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Good: Robust Online Mode
Bad: A.I., Cumbersome controls
Borders on: Propaganda
When the chips are down, when freedom is at stake, and when the world hangs on the brink of disaster, the Navy Seals Alpha Team is called. But what happens when Alpha is busy fighting the good fight somewhere else? SOCOM: Fireteam Bravo 2 for the PSP answers that question.
Bravo Team consists of two operatives: a player-controlled character and an A.I. squadmate. Like previous SOCOM games you travel to exotic locales, kill scores of identical looking terrorists and generally save the world. The game features a variety of missions including reconnaissance, search and destroy and detainment. Thankfully, frustrating escort missions are nowhere to be found.
Of course, there are plenty of other sources for frustration in Fireteam Bravo 2, starting with your teammate A.I. At times he'll hide in plain daylight, standing directly next to cover as enemies pepper him with bullets. Other times he'll directly disobey orders following when you tell him to stay or refusing to perform actions like disarming bombs.
The enemy A.I. isn't as stupid, but it is far more uneven. Often they seem to have a sixth sense of your location, spotting you even when your stealth indicator says you are well hidden. Sometimes, however, they're completely oblivious to your movements, allowing you to run up behind them and knife them in broad daylight.
Control for the SOCOM games has always been an issue. Switching weapons takes entirely too long and movement is sluggish. Unfortunately, Fireteam Bravo 2 doesn't address any of these problems, but instead adds a few of its own. Almost every button has a secondary function if held, which makes normal activities confusing and awkward. The analog stick is also too sensitive, making precise movements extremely difficult.
Fireteam Bravo 2's campaign can be finished in roughly three hours or less, if you play only the main story missions. There are Crosstalk missions that unlock bonus content in Combined Assault, the PS2 counterpart, but they are optional.
The main draw to Fireteam Bravo 2 is its online mode. Unlike most PSP games, Fireteam Bravo 2 actually lets you play the game online with up to 15 other people. This substantially lengthens the game's shelf life. It's possible to create clans, recruit team members and compete in ranked matches. It's also possible to create custom games that are open to the public or restricted to invite-only.
While none of this is new to the series, it's certainly new (and welcome) to the PSP. The interface is functional and allows for easy game creation, but during the time I spent with the online mode I was dropped from lobbies a handful of times.
Like the online components of most military games, enjoyment largely depends on the type of people you play with. Teamwork is a huge factor and going it alone (unless you're playing Free-For-All) almost certainly means death. Experienced players work together and move in packs. This is when online is actually fun - it's a complete mess otherwise.
If you've played a SOCOM game, Fireteam Bravo 2 will feel mighty familiar at least in look and feel. While the A.I. has notoriously been spotty and control sluggish, they are especially bad this time around. If you absolutely have to have your stealth action on the go, this is the game to get, but otherwise a robust online mode isn't enough to save a fundamentally flawed game.
Graphics: 8.0
Sound: 7.0
Gameplay: 5.0
First Play: 5.0
Last Play: 4.5
Overall: 5.3
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