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I was fortunate to get picked as part of Sony's beta testing efforts
for the first SOCOM:
U.S. Navy SEALs Fireteam Bravo game. My expectations - based
on the awful FPS Coded
Arms - were pretty low. But I have always been looking for that
elusive 'great handheld shooter', so I was willing to give it a
shot. I couldn't have been much more pleasantly surprised - the
developers actually 'got it'; they knew what made a good shooter
and worked around the limitations of the PSP to produce a game that
was fun and playable. The game sold very well - just over a million
copies as of the end of 2006 - so a sequel was a fairly easy prediction.
Once again tasking Zipper Interactive with development duties, Sony
has come up with a winner that has improved on every limitation
of the original and keeps pace with the best looking games and best
shooter controls on the PSP system.
Producing
a shooter with good controls on the PSP is no simple task - even
new release continues to struggle, with Medal
of Honor: Heroes needing significant tweaking to produce the
fast paced action familiar to fans of the PC and console versions.
And the recent port of the Brothers In Arms shooter games has a
terrible control set that seemed impossible to ever get adjusted
to the point that it was comfortable. The original SOCOM: U.S. Navy
SEALs Fireteam Bravo had very good controls, but it was fairly easy
to let the PSP do all of the aiming for you - which was particularly
problematic in multiplayer matches. Too many online battles were
filled with people who found decent hiding places and hammered repeatedly
on the auto-aim button to find new targets and then quickly shoot
them. That was the biggest overall complaint with the game - there
were minor issues with graphics quality and occasional lag, but
the game was solid as a single player and multiplayer experience.
The sequel has taken all criticisms to heart and is better in every
way than the original, producing a fun and challenging shooter that
is a blast to play online or off.
Bravo
2 plays like a hybrid third person/first person shooter, and is
effective in both modes; the seamless switching between modes pairs
with a very well integrated free-look for fine aiming, which is
particularly effective for using a sniper rifle at long distances.
Let's start by digging into the controls - as has become fairly
standard for PSP shooters, the analog stick is used to move your
character around. But unlike some, moving left or right on the stick
makes you turn - to strafe you hold the L button while moving. This
is generally more limiting than the method used in Medal of Honor,
but the game design takes it into account fully, so it never becomes
an issue. The R shoulder button is the auto-aim trigger, but as
mentioned this works much differently than in the original game.
When you are within range of an enemy - in terms of both distance
and field of view - you can lock onto them by holding the R button
while firing. Tapping the L button switches between available targets.
Most buttons serve more than one purpose - you issue tactical commands
with a quick tap of the circle button or hold it to issue the context-appropriate
command. It is a powerful and intuitive system that becomes immediately
familiar and very useful in getting the best possible rank on a
mission.
When
you start a mission, you are given a set of objectives and rewards.
There are two types of rewards - local influence and command equity.
Command equity (CE) is your currency in the game - you can use it
to buy supply drops and air strikes, as well as weapons and other
items (but you really should never buy weapons in single player
with CE … trust me on this one!) You gain CE by completing objectives
- primary objectives gain the most CE, but secondary and bonus objectives
can all add up to a considerable amount over the course of a few
missions. Bonus objectives are ones not listed at the start of a
mission - for example, you might be on a mission to take out a local
militia leader and discover some generators to sabotage to hinder
the militia's efforts. Finding and sabotaging a single generator
gains you some CE, but getting all of the generators gives an even
bigger boost. Local influence is gained by completing missions -
but this varies by how much impact a particular mission has on the
lives of local residents. Also, using non-lethal means of taking
out enemies results in local influence rewards, since it shows that
you are interested in more than just killing the population to achieve
your goals. Increasing local influence gives you access to some
pretty cool weapons - even some from the black market. Again, these
really aren't worth buying, but some of them are cool and the overall
ability to grab just about any weapon you want is a nice touch.
I particularly liked the crossbow.
The
mission structure in single player is another great feature - as
you progress in an area you get campaign missions for each new location,
and then as you complete them dynamic missions become available.
These are smaller missions that earn you less CE and local influence,
but can be quite a bit of fun. They use the same maps as the campaign
missions, but the objectives are different and the placement of
enemies around the map is changed. This can also be very helpful
for learning the maps before heading into multiplayer sessions.
At the end of a mission you are graded based on your stealth, objectives
completed, accuracy and command usage. The challenge is to score
as highly as possible in each area - but it isn't easy. The catch
'em all nature of the missions gives a feeling of nonlinearity and
freedom, while also heaping on rewards in terms of experience and
CE. Another reward you can obtain while completing missions is completing
crosstalk objectives - these allow you to unlock items and characters
for use on the PS2 game SOCOM: Combined Assault. Of course, there
are objectives on the PS2 game that allow you to unlock objectives
on the PSP - and you can simply transfer save files to pick up and
play between versions.
This
is not a 'run-n-gun' shooter, nor is it a strict tactical shooter
- it falls somewhere in between, with relatively slow pacing that
favors crouched movements and thinning enemies with a sniper rifle
before sending in your squad mate to mop up the rest of the crowd.
You are not meant to be a bullet-sponge just running through the
open field - such behavior will get you dead fast. But the game
does allow you to take a fairly large amount of hits before dying
and features health kits to replenish yourself or your squad mate
during the course of a mission. For example, once you have sent
your buddy into harm's way, you can patch him up before ordering
him to scope out the next room. Damage indicators show the direction
of incoming fire, which can be extremely helpful in heavy vegetation
or dense buildings. Of course you still have to locate them, since
the game got rid of the 'auto-hunt' portion of auto-aim. I know
I have mentioned that before - but it is impossible to overstate
the positive impact this has had on gameplay.
It
can be hard to find enemies, despite the improvement in the graphics
- too many of the areas are dark and indistinct, particularly indoors.
Fortunately, most of the game takes place outdoors, which shows
definite signs of improvement. The environments look crisper and
the weather effects are more realistic. Particularly well done are
the models and animations for the allied and enemy characters -
it is no longer indistinct graphics making enemies invisible, but
a lack of variety in the color scheme in some locations. Something
that surprised me in the first game was the music - the soundtrack
didn't leave you humming the tunes, but it was wonderfully sweeping
and evocative stuff that you'd expect from a story-based shooter
rather than a multiplayer focused game. Beyond the still excellent
music, the environmental sounds have definitely improved. Your squad
mate still chatters and lets loose some wisecracks now and then,
and the contact at command plays wonderfully - her exasperated chiding
when you fail a mission is quite convincing (and somewhat humiliating).
The weapon sounds are very well done and the overall sound density
really shows off the quality of the PSP sound system.
I
have had steam coming out of my ears on many occasions because of
multiplayer implementations in PSP games - either a game that cries
out for Internet multiplayer only has local play, or games with
Internet multiplayer implement it in such a ham-handed way as not
to be worth playing. SOCOM: U.S. Navy SEALs Fireteam Bravo 2 feels
like it was built from the ground up to excel at Internet multiplayer.
Your profile is saved between single player and multiplayer, finding
games is very easy, and there is even a friends list to help you
locate games with people you actually want to play with! Headsets
are once again supported, which is a great benefit for playing in
team modes. Finding a game is also very easy - I have never been
online and found fewer than 3000 players engaged in battle somewhere
around the world. Performance is also typically very good - I never
once got disconnected and only rarely experienced any lag in games
containing a full complement of 16 players!
This
all sounds pretty great, right - so what is the catch? If you have
read any of my PSP reviews, you know that I typically launch fairly
quickly into a raging litany of 'controls, camera and load times'.
I commented on the controls - only to say that they are quite good
- mind you, this comes with the typical 'for a handheld shooter'.
But the gameplay has been very well optimized for the control set,
so you don't wander around thinking "if only I could play this with
a keyboard and mouse." The camera is a non-issue because of the
first person/third person perspective. Unlike typical third person
action games with variable camera angles, Bravo 2 has an over-the-shoulder
perspective that keeps you in control at all times without ever
compromising the view. It just works. I would categorize the load
times as acceptable - you aren't going to think you are playing
a GBA or DS game, as there is plenty of UMD access going on and
you still have to wait for missions to begin, but you will never
sit for frustrated minutes watching load screen after load screen.
Perhaps the longest wait times are when leaving a multiplayer game
to get back to campaign mode - each multiplayer lobby has a wait
time, and then the game needs to reload the main game. But even
that is tolerable - you will occasionally wish for an "I just want
to play single player now" button, but it is a minor hassle.
SOCOM:
U.S. Navy SEALs Fireteam Bravo 2 is a great game, and more importantly
it knows what kind of game it wants to be; it's not trying to be
every game for every player - it's a mission-based, moderately-paced,
thinly-plotted and multiplayer-focused shooter. And it hits that
goal so well that it makes the shooter landscape for the PSP clear
- if you are looking for a deep single player shooter experience,
get Syphon Filter: Dark Mirror, but if you want great multiplayer
grab this game and train up in single player before trying your
luck online. Once you hit multiplayer you'll be hooked - the maps
are solid, the weapons are balanced, and there are plenty of players
of all skill levels out there to keep things challenging.
Reviewed by Michael Anderson for AceGamez (All Rights Reserved).
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