SOCOM: Fireteam Bravo 3 PAX Hands-On

Jim "txshurricane" McLaughlin September 9th, 2009 at 6:16 PM    


Game Name: SOCOM U.S. Navy SEALs: Fireteam Bravo 3
Co-Op: Yes
Co-Op Type: 4 player online/local campaign
Publisher/Developer: Sony (publisher) / Slant Six Games (developer)
Release Date: Winter 2009

SOCOM U.S. Navy SEALs: Fireteam Bravo 3 was on the floor at PAX, tucked away in the Sony booth. Most of the spectator attention was focused on God of War III and Uncharted 2, so we were able to grab some face time with the portable SEALs with ease.

First, I tested the controls to see if they jived with the last two Fireteam Bravo titles, and sure enough: they're pretty much exactly the same. You can still zoom in on enemies or lock onto them, which requires a line of sight. One new thing that I noticed was: when locking onto an enemy, holding the right trigger (R button) and sitting still for approximately three seconds will move the reticule from "center mass" to the head. This allows you to take a headshot without zooming in and out, and lets you see all of the action on-screen; if there are other enemies nearby, you can keep an eye on their proximity and which direction they're facing, and you can plan accordingly.


The visuals were par for the course for SOCOM handheld titles, despite being developed by Slant Six, the studio responsible for the award-winning art of the Syphon Filter PSP games. It did seem a tiny bit crisper, slightly reminding me of the visual style of SOCOM: Tactical Strike, also developed by Slant Six. Sounds are more than competent; the M16 rifle and MP5 machine gun that I used in the demo sounded just fine.

Like the other Fireteam Bravo titles, the Bravo fireteam is in the center ring: you control one SEAL and AI controls the other. As before, you can issue commands, but this time the "go to" command is accompanied by an icon that shows where your cohort will move to or take cover. This is another page taken from SOCOM: Tactical Strike, and it integrates well.


After taking out a few bad guys and exploring the moderately large mission area, I hopped out to the main menu and was greeted by an interface that was quite a departure from the usual SOCOM blue: Fireteam Bravo 3 features a field manual theme, something that has always been a staple for the game instruction booklet, but never to the in-game menus to my knowledge. Once in the main menu, I confirmed that 4-player co-op will be available in the campaign via ad hoc (local wireless) and infrastructure (online). Also available are custom missions, character customization, and online multiplayer, none of which I could access for the demo.

Fireteam Bravo 3 looks like it's coming along very well, but with no real surprises. It should be a solid portable co-op game coming this holiday season.



 Tags: 4 player co-op playstation portable socom pax 2009


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17 Total Reader Comments

BigBadBob113 at 01:18 PM on 9.9.2009
That auto-headshot sounds pretty sweet.
 
Torg001 at 01:43 PM on 9.9.2009
I find it refreshing to have a different style of menu interface than just floating text on a still screen of the game.
 
Heretic Machine at 02:14 PM on 9.9.2009
I should check this out, now that I have a PSP. I wasn't always into tactical shooters, but I enjoyed R6 Vegas enough to take an interest in the more casual entries to the genre.
 
roland at 02:21 PM on 9.9.2009
Torg, I also dig it when devs take the time to make menus feel like a part of the world rather than just out of context...text. Keeps the game that much more immersive.
 
smurphster at 03:17 PM on 9.9.2009
wow that looks awesome for a psp game... i'm beginning to want a psp... must resist
 
Mrxknown_JG at 04:19 PM on 9.9.2009
Is there Iron Sights? Cool, but I prefer my shooters on a bigger screen
 
SPBTooL at 06:37 PM on 9.9.2009
This should sell well for a PSP game.
 
Tasark at 09:41 PM on 9.9.2009
i was skeptical at first but, after reading about this... it seems like it could be good
 
blakepro at 10:05 PM on 9.9.2009
Surprised they didint demo it on a PSP GO
 
Zonf86 at 11:41 PM on 9.9.2009
Yeah looks pretty good for PSP
 
Etanos at 02:04 AM on 9.10.2009
It was probably easier not to show it on the PSP Go, since they wouldn't have to worry about downloading the game. Plus, the PSP Go's not even released yet.
 
txshurricane at 03:17 AM on 9.10.2009

Also, the only playable PSPgo on the floor was strapped to a staff member's neck.
If you look at the header pic on Kat's preview column, you can see the strap leading off-picture.

PSPgo was under tight security.
 
Syphous at 03:36 AM on 9.10.2009
I love me some Socom, but I hate handheld shit. Oh well!
 
mattism at 05:51 AM on 9.10.2009
Do have a PSP so I guess I will pass.
 
cave at 10:34 AM on 9.10.2009
Sounds good but I only played like 15 mins of the original, how much is story continuity in the Series?
 
Psyclops at 01:16 PM on 9.10.2009
Sadly, I just don't have enough "in person" friends that have a PSP. It really is getting to be a much better system. I have Ad Hoc Party, but eh...
 
Biohzrd451 at 02:36 AM on 9.11.2009
Makes me wish I still had my PSP there is a good wifi here that I could pick up at work for some lunch time fragging.
 


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