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SWAT: Target Liberty: SWAT in Your Pocket
Company: Sierra

Before popping in SWAT: Target Liberty, I was fully expecting a third-person, squad-based game similar to SOCOM or Rainbow Six: Vegas. When I finally popped the game in, I was greeted with a squad-based game, but with an isometric viewpoint similar to Killzone: Liberation - something that immediately made the game stand out.

Missions begin much like any other squad-based game. You begin by selecting two officers to take into the upcoming situation. Each officer has a special skill, like accuracy or observation, that will make them useful in particular missions. At the end of each mission, you can upgrade their skills, making them even better in battle.

Although you can manually enter commands to each officer, they are mostly computer controlled and basically mimic your every move. You draw a gun; they draw a gun... pretty simple. The same can be said for much of the game since nothing ever gets overly complicated on the technical front - leaving that space in your brain free for figuring out how to tackle each mission.

Missions follow a mostly linear structure and are tied together by a story written by an executive producer of the TV show, The Shield. Although combat is a central part of the game, the focus is more on non-lethal weapons. In addition, enemies are randomly placed and use a morale system. As you make your way through the game's large levels and take out enemies, they'll become aware of what is going on. Take out a few of their buddies and they'll begin to lose confidence.

I came away from my preview time with SWAT: Target Liberty impressed. I expected one thing and got something completely different. SWAT: Target Liberty assaults the PSP this Fall.

-Starscream, GameVortex Communications
AKA Ricky Tucker
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