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SOCOM: U.S. Navy SEALs Fireteam Bravo 2 review

AT A GLANCE
  • Great control for a handheld shooter
  • Incredible graphics
  • Excellent multiplayer
  • Auto-aim feature hurts balance online
  • Somewhat clunky control scheme
  • Navy propaganda

The crosstalk feature is probably the biggest deal in this sequel. You’ll be able to sync your data from Fireteam Bravo 2 with the Combined Assault, allowing you to unlock extra characters, weapons sets, movies, and most importantly, extra mission events. For example, we wiped out a group of enemies with sniper fire in Fireteam Bravo 2 so that they would not pose a threat to our squad later on when playing Combined Assault found us traversing the same level.

This feature offers more depth, but is it worth shelling out another 40 bucks for Combined Assault to get more mission objectives and dialogues? We don’t think so. Since many of the missions in Combined Assault take place in the same areas as the ones in Fireteam Bravo 2, playing through both single player campaigns to complete all the crosstalk objectives gets old fast, and becomes more of an obsessive chore than a fun pastime.



Although the multiplayer action is great for the PSP, Fireteam Bravo 2 still can’t hold a candle to the might of SOCOM 3 or Combined Assault on the PS2. The clunky control scheme comes close to capturing the feel of first person shooters that we’re used to on console systems. But it cannot match the same visceral in-your-face feeling you get from strafing around a corner and fragging another player from behind - and that act really needs two analog sticks. Instead, you’ll be switching between moving and aiming with constant brief pauses. This works well enough in the single-player campaign, but it doesn’t pass muster in the online arena.

More Info

Release date: Nov 07 2006 - PSP (US)
Available Platforms: PSP
Genre: Shooter
Published by: SCEA
Developed by: Zipper Interactive
Franchise: SOCOM
ESRB Rating:
Teen

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