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Game Profile
INFO BOX
PLATFORM:
PSP
PUBLISHER:
SCEA
DEVELOPER:
Zipper Interactive
GENRE: Action
PLAYERS:   1-16
RELEASE DATE:
November 08, 2005
ESRB RATING:
Mature
IN THE SERIES
SOCOM U.S. Navy Seals: Fireteam Bravo 3

MAG

SOCOM: Confrontation

SOCOM: U.S. Navy SEALs Tactical Strike

SOCOM: U.S. Navy SEALs Fireteam Bravo 2

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 Written by Matt Swider  on June 27, 2005
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SOCOM is moving in on Sony’s new handheld system, and while the tactical shooter franchise won’t have the honor of being PSP’s first online title as it was for PS2, it’ll surely prove to be one of the most popular WiFi games. This is because the team at Zipper Interactive is trying its best to duplicate the SOCOM experience in a much smaller package. In fact, they simply describe it as “SOCOM for PSP.” That’s not to say that the game will be a direct port, but to ensure fans that most everything they know and love will be preserved in the portable version. A few changes affect the control scheme and number of teammates. However, such alterations only seem logical in the translation to PSP. There will are also a couple of new additions like instant action and cross-talk objectives, which should excite everyone from hardcore fans to first-time SOCOM players.

Fireteam Bravo will consist of 14 single-player missions set in four different regions of the world. In addition to North Africa, South Asia and Poland (areas also being used in SOCOM 3), the game will feature Chile as an exclusive location. Each of the maps will be large in size, and therefore contain multiple save points. The graphics of the environments and the characters seem reasonably close to the console versions and a solid frame rate should be worked out once the game hits store shelves. As any experienced SOCOM players knows, a steady frame rate is essential for intense moments in which bullets and explosions are non-stop, so let’s hope that happens.

Besides a consistently smooth frame rate, the controls are another game element that must be perfect. Although the PSP button scheme was designed to resemble the PS2 Dual Shock Controller, the handheld only contains one analog stick. Thus, the camera in Fireteam Bravo automatically moves behind your character. The R button now acts as a way to lock onto enemies and the L button is used for strafing. Just because the game uses a lock-on targeting system doesn’t mean it’ll necessarily be easy to take out enemies, though. Several different factors will affect your aim, including the type of gun being fired, the distance between you and the enemy and whether or not you’re running.

Control of the camera isn’t the only change Fireteam Bravo faces, as the SOCOM squad consists of two members instead of four. However, like the camera control, this alteration doesn’t have to be seen as a loss. Instead of worrying about sending orders to three teammates, players just have to keep track of one, which should be easier and less confusing for those new to squad- based shooters. If there’s one unsavory cutback, it’s the lack of a headset to communicate commands, a staple of SOOCM’s online multiplayer. In its place will be context-sensitive commands that attempt to fill the void.

Fireteam Bravo will support infrastructure (online) and ad hoc (close-range wireless) multiplayer modes. Zipper Interactive has remained mum about other multiplayer details, though, such as the number of players, maps and whether or not future maps will be available for download. Be that as it may, the multiplayer gameplay is good to go judging from the E3 demo and that’s what matters, really.

The team was eager to talk about the “instant action” feature in which missions can be replayed in any way as soon as they are complete. So, once you finish a level, it’s possible to go back and play it again as a hostage-rescue mission or a demolition mission, for example. The game will randomly place the hostages and enemies so that the experience is different from the time before, which should boost its replay value quite a bit.

Cross-talk is another interesting feature that Zipper Interactive discussed. Along with WiFi communication with other PSP systems, Fireteam Bravo can also communicate with the third installment of the SOCOM series on PS2. By syncing the two titles through a USB connection, objectives will be affected in both games and teams will appear as if they’re working together to take down terrorists as the location intertwine. Of course, the developer did point out that gamers won’t be at a loss if they can’t or decide not to take advantage of this feature.

Final Thoughts
It’s nice to see that Zipper Interactive is taking time to add fresh features like instant action and cross-talk. However, more important than anything new is the ability to keep the original gameplay intact and to ensure that Fireteam Bravo adjusts to the PSP without a hitch. After all, the main draw to will be that SOCOM is on a portable system and that its addictive multiplayer modes will be available anywhere you go come November.


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