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THE SOCOM SERIES, NOW at its third release, is no doubt one of the best and most successful third person tactical shooters for the PS2. So, it is no surprise that the PSP would eventually see its own version.
The PSP version is called SOCOM: U.S. Navy SEALs Fireteam Bravo (or SFB for short). SFB pretty much plays the same as the PS2 versions, bar a few differences. For instance, instead of a team of four, the team has been reduced to two - Sandman and Lonestar. You have direct control of Sandman, but you can indirectly control Lonestar with a relatively large set of context sensitive commands, which should be quite familiar to PS2 SOCOM veterans (more on this later). Another difference is obviously that the PSP doesn't have a second analogue stick, but this isn't a problem as the controls for SFB on the PSP is still pretty intuitive and easy to use.
SFB has four modes of play - instant action, campaign, adhoc multiplayer and infrastructure multiplayer. The first two are single player modes. Instant action allows you to select any map that you have completed as part of the campaign mode and select the type of mission you want with that map and the difficulty. The missions are labelled Hostage Extract, Stealth Extract, Sweep and Clear, Sabotage and Stealth Sabotage, all of which are pretty self-explanatory. If you are too lazy to make up the combination of map, mission type and difficulty, SFB has a randomising feature that will create an instant mission for you. You also get to choose from a selection of weapons and accessories that you may have unlocked as part of completing the campaign missions. This mode, rarely seen in games these days, is quite a superb plus as it greatly extends the life of the single player experience and makes SFB excellent value for money.
Campaign takes you across 14 missions spread across Chile, Morocco, South Asia and Poland. Each area has its own (thin) plot. The missions generally range from search and destroy, hostage rescue to recon. Completion of missions and the (hidden) bonuses within them unlocks multiplayer characters and single-player weapons and intel. However, the real showcase of this mode is the cool CrossTalk feature. CrossTalk allows SFB and the PS2 SOCOM 3 game to be interlinked. The unlocked characters, weapons and intel can be used in SOCOM 3 and vice versa (yes, unlocked items in SOCOM 3 can also be used in SFB!). Unlocked intel can affect certain missions (e.g. new objectives or making the mission much easier). CrossTalk is achieved by connecting the PSP to the PS2 and using SFB's (or SOCOM 3's) sync function, quite straightforward.
The ad hoc multiplayer mode essentially just allows up to 16 PSPs to be connected to play. Then it's pretty much similar to any other multiplayer game - using the campaign maps and taking on enemies in FFA (a.k.a. Deathmatch), Suppression (Team Deathmatch), Captive (similar to Suppression except that your teammates can revive you), Demolition and Extract (Hostage Rescue). The infrastructure multiplayer is pretty much the same as the ad hoc multiplayer mode, except that you join an online server (which has leaderboards, clans, message boards, news, etc.) and you can use the headset that is supplied with the game, which allows you to talk to your teammates. Cool, real cool. Even with 16-player games, the size of the maps are adequately large and the action is smooth and with minimal lag.
SFB has quite a large arsenal and accessories. Weapons come in the form of assault rifles (M8, M4, M16, AK47, RTK74, STG77), machine guns (M60), SMGs (HK5, HK7, F90), shotguns (M4), sniper rifles (L96, M40, SA-25, M87), various grenades (smoke, flashbang, HE, frag), anti-tank rocket launcher (AT-4, RPG7) and claymore mines. In addition, some of these weapons can be attached with standard and thermal scopes and suppressors. Other inventory items can include a pair of binoculars, additional ammo, digital camera for recon and C4 satchels for demolitions.
Before the start of each (single player) mission, you get to kit out Sandman and Lonestar, but normally the defaults are more than good enough. (In multiplayer, obviously, you get to kit out your player only).
The weapons have one or more firing modes (single, burst or auto), effective range, fire rate and accuracy. The effective range and accuracy plays a very important part in firefights, because of the lock-on feature of SFB. Due to the lack of a second analogue stick for aiming, SFB has implemented a lock-on feature to compensate. The lock-on is activated by the R button but a successful lock-on to an enemy doesn't necessarily mean that a successful hit would be made.
The range of a weapon determines whether a lock-on can or cannot be made but the accuracy (and range) of the weapon influence whether a hit would be successful. The success of a hit is also influenced by the state of the your character. A hit is more likely to be successful if you are prone than when you are crouching than when you are standing and, in any of those stances, if you are stationary than if you are moving. So, get close, hit the dirt, don't move and shoot if you want a head shot.
In comparison to other PSP titles, in particular where visuals need to be realistic (rather than cartoonish like in most PSP games), SFB is relatively good, although at certain times poor texturing of characters and environments are noticable. The environment itself can sometimes be barren and bland, particularly inside buildings. However, these are compensated for by the expansive maps, relatively short load times and the excellent animation of the characters, and are easily be forgotten when fully immersed into the engaging game play.
Audio for SFB is very good, particularly the voiceovers. They are well acted and sound convincing - in fact, it would be better if there were more voiceovers in the game. The background music is typical of this genre but it is still good and appropriately sets the mood of the game. Sound effects, like weapon fire (and the difference between suppressed fire and unsuppressed fire for the same weapon) and explosions are realistic. Put the voiceovers, background music and sound effects together and you have an excellent aural experience.
While the game's faults can easily be forgiven (or forgotten due to gameplay), the AI for SFB isn't. Sometimes you can literally walk up to an enemy while he is facing you, and put a cap in him before he has a chance to even notice that you are not on his side. In addition, if there is another enemy nearby, he might not even react to his mate who has obviously just been killed. The lacking of AI also applies to Lonestar and hostages. When directed to breach a door, Lonestar tends to open the door and rush in only to take hits from enemies in the room. You'd also expect hostages to take cover when enemies start shooting but they don't necessarily do so and sometimes end up being your human shield. Not good if the hostages need to stay alive. It's a good thing that the enemy doesn't shoot too well.
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