SOCOM: U.S. Navy SEALs Tactical Strike
Developer: Slant Six
Publisher: SCEE
Release Date: Out Now
Players: 1-2
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Tactical squad games are common on the home consoles but they haven’t really flourished on the handhelds. With this latest SOCOM, Sony has had a crack at working a relatively complex tactical shooter onto PSP hardware and for the most part they’ve been successful.

If you’ve played any of the Full Spectrum Warrior titles you’ll have an idea how this game works. Rather then having direct control of your team, you issue them orders ‘on the fly’. Movement orders are given via a cursor or “skimmer” which you navigate around the level to the spot where you want the soldiers to go and then a simple tap of a button will send them to that point. Unfortunately the camera can often be unhelpful when working out your next position and it can be hard to see where you are sending your team. On a number of occasions I accidentally had my squad move to an area out in the open (due to the camera being stuck behind a wall) only to get spotted and shot up by the enemy.

Going through the initial training level can be frighteningly overwhelming at first - there is a lot to take in. Suppressing fire, stealth tactics and the fact you can split your squad into two teams (Bravo and Alpha) for flanking maneuvers all add up to a deep and surprisingly involving shooter. A far cry from the regular SOCOM games.

Once everything clicks after an hour or so’s play you’ll find yourself thinking more tactically and more in tune with the vast amount of options at your disposal. My only gripe is something that plagues many a PSP games - the controls. To compensate for the lack of buttons some commands require you to hold them down to access further instructions. Whilst this does work it can be tricky remembering when to tap or when to hold down. Luckily as you have no direct control over your team you can plan your moves before acting them out. If this was a straight action shooter it could’ve been a problem.

Maps are large and relatively detailed and often with more then one insertion point or route through the level. You can, for example, take the enemy head on but obviously this is going to be messier then sneaking in. Having access to a sniper for those less public kills is essential. Find your target and the sniper will aim and fire. A handy function allows you to force the soldier to line up a shot but wait for your signal before attacking. This works for all of the commands and is useful if you need to get your second team into position before proceeding.

Working your way through the game’s nine missions will certainly give you a challenge. Ignoring the fact that you can often wander straight up to a lone enemy and stealth kill them with a knife, for the most part the enemy AI is competent enough to be a significant threat. As the levels are so vast, checkpoints are fairly plentiful but on occasions it can be a struggle to get that elusive save. I found myself getting lost a few times despite the waypoints marked on the map, and when you need a save this can be frustrating.

Completing missions gives you experience points, which can either, be manually or automatically assigned to your team. These can upgrade shooting skills, damage resistance or weapon skills. It’s a nice touch but it doesn’t add anything substantial to the game.

Multi-player is of course included in both Ad-hoc and Infrastructure modes. It’s certainly an interesting prospect as each of the player’s gets to control their own four-man squad meaning tactics honed in the single player game can be transferred here just as easily. Of course there is always the chance that it’ll turn into an all out firefight but hey that’s all part of the fun. Definitely the most fun I’ve had online with the PSP.

The presentation on Tactical Strike is impressive. You can select from eight different nationalities for your team: UK, Australia, France, Italy, Spain, Germany, South Korea and the Netherlands. I of course chose the UK but I did try the other teams and found the nice touch being that they all speak in their native tongues. The game looks the part and whilst never looking as good as say Syphon Filter or MGS it works well enough on the handheld screen, although I did notice slowdown when things on screen got busy. Locations are varied and range from jungles to warehouses and the sound is enough to add to the already tense atmosphere.

So to sum up this latest SOCOM is a welcome diversion from the earlier incarnations but it hasn’t been a flawless exercise. As I mentioned the camera is awkward far too often and your squad - whilst being reasonably intelligent - do still make silly mistakes if you’re not there to hold their hands. That said it is a solid enough title, which despite having only a handful of missions to tackle will last you a good few hours of play which if you add to the multiplayer - it’s not a bad deal.


Best Bits

- Genuine depth to the gameplay
- Well presented
- Varied settings and missions
- Fun multiplayer
- A different kind of SOCOM
Worst Bits

- It’s not the usual SOCOM
- The camera doesn't always work as well as it should
- Some testing checkpoint placement
- Occasional frame rate drops

by: Pedro

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