Ace Green Army reporter
Vikki G. is hot on the trail of her next scoop. It seems that her nemesis, the evil and
busty Brigitte Bleu, has discovered a group of mysterious portals and is using them to
establish some sort of interdimentional matriarchy. As Vikki investigates one of the
portals, Bleus henchman pushes her into it and destroys the gate, trapping her in
another world. With Vikki out of the way, Bleu is free to begin the second part of her
heinous plan: stealing Vikkis boyfriend Sarge! With the aid of her sidekick Leo the
Lion, Vikki must fight her way across time and space, find a way back to her former
reality, and defeat Brigitte Bleu as
The Portal Runner!Good
lord. Now I know what its like to write jacket covers. I feel so used. Anyway, this
sordid little Beastmaster-meets-Army Men-meets-Jerry Springer tale is the backdrop for
3DOs latest platforming bore: Portal Runner. With some biting wit and fresh
tongue-in-cheek humor, a story like this can be great material for satire or farce (case
in point: Conkers Bad Fur Day on
the N64). However, aside from a repetitive string of lame wisecracks, Portal Runner uses
this plot as, well, an actual plot. And the game doesnt make up for its lack of
insight with good game play or presentation either. Despite the absence of the rightfully
maligned Army Men name from its title, this game leaves much to malign.
The graphics and sound in Portal Runner are unspectacular to say the least.
This game retains the stiff motion-capture and bland surroundings that the Army Men series
has become known for. Other than a few nifty cut-scenes and cleaner lines there is nothing
on this PS2 title that couldnt have been done on the PSX. The frame-rate is smooth,
but draw-in, clipping, and collision problems abound. As far as the sound is concerned,
the effects and music are generic, and although the voice acting is capable, the dialogue
isnt worth listening to.
Portal Runner also has the clunky, unresponsive control of the other Army Men
platformers. Movement is set up as run forward, backward, rotate right, left.
Unfortunately, rotation to the right and left is much too slow to be productive,
especially in close-range battle. But for long-range battle, Vikki has a first person
targeting mode that is effective. Strangely, the best part of the control set-up is the
camera. Using the right control stick, you can maneuver the "OrbitCam" around
the characters, peek around corners, and raise the camera above you to help with tricky
jumps. Pressing R3 resets the camera behind the characters again. At no time in this game
will the camera be an issue, which is saying a lot for a 3D platformer.
Portal Runner does manage to get some mileage out of its lead characters, Vikki
and Leo, by making players control them in different combinations. At various times in the
game, players must use Vikki alone, Vikki with Leo, Vikki riding Leo, and even Leo alone.
When interacting with Leo, Vikki can command him to stay, to come, and to attack. Leo can
sense danger at a distance and will growl at enemies hiding around corners. He even lets
out a sad howl when he cant see Vikki or get to her. Vikki must also deal with
Leos temper. Included on the game screen is Leos "Fury Meter," which
increases when he or Vikki take damage, when enemies get too close, or when he eats a
T-bone steak. As Leos Fury Meter grows, he gets faster and more powerful. He also
becomes harder to control. Vikki can calm Leo by calling him to her and petting him. This
is fun for a while, and it leads to some great moments. It does not, however, raise Portal
Runner above generic platform status. Everything about Portal Runner has that
"its been done before better" feel. Even the Vikki and Leo thing gets old
quick, especially when both characters, regardless of what combination they appear in, end
up being played in pretty much the same wayrun, jump, attack, repeat. There is also
a two-player mode, where you run, jump, attack, and repeat against another player.
However, Portal Runners problems run much deeper than its lack of
innovative game play (there are too many Donkey- Diddy- Mario- Rayman- Bandicoot- Kong
rip-offs out there to mention). Its core problem is one that has plagued the Army Men
series since its conception: a genuine lack of child-like imagination. There have been few
titles in this series that celebrate the pleasure of a child playing with toys, despite
the basic concept of playing with little green army men. Sure, in the beginning you
enjoyed the household backdrops, mazes of building blocks, and that sort of thing, but the
games have never really been that fun to play. And it is only getting worse as the series
takes an increasingly ironic and cynical view. Hell, Portal Runner barely even pays
attention to this concept at all. Sure, you start off in some sort of toy store fighting
(ugh) gingerbread men, and at one point you end up on a chessboard, but most of the caves
and monsters and prehistoric settings look like they are trying to represent video game
reality, not toys. In that case, why didnt they just make this a separate platform
game, with no toy tie-in?
There is an existing game that demonstrates my point perfectly: Toy Commander for the DC. This game
was marvelous in its child-like ingenuity. Here you had massive living room theaters of
war, where planes took off from the staircase and tanks drove through the spaces
underneath doors. Makeshift cities were built in bedrooms and attacked by giant Godzilla
dolls. Sinks were plugged up to turn the kitchen into a watery battlefield. Even the house
cat wasnt immune. All this and it was fun. 3DO could learn a lot from this
game.
In moving away from past themes, 3DO may have been trying rejuvenate their
waning Army Men series. But in the end, Portal Runner just ends up being another average
platform game. Fans of the genre and younger players will probably enjoy it for the space
of a rental, but I wouldnt recommend it for much more. If 3DO really wants to perk
up the Army Men series, perhaps they should reexamine why they started it in the first
place.