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SOCOM: U.S. Navy SEALs Fireteam Bravo 3
Score: 80%
ESRB: Teen
Publisher: Sony Interactive Entertainment America
Developer: Slant Six Games
Media: Download/1
Players: 1; 2 - 4 (Co-op); 2 - 16 (Online)
Genre: Third Person Shooter/ Squad-Based/ Online

Graphics & Sound:
It's been three years since the last SOCOM: U.S. Navy SEALs Fireteam Bravo and, in that time, many tactical shooters have come and gone. The first two games were great experiences (or, at least I thought so), but the third game in the series doesn't quite match up.

For a PSP game, SOCOM: U.S. Navy SEALs Fireteam Bravo 3 looks great. If the game excels at anything, its setting up some truly amazing set pieces and letting you go through them. The presentation is pretty close to a big budget summer blockbuster (lackluster story and all). Characters look a little flat when compared to some of the locales and fireworks going off during missions, but everything runs smooth so there's not much to complain about on the technical side.

My only major issue was the over-use of cut scenes. They only look marginally better than the in-game stuff and for all its pageantry and flair, the story isn't that incredible. It starts out well enough, but quickly derails into something else. I can handle a few story sequences, but they happen so often in Fireteam Bravo 3 they crush momentum the gameplay is able to build up. At least the voicework is decent. The story is forgettable, but the mindless dialogue sounds cool, so that's something.


Gameplay:
SOCOM: U.S. Navy SEALs Fireteam Bravo 3 takes the SEALs to the republic of Koratavia. Playing as Wrath, you need to lead your four-man team in search of a mole who hasn't reported back. The top brass think this might be related to a possible terrorist threat, making your mission a top priority. Of course, your mission is a black-ops mission, so you don't get much more than your team, weapons and a few low-tech maps to plan your attack.

One really cool aspect of Fireteam Bravo 3 is how well it makes you feel like the leader. You have complete control over your team. The command system is very easy to use; probably the easiest the series has even seen. You can pause the game and issue orders to your entire team or quickly send teammates into action by pointing at an object with your reticule and hitting a button. The downside is the A.I. itself. It isn't terrible and is more than playable. At the same time, teammates will still manage to find some way to screw up even simple commands and put the mission at risk.

On the bright side, you aren't required to play with the A.I.; that is, if you're able to pull in three other players for four-player co-op. Four-player co-op is the way to go with Fireteam Bravo 3, though it does come with the downside of reducing an already easy game into four-player shooting gallery. There are still challenges to be had, but four players working together should easily manage to outsmart most missions.

Traditional multiplayer is also available for up to 16 players. Modes are typical for a shooter and include Deathmatch, Capture and Hold and Escort missions. All are great and the ability to buy upgrades based on things you do in Campaign helps keep the playing field competitive.


Difficulty:
It's not hard to see the sort of influence the last three years of tactical shooters have had on SOCOM: U.S. Navy SEALs Fireteam Bravo 3. The more "realistic" damage models have been replaced with the now common regenerating health meter. As a result, the tactics part of the gameplay is non-existent, reducing the series to just another military-themed shooter.

It will definitely make you feel like a badass, but at the cost of interesting gameplay. You can always bump the difficulty up, but even on the highest level, Fireteam Bravo 3 isn't incredibly hard. Toss in some friends and missions are even easier. The saving grace for the entire game is the option to set up custom missions based on the ones you've completed in Campaign. You can set a number of parameters for each mission, from mission goals to number of enemies, and go to town. It's a great addition and manages to make up for some of the game's shortcomings.


Game Mechanics:
Movement is always a sticky issue with PSP games, particularly third-person shooters. In all honesty, controls are one of the few things that will keep you from churning through levels Rambo style. In effect, the controls will almost force you to use teammates since running around and shooting isn't that easy. Not that letting your squad run free isn't a terrible idea. They're not the brightest bunch of soldiers, but when left to their own devices, they're a formidable force. Better yet, if they fall in battle, revival is just a button press away, in effect giving you a team of three highly-trained, armed zombies. Once again, this is where the multiplayer component comes into play. Human teammates cannot be revived infinitely, so you have to exercise at least some caution when tackling missions.

Movement is handled with the analog nub while pressing (R1) locks onto targets and (L1) lets you strafe. It's not the worst setup I've encountered on the PSP and works reasonably well. At the same time, it's still really awkward and takes both time and patience to get a handle on.

Don't misread my comments; Fireteam Bravo 3 isn't a terrible game, not by any stretch. But I personally didn't find the gameplay nearly as compelling as past games. For players with more of an action bend, Fireteam Bravo 3 will offer an above-average experience. However, if, like me, you're more of a tactics fan you won't find much to like here outside the online experience.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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