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Retro Game Database · PlayStation

Army Men: World War – Team Assault

Retro Game Database · PlayStation

Army Men: World War – Team Assault

Army Men: World War – Team Assault gets its best idea on the table immediately: you do not march through its 16 missions with a fixed hero, but choose two commandos from a six-soldier roster and swap between them in the field. Picking the right pair for a bridge demolition, prison escape, or another objective gives the campaign a welcome bit of tactical planning before the shooting starts.

It is a lean, mission-first Army Men game with enough variety to keep its plastic war moving, though the two-soldier limit and limited campaign length make it feel more focused than expansive. If you enjoy choosing specialists for objectives and want a PlayStation action-strategy game that occasionally lets you handle tanks, assault vehicles, aircraft artillery, and submarines, it is an easy one to consider.

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Retro Replay Review

Gameplay

The hook here is choosing two Green commandos before each mission, then living with that decision once the fighting begins. Six soldiers offer different ratings for speed, stealth, and hit points, plus two specialist skills apiece. That is enough to make the pre-mission screen matter: demolition expertise sounds far more useful when a bridge needs destroying, while a sniper or heavy-weapons specialist points you toward a more direct approach.

Being able to switch between both commandos during a stage gives the game its tactical character. You are not simply selecting a favorite soldier and carrying on; you are balancing two skill sets against the objective in front of you. The restriction can also frustrate, because every useful trait left behind is a trait you cannot call on. Still, that tension is exactly what gives the roster a reason to exist rather than turning the six commandos into interchangeable names.

The campaign has 16 stages, and its changing goals help it avoid becoming a single-note shooter. Blowing up a bridge and escaping a P.O.W. camp ask for a different mindset, while certain missions hand you assault vehicles, tanks, aircraft artillery, or submarines. Those diversions are valuable because they break up the commandos-on-foot structure instead of merely repeating it. Training mode is a sensible place to get comfortable, and Capture the Flag and Grudge Match give two people a reason to return after the campaign.

Graphics

Team Assault uses a third-person view while you guide its toy-soldier commandos through the war. The most concrete visual change comes in the vehicle-oriented missions, where tanks, assault vehicles, aircraft artillery, and submarines put something other than the two-man commando team in your hands.

Story

This is a straightforward plastic-army war story: the Tan army is building weapons of mass destruction, and your Green commando team must stop them before the long conflict is ended by force. It is a clean mission framework, and it gives the objectives a clear enemy and purpose without asking you to untangle a complicated plot.

The strongest story beat is the sense of a final push. The Tan army’s plan raises the stakes beyond another skirmish, while the Green team’s small size makes each operation feel like a targeted intervention rather than a full-scale offensive. A P.O.W. camp escape fits that setup especially well, since it naturally turns the war into a more immediate survival problem.

Do not come in expecting the narrative to carry the game by itself. The plot mainly exists to move you from one operation to the next, and the real personality comes from deciding which two specialists deserve the assignment. That is appropriate for this kind of compact campaign, even if it leaves little room for dramatic complexity.

Overall Experience

Army Men: World War – Team Assault is at its best when you treat each stage as a small loadout puzzle followed by an action mission. The first hour should make the central rhythm clear: study the job, choose two commandos whose skills fit it, switch between them when needed, and make the objective happen. When that loop clicks, the campaign’s changing tasks and occasional vehicle missions keep it from feeling locked into one routine.

The tradeoff is focus. Six commandos and two slots create meaningful choices, but they also mean the game cannot offer the breadth of a larger squad tactics game. Its 16 stages make for a brisk campaign rather than a huge war, and the multiplayer modes are simple Capture the Flag and Grudge Match rather than a deep competitive package.

Give it a chance if you want Army Men action with a light tactical layer and appreciate missions built around specialists instead of pure firepower. The payoff is not an elaborate strategy epic; it is the satisfaction of bringing the right two soldiers to a specific job, then seeing that plan through amid a playful toy-war conflict.

Retro Replay Score

6.5/10

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Retro Replay Score

6.5

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