SOCOM U.S. Navy SEALs Fireteam Bravo 3 Review

Despite the SOCOM series’ consistent confidence on the Playstation 2, the franchise’s performance on Playstation Portable screens has been slightly erratic. Although 2006’s SOCOM U.S. Navy SEALs: Fireteam Bravo 2 improved on its predecessor by presenting players with a stronger graphical engine, it still required players to use the PSP’s four face buttons to aim their shots, prohibiting the game’s control scheme from becoming translucently instinctual. 2007’s Tactical Strike abandoned the input method altogether, focusing the franchise in a more cerebral direction, as gamers directed combatants around the battlefield.

With SOCOM U.S. Navy SEALs: Fireteam Bravo 3, the series appears to have found its ideal interface. The title returns to the fast-paced, ballistic battles found in the first two games, with a control mechanic that seems designed around the PSP’s constraints. Some veteran gamers may perceive that Bravo 3 astutely appropriates Syphon Filter’s single-stick system, which worked well in 1999, and manages to perform seamlessly over a decade later.

Players take the role of Wraith, the squad leader of a four-man unit, as they breach Soviet borders to rescue an abducted U.S. operative. The movement from a two-man crew to a quartet allowa players to direct Alpha and Bravo teams into positions for covering fire, door breach-and-clears, as well as permits larger, more intense firefights. Before the commencement of each operation, players may select each squadmate’s loadout, picking from an array of primary and secondary weaponry. In execution, most of the game’s rifles felt woefully comparable in range, accuracy, and penetrating power. Although I noticed little difference between a M-16A4 and the RA-14 (A ‘Groza’ OC-14/OT-14 variant), it was entertaining to step into the armorer role and modify each weapon’s upper receiver equipment, barrel, muzzle, and lower rail accessories.

Once players step onto the battlefield, they’ll use the analog stick to move Wraith, as the camera closely follows the SEAL operator. A press of right shoulder button locks onto the nearest enemy, with a press of the ‘X’ button fires his readied weapon. With the PSP’s small screen, it’s often hard to tell if distant targets are hit when playing first and third-person shooters. Fortunately, Bravo 3 conveniently shows an unmistakable “X” in the crosshairs every time a bullet penetrates an opponent. Although enemies are smart enough to rush an encroaching gamer, sporadically they will display substandard levels of intelligence, making them undemanding cannon fodder even on the game’s highest difficulty level.

Players seeking a more social gaming experience can dive into the far-reaching waters of Bravo 3’s ad-hoc and infrastructure supported multiplayer modes. Here, up to four allies can battle any of the game’s nine pre-set operations or set up a custom mission that includes the ability to change variables like enemy density and objective types. Those seeking the spirited thrill of a competitive game can find excitement on five different modes across eight different maps. Online matches were wonderfully lag-free and employed the seldom used microphone on the PSP-3000.

Visually, Bravo 3 is a near-flawless title that shows off the PSP’s graphical capabilities. Even when displaying an impressively-sized environment with a several antagonists on-screen, the title’s framerate rarely falters. Even when many console titles remove the bodies of dispatched opponents from the screen, Bravo 3’s world displays an amazing sense of persistence, adding to the game’s atmosphere. The game’s smoke and fire effects are well done; as explosions sporadically send a flaming ember toward the player.

PSP owners looks for a top-tier action title should definitely set their sights on SOCOM U.S. Navy SEALs Bravo Team 3. With a variety of capable single player modes as well as an engaging competitive and cooperative components, there’s enough ‘OohRah’ in the game to satisfy the most fastidious fan of military shooters.

Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

51 Comments

  1. Thanks for the review. I assumed it used the same four button aiming of the last game and wrote it off.

  2. Good review. Any problems getting in on the mp, I heard Sony put some kind of pirate protection in the game?

  3. How are the load times? I think the first one was slower that hell. 30 seconds pauses on the PSP suck.

  4. Looking at the pics, the multi screen looks really dark. Did you have any problems seeing things?

  5. Good review. Seems like it should be harder, but this are Operators we’re talking about.

  6. “as the camera closely follows the SEAL operator.”

    Typo, or does he handle 411 calls?

  7. Soldiers are to the Army Operators, as operators are to the SEALs. Congrats to the writer of the article, he knows his shit.

  8. I’m wondering if all these people with military sounds names were ever actually enlisted or they just when to PS2bootcamp.

  9. How come the comments have a different tone than that of the Monkey Ball review?? hehehe

  10. If Tide wrote it it would have been better 😉

    Just kidding, Desert Eagle. Don’t kill me.

  11. Great review. I just picked up a copy of this and I love it.

    I never really liked the Socom series before though, so it’s a nice surprise.

  12. This game is junk just like the psp. no one cares about the system they need to buy a ds cuz thats where the good games are at.

  13. I bought it. Could be my new favorite PSP game. The free-style missions are my favorite.

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