U.S. Navy SEALs -- Fireteam Bravo 2  

These pocket SEALs are great for tactical action on-the-go.

By: Tom ChickPosted: 7 Nov 2006

The problem with shooters on the PSP is that it's tough to aim with that little analog nub. The alternative -- letting the game autoaim for you -- can lead to a hands-off style of gunplay: just hold down the fire button and charge through to the end of the game. But the autoaim in Sony's SOCOM has solved the problem nicely by letting the accuracy of your shots depend on a combination of factors: how you're standing, which weapon you're using, what your target is doing, and so forth. Your autoaim is only as good as your tactical situation.

This was what made the first SOCOM for the PSP work so well. It played like a shooter in which you're a highly trained soldier instead of some guy fumbling with a control scheme. The sequel sticks with the basic formula, but adds a flexible new campaign and more superlative multiplayer support.

Unlike the first game's linear campaign, now you choose your missions as you play. There are always a set of story-based missions, but there's also the option to backtrack to play dynamically generated missions at previous locations. The reason you'd want to do this is because you earn points you can spend to unlock new weapons and equipment. You can also spend your points buying airstrikes, which are borderline useless, and supply drops, which are incredibly powerful for how they replenish your med-kits. As you play, you're progressively building up your "local influence", which is a rating that unlocks a unique set of weapons and components, such as a crossbow, anti-personnel mines, and terrorist weapons. You might never need these, but they're a great bit of extra flavor. It's not every game that lets a Navy SEAL dispatch terrorists with a crossbow.

The random missions give you flexible options for earning points and local influence, making it easy to increase the number of weapons you can equip. This doesn't make a huge difference, but it does a great job of driving the game forward. The guns and grenades have enough character that they're worth unlocking. And the customizable weapons, a trademark of the SOCOM series, are as compelling as ever. Nothing spices up a boring ol' M16 like getting to choose your scope and deciding whether to include a silencer or a smoke grenade launcher. Also new is the ability to choose among three different teammates, opting for stealth, firepower, or a balance between the two. The operative word for the latest PSP version of SOCOM is "choice".

The graphics are roughly the same as they were in the last game, which is to say they get the job done even if they make you cringe a little. Some of the indoor environments look terrible. Luckily, you won't be inside long. Most of the levels are outdoors environments with lots of room to move, shoot, and even snipe.

The multiplayer support continutes to be great, adding a few new maps you can throw into the rotation. Fireteam Bravo has some of the best online support for the PSP's infrastructure mode, although it's disappointing that there's no cooperative mode against the AI. But in terms of pacing, community, and great gunplay, this is the closest you'll get to a handheld Counter-Strike. And as far as handheld shooters go, this is as good as it gets.