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ARMY MEN 3D
Written By: Jack Herrington
(jackh@axon.com)


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==
==    Army Men 3D Mini Strategy Guide
==
==          Version:   1.0
==          Author:    Jack Herrington
==                     jackh@axon.com
==
==          Copyright: This document Copyright 1998 Jack Herrington
==                     All rights reserved
==                     This document, or parts thereof cannot be
==                     copied in any fashion without the prior written
==                     consent of the author.
==
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Premise
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Army Men 3D is an arcade style combat game based on old-style toy 
action figures.  You play the fairly hard to kill green `Sarge'.  Sarge 
has job of completing missions critical to stemming the invasion of the 
`Tan' (and later Gray) menace.

I'll start by describing the weapons and vehicles at your disposal.  
Then describe the enemies.  Then go through strategies to use 
throughout the game and strategies specific to each level.

This is not a walk-through in the classic sense because the game 
doesn't lend itself to a set walk-through.  You need to develop a small 
skill set and then use it to overcome increasingly complex obstacles.  
This strategy guide provides techniques and tips that will make the 
harder levels much easier.

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Weapons
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Rifle: This is your standard weapon.  It has unlimited ammunition, and 
nearly unlimited range.  It is your first and best weapon.

Automatic Rifle:  This is an absolutely worthless spray weapon.  It's 
glamorous, but pointless.  It runs out too quickly and most importantly 
it has limited range.  One of the things that makes this game very easy 
is that the tan player uses a lot of automatic rifles, which, while 
they sound bad are easy to avoid and easier to kill.

Grenades:   This is your next best weapon.  The game has some clipping 
problems that allow grenades to go through almost anything.  Mortars 
are in the same league, but you won't get many of them.  Grenades are 
everywhere and they are an invaluable tool in winning the game.  It's 
important to note that you should always try to under throw a grenade.  
It appears that having the crosshairs right on top of the target is 
having the crosshairs just a little too far.  The grenade will go off 
harmlessly behind them.

Always check your Grenade count before getting a box of grenades.  If 
you already have nine, then you will only get one from a box of five 
and discard the rest.  Stupid Sarge!  What a waste of the second best 
weapon in the game.

Mines:  Absolutely worthless weapon.  Mines are a senselessly vicious 
defensive weapon.  In this game you are never on the defensive.  Not 
once are you choreographing a planned retreat from a stronger force, 
where mines might prove handy.  I have no idea why the programmers put 
this weapon into the arsenal.

Bazooka:  This weapon is only good against tanks.  You can't range it, 
and it's tough to aim accurately.  Three shots will take out a tank.  
However, you have to practice to be accurate.  Grenades from a 
sheltered position are a much more predictable way to remove a tank.  
Bazookas are pretty worthless against any other targets.

Mortar:  A longer range, slower, grenade.  Great for taking out targets 
that don't respond to Rifle fire (strangely) that are too far away for 
grenades.

Flamethrower:  While the graphic effect is very admirable the weapon 
itself is pretty useless.  I never found a situation where I was more 
comfortable using a flamethrower than a traditional weapon.  Much like 
the Automatic Rifle.  The strategy is simple, be in a place where you 
can hurt him while he can't hurt you.  With grenades you can hide 
behind a rock and throw them.  With a Rifle you can pick guys off from 
a considerable distance.  Certainly long before they can target you.  
With a flamethrower you have to be right in the enemies face.  This is 
a very bad place to be.

Explosives:  Required to remove certain specific strategic items.

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Vehicles
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Jeep:  Fast but worthless for removing real targets.  The only time I 
could find a Jeep useful was when it was required to complete the 
mission on one of the early levels.

Tank:  This vehicle is particularly worthless.  The main gun has the 
same potency as a bazooka, but the vehicle itself is much less 
maneuverable than Sarge.  So why use the tank?  I never found a 
situation where a tank was required.  The best way to kill a tank 
irritate it into attacking you while you are covered behind a terrain 
feature (like a mound) and to hurl grenades at it (four will kill it.)  
The second best way is to use the roll-left and roll-right features of 
Sarge while using a bazooka.

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Helpful Extras
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Minesweeper:  Used to locate mines.  It also disarms them!  Now that is 
a useful device.

Medical Kit:  Heals perhaps 3/10ths of damage done to Sarge.

Medical Pack:  Heals all of the damage done to Sarge.  When faced with 
a choice between a Kit and a Pack you should look at how much damage 
you already have and how much you are likely to get soon.   Choose the 
pack when Sarge is only showing knees.  When Sarge is about half full 
use a Kit.

Information:  Key for finishing some missings.  In some case you will 
get this during the mission and it will show you things like paths 
through minefields.

Reconnaissance:  This is pretty much worthless, since Sarge has amazing 
X-Ray vision with his `enemy scanner' in the lower right hand bottom of 
the screen.  The only time I found this really useful was when I was 
going into a fenced in area where your vision is obstructed.

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What's missing?
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What's missing from the game is almost as important as what is there.  
3D0 has done something really shocking in this genre.  They have built 
a combat shooter game that has no `shield' items that you can pick up 
that make you temporarily invincible.  I think that is remarkable.  It 
changes the nature of the game entirely.  You need to think and plan 
ahead.  You also need to be careful and thoughtful in your actions.  
Bravo, 3D0!

Another thing that is missing are bosses.  Perhaps it's not in the 
nature of the game, but you would figure that, using the tools that you 
have today (Rifle, grenade, bazooka) you could go up against an 
enormous tank or a dive bombing fighter.  Man on man!  Or a "keep 
moving or die" level, like Normandy Beach.

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Enemies
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Snipers:  I'll call enemy soldiers (both tan and grey) with Rifles 
firing single shots Snipers.  These are the worst enemies in the game 
because their range is as long as yours.  They can chisel Sarges 
strength down with just a few shots.  I've found the best way to take 
out snipers is to use roll-right and roll-left techniques (explained 
below.)  It's important to take out snipers first and machine gun nests 
second.  Snipers can kill you slowly.  While machine gun nests, as long 
as you are out of range, are harmless.

Machine gun nests:  Machine gun nests are the easiest targets.  You can 
see them at long range on your scanner.  Then they will start to fire 
even before you are in range, which gives you all the information you 
need to pick them off at a comfortable distance.  When you are within 
the range of one of these guns then rolling left or right will avoid 
the hit or at least reduce the damage and then you can use the time 
between bursts to target the nest and take it out.

Tanks:  As I mentioned above in the Tank part of Vehicles the best way 
to take out a tank is to have it spend it's time firing pointlessly 
into some terrain element you are hiding behind and to lob grenades 
onto it.  Grenades have crosshairs which provide superb accuracy.  You 
can hit anywhere on a tank with a grenade, and tanks are very large.  
Four grenades take out a tank, while it takes three bazooka shots.  The 
game gives you a lot more grenades than bazooka rounds.  So I prefer to 
go with the grenades.

By the way, tanks appear to follow a set pattern, even when `attacking' 
and thus are easily out-maneuvered or simply run past.  As you become 
more comfortable with grenades, using the terrain, rolling, and (when 
unavoidable) good use of the bazooka you will find that tanks have a 
big roar and little bite.

You'll find that tank levels, like the Colonels Mansion level, are 
refreshingly easy once you pick up these simple techniques.

When you run out of grenades or bazooka rounds on a tank, don't get 
scared, just run away from the tank.  It will not follow.  It will 
resume the set pattern.  Pick up some more ammunition and come back to 
kill it.  Tanks are silly in this game.  This is no Saving Private Ryan 
for sure.  Take the Green tanks for example, they can't even run over 
rocks!  It's obvious that the tanks were hindered thus to keep you from 
using them through an entire level.  The sad thing is. I'm not sure you 
would want to use them that long.

Bazooka Men:  Bazooka men are easier to kill but are more offensively 
dangerous than their steel encased counterparts in the tank.  Bazooka 
men move around quickly.  They also avoid grenades!  The best way to 
kill these guys is to get as far back as possible and to use roll left 
and roll right techniques to avoid the shot and then hit them with long 
range Rifle fire.  It's also important to note that while the range of 
a bazooka is long it is not unlimited.  However, it's not much less 
than the Rifles range.  Certainly not like the machine gun nest!  So 
practice those roll left and roll right maneuvers!

Grenade Guys:  These guys almost always come in the stationary variety 
and they just lob a grenade at you every so often.  The best way to 
kill them is to snipe them from a distance.  Or, you could just walk up 
to them and shoot them point blank.  One important thing to note is 
that grenades have a very small area of effect.  If there is a grenade 
at your feet then a single roll left or right will get you out of the 
range of any damage.

Flamethrower guys:  Don't stand in the flames too long!  I know it 
sounds silly but the less time you stand in the flames the less damage 
you take.  So the moment you start to get torched get the hell out of 
there.  Otherwise, flamethrower guys are just like machine gun nests, 
they have a limited range so stand back and plink them from a distance.  
If you can't do that then get behind some shelter and use a grenade.

Stationary/moving guys:  This is a computer game so every follows a set 
pattern.  Even the surprise guys, the bazooka men or snipers that pop 
out of buildings and run at you are following a set pattern.  I'm 
guessing here, but it makes sense to me that there are trigger lines on 
the map that if you step over cause an enemy unit to pop up and make 
it's fixed pattern attack.  After a few times watching these guys it's 
pretty simple to find a good place to be to kill them before they shoot 
at you.

There is one exception.  On the last two levels I saw a variety of 
sniper that would follow you.  They don't follow fast though, so run 
far enough away using a zig-zag pattern then turn around and use roll-
left and roll-right to kill them.

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Basic Strategies
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Roll-left/Roll-right:  This is so important.  Using L2 and the left and 
right directional buttons you can roll left and right by a prescribed 
amount.  You can use this technique to pop out from behind a shelter 
area, shot the target and then pop back.  Or to avoid the shot of a 
bazooka (or a tank) while firing at it.

One key point to notice is that Sarge angle of rotation does not change 
as he rolls left and right.  Let's say that when you roll out your 
target isn't straight ahead of you, he is slightly off to the right.  
Roll back to the safe position and press right a little.  Now he will 
be slightly turned to his right.   Now roll back out and snipe the 
target.  If you hit, then good for you.  If you miss, roll back and re-
adjust.  With a little practice and a good sense of timing you can roll 
out and pick off a sniper who is very close at hand.

Don't move back:  If you move straight back in the light of enemy fire 
then you will die.  If the only way out is straight back then turn 
around and run.   The only reason I can think of to move straight back 
is when you are already sheltered and you want to give yourself some 
space between you and a machine gun nest.

Don't waste grenades:  As I mentioned earlier, check the amount of 
grenades you already have before opening a new box.  If it is around 
ten then use the grenades you already have then come back for more 
later.  Otherwise you will waste them.  Another common waste is to use 
grenades on a machine gun nest when you could easily go back a ways and 
snipe it from a distance.  Rifles have unlimited ammo.  Always go to 
the Rifle first.

Watch how Sarge aims: Sarge is real smart about targeting stuff he 
can't see.  You'll notice that even at a very long distance Sarge will 
aim up and down if a target is on that rotational axis.  Sometimes all 
you have to do to find an enemy is to spray an arc and see when he 
fires up or down from flat level.

Use the 3D perspective:  The game is based on a three-quarters 
perspective and you can see a lot more than a man in Sarge's position 
really could.  Use this to your advantage.  When you are up against a 
wall and there are enemies on the other side use the left and right 
buttons to change your angle of view to see through the wall and to see 
exactly where the enemies are.   This is powerful technique to use in 
combination with grenades.  Remember, grenades go through anything.

Grenades go through anything:  There are two real tools in Army Men 3D, 
grenades; which go through almost anything.  And the Rifle, which can 
shoot and kill almost anything you can see (except a tank.)  What more 
do you need?  Remember, Army Men 3D is a game on a computer.  Walls are 
actually infinitely flat planes.  Use this unreality to your benefit!

Snipe everything you can from a distance:  Fixed snipers, grenade guys, 
bazooka men, flamethrower guys and machine gun nests can all be shot 
from a long distance before they even know you are there.  They can 
also be killed by position alone.  So you don't even need to really see 
them.  You just need to know where they are.  Using your rifle you can 
also make a sweep of an area to kill everything in it.  Remember, you 
have an unlimited amount of Rifle ammunition.  With a Rifle and the 
enemies scanner (in the lower right hand corner of the screen) you have 
a powerful arsenal.

Avoid cross-fire:  Like any good military strategists, the guys at 3D0 
set up a lot of cross fire situations.  Situations where you will get 
pinned between two machine gun nests or snipers.  Generalized advice 
would be difficult to give, but on strategy is to remove one nest, then 
move Sarge into it and snipe the other nest.

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Scenario Specific Strategies
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Desert / Depot Run:  Not much to say here.  A couple of pre-programmed 
attacks.  A lot of snipers.  Roll-left/roll-right will save the day.

Desert / Spy Hunt:  Nothing much to mention here again.  Lots of 
medical packs are around.  So getting through should be fairly easy.  
The initial outpost that has a lot of machine gun nests can be cleaned 
up with the plentiful grenades you get.  The snipers can be picked off 
with roll-left/roll-right and grenades.

Desert / Drive By Rescue:  Pretty simple.  Clear out the entire area, 
lock stock and barrel, of tan.  Then take the minesweeper that you get 
and clear the minefield.  Who put signs on a minefield anyway?  Bring 
the jeep up next to the barbed wire fence (that you can remove by 
shooting the drum next to it.)  The barbed wire area is in the very 
heavily defended area.  It's tough to describe where it is since all of 
the terrain looks the same.  It's close to the minefield.  After you 
get the jeep up near the barbed wire, get out of the Jeep and get the 
guys.  Then drive the jeep to the Helicopter located up on the hill.

Desert / Comm Down:  The first enemy tanks you see!  There are two.  
The first is a fairly easy kill with grenades from behind the mound 
that is between the crates and the trench.  The second is a little more 
difficult. There is an area that you can use with some safety to lob 
grenades onto the tank.  It's not that easy, however.  It may be worth 
doing a tank-on-tank battle here.  You will have an even chance because 
you will have a completely untouched tank because you destroyed the 
first tank with grenades.  The rest is mainly snipers, nests and 
grenade guys.  The usual strategies apply.  The target is remarkably 
well defended.  Explosives take down the tower.

Desert / The Key:  Despite the Sarge's pessimistic attitude this is 
actually a pretty easy level.  The stuff at the top of the pyramids are 
simply covered machine gun nests that can be taken out with a single 
shot.  First thing to do is take out everything at the front of the 
main pyramid.  Then move inside to the front of the ramp and kill 
everything you can get to on the right, left and center from there.  
Then go outside of the pyramid and go to the right.  Following as for 
as you can in every direction.  You will get a lot of mortars.  You 
will get all the way around the back of the pyramid.  Plus you will get 
lots of opportunities to pick off guys at long distances.  Most 
importantly is the last mortar that you get around the back.  With that 
mortar you can knock out the power generator which is half of the 
mission.  It is in the very un-pyramid looking section to the right of 
the pyramid (from the back).  It is at the absolute limits of the range 
of the mortar.  Blow it up and you will save yourself a lot of trouble.

Now return to the front of the pyramid and clean out everything on the 
hill to the right.  More mortars, more health, and more opportunity for 
sniping (with Rifle and mortar).  Now that you have cleaned that out 
you can go up the pyramid.  Start on the right hand side and watch out 
for guys popping up out of nowhere.  Make your way to the top and use a 
mortar to shell the guys inside.  Get the first key.  Now use the 
mortars to shell the tanks that come out.  Viola!

Desert / Dry Gulch:  This is actually a pretty simple level.  If you 
wait long enough the tank will leave the company of the bridge and 
leave it wide open for explosives.

Alpine / Downed Chopper: Three ways to make this level a whole lot 
easier.  1) Use the barrels located next to each of the tents to blow 
up the tents before all of the tan soldiers wake up and start pounding 
on you.  To use the barrels to blow up the tents, shoot them.  2) When 
you are clearing out the minefield, clear out the section next to the 
big rock right where the guys are located.  It's not posted as a 
minefield, but it has mines, and one of the troops is pre-programmed to 
walk right into it.  3) Lead the guys out to a safe distance out of the 
minefield and have them defend.  Then go clear out the area around the 
chopper pad yourself.  Then go back and get the guys and take them to 
the Helicopter.

Alpine / Lumber Strike: I'm sure this is nowhere near what the authors 
intended, but. Once you have survived the initial pre-programmed strike 
on the first island you need to start cleaning out the front 
emplacements of the camp.  Then moving from left to right clean out the 
emplacements right inside the front gate of the encampment.  Then move 
into the middle of the road and pick off the guys in the center. Then 
go back to the right and pick off the machine gun at the edge of the 
wood pile.  Now move in closer and draw the bazooka fire. Using roll 
left and right, kill the bazooka guy.   Now proceed to the left.  Kill 
the machine gun nest and the rifle guy in back of him.  Get the 
explosives out and set the next to the Helicopter.  Retreat and wait 
for the explosives to go off.  Then you are done.

Alpine / Mining Camp:  This is another cleanup operation.  There is one 
pesky flamethrower guy pre-programmed to come out of the mine car area. 
You will want to kill him as quickly as possible.

Alpine / Race to the lake: Initially there is a bazooka guy located 
right ahead of you.  You can avoid him simply by standing a little 
behind the rock and firing at him.  The rest is a standard mop-up.

Alpine / Tan Express:  The biggest threat on this level are the four 
machine guns right ahead of you from the beginning.  You can go to the 
hill on the right early and pick them off.  The one on the far right 
will need to be avoided with rolling maneuvers.

Alpine / Train Station:  Again, I'm sure this wasn't the way they 
intended it.  However, the best way to get through this level quickly 
is to head immediately to your left and over the train tracks as soon 
as possible.  Of course, after getting through all of the pre-
programmed attacks.  Make sure to bring enough grenades and/or bazooka 
rounds to kills at one tank.  After you get over the train tracks 
proceed to the right and then head in towards the left when the rock 
divides the way.  There will be two machine guns and a sniper there.  
Take them out.  Then destroy the tank.  If you use grenades he will not 
attack you.  If you have a bazooka out he will turn around and fire.  
Either way, he is an easy kill.  Then proceed into the fenced in area 
to get the key.  It will take a little while for the shock to set it, 
but the program will eventually offer you the option of Saving and 
moving on to the next level.

Alpine / Prison Break:  This level is divided into four sections.  The 
first is the machine gun (and sniper) nest.  The second is the tank.  
The third is the prison (and surrounding area).  The fourth is chopper 
(and surrounding area.)  You can run right around the first two 
sections (the machine guns and tank).  Avoid them entirely.  Now clean 
out the whole third area.  Blow the building.  Now have the hostages go 
into defend mode and go clean out the fourth area.  Now have the 
hostages follow you out to the chopper.

Bayou / Weapon Plant:  There is not much to say about this level.  It's 
a mission where all of the tan are pre-programmed or fixed.  You need 
to kill them all.  You should be able to successfully finish the 
mission without entering the Weapons Plant area itself.  Just sniping 
everything inside.

Bayou / Colonels Mansion:  Three tanks! Oh no! The tanks follow the 
roads in a set pattern.  I found the most predictably successful 
strategy was to stand in the middle of the road (!) and fire a bazooka 
right down the muzzle of the tank.  When I ran out of ammo I would just 
run and get some more and keep on banging away on them.  After you kill 
the tank the colonel comes out and you take him to the front of the 
house to a waiting half-track unopposed.

Bayou / Bridge Battle:  This is a tough one for two reasons.  The first 
is the pre-programmed attack on you and the colonel.  The colonel will 
pick off some guys before you can stop him.  You have to stop the 
bazooka guy before he kills the colonel.  The bazooka guy always comes 
over the crest of the little hill.  Be there and kill him before he 
gets to your guy.  After you take care of that, park the colonel 
somewhere safe.  Don't worry about him after that.  There are no more 
pre-programmed attacks.

There is a large weapons and medical cache in the mine field area.  You 
will have to switch from minesweeper to Rifle and back again to clean 
out the area and successfully make the run.  It's worth it.

The second part of the mission, the bridge part, is tough until you 
notice that while the bridge is sure shaking around a lot that you 
aren't taking any damage personally.  The only real threat is that 
sniper on the right hand side of the bridge.  Remember that since he 
can shoot you when you are on the left side of the bridge you can shoot 
him as well.  So wear the damage to locate him then spray the area.  
Then use a mortar to clean out the bazooka and sniper.  Then use roll-
right and roll-left with the bazooka to kill the tanks.  After that 
resistance is minimal.  Get the colonel and take him to the end of the 
level.

Bayou / Bourbon Street:   This is a tough one.  More of the pre-
programmed triggered attacks.  With the addition of some snipers who 
have a tracking ability to follow you.  One key technique to use on 
this level is the ability to look through buildings using Sarge's 3D 
left-right rotation.  This way you can see the really nasty bazooka / 
flamethrower combination that comes fairly early on the level and use 
grenades (which again, pass through anything) to knock them both out 
with little effort.

Bayou / City of the Dead:  You have to get the mortar that is located 
on the far bottom right of the graveyard.  Then take the mortar to the 
far upper left and bomb the cracked section of wall.  Rifle fire and 
grenades won't do it.  Is this the first time a mortar is required?  
After that, resistance is mainly bazooka guys.  It's interesting to 
note that if you make an immediate left after entering the area outside 
of the cemetery (that you opened with the mortar) that you will find 
another mortar.  More interestingly is that while you are making this 
grand discovery, the bazooka guy who is almost right inside the 
entrance will fire into the thicket and melt himself with his own 
explosion.  Oh my!

When you finish this level you will be presented with a pretty sad FMV 
which in no way compares in quality to the opening FMV.  Needless to 
say that the resolution of the game leaves large possibilities for a 
sequel.  My gut tells me that they rushed this part of the program to 
get to the release date on schedule.  Oh, well.

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Gripes
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While I find that the game overall has a very solid feel I have some 
significant problems with it.

Camera Angle:  3D games notoriously suffer from one major problem, 
camera angle.  Either you can leave the camera floating up above and 
have it spun with where the user is looking, like Army Men 3D.  Or you 
can have the camera positions for a given user position pre-programmed, 
like Crash Bandicoot or Metal Gear Solid.  The problem with the user-
controlled spin is that you can get situations where you are looking 
through a wall at your character.  In short, you get clipping problems 
that you don't get when you have the camera in pre-programmed 
positions.

However, with the combat nature of this game, and with enemies that can 
come at you from 360 degrees I think that 3D0 made the right choice of 
technologies.  What they could have done is, instead of removing the 
intervening walls between you and the Sarge, they could have rendered 
them semi-transparent.  Giving you the impression that something real 
is there.

One area that clipping becomes a major problem is on the Bourbon Street 
level.

Horizon Graphics:  Objects beyond a particular distance from view are 
not rendered in this game.  On most levels this is distance object 
removal is done by replacing the object with a white and hazing around 
it.  Which gives you that great foggy "Silent Hill" look.  That's fine, 
but there are some Desert levels that replace that distance objects 
with blue (because of the blue sky) and that looks bad and removes the 
critical suspension of disbelief component of the game.

Audience:  It's obvious that this game isn't intended for adults 
because of the complexity level.  The game is less complex than Crash 
Bandicoot.  On a five day Blockbuster rental I finished the game in 
three nights after work.  I have no problem with that.  However, for a 
game targeted at kids I think the violence level is high.  I remember 
going into the camp on the Prison Break level and seeing a post that 
you would tie prisoners to and shoot them.  True, it fit in with the 
concept of the level, but it's pretty gratuitous.

Lack of play testing:  Certainly on the later levels there is a feel 
that the game was rushed.  The terrain is not smooth, so you end up 
getting stuck in hidden vertices.  The camera angles often obscure your 
view at critical times, so that you end up shooting blindly or jumping 
out into a hail of bullets.  The beginning Desert levels seem well 
thought out, but the terrain all looks the same and you end up running 
around in circles.

I'm not sure if this avenue was explored or not, but I don't see why 
the map in the bottom right is fixed.  If the character were always 
pointing North and the map were rotated around him I think it would be 
easier and quicker to comprehend where the enemies and the objectives 
are.

Another avenue to explore would be to remove the sequence numbers from 
the maps.  The game is easy enough already without the map telling you 
to first go here, and then go there.

Little replay value:  Unlike similarly complex games (i.e. Crash 
Bandicoot) this game has little replay value after the missions are 
finished.

Not real world tactics:  The movie Saving Private Ryan sparked my 
interest in WW II to read some books on it.  One of the key factors 
that came through in those books was that soldiers who moved were the 
soldiers that lived.  This was especially true on the beaches of 
Normandy.  If you staid put, you died.  In this game you are mainly 
going up against fixed positions, where the soldiers on the other end 
of the machine guns will have the entire area of fire pre-sighted.   
Realistically you would be in a position where staying put under enemy 
fire means death.  Having to run and shoot to get through a level would 
heighten the excitement and the realism.

Implied racism:  Perhaps I'm being overly sensitive, but the only 
difference between you and your enemy is the color of your skin. This 
seems like a poor premise for the game.  I understand that this is the 
way that the real action figures come, but it still seems off to me.

As I said, in general it's a good solid game.  It will alternately have 
you yelling and cheering at the screen as a good game should.  It's a 
solid rental.

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Revision History
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1.0 - Started the document.






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