that fans were familiar with, such as the plastic soldier original design.

Something very symbolic to represent this change and say goodbye to the old continuity, and that NO ONE has talked about, is the first scene of the Sarge Heroes campaign, this one…

Saying goodbye to the old Army Men, welcome to the new one!

This is LITERALLY the developers sending you the message of the change, to you and for them, like a “farewell” tribute. You go from the Sarge continuity to the new. It shows you the classic soldier, as always was, who suddenly leaves the scene, drastically, to make way for Plastro’s new design with everything that is coming behind with him, and the next scene shows you the new protagonist, Sarge Hawk.

To finish with my words…

They NEVER clarified anything because from the beginning they didn’t want to. They wanted it to be open to interpretation so that everyone would be satisfied with their interpretations of the events. Those who want to believe that Sarge Hawk and all that continuity is something different have nothing to contradict them. And those who want to believe that it is a sequel and that Sarge is now somehow Sarge Hawk, have nothing to contradict them either (au contraire). In short, everyone is happy. And Portal Runner is canon.

Original source

https://tvtropes.org/pmwiki/pmwiki.php/Main/SoftReboot

Original Army Men 3DO’s websites

Wayback machine 3DO’s Army Men websites

Army Men Website (Dec 4, 2004)

Army Men 3D (Aug 4, 2003)

Army Men: Air Attack (Aug 5, 2003)

Army Men: Air Attack 2 (Aug 3, 2003)

Army Men: World War (Jun 20, 2003)

Army Men: World War: Land Sea Air (Aug 7, 2003)

Army Men: World War: Final Front (Aug 4, 2003)

Army Men: Sarge’s Heroes (Aug 4, 2003)

Portal Runner (Apr 2, 2002)

Army Men: RTS (Aug 12, 2003)

Army Men: Sarge’s War (Aug 1, 2003)

Heroes may die, but plastic lasts forever. By Zoey Handley – destructoid.com – including some words from Michael Mendheim – Jun 27, 2021

Original source

https://destructoid.com/sarges-war-eulogy/

Army Men: Sarge’s War: The eulogy for an entire series

It’s a complicated subject, the Army Men series. The 3DO Company released somewhere in the realm of 25 games between 1998 and 2002. When you consider some of the ports were made from the ground up and entirely distinctive to the platform they were released on, the actual number of unique games is probably around 35 or more. I’m sure you can already see the problem.

Army Men Vikki Dead
Army Men Sarge’s War Vikki Dead

“The problem was with all the early success of these Army Men games, the executives at 3DO thought they could ship an Army Men game (or bundle) every quarter and be successful,” Michael Mendheim, creative director of Battletanx and the Sarge’s Heroes subseries, told me. It’s obvious. The output was stunning, putting even history’s most prolific market spammers, like Guitar Hero, to shame. What started as a promising series with a few hits on its hands quickly declined into one that was treated with scorn and derision by players and the press.

The result is that the Army Men games are poorly remembered. I’ve previously compared the series to a shotgun blast: a sudden and abrupt spread, sometimes causing a lot of agony. Few mourned the loss of the franchise, but I still visit to place flowers on its grave.

Col Grimm dead
Army Men Sarge’s War Col Grimm dead

The 3DO Company was founded by Trip Hawkins, who previously founded Electronic Arts years earlier. Hawkins dreamt of a console that would become the universal medium for games. Licensing fees would be almost non-existent, so developers and publishers would jump aboard with little risk, abandoning frontrunners Nintendo and Sega. Hawkins left EA to pursue this dream, but by 1996, the 3DO Interactive Multiplayer flopped under the weight of FMV game ports, and the company had to pivot to purely making software. Hawkins even took on a creative role to help out his teams.

Army Men started out quietly enough in 1998. The first game on PC, merely titled Army Men, was a reasonable success. Early the next year, Army Men II came out alongside a PlayStation remake of the first game called Army Men 3D. Again, these were pretty successful. By the end of 1999, however, a second PC title, Army Men: Toys in Space, the 3D action title Army Men: Sarge’s Heroes, and the top-down helicopter game Army Men: Air Attack were all released. Five titles in its second year, and the snowball had only just begun rolling.

Riff dead
Army Men Sarge’s War Riff dead

That’s where Michael Mendheim comes in. In 1998, he was creative director on Battletanx, which was a hit for 3DO. He was then given creative license on his own Army Men title and envisioned a character-driven game with more of a story, and that became Sarge’s Heroes.

Once again, Sarge’s Heroes was a hit. If I can wade into the story for a moment, it’s where I was introduced to the series, and it’s one that still holds a place in my heart. It had its rough spots, but a lot of its design, especially when it came to its levels, was fantastic. I remember following it through Nintendo Power up to its release and playing the hell out of it.

While I’ve trudged through a great deal of the Army Men series since then and could give you the full and detailed history, that’s quite a detour. We’re going to hurry the story along here.

Scorch dead
Army Men Sarge’s War Scorch dead

The important fact is that not only did the quality of Army Men titles start to plummet almost immediately, but the public’s appetite for the games declined just as fast. I’d say that the four PlayStation Army Men: World War games are pretty consistent fun, but by the release of the last two titles, the press was practically ignoring them.

It became something of a laughing stock. In 2001, Portal Runner was released to harsh reception. After a particularly scathing review in Gamepro Magazine, Trip Hawkins even went as far as writing to the Editor-in-Chief to defend the title in an almost comical fashion. He described the staff as “angry young men” and threatened to reduce their advertising. I can understand him wanting to defend his creation, but the letter wasn’t a good look.

Around 2002, the pace of releases from 3DO had slowed and the writing was on the wall. “We already had a round of layoffs; everyone was nervous about the company’s future,” said Mendheim. He had a team working on a game called Four Horsemen of the Apocalypse. “It was an edgy, gritty, post-apocalyptic nightmare, based on the Book of Revelation.” Mendheim also believed this to be the best chance at saving 3DO, but it wasn’t to be. “I was called into a meeting and told that I could keep a small team working on Horsemen but everyone else, including myself, would need to make another Army Men game. That Army Men game would be Sarge’s War.”

Thick dead
Army Men Sarge’s War Thick dead

Sarge’s War would be the last 3DO developed Army Men game, put together in haste as the company took on water. “Honestly, it was like developing the game on the Titanic and it took 9 months for the ship to sink,” described Mendheim.

If you’ve played Sarge’s War, you may have been stricken with how tonally different it was from previous games. The series’ standard features were there, but a lot of the color was washed out of it. In its place was a grittier veneer, even over its more cartoonish elements. The entire supporting cast of the Sarge’s Heroes sub-series–all of them–were killed in an explosion, sending Sergeant Hawk into an avenging rage.

This was the sound of a series dying. There are plenty of franchises that have disappeared from the face of the planet, never to be heard from again. Jazz JackrabbitTop GearF-Zero; there are many easy examples of games that have just…gone away. Sarge’s War was a game on its deathbed, one last defiant scream before the embrace of oblivion. It was a deliberate move to put the final nail in the coffin and bring closure to the series.

Hoover dead
Army Men Sarge’s War Hoover dead

I think Michael Mendheim put it best. “There are certain games that you just put your heart and soul into because you love the content, they are your babies. Sarge’s Heroes was one of those games for me. Every character in the game was developed with love and passion. Sarge’s Heroes was fun, positive, and hopeful. It was a game that made you laugh and feel some magic.”

Sarge’s War was the opposite of that. It was grim and dark. The story in Sarge’s War was about loss. Losing everything that you love and care about. In the plotline, the entire cast and crew – Sarge’s Heroes died with 3DO. Everyone except for Sarge.”

“When I killed off Sarge’s Heroes, I also killed my desire to ever design another Army Men game. I designed the first and last game in the Sarge’s Heroes product line.”

By the end of development, 3DO had already breathed its last, and Sarge’s War wound up getting released by Global Star Software, a subsidiary of Take-Two and the new home of the Army Men license. Some sources credit Tactical Development for completing the game, but according to Mendheim, “Our orders were to finish the game and that is what we did…the game was delivered completed as the ship went down.”

Shrap dead
Army Men Sarge’s War Shrap dead

In comparison to the Army Men games that came before it, Sarge’s War was less rickety. It’s obvious that some of 3DO’s best remaining talent had worked on it, though under less than ideal constraints. It doesn’t reach the height of the series, but knowing the story behind it underlines it with melancholy. It’s a surreal experience.

“There are no bad guys in this story; everyone did their absolute best to try and keep the company alive,” explains Mendheim. “No one sets out to make a bad game. No one worked harder than Trip Hawkins, who even put his own money on the line to try and save the company. Unfortunately, not every story has a happy ending.”

Global Star made a token effort at continuing the Army Men series. Their first attempt was Team 17’s Army Men: Major Malfunction in 2006, which I’ve previously covered, and it’s awful. Later they’d try another reboot with Army Men: Soldiers of Misfortune in 2008, which is similarly terrible. There was a mobile game for pre-smart phones, and then that’s it. Aside from a few re-releases, the series has been left to rest peacefully.

Army Men: Sarge's War Hawk
Army Men: Sarge’s War Hawk

Whether or not it deserved that fate is a matter of opinion. On one hand, it was unwise and intrusive to flood the market with those titles. Releasing games of questionable quality to bank on a brand should never be commended. But on the other hand, they weren’t without merit or appeal. The best games were just buried under the worst. It could have been straightened out. It didn’t have to end this way.

Or, as Michael Mendheim put it: “I always look back at my time at 3DO and think what could have been if we had managed the brand better by releasing only one Army Men game a year and each year releasing a different type of Army Men game with cool innovations and game mechanics…maybe, just maybe Army Men and 3DO might still be alive.”

How 3DO Creates Video Games – By: Jeff Tyson

Article from howstuffworks.com – Nov 17, 2008

Original source

https://electronics.howstuffworks.com/3do3.htm

3DO is one of the top video game companies in the U.S. with dozens of popular titles. Go behind the scenes and learn how 3DO creates a new game!

Lots of us play video games. In fact, the number of people playing video games only seems to increase — the number of consoles in American homes exploded in 2007, rising more than 18 percent [source: Cheng]. If you’ve played video games before, you may have wondered what goes into making them. You may even want to get into the business yourself. Here are some of the questions that you may be wondering about:

  Where do game ideas come from?

  • How many people are involved in making a game and what do they do?
  • How is a game developed?
  • How does a game get to my local store?

The video game industry, like most technology, moves quickly and rarely looks back. It seems like every few years brings a fresh new batch of video game consoles, each vying for a place at the top of every gamers’ heart. And over the years, gaming has become enormously popular all over the world, bringing in more than $1 billion in revenue and even surpassing the music industry in retail sales [source: Fritz].

To understand the entire process of video game development, we went to the folks at The 3DO Company. Also known as simply 3DO, the company was both a console developer and a third-party publisher of video games, with several titles for the Nintendo 64 and other game consoles, as well as PC and Mac computer systems. 3DO was founded in 1991 and released the 3DO Interactive Multiplayer (also known as simply the 3DO) in 1993. After poor sales and reception, the company dropped the console and shifted focus to developing video games (similar to what Sega currently does for the Nintendo Wii). 3DO declared bankruptcy in 2003, however, and no longer makes video games.

When 3DO was still around, we followed the development of Portal Runner, a game 3DO made for the Nintendo 64. In the process, we looked at the development of the game itself, as well as ­the process of getting a game off the ground and onto the shelves. On the next few pages, you’ll learn about basic game technology, how an idea is developed and how a game is distributed.

Where the Game Comes From

All games start with an idea. But where that idea originates can be traced to one of several sources:

  • An original concept presented by an employee
  • An original concept pitched to the company by an outsider
  • A sequel to an existing game
  • A spinoff based on a character from an existing game
  • A game based on an existing character or story (such as movie, TV or comic characters)
  • A simulation of another game medium (such as board games and card games)
  • A game targeted to a specific demographic
  • A simulation of a real world event
  • A game designed to take advantage of a specific game platform (such as the Internet or an advanced interactive game system).

Once the idea is accepted by the company as a viable game, then a preproduction team is assembled to begin developing the idea into a fully realized game. How the game develops depends greatly on what type of game it is. The story line and design of a game based on an existing movie or comic character are going to be much more restricted than those for a completely original game concept. Likewise, a simulation based on a real world event, such as a baseball game, usually has definite boundaries in what can be done.

Video games can be vastly different from one another. And while there is a huge variety of games available, most fall into certain broad categories:

  • Sports (Madden NFL, Tony Hawk)
  • Strategy/Role-playing/Adventure (Zelda, Final Fantasy)
  • Fighting (Mortal Kombat, Soul Caliber)
  • Puzzle (Tetris)
  • Shooter (Halo, Call of Duty)
  • Platform (Super Mario Brothers, Sonic the Hedgehog)
  • Racing (Mario Kart, Tokyo Xtreme Racer)
  • Conversion (American Arcade Pinball, Who Wants to Be a Millionaire?)

Of course, a lot of games include aspects from more than one of these categories, and a few games are in a category all their own.

In the case of Portal Runner, 3DO took a character from one of its more popular franchises and gave her a spinoff title of her own that falls into the platform category. The character, Vikki Grimm, has figured prominently in the company’s Army Men universe. Portal Runner is not considered a sequel because 3DO took one character and built an entirely new game universe around her. As you learn about the development of Portal Runner, remember that many of the steps in the process can change significantly for a different title based on the nature of the game being developed.

Planning the Game

The preproduction team generally includes each of the following people:

  • Director
  • Designer
  • Software Engineer/Programmer
  • Artist
  • Writer

Sometimes a team won’t have every one of these people and other times it will have more than one person in a particular category. Another person assigned to the game from the outset is the producer. While the director provides the overall vision and direction for the game and is in charge of managing all the team members, the producer is in charge of the business side. For example, the producer maintains the production and advertising budgets and makes sure that the game stays within the limits of those budgets.

The first thing that the preproduction team does is develop the story line for the game. Think of this like writing the outline for a novel. The story line identifies the theme of the game, the main characters and the overall plot. Also, areas in the game where a full motion video (FMV) sequence would help the story along are established. An important part of developing the story line is knowing the nature of the game. This means that the game designer is typically involved from the very beginning; he or she is responsible for things like:

  • Identifying traits and features of the game
  • The type of gameplay and user interaction that is developed
  • How the game will use the technology available on a particular platform (video game system or computer)

Portal Runner is a linear game. This means that you follow a predetermined path and accomplish specific goals to complete the game. The pattern of the game is: FMV1, Play1, FMV2, Play2, FMV3, Play3 and so on until the end. Each play portion has a different look, theme and goal, all of which combine to form the game world. Linear play makes the story line much easier to create than it would be for a game that branches or has multiple endings. Branching games can contain a series of paths that all lead to the same ending. Even more difficult are branching games that can result in one of several different endings, depending on the path taken. Of course, the type of game largely determines what the story line and style can be. A puzzle or sports game would not require as detailed a story line as a 3D action or role-playing game.

Once the story line is developed, the team creates a set of storyboards. A storyboard is a collection of still drawings, words and technical instructions that describe each scene of the game. These include storyboards for the FMV sequences that introduce the story and continue it between the periods of actual gameplay. Here’s an example:

In addition to storyboarding the game, the designers will map out the different worlds, or levels of play, within the game during the preproduction phase. The attributes of each world and the elements contained within it are pulled directly from the story line.

Developing the Game

Once the storyboards and overall game level designs are complete, the game enters the production phase. The preproduction team expands as needed to include additional artists, programmers and designers.

3DO’s artists began developing the 3D models that will make up the worlds of Portal Runner using a software application called 3D Studio Max. Richly detailed texture maps were created for each object. While the game developers at 3DO created the actual game environment using these models and textures, another division of the company, PlayWorks, used the same models to develop the animated full-motion video (FMV) sequences for the game.

Meanwhile, the programmers wrote custom code in C programming language that provided the framework for the game objects. A lot of code was pulled from the company’s library, a bank of predeveloped code that could be repurposed for different games.

Some of the code for a game involves the 3D engine, an application that generates all the polygons, shadows and textures that you see. Another piece of code is the artificial intelligence component. This is the logic of any game. It establishes the physics of the game, detects interaction and collisions of objects and controls movement of the characters. Development of the game code is done using a special development version of the particular game system that has increased memory, an SVGA monitor connection, a network connection and a hard drive.

All the bits and pieces — objects, textures and code — are fed into a special utility called a tool chain that combines the pieces into one big piece of code. The tool chain makes code that is executable on a specific platform, which basically means that the game code will actually run on the game system that it was designed for. To test the game, Portal Runner director John Salera used another specialized game console built for debugging games.

The Game World

If you can find a copy of Portal Runner and play the game, you’ll see that it used an over-the-shoulder perspective. When you’re playing, you seem to be hovering in the air slightly behind the character you are controlling. As your character moves around, you see the world of the game stretch out into the distance. But what you are really seeing is a very clever illusion reminiscent of the backlots of Hollywood.

The world that the character actually interacts with in Portal Runner is a very defined area. If you could pull the camera view up in the air, you would see that the play area is completely self-contained. Other parts of the world that you can see in the distance are actually two-dimensional images mapped onto a flat surface that surrounds the play area like a barrel. The sky was created in the same way, by mapping the sky image onto a large dome or cylinder that fits over everything else. Look at the example below to get a better idea of how this works.

A production team constantly looks for ways to add realistic effects without degrading the performance of the game. A good example of this is the reflections of objects on shiny surfaces, like the chess board in the medieval world of Portal Runner. The chess pieces and characters moving around on the chess board appear to have detailed reflections on the polished surface of the chess board. What’s actually happening is that a second version of each object is positioned upside-down just below the semi-transparent surface of the chess board. The upside-down version moves in concert with the “real” version of the object, providing an illusion of reflection.

Polygons and Shading

The vast majority of 3-D objects created for computer games are made up of polygons. A polygon is an area defined by lines. To have a polygon, you must have at least three lines.

The lines connect a series of coordinates in the three-dimensional “space” the computer creates. The point where the lines connect is known as a vertex. Each vertex has XY and Z coordinates.

  • X determines the position relative to right or left in the virtual space
  • Y determines the position relative to top or bottom in the virtual space
  • Z determines the position relative to front or back in the virtual space

Once each polygon has a set of vertices to define its shape, it needs information that tells it what to look like. There are four common ways to do this:

  • Flat shading
  • Gouraud shading
  • Phong shading
  • Texture mapping

Flat shading simply assigns a single color to a polygon. It is very simple and fast, but makes the object look artificial. Gouraud shading is more complex. Colors are assigned to each vertex and then are blended across the face of the polygon. Since each vertex is typically associated with at least three distinct polygons, this makes the object look natural instead of faceted. Look at this example:

You will notice that the ball with Gouraud shading appears much smoother than the flat shaded one. But look closely at the outlines of the two balls. That’s where you can tell that both balls have the exact same number of polygons.

An even more complex version of shading, Phong, improves upon Gouraud shading. Whereas Gouraud shading interpolates colors by averaging between the vertices, Phong shading averages each pixel based on the colors of the pixels adjacent to it to create smooth surfaces.

Another common technique for determining the appearance of a polygon is to use texture mapping. Think of texture mapping as wrapping a present. Each side of the box you are wrapping is a blank polygon. You could paint the box, but it would be very difficult to make it match all the designs on the wrapping paper. However, if you take the wrapping paper and tightly cover the box with it, you have completely transformed the box with just a little effort.

Texture mapping works the same way. Mapping requires the use of another image. Essentially, this other image is stretched over the object like a skin. Most video game consoles and computer graphics adapters contain a special chip and dedicated memory that store the special images used for texture mapping and apply them to each polygon on the fly. This allows games such as Portal Runner to have incredibly detailed 3-D environments that you can interact with in real time.

Character Skeletons

The characters in a game have skeletons. Similar to our own skeleton, this is a hidden series of objects that connect with and move in relation to each other. Using a technique called parenting, a target object (the child) is assigned to another object (the parent). Every time the parent object moves, the child object will follow according to the attributes assigned to it. A complete hierarchy can be created with objects that have children and parents. Here’s an example for a human character:

Once the skeleton is created and all of the parenting controls put in place, the character is animated. Probably the most popular method of character animation relies on inverse kinematics. This technique moves the child object to where the animator wants it, causing the parent object and all other attached objects to follow. Another method that’s popular for games is motion capture, which uses a suit of sensors on a real person to transmit a series of coordinates to a computer system. The coordinates are mapped to the skeleton of a game character and translated into fluid, realistic motion.

Each character’s range of motion is programmed into the game. Here’s a typical sequence of events:

  • You press a button on the controller to make the character move forward.
  • The button completes a circuit, and the controller sends the resulting data to the console.
  • The controller chip in the console processes the data and forwards it to the game application logic.
  • The game logic determines what the appropriate action at that point in the game is (move the character forward).
  • The game logic analyzes all factors involved in making the movement (shadows, collision models, change of viewing angle).
  • The game logic sends the new coordinates for the character’s skeleton, and all other changes, to the rendering engine.
  • The rendering engine renders the scene with new polygons for each affected object, redrawing the scene about 60 times each second.
  • You see the character move forward.

Finishing Touches

After the basics are in place, the production team begins to refine the game. Part of this refinement involves optimizing the game code, polygon count and logic, including adjusting the clipping planes and culling. The polygon count (number of polygons on screen at the same time) is a major factor in the smooth rendering and quick response of a game.

Clipping planes determine whether or not polygons in the field of view will be rendered. This depends on how close to the camera the polygons are. Typically, the near clipping plane will not render polygons that are close enough to intersect the plane of the camera. This keeps your viewpoint in the game from intersecting another object and thus blanking out. And the far clipping plane is normally set at the point where the screen resolution causes the details to become impossible to see. There is no need to render objects that you cannot see.

This leads to another area of optimization. While the far clipping plane does not render entire objects that are too far away, culling means that the video game system does not render the parts of objects that are outside your viewing area. For example, when you look at a building, you normally only see one or two sides of the building. In a game, you can increase performance by not rendering the other sides of the building until you move around to the point that you can see them. And as you move, the game can stop rendering the things you can no longer see.

One of the refinements that John Salera said 3DO wanted to make to Portal Runner was to determine where they could eliminate polygons through culling in order to increase the polygon count for Vikki, from 1,500 polygons to 3,000. They want to do this without increasing the overall number of polygons onscreen. By increasing the polygon count of a specific object (like Vikki), the object can be made to look smoother and more realistic.

Periodically during the development of the game, 3DO sends builds (partially complete versions) of the game to the game console maker. This is done to keep the console maker informed about how the game is developing and to ensure that there are no surprises that the manufacturer might take issue with.

As the game nears completion, it enters the post-production phase. This phase has several parts:

  • Game versions
  • Product testing
  • ESRB review
  • Marketing and advertising
  • Distribution

Once the game is done, an alpha version is sent to designated game testers. This preliminary version is a first pass meant to find any major flaws in the game. The problems are identified and the game is released again in beta form. The beta version is tested exhaustively to find any bugs and discover ways to further optimize the game. After the items found in the beta version are fixed, the final candidate is released.

Sometime during this period, the game is sent to the Entertainment Software Rating Board (ESRB) to be given a rating. If the game is released before a final rating is set, it will have an RP (Rating Pending) in the rating box.

Distributing the Game

During post-production, the marketing engine begins to ramp up. The game is advertised in print, on the Web and oftentimes on TV. Quite often, a game that is a hit or has a very memorable character provides the company with opportunities for merchandising and licensing. Comic books, cartoons, movies and amusement park rides have all spun out of the popularity of certain video game characters. Products such as clothing, toys and board games often display characters from the game. A popular video game character can be a marketing gold mine for the parent company.

A major difference in creating a video game for a console versus building a game for a PC is the approval and distribution process. Console manufacturers normally require strict licensing agreements between themselves and companies that wish to develop games for their systems. We will outline the process that 3DO goes through with the game console makers they work with.

Every company that develops games for a video game system manufacturer is considered a third-party licensee. Here’s how it breaks down.

A third-party developer:

  • Develops the game idea
  • Creates the game
  • Tests the game
  • Markets the game
  • Distributes the game

Console maker:

  • Approves the game idea
  • Tests the game
  • Reviews and approves the game
  • Manufactures the game

When a developer submits the game to the console maker, the testing and review process can be very rigorous. The game may be sent back to the developer with requests to change certain parts before resubmitting it.

Many people mistakenly assume that the cost per game to the parent company is minimal and the profit huge. This is seldom the case. While the actual material costs for the game duplication, box and manuals may only be a few dollars per unit, there are a lot of other costs incurred:

  • Console licensing royalties (about $3 to $10 per unit for the console maker)
  • Game development costs (typically several millions of dollars)
  • Advertising (anywhere from $1 million to $4 million for most games)
  • Salaries for the production team (a typical game might employ 40 people for a year or more)
  • Other licensing fees (particularly in sports titles, where the professional sports organization and any featured athletes tend to receive royalties for each unit sold)
  • Operational costs (the costs of running the company must be split between the various games sold)

Game companies also have to take into account the short lifespan that most games enjoy. Since the technology that video games thrive on is continually improving, the games that are cutting edge today will seem slow and outdated in just a year or two.

Test: Army Men: Sarge’s War by Jens Bischoff. 4players.de August 24, 2004

Original source

https://www.4players.de/4players.php/dispbericht/Allgemein/Test/2916/3074/0/Army_Men_Sarges_War.html

Anyone who thought that after 3DO’s bankruptcy would finally have peace and quiet before further Army Men games was rejoicing too soon. Take 2 seems to have found an almost finished plastic soldier shooter in the bankrupt vulture’s licensing dump, which they now want to sell at a budget price as Army Men: Sarge’s War. You can find out in the test whether it is the usual hazardous waste or a surprisingly good bargain.

Cry for Vengeance

It’s hard to believe, but the green and beige armies finally make peace in Sarge’s War and all disputes are put to rest. But the suddenly pacifist toy soldiers have reckoned without the renegade Lord Malice and his henchmen.

Unscrupulous: The renegade Lord Malice has all your plastic comrades on the conscience (PS2).
As soon as the peace treaty is signed, an insidious bomb attack turns the entire party into a lump of plastic. Only Sarge, who returns late from a mission, survives the toy massacre. You can imagine everything else: Sarge wants revenge and doesn’t want to rest until he has hunted down Lord Malice.

To the weapons!

To do this, you fight your way through twelve linear levels divided into tiny sections and use a total of eight firearms and grenades to blast everything that stands in your way to a pulp. If you are initially solely dependent on your carbine, which is equipped with unlimited ammunition, you will soon be able to use more interesting calibers such as shotguns, bazookas, heavy machine guns or sniper rifles as the game progresses, with which you can literally tear apart your opponents.

That’s where the plastic flies

All of the plastic soldiers are extremely tough and sometimes even continue to fight with severed limbs, holes in their bodies or half of their head missing. It’s just a shame that you can’t achieve the same result with a flamethrower as you could with a magnifying glass in the sandbox…

Swiss cheese: With such major gunshot wounds, only a plastic soldier can fight on bravely (Xbox).
But even without plastic warriors melting together, the damage model can be quite impressive and its detailed hit zones will make you grin maliciously – especially if you’re playing against one (PS2) or three (Xbox) friends.

Multiplayer on the back burner

Nevertheless, the multiplayer mode is extremely poor: there are just four maps, no switchable CPU bots and no sensible online use. Xbox users can only play scheduled duels against friends from their Xbox Live contact list, while PS2 owners cannot go online at all. Alternatively, there is also the option of competing against each other via split screen, but since you can see all the opponent’s positions, ambushes or surprise attacks are virtually impossible, which significantly reduces the fun of the game – especially on the PS2, where only duels are possible anyway. On the Xbox you can go into battle with at least four people and also play other modes such as team progression (taking and defending positions) and capture the flag.

Army Men Preview

Plastic soldiers, huge explosions, and free form destruction… Studio 3DO gives a violent home to the kid in all of us

by Tim Soete for gamespot.com on May 5, 2000 at 3:56PM PDT

Sources for this article:

https://gamespot.com/articles/army-men-preview/1100-2563189/

Remember when you were a kid playing with those little dime-a-dozen plastic army figures? You’d set up fortifications on either side of some shrubs or a little patch of dirt and then let the battle between the green and tan unfold. Well, 3DO, with their upcoming and succinctly titled Army Men, will attempt to bring that nostalgic microcosm of a battlefield to life. This action-strategy game is at once challenging and humorous, featuring those little synthetic knick-knacks that you so fondly remember, now fully animated and fighting it out in a real environment.

Army Men is a scrolling, 3-D, top-down perspective strategy game, albeit one that is a great deal more action-oriented than current real-time wargames on the shelf. You begin by choosing a map to set the stage and a commander (they roughly follow a plan of action toward one branch of the armed forces – an Army strategy that concentrates on land attacks, a Navy tendancy towards water assaults, an Air Force aim for air superiority, or a Marine-like attempt to grab land from the water) to pit your guys against. At your home base, you pick a command vehicle that you actually control (personnel and attack helicopter, tank, jeep, or boat), load it with units, and deploy the units in strategic areas. Maps of each battleground are rendered with different terrains of varying traversability. These maps contain separate object layers, so a tank or infantry unit will disappear from view when passing underneath a group of trees or other hovering objects. Units vary in function and size depending on the unit type – heavy or light infantry, grenadiers, or engineers. After deployment, each group of units will get back to you, identifying themselves and delivering status reports. The first side to destroy the opponent’s base – whether it belongs to the computer or a live network player – wins the match. Units are capable of making some decisions on their own, but the player must take a very active role to achieve final victory. “The idea is that if you don’t do anything and put a bunch of units out there, they’ll kind of mill around, perhaps even fight a little, but they won’t do anything serious unless you tell them to,” says David Bunch, Army Men’s director. This idea of constant control of small groups is in direct opposition to the current trend, found in many strategy titles, towards real-time control of large armies.

When you finally do achieve victory, you’re treated to black and white WWII-era propaganda trailers starring computer-generated characters, complete with authentic film scratches and frame-jumps. Graphical details like these really add to the overall humor and believability of the game. For example, the seven death scenes you’ll encounter during battle are consistent with the fact that you’re actually dealing with toy soldiers – so if one of your guys takes a shot, his arm might snap off, or he might melt into a puddle of plastic, a single hand emerging from the remnants. All of the soldiers were designed using 3D Studio MAX with a plug-in called Character Studio that enables the artists to create a framework model of their intended subject and then map realistically moving textures on the finished skeleton. The end result is a phenomenally believable representation of what it might be like if plastic figurines actually came to life.

“I can’t believe that nobody thought of this before,” says Army Men producer Nick Earl. It’s true – other titles such as Close Combat hark back to those days when you sat in the mud and enacted a miniature combat, but Army Men takes the toy soldier idea to its literal extreme. This game, which takes an otherwise static cast of characters and brings them to life, will certainly win over real-time strategy game fans, most of whom began their war-game days setting up battle scenarios with pocket-sized polyurethane troops.

Combat in the Skies. Interview with director Kudo Tsunoda. By Matt Casamassina – ign64.com – Jan 7, 2000

Original source

https://www.ign.com/articles/2000/01/08/combat-in-the-skies

IGN64 brings you an interview with Army Men: Air Combat’s director plus the first-ever N64 screens.

The Army Men franchise has proved to be most profitable for 3DO. The company recently released Army Men: Air Attack, a polygonal 3D top-down shooter similar to the Nuclear Strike series. Now Nintendo 64 owners get their own take on the experience with Army Men: Air Combat. IGN64 recently chatted with project director Kudo Tsunoda about the toy-based shooter.

IGN64: 3DO recently released Army Men: Air Attack for PlayStation. Now Nintendo 64 owners are getting Army Men: Air Combat, a very similar game. Can you explain the idea behind it for those who are not familiar with the PlayStation title?

Kudo Tsunoda: Yes. Air Combat is helicopter combat in the Army Men universe where you fly a little toy helicopter through these giant, oversized worlds. We’re really trying to focus more on the playing with toy aspects of the franchise for the Nintendo 64 version. We’re really playing up that it’s a little plastic toy helicopter so, for example, instead of firing off missiles you’ll be firing off bottle rockets.

Like other Army Men games, it’s the Green Army versus the Tan Army. But we’re also throwing in a lot more neutral environmental enemies so you’ll have bees that swarm out and attack you and mutant bugs that you have to fight against. A lot of the missions are based more on using your helicopter’s winch and interacting with the environments than they are on flying around and blowing things up.

IGN64: What are the differences between Army Men: Air Attack for PlayStation and Army Men: Air Combat for N64?

Kudo: There are some parts of the engines that are similar, but obviously for the Nintendo 64 we’re doing a lot more hardware-specific stuff. They’re definitely different systems so you want to max out the potential for each. We rewrote a lot of the code for the Nintendo 64 version, we’re doing new missions and we’re playing up a lot more of the multiplayer stuff. We don’t have a four-player mode for PlayStation, but Nintendo 64 does. So, we’ve really worked on that. Besides the campaign missions, we’ve got cooperative ones. We’ve got four different four-player head-to-head games.

IGN64: How is the framerate in four-player mode?

Kudo: It’s doing great. We’ve always got lots of stuff on screen, too. One of the problems about making a game like this is that you can pick up everything in the world [with the helicopter winch] and put it down somewhere. People tend to pick up stuff and build a little encampment with all of the different world objects — pile up all of the soda cans and things like that and then have a huge battle with it all. It’s difficult technology-wise. I mean, it’s great for the gamers, but when I talk to the programmers about what we want to do with the game they look at me like, “I’d like to kill you.”

We did have a lot of time to work on the technology though, so even in multiplayer we still have all of the objects on-screen, everything still looks as good graphically and it all runs at a good speed. So we’re pretty happy with that.

IGN64: Are you using the 4MB Expansion Pak for the game?

Kudo: Yeah, we will be, mostly for different [presumably high-resolution] graphic modes.

IGN64: Can you give us a few examples of the different missions in the game?

Kudo: Most of the missions are based on using things in the world or capturing toys that you can take into different missions. In Army Men there are the “Our World” missions and the “Their World” missions. The “Our World” is more of playing with toys in these huge environments and the “Their World” is more of the normal scale, military based missions. So, one example is in the “Our World” missions you can go and collect some toy that doesn’t animate. But once you get into the “Their World” missions we tried to keep a lot of the fun of playing with toys alive, so instead of having it straight military based, we’ve added in a giant, for example, a giant toy that walks around and blows up Tan units.

Air Combat N64 Multiplayer
Army Men: Air Combat N64 Multiplayer

We’ve also got ways of using things in the world to manipulate different insects. So there are bees in the world that you can control by moving flowers around. You pick up a flower, drop it off somewhere else and it’ll attract all of the bees to that area and they’ll help you take out the Tan units.

IGN64: How do play mechanics work?

Kudo: One of the interesting things about making an Army Men title is that it’s such a mass-market license. Because of that it’s hard to make a game that’s going to be fun for a six or seven year old to play as well as advanced players — you know, people our age who played with Army Men as a kid. So we made the helicopter mechanics as simple as possible so that gamers can get into quickly and start flying around shooting stuff. Even a little kid can play, but you still have the added depth of game play like figuring out what every object in the world can do. For example, you can pick up a soda can and then pull the helicopter behind it where it will act as a shield. You can drop it on stuff and squish guys or you can build barricades. You can take a bunch of pinecones and lay them down around an anthill so that the ants are trapped. Then you could remove one pinecone and the ants will drum out in that direction. You can essentially guide where you want the ants to go.

IGN64: How does it control?

Kudo: Since we don’t have any vertical control, you can just use the analog stick to move the actual helicopter around. After that you’ve got a simple winch mechanic buttons, some strafing buttons — it’s very simple.

Air Combat N64
Multiplayer Army Men: Air Combat
IGN64: Tell us about the multiplayer modes.

Kudo: There is a two-player split-screen cooperative mode. Plus we’ve got four different four-player modes. We’ve got a mode called Flag Nabbit, which is basically Capture the Flag. We’ve got Food Fight where you going around collecting different food items and seeing how you can use them to take your enemy out. We have a bug hunt kind of game where you get points for killing each different type of bug. You can use items in this mode to lure insects your way, where you can kill them all. This mode is pretty cool because you’ve got everybody not only trying to kill the bugs, but also swooping into each other’s areas trying to retrieve various items that will lure the bugs their way. The last mode is Air Rescue, where you go head-to-head trying to rescue little Army Men guys while trying to kill the competition’s guys.

IGN64: What sort of 3D environments do you get to play in?

Kudo: We’ve got a backyard environment with a patio and everything. We’ve got a beach area with lots of big sandcastles that you can fly through. We’ve got a park where you can fly up on the Jungle Jim, through a slide and a park-type environment. We’ve also got a campground area with lots of little picnic blankets. We’ve also got military environments like an alpine forest and an Arctic level.

IGN64: What sort of weapons does the game feature?

Kudo: In the “Our World” missions we’ve got bottle rockets, Roman candles, different swarm rockets that’ll come out like a four-pack, machine guns and napalm that you can use to melt guys with. But even more, everything in the environment can be used as a weapon. You can pick up the soda can, pinecones — whatever, and drop it on enemies.

Army Men Air Combat
Multiplayer Army Men: Air Combat in Nintendo 64
IGN64: In your opinion, why is this game better than Nuclear Strike?

Kudo: To me Nuclear Strike is pretty much a straightforward military shooter. The Army Men franchise is based around playing with toys — out in your backyard building a sense of nostalgia of stuff you used to do as a kid. Back at the office we get busted all of the time by security late at night because we’re out in the parking lot lighting Army Men up and firing Roman candles at them. Or when we first started development we had this huge ant farm that we expensed to the company to help develop our “realistic ant AI engine.” But we’d come and take Army Men, dip them in honey, drop them in the ant farm and watch the ants go to town on them. To me, there is only so much of the “Hey, I’m going to go pick up an oil drum and save the POW” missions before it starts to get taxing.

Plus, in Air Combat you can interact with everything in the environment as opposed to the Strike games where you fly around and blow stuff up. Having the depth of game play where it’s not just flying around and shooting stuff, but also learning what you can do with the environment and interacting with it, adds a whole lot.

IGN64: When can we expect Army Men: Air Combat on retail shelves?

Kudo: The end of the first-quarter 2000.

Army Men Air Combat N64
Multiplayer Army Men: Air Combat on Nintendo 64
IGN64: Finally, can we look forward to more Army Men games for Nintendo’s upcoming Dolphin system?

3DO: You can pretty much expect that 3DO will be bringing all of its major franchises over to the next-generation of machines. We support Nintendo. They like us.