Not quite the cerebral shooter we were
hoping for because it’s crippled in scope
by its crippling controls. Still, the title
works well enough within its own (major)
boundaries to warrant praise for
what it is – mini- SOCOM on.
SCORE
28/APR/06
70%
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The keyboard and mouse versus the
joypad war is over, and the loser is the
PSP. It had to happen, but even so
we’re slightly miffed that handheld SOCOM
doesn’t provide an elegant system for moving
while looking. It comes as a shock, especially
after many hours enjoying full body mobility
in this months’ SOCOM 3, but as with most
things it’s simply a matter of adjustment and
growing new calluses on a hand you never
thought could be used that way. SOCOM on
PSP is not a perfect translation of the PS2
giant and it’s all the fault of the controls, since
every other sector holds up to handheld
consumption. The guns, the tactics, smaller
all-new maps are present as expected, along
with a rougher frame-rate. But rather than
being able to aim with the analogue switch
and move with the face buttons with shooting
you have a whole new bastardisation of
the old way of doing things. You can move
forward and backward and turn using the
Switch button and then things start to require
dexterity. To strafe you must hold down the
left shoulder and use the Switch, to look
around you must stand still and press the
right directional button – then look around
from a fixed point. You can’t move and look,
you move. Stop. Look. Turn
off free view. Move. But
that’s okay realism fans
because Zipper Interactive
have totally bypassed this
problem. You can also lockon
to enemies and move,
and fire! Sure, it takes a lot off the point of it
being a strategic shooter but that’s because it
isn’t anymore. It’s not a bad thing in itself but
it does mean that this isn’t SOCOM in your
hand. It’s pale simulacra SOCOM. An okay
shooter. Just.
We’d be bally idiots to compare this to
SOCOM 3 in any other aspect but its basic
form. For example while adopting different
stances affords a semblance of stealth the
auto aim means that you’re often best off just
being ready to fix a target and shoot while
moving – just like you would in Tomb Raider.
Monitoring the enemy through binoculars
while preparing for a surgical strike is proved
less worthwhile because you can simply Tomb
Raider your way out of a firefight. And if you’re
not locking-on then you’re moving without
looking. While the game takes this into account
(especially in Ad-Hoc play) it does turn the
whole exercise into less than a diet version of
a great title. If SOCOM 3 is champagne then
welcome to barley water. SOCOM for children.
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