|
For many PS2 gamers, SOCOM
and its two sequels had the most exhilarating and well-executed
online gameplay on the system. With the switch to PS3 looming on
the horizon, the developers chose the PSP as the next platform to
get some SOCOM action and after two Fireteam
Bravo games, you'd think that another would be on the cards.
This isn't the case though, and SOCOM: U.S. Navy SEALs Tactical
Strike marks the series' first deviation from the tried and true
gameplay of the original. Is this a change for the better though,
or does it fail its mission of revitalising the series?
There
is nothing else like Tactical Strike on PSP - that's apparent from
the moment you boot it up. Unlike the rest of the SOCOM series,
you don't have direct control over a character, so the closest relative
to Tactical Strike would be Full
Spectrum Warrior, with its strategic control over your soldiers.
You don't control any of these men, but rather you tell them what
actions to take in a situation, while always looking for danger
in the vicinity. This is a nice change for the series, forcing you
to think before you plough into the enemy's crosshairs. This element
of strategy is refreshing to say the least, and is surprisingly
accessible, making the usually difficult aspects of the game easier
and vice versa.
There
is a story here, but it took me until the after the fourth mission
to realise that it was there! Saying that the story is limited is
an understatement - even after playing through the Campaign mode
I still find it hard to summarise it. The plot develops through
the cut scenes that occur after certain missions are completed and
while they may look great, using the same cut scene animations as
Syphon
Filter: Logan's Shadow, but the brief conversations between
characters that you find out about near the end of the game do nothing
to immerse you in the game's world. They seem to be token gestures
to once again show what the PSP is capable of, something that the
in-game graphics achieve extremely well. I'm sure that someone wrote
a story for the game, but I couldn't find it anywhere, so if you
want a deep narrative then you've come to the wrong place. Even
so, the tactical nature of the gameplay removes you from the story,
along with your team of four, so the characters you do see are merely
the enemy you are bringing down. A story involving the four characters
would have been more appropriate for the game, making you care for
their survival as people, rather than AI-controlled soldiers. This
lack of emotion for the team becomes even more apparent as the game
goes on, when your troops die faster and a lot more often.
The
usual SOCOM options are available here, so fans of the series will
feel right at home. Campaign mode missions can be played again in
Instant Action mode, which gives you either the same objective or
a slightly altered one. This adds a small amount of replay value,
but with no reward, save for a count of how many missions you've
completed, there's no point in going back again and again. The same
can't be said for the multiplayer though, which can be just as fun
as it has always been, with up to four players tactically fragging
each other over both the Internet and Ad-Hoc. You can play on the
nine maps found in the campaign, but sadly no others are available.
This is a disappointment, as you could well be playing the campaign
mode with a buddy, which is another option that is missing. Playing
online can be great when there's no lag, but more often than not
you will experience heavy lag throughout the Infrastructure mode
here. For a series that was all about multiplayer to begin with,
it is sad to see multiplayer that is so laggy and lacking the content
needed to make it interesting over long periods of time. This is
a real shame and without a strong multiplayer mode, the single player
mode also looks even shorter; at only nine missions, each of which
last around thirty minutes, you will get through the entire game
in a few extended playing sessions.
Onto
the most worrying aspect of a PSP tactical game; the controls. For
a system that struggles to handle shooters with its limited options,
a strategy game like this will inevitably control awkwardly. Well,
that should be the case here - but surprisingly it isn't. The face
buttons and analog nub are used in the most appropriate way and
so you can pick up the combinations well. Circle will be the button
you use most; as the only way of moving your squad to any position,
it soon becomes your best friend. As with every face button, holding
circle brings up a list of options for you to choose from. You can
move with stealth or just run for it, the former being the obvious
choice for most situations, while when the X button is held down
you get the options for methods of attack. When moving to a position,
your squad or soldier, depending on whom you have selected, will
take cover behind any object in the immediate vicinity and take
a formation. This helps a lot with your strategies, as when the
team arrives at a location you don't have to tell them to take cover
behind an object. This, along with the field of fire option in the
attack menu, which makes the soldiers attack all the enemies in
a certain area, is all you need to complete the first few missions.
This changes when you reach the halfway stage of the campaign however,
after which you need to use more intelligent strategies to succeed.
You
can send the Alpha and Bravo squads to different locations flanking
the enemy to make use of the most advanced techniques. By setting
up what your team is going to do, in a set order, you can activate
it and then watch as your forces obliterate their foes in the smallest
amount of bullets possible. Well, that's the plan anyway, although
the game often doesn't pan out as you expected, with enemy backup
arriving within seconds or one of your team being spotted before
you can set your ambush. There is no pause while you are setting
up the attack and so you can be ambushed yourself while your guys
wait it out behind a carefully placed stack of hay (the handy placement
of cover is apparent throughout the game). Because it's so difficult
to execute these advanced techniques, running in guns blazing ends
up being the easiest and most fun way of approaching each mission,
but this puts a dampener on the entire point of having a strategic
SOCOM title.
You
will sometimes perform a stealth kill and, when you do, the feeling
you get is great. But more often than not this will end up throwing
you back to the title screen, teasing you to attempt the mission
again, or from a checkpoint at the end of the completion of an objective.
Another way of dying unfairly - and one where the game should know
better - is the camera. You would expect that you'd be able to rotate
all the way round a character and look around corners to set where
your squad will move, but this is all lost with the nub-controlled
camera and I often found myself walking straight into the enemy
simply because a building was in the way. For a game that's all
about tactics, you can't be tactical and methodical when the people
you are trying to avoid are invisible to you. Just letting you break
away from a soldier would be enough, but you have to constantly
be looming over a team member's head. These cheap deaths will be
enough to make you stop playing - possibly permanently - something
that the developers clearly didn't want to happen.
Recently,
the PSP has been host to PS2 quality graphics, with Pursuit
Force: Extreme Justice and Syphon Filter: Logan's Shadow (amongst
others) lighting the way to the next level of handheld graphics.
However, despite just how wonderful these games look, the truth
cannot be denied: Tactical Strike has the best graphics on the system.
This is PS2 quality, rather than nearly reaching the smoothness
of the PSP's elder sibling. If you want a way of showing what the
console is capable of, then look no further; no other PSP game has
environments that look this good and characters that are this realistic
while still not looking jagged. The graphics are the most surprising
and indeed the best aspect of the game, which is possibly due to
the slow nature of the gameplay - but even so, this is what all
handheld games should aspire to look like.
On
the other hand, the sound is a mixed bag. While the guns sound like
guns and the grenades sound like grenades, there really is nothing
special about the audio whatsoever. These may well have been recycled
from a PS2 SOCOM game and, as they are, there's not much to say
about them. The music crescendos at the right points, but even so,
there's nothing special about the soundtrack either, so while the
graphics are truly fantastic without equally impressive audio to
back them up, they feel a tad wasted.
As
a departure for the series, the idea of a tactical SOCOM game is
a great one and is executed mildly well. I say mildly, as without
the annoying camera, cheap deaths, lack of story and lukewarm audio,
the game would be a lot of fun to play. As it is though, there is
too much wrong with SOCOM US Navy SEALs Tactical Strike to make
it a must have, yet not enough wrong to make you dismiss it forever.
There are moments of greatness within the game and the controls
and more importantly the graphics once again show that PSP can pull
off console style games. If you're a fan of SOCOM and you want an
interesting take on the series then you have it right here. If this
isn't you then you most likely won't be able to deal with the problems
you'll find. It is a shame that I can't recommend Tactical Strike,
as if it the idea had been executed more smoothly then it would
have been an essential purchase. Surprisingly close to greatness,
it's sadly also too close to being a failure, leaving it as a game
to approach with caution and leaving us all to hope that if a sequel
arises then it will remedy the flaws and realise the full potential
of this excellent concept.
Reviewed by Sam Atkins for AceGamez (All Rights Reserved).
|