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While Microsoft - with the original Xbox and more recently on the
Xbox
360 - has shown the entire world exactly what an online gaming
service for consoles can and indeed should entail, Sony's online
service on the PlayStation 2 has and likely always will play second
fiddle to the almighty Friends List, chit-chattering, content downloading
tyranny of Xbox Live. However, one title that went a long way in
offering a far friendlier and more intimate online gaming experience
on the PlayStation 2 was SOCOM
U.S. Navy SEALs, which came bundled with a headset that allowed
players to talk tactics with online team mates. SOCOM proved insanely
popular; so much so that it spawned a second
and third
iteration on the PS2 with a fourth currently in the works, along
with SOCOM U.S. Navy SEALs Fireteam Bravo on the PSP, which is inarguably
the handheld's most impressive online game to date and will likely
remain so for a good while, along with being an entertaining and
pleasingly robust package overall.
Fireteam
Bravo's plot is the usual "terrorists scheming to overthrow a government"
affair and, unless you're the sort of person who stalks the likes
of Dale Brown and Tom Clancy on a frighteningly regular basis, will
prove largely uninteresting to a lot of people. Still, it does intertwine
with the plot of SOCOM 3: U.S. Navy SEALs on the PS2, which actually
plays quite a big part in the gameplay of both games, but I'll shed
more light on that a little later. You take control of a soldier
codenamed Sandman and in the game's Campaign mode you're deployed
on a total of fourteen missions in four areas the world (Chile,
Morocco, South Asia and Poland) where a terrorist organisation is
plotting the aforementioned overthrowing of a government - Chile
in this case.
Before
each mission you're presented with a briefing and a set of objectives,
as well as various snippets of intelligence in the form of maps,
reconnaissance photos and the like. On a few occasions it can help
a bit to read through the plethora of intel you're presented with,
but for the most part it's perfectly feasible to just skip it all
and work out what you're supposed to be doing once you've been deployed.
After the intel screens, you get to choose your various weapons
and equipment, as well as what your partner, Lonestar, will be carrying.
There's a pleasing amount of militaristic goodies on offer; a wide
variety of sniper rifles, assault rifles and sub-machine guns, as
well as grenades, suppressers and viewing scopes. There are three
difficulty settings in Fireteam Bravo: Ensign (easy), Commander
(normal) and Admiral (hard), although playing through the harder
settings usually does little more than boost the amount of shots
your enemies can take before biting the dust, while simultaneously
limiting the endurance of Sandman and Lonestar. The missions themselves
aren't particularly varied, as you spend the majority of your time
gathering intel, clearing areas of enemy forces, stealthily following
and/or rescuing key characters and blowing stuff up, or more often
a combination of all of these. Nonetheless, they are entertaining
and do become progressively challenging, especially on the harder
difficulty settings.
So,
overall, Fireteam Bravo plays almost identically to its PS2 brethren.
The main difference, however, comes in the controls. As is the case
with the majority of PSP shooters (whether they're adapted from
PS2 games or not), the lack of a second analogue stick on the handheld
poses a problem in formulating a user-friendly control scheme and
Fireteam Bravo, for the most part, succeeds admirably in overcoming
these limitations. Ordinarily the PSP's analogue stick is used to
move Sandman forwards and backwards, aim up and down, as well as
turn on the spot, all carried out from a third person perspective.
Alternatively, to compensate for the lack of the second analogue
stick, holding down the L button allows you to strafe (or sidestep,
for those of you who don't speak videogame) rather than turn, which
is useful for avoiding enemy gunfire. Also available is a first
person view, accessed by tapping up on the D-pad, and through further
button taps you can switch to different first person views depending
on what scopes you have equipped, including low and high magnification,
as well as night and thermal vision, plus you can stand, crouch
or lay prone, which comes in very handy at times.
In
addition to directly controlling Sandman, you also can (and frequently
must) issue orders to Lonestar, such as to regroup and hold his
position, as well as context sensitive commands like opening doors,
killing or protecting a specific target, deploying satchel charges
and a myriad of other commands, all of which are carried out by
moving your crosshair over a certain object or enemy and holding
down the circle button for a second or two.
Another
factor in the controls is the presence of a lock-on feature. Provided
you're within adequate range - determined by both the weapon you're
carrying and the scope you have equipped - holding down the R button
automatically locks onto an enemy, allowing you to fire away until
they drop dead, or switch to the first person view and take them
out with a well placed headshot. This feature could be seen as both
a lifesaver and a hindrance, depending on your point of view. On
the one hand, using lock-on to automatically pick out enemies that
you otherwise wouldn't have spotted does serve to make the game
more accessible to rookie players and further accommodates for play
using the singular analogue stick. However, once you've locked onto
an enemy, you have the option to stay locked onto them no matter
how much they run about and this same option comes into effect in
the game's multiplayer modes, allowing for countless situations
where players who insist on repeatedly tapping the R button can
score nauseatingly cheap victories. An option for players hosting
online sessions in Fireteam Bravo to disable the lock-on feature
would have effectively rendered this gripe well and truly mute,
but unfortunately no such option exists, so online players are free
to grab as many cheap lock-on kills as they like while the rest
of us have to suffer and persevere in the knowledge that eventually
our skills will develop enough to show those cheap sods a thing
or two about fair online gaming.
On
top of the Campaign mode, Fireteam Bravo also offers a mode called
Instant Action, which allows you to pick any level you've unlocked
and attempt to fulfil any one of five objectives, which you get
to choose yourself; Hostage Extract requires you to find a hostage
and escort them to an extract point before enemy forces kill him;
Stealth Extract requires you to do this without being spotted; Sweep
and Clear has you simply clearing the entire level of enemy soldiers;
Sabotage sees you locating a radio transmitter before having Lonestar
fiddle with and wreck it; Stealth Sabotage has you doing the same
while once again remaining unseen to the trigger happy terrorists.
As in the Campaign mode, you can alter the difficulty, which now
also tightens your time limit for completion on the harder settings.
Enemy placement in Instant Action is also entirely random, so it
remains challenging and offers up a large serving of extra gameplay
for when you completely overcome the campaign.
In
addition to the single player modes, Fireteam Bravo includes a substantial
multiplayer game that never falls short of impressive. You have
access to five different game types: Free For All is a straight-up
deathmatch mode between terrorists, Suppression sees the Navy SEALs
and the terrorists trying to take each other down in a team Deathmatch,
in Extraction the SEALs win by killing all the terrorists or rescuing
enough hostages, while the terrorists win by eliminating the SEALs
or preventing the hostages' release, Demolition has the opposing
SEALs and terrorists attempting to plant and detonate bombs in each
other's bases and Captive is a variant of the team deathmatch mode,
except players have the ability to revive fallen team mates.
All
modes are playable with 2-16 players (all of whom need to own their
own copy of the game), both in ad-hoc and infrastructure. It's an
absolutely joy to behold and an even greater joy to experience for
yourself; there's rarely any lag and the ability to use the microphone/earpiece
headset (which handily comes bundled with the game itself, at minimal
extra cost I might add) makes talking tactics with your team mates
an easy and vital part of overcoming the opposition and rising victorious.
Let me say that playing this game online is likely to be one of
those things that will steal weeks of your life, as it's every bit
as frantic, engaging and thoroughly entertaining as both its PS2
counterparts and most other online console shooters, the realisation
of which will have you wondering how the hell the folks at Zipper
Interactive managed to pull the whole thing off. It's an incredibly
well crafted mode that serves to round off the Fireteam Bravo package
sublimely. If it weren't for that irritating lock-on feature remaining
present (mocking me! MOCKING ME!!!) then I might even go as far
as to say that the online mode was perfect. But unfortunately, I
can't. Hopefully sufficient whinging on the fans' part will prompt
Zipper to release an update and fix it once and for all.
Pleasingly,
the lock-on in multiplayer is one of the only two major flaws I
could possibly point out in Fireteam Bravo. Unfortunately, the second
big flaw lies in the game's graphics. For the most part, Fireteam
Bravo is more than a tad on the ugly side. The characters throughout
the game are blocky, while the various landscapes, buildings, inanimate
objects and foliage you encounter on the way remain muddy looking
and consistently low on any kind of detail. Maybe it was a necessary
evil; scaling down the detail allowing the developers to squeeze
the fourteen amply sized single player mission environments (along
with the thirteen or so multiplayer maps) onto the UMD. Whatever
the reason, Fireteam Bravo almost goes as far as to deter players
immediately with its visuals. The rest of the game's presentation,
however, is top-notch. The FMV sequences that unravel key plot points
are absolutely gorgeous, while the sound quality during gameplay
remains impressive throughout; gunshots and explosions all have
an aural meatiness to them, while there's a pleasing amount of ambient
sound in each environment. Sadly, the stellar sound also serves
to further point out how average Fireteam Bravo is visually. Additionally,
the music isn't anything too compelling; it's the usual dramatic
militaristic themes, similar to those heard in countless instalments
of SOCOM, Rainbow
Six, Ghost
Recon, Splinter
Cell and every other tactical shooter you can think of.
Last
and by no means least (provided you own SOCOM 3 for the PS2), Fireteam
Bravo includes a feature called Crosstalk. What this basically does
is keeps track of any special objectives you've completed or intel
you've gathered in both Fireteam Bravo and SOCOM 3, which can be
used to influence and alter the gameplay in the opposite title.
This is done by selecting Crosstalk in both games and then synchronising
all the intel via a USB cable. For example, by blowing up two bridges
in a certain mission in Fireteam Bravo, you'll effectively cripple
the supply of vehicles and firearms to another terrorist cell, which
subsequently has you going up against far weaker (in terms of weaponry)
enemies in a certain mission in SOCOM 3. It's a handy little feature
that could make life a lot easier for you, provided you own both
games. Also, fulfilling certain objectives in SOCOM 3 can unlock
additional firearms and multiplayer characters to be used in Fireteam
Bravo, so you'll never experience everything unless you pick up
both games and have a USB cable handy, which you should if you own
a PSP (unless of course, you ate it). This really is a fantastic
and very thoughtful content addition and I hope that more publishers
follow suit with similar ideas for cross-platform functionality
in the future.
As
tactical shooters and online multiplayer games go, SOCOM U.S. Navy
SEALs Fireteam Bravo rarely disappoints in either area. The hugely
substantial team based multiplayer, coupled with the headset support,
is easily enough to warrant a purchase. The control scheme works
well to compensate for the lack of dual analogue controls and the
Crosstalk feature means there's a lot of extra stuff to see and
do for completists who own both Fireteam Bravo and SOCOM 3. However,
the lack of any visual polish whatsoever, combined with the annoying
lock-on feature not being excluded from multiplayer, prevents the
Navy SEALs' first PSP insertion from becoming a true classic (hopefully
the recently announced sequel, supposedly available in Fall 2006,
will improve upon both aspects). Nonetheless, if you have a wireless
Internet connection you shouldn't hesitate to pick up this game,
as it offers the most robust and comprehensive online PSP multiplayer
game to date.
Reviewed by Mark Reece for AceGamez (All Rights Reserved).
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