Reviews for SOCOM: U.S. Navy SEALs Fireteam Bravo 3
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SOCOM: U.S. Navy SEALs: Fireteam Bravo 3
8 June 2012
Excerpt: SOCOM is a name that guarantees beautiful multiplayer violence on the Playstation. Still it’s managed to get quite a following on the console’s little brother, the PSP. SOCOM: U.S. Navy SEALs: Fireteam Bravo 3 is the latest part in the handheld series and will have to do its utmost best to keep up the reputation of its predecessors.
Excerpt: Did you know there have been almost as many SOCOM: U.S. Navy SEALs games released on the PSP (four) as there have been on both the PlayStation 2 and PlayStation 3 combined (five)? It would appear Sony’s portable handheld system has become the platform of choice for the long-running tactical shooter franchise. It would also appear that developer Slant Six Games has taken command of the series from original developer Zipper Interactive.
Excerpt: 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.
Excerpt: The PSP certainly makes it tough for shooter developers. The lack of a second analog stick means that they can't make use of the de facto shooter control scheme that's been in use for over a decade. A number of schemes have been tried, and some have worked and some haven't, but it seems that a lot of games have adopted the scheme of compensating for the lack of a right stick by using the face buttons to perform their function.
Summary: The controls are tight, the action is satisfying, and the online multiplayer is smooth and addictive. However, if you are not a PSP player who gives two thumbs about multiplayer then SOCOM: Fireteam Bravo 3 may leave you with metaphorical gaming blue-balls. The single campaign is painfully short, and can be breezed through in little under 4 hours.
Excerpt: Getting tactical on the go. Before I can even dare to begin this review, I will have to admit a few things about my gaming habits. I'm a very methodical player, and when the game allows it, I enjoy planning out my moves and carrying them out with the highest level of precision. I also like to be stealthy when a game allows for it, which explains my love for the Hitman and Splinter Cell games. I do not, however, have much experience with tactical squad based games.
Pros: Simplified but strong tactical combat, Good controls for the PSP, Lot sof customizaion options and unlockables, Strong local and online multiplayer, Weak story and characters, A.I.-controlled enemies are dumb
Excerpt: I have to be honest and say that my PSP does not see nearly as much playtime as I envisioned when I bought my first one in March 2005 during launch day. Back then I was amazed by the technology and what it had to offer with the introduction of the new UMD format. Well since then a lot of games have been released for the system, including Sony’s venerable SOCOM series. Interestingly enough, we are now on the third chapter called SOCOM: U.S. Navy SEALs Fireteam Bravo 3.
Conclusion: In summary, this was a game I did not really enjoy other than the time I spent with the multiplayer. The graphics are the only thing that really are above average, and that is a real shame because the SOCOM series deserves to be continued in a worthwhile way, and this just isn’t. If you are a fan of the series on the PSP then you should definitely pick it up because it is more of the same, but if not then stay away.