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SOCOM U.S. Navy Seals: Tactical StrikeScore: 6.5 / 10
It's
taken them long enough, but someone finally realized that you just can't
do 3D shooters on the PSP, a system which completely lacks the control
inputs necessary for this type of game. It's refreshing that the latest
SOCOM game isn't so much another action title, but rather, a tactical
strategy game. Rather than directly commanding your commandos, you take
the role of an omniscient commander, floating above them and issuing
orders. If you want to move somewhere, bring up the movement cursor and
point them to their destination. If you want something or someone to
die, just center the viewpoint on them and hit X to command your
soldiers to fire. If you hold down the command button, you're given
additional options -- to run to your destination as opposed to moving
stealthily, or to take out enemies quietly instead of launching a full
on assault. As such, it's like a squad based real time strategy game, a
bit closer to Full Spectrum Warrior than traditional SOCOM. This is an interesting change, and while it's more intuitive than a typical 3D action game for the PSP, it still doesn't feel right for the system. The biggest pain is that your viewpoint is always chained right to your squad members. As a result, |
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guiding
the movement cursor through the scenery can get awkward, especially
since it's so sluggish. The camera doesn't help, and tends to get caught
up around corners, completely obscuring your view. You can use the L and
R triggers to select specific squad members, or change the viewpoints
amongst them, but it's hardly intuitive when you're under fire and need
to react quickly. This |
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command
system would've greatly benefitted from an overhead perspective like
most real time strategy games, where it would be easier to individually
select soldiers and give them specific commands. But here, the system is
not only compromised due to the lack of a mouse, but made even more
awkward when shoved into the PSP's limited control scheme and sluggish
frame rate. When you're sneaking through the back alleys, taking out bad guys from behind, the controls take a bit of time to get used to, but generally work pretty well. It's when you get into combat that they tend to get frustrating. It's exacerbated by the fact that the AI for your soldiers are monstrously stupid. You'd figure that they'd run to cover when you tell them to, but they have a tendency to stand up in the middle of a field and return fire, making them an easy target. Technically you can issue various orders to cancel all firing, but you have to remember to bring up the command menu to do it, further entangling the web of confusing controls. You can resurrect party members with an unlimited supply of medikits, but it takes several seconds for them to be revived, so it's putting the medic in the line of fire if there are still enemies around. And if you let a single fallen comrade lie on the ground for too long, they'll bleed to death, forcing you to restart at the last checkpoint. Overall, the game really isn't too hard, but there are a number of roadblock moments that can potentially require numerous restarts. But dying and restarting takes at least a minute to load, which just adds to the aggravation.
For
all of its stumbling points, there are a few particularly notable
aspects to Tactical Strike. At the beginning, you can choose the
nationality of your squadron from numerous different countries,
including The concept of SOCOM Tactical Strike is remarkably cool, and when the controls aren't getting in the way, it's a pretty fun game. Sitting in the middle of a firefight, figuring out the best way to position your soldiers, and ultimately taking down your foes using mind over matter is a refreshing change from the usual gung-ho action games. But the interface tends to muck things up too often for it to be truly enticing, leading to a game that's alternatively fascinating and frustrating.
- Kurt Kalata (March 10, 2008)
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