~ SOCOM: U.S. Navy SEALs Fireteam Bravo 2 Info Thread ~- Command a secret subset of the most elite and deadly fighting force on the planet.
- Defend America and her allies through broad combat experiences —including dynamic non-linear missions, 40 deadly and authentic real world weapons, multiple terrain types, weather conditions, enemy types, and encounter possibilities.
- Command Equity system provides rewards for how well core aspects of a mission are completed, while Local Influence rewards those who help local causes and limit civilian casualties. Use them to gain access to new weapons, equipment, intel, air-strikes and local support.
- Battle through 10 new multiplayer maps, as well as most of the original Fireteam Bravo maps, and three new game types (Tug of War, Capture the Flag, Target) playable in Infrastructure Mode and Ad Hoc modes. Enhanced Crosstalk with SOCOM: U.S. Navy SEALs Combined Assault, including a single story arc, and all new action events and unlockables.
- Association with Naval Special Warfare ensures realistic SEAL team tactics,missions, weapons and character movements.
- Asymmetrical mission structure allows players to play missions in any order they want. Completed mission areas can open new missions and objectives for the player to complete.
General Information: Published by: Sony Computer Entertainment Developed by: Zipper Interactive Genre: First-Person Shooter Wi-Fi: Ad Hoc/Infrastructure Number of Players: 1 Number of Ad Hoc Players: 2-16 Number of Infrastructure Players: 2-16 Release Date: US: November 7th, 2006 Price: $39.99 (USD Suggested Retail) Features: Memory Stick Duo™, PSP™ Headset Media Size: 1 UMD Rating: "T" for Teen (Drug Reference, Violence) Platform: PSP™ (PlayStation® Portable) Websites: Boxart:  Media:
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SOCOM U.S. Navy SEALs Fireteam Bravo 2 FAQ by PSP Dude12345 and pspplaya2005
Contents:
- Full Weapons List
- Assault Rifles
- Submachine Guns
- Machine Guns
- Sniper Rifles
- Shotguns
- Rocket Launchers
- Explosives
- Launched Grenades
- Thrown Grenades
- Non-Combustible Energy Weapons
- Other
- Weapon Slots
- Frequently Asked Questions
- Controls
- Multiplayer Maps
Full Weapons List:
Assault Rifles:
M8:
- Attachment 1: ZX25 Airburst, Heavy Suppressor, Light Suppressor
- Attachment 2: Red Dot Scope, Laser Sight, Low Scope,
- Fire Modes: Single, Burst Auto
- Description: The M8 is the standard next-generation assault rifle for US forces. While accurate, it is also extremely lightweight, allowing for better target acquisition and movement.
- Sides of availability: SEALs
- Lock Range: 40m
- Fire Rate: 750 Rounds Per Minute
AK-47:
- Attachment 1: GL-36 FRAG
- Attachment 2: Low Scope, Red Dot Scope, Laser Sight
- Fire Modes: Single Shot and Auto
- Description: The most prolific assault rifle of the 20th century, the sturdy AK-47 stands out for its notable stopping power, but it is hampered by a heavy recoil and a slow fire rate.
- Sides of availability: Mercenaries
- Lock Range: 40m
- Fire Rate: 600 Rounds Per Minute
STG-77:
- Attachment 1: Heavy Suppressor, Light Suppressor, M203 Frag, M203 M680, M203 HE, ZX25 Airburst
- Attachment 2: Low Scope, Red Dot Scope, Laser Sight
- Fire Modes: Single Shot & Auto
- Description: Developed for the Austrian Army, the STG-77 is shorter and lighter than most other assault rifles. A very accurate weapon, its excellent ergonomics make it easy to carry, and aim on the move.
- Sides of availability: Mercenaries & SEALs
- Lock Range: 42m
- Fire Rate: 650 Rounds Per Minute
M16A2:
- Attachment 1: Heavy Suppressor, Light Supressor, M203 FRAG, M203 M680, M203 HE, M8-62 Shotgun
- Attachment 2: Low Scope, High Scope
- Fire Modes: Single Shot, Triple Shot
- Description: A standard-infantry rifle with the US armed forces, the M16A2 is among the best assault rifles in the world. It is well rounded, with excellent accuracy and range.
- Sides of availability: SEALs & Mercenaries
- Lock Range: 40m
- Fire Rate: 800 Rounds Per Minute
M4A1:
- Attachment 1: Heavy Suppressor, Light Suppressor, M203 Frag, M203 HE, M203 M680, M8-62 Shotgun
- Attachment 2: Low Scope, High Scope, Vari. Scope, Red Dot Scope, Laser Sight, Thermal Scope
- Fire Modes: Single Shot, Auto
- Description: A shorter, lighter version of the M16A2, the M4A1 has high accuracy and good firepower, but has a shorter effective range than other rifles in its class, and because of overheating is less reliable.
- Sides of availability: SEALs
- Lock Range: 40m
- Fire Rate: 800 Rounds Per Minute
ATS-86G:
- Attachment 1: GL-36 Frag, GS-1 Frag
- Attachment 2: Low Scope, Red Dot Scope, Laser Sight
- Fire Modes: Single Shot, Auto
- Description: This shortened version of the Soviet assault rifle was developed for vehicle crews, and SpecOps units, trading a longer effective range for lethality at close range.
- Sides of availability: Terrorists
- Lock Range: 40m
- Fire Rate: 750 Rounds Per Minute
SFCR-HW:
- Attachment 1: M203 Frag, M203 HE, Light Suppressor
- Fire Modes: Single Shot, Double Shot, Auto
- Description: This heavy variant of SOCOM's newest combat rifle, the SFCR, chambers a more powerful round than its lighter cousin, trading a reduced magazine capacity for greater stopping power.
- Sides of availability: SEALs
- Lock Range: 40m
- Fire Rate: 600 Rounds Per Minute
SFCR-LW:
- Attachment 1: M203 Frag, M203 HE, Light Suppressor
- Fire Modes: Single Shot, Double Shot, Auto
- Description: Recently adopted by SOCOM as the latest generaiton combat rifle, for its operators in the field, this lighter variant of the SFCR features a larger magazine and better range than the HW version.
- Sides of availability: SEALs
- Lock Range: 45m
- Fire Rate: 600 Rounds Per Minute
SR-22:
- Attachment 1: Heavy Suppressor, Light Suppressor, M203 Frag, M203 M680, M203 HE, ZX25 Airburst
- Attachment 2: Low Scope, High Scope, Variable Scope, Red Dot Scope, Laser Sight, Thermal Scope
- Fire Modes: Single, Burst, Auto
- Description: A modern assault rifle featuring lightweight polymer materials and a buildup design for greater accuracy, the SR-22 has become a popular standard-issue weapon for many priate military corporations.
- Sides of availability: Mercenaries
- Lock Range: 40m
- Fire Rate: 750 Rounds Per Minute
Submachine Guns:
HK7:
- Attachment 1: Light Suppressor
- Fire Modes: Single, Auto
- Description: A direct competitor of the 9mm sub, the HK7 is extremely lightweight and powerful enough to penetrate boby armor, making it a popular choice for close-quarters combat.
- Sides of availability: SEALs,Mercenaries
- Lock Range: 20m
- Fire Rate: 950 Rounds Per Minute
F-90:
- Attachment 1: Light Suppressor
- Fire Modes: Single, Auto
- Description: The F90 boasts a large magazine capacity, meaning less frequent reloading. However its high rate of fire can affect accuracy when firing on full auto.
- Sides of availability: Mercenaries
- Lock Range: 20m
- Fire Rate: 900 Rounds Per Minute
9mm Sub:
- Attachment 1: Light Suppressor
- Fire Modes: Single Shot, Auto
- Description: By far the most popular SMG in the world, this weapon is small, lightweight, and has the fastest rate of fire, requiring frequent reloading.
- Sides of availability: SEALs, Mercenaries
- Lock Range: 20m
- Fire Rate: 950 Rounds Per Minute
HK5:
- Attachment 1: Light Suppressor
- Fire Modes: Single, Burst, Auto
- Description: The popular HK5 is unparalleled in both single-shot accuracy and modularity, which helps compensate for its slow rate of fire, and limited magazine capacity.
- Sides of availability: SEALs
- Lock Range: 20m
- Fire Rate: 800 Rounds Per Minute
SK. 61:
- Attachment 1: Light Suppressor
- Fire Modes: Single, Burst, Auto
- Description: This compact sub-machinegun was developed as a close-quarters combat weapon. Featuring a respectable accuracy and rate of fire, it is also amazingly light, making it a very popular sidearm.
- Sides of availability: Mercenaries
- Lock Range: 20m
- Fire Rate: 850 Rounds Per Minute
GMP:
- Attachment 1: Light Suppressor
- Fire Modes: Single Shot, Triple Shot, Auto
- Description: The GMP is a modern sub-machine gun. Powerful and lightweight, it is used worldwide by forces requiring compact, reliable firepower. Its excellent stopping power is balanced by a low rate of fire.
- Sides of availability: SEALs
- Lock Range: 20m
- Fire Rate: 700 Rounds per Minute
R 303:
- Attachment 1: None
- Fire Modes: Single Shot.
- Description: The R 303 is a less than lethal weapon used by police and military units. It fires rounds designed to incapacitate the target by impact trauma. It is fired from the shoulder like a rifle, and can support standard rail attachments.
- Sides of availabilty: SEALs
Shotguns:
M4-90:
- Attachment 1: None
- Fire Mode: Single
- Description: The M4-90 is the US military's preferred tactical shotgun. Magazine-fed and semi-automatic, this otherwise excellent weapon is handicapped by small magazine size, meaning more reloads.
- Sides of availability: SEALs, Mercenaries
- Lock Range: 20m
- Fire Rate: 80 Rounds Per Minute
M4-90 LL:
- Attachment 1: None
- Fire Mode: Single
- Description: This slightly modified M4-90 shotgun delivers stun baton (beanbag) rounds instead of regular shots or slugs, providing an extremely effective means for incapacitating targets without killing them.
- Sides of availability: SEALs
- Lock Range: 12m
- Fire Rate: 80 Rounds Per Minute
SG-7:
- Attachment 1: None
- Fire Mode: Single
- Description: This unusual-looking weapon packs the power of a 12 gauge shotgun into the compact profile of a sub-machine gun. Popular due to its ease of concealment and lethal delivery in close quarters.
- Sides of availability: Mercenaries
- Lock Range: 16m
- Fire Rate: Pump Action
SPZ-15:
- Attachment 1: None
- Fire Mode: Single
- Description: The SPZ-15 is a modern semi-automatic shotgun, firing standard 12 gauge ammunition, in service with many military and law enforcement units.
- Sides of availability: SEALs, Mercenaries
- Lock Range: 20m
- Fire Rate: 80 Rounds Per Minute
M8-62 Shotgun Attachment:
- Fire Mode: Single
- Description: This attachment is a compact, pump-action shotgun that fixes under the barrel of an assult rifle. The M8-62 is designed as a close-quarters combat weapon.
Machine Guns:
RTK-74:
- Attachment 1: None
- Attachment 2: Low Scope, Thermal Scope
- Fire Modes: Single Shot, Auto
- Description: Still in use by the Russian Amry, this lightweight machine gun version of the AK-47 uses the same ammunition, and has good range but is hampered by a small magazine.
- Sides of availability: Mercenaries
- Lock Range: 50m
- Fire Rate: 600 Rounds Per Minute
M60E3:
- Attachment 1: None
- Fire Modes: Auto
- Description: This lightweight version of the M60 is a general-purpose machine gun with good range and a steady rate of fire. Accuracy is lost quickly when fired for extended bursts, however.
- Sides of availability: SEALs
- Lock Range: 40m
- Fire Rate: 550 Rounds Per Minute
M1918:
- Attachment 1: None
- Fire Modes: Single, Auto
- Description: Made in large numbers for US forces during World War II, the M1918 is a powerful machinegun hat suffers reduced accuracy during sustained fire. While antiquated, it is popular with Adjiki rebels.
- Sides of availability: SEALs
- Lock Range: 40m
- Fire Rate: 650 Rounds Per Minute
Sniper Rifles:
L96AW:
- Attachment 1: None
- Fire Modes: Single Shot
- Description: Developed for the British Army and regarded as one of the best sniper rifles in the world today, the L96AW has excellent accuracy, especially when fired from the prone position.
- Sides of availability: SEALs
- Lock Range:
- Fire Rate: Bolt Action
SR-25:
- Attachment 1: Low Scope, High Scope, Variable Scope, Red Dot Scope, Laser Sight, Thermal Scope
- Fire Modes: Single Shot
- Description: The SR-25 was originally constructed to meet the demanding requirements of the US Navy SEALs. While not as powerful as other sniper rifles, it has a large magazine, and an impressive fire of rate.
- Sides of availability: SEALs, Mercenaries
- Lock Range: 50m
- Fire Rate: 180 Rounds Per Minute
M87ELR:
- Attachment 1: None
- Attachment 2: Low Scope, High Scope, Variable Scope, Red Dot Scope, Laser Sight, Thermal Scope
- Fire Modes: Single Shot
- Description: This bolt-action, anti-material sniper rifle is accurate and powerful, able to punch holes in light armor and soft targets with ease, but needs considerable setup for each shot.
- Sides of availability: SEALs
- Lock Range: 65m
- Fire Rate: Bolt Action
M1:
- Attachment 1: None
- Attachment 2: Low Scope, High Scope, Variable Scope, Red Dot Scope, Laser Sight, Thermal Scope
- Fire Modes: Single
- Description: The M1 had a distinguished career in many wars for over half a century until the late 1950s. This semi-automatic rifle has found use by tribles of Eastern Adjikstan, who favor its reliability.
- Sides of availability: SEALs, Mercenaries
- Lock Range: 50m
- Fire Rate: 120 Rounds Per Minute
SASR:
- Attachment 1: Light Suppressor, Heavy Suppressor
- Attachment 2: Low Scope, High Scope, Variable Scope, Red Dot Scope, Laser Sight, Thermal Scope
- Fire Modes: Single Shot
- Description: This medium range, semi-automatic sniper rifle is the most recent iteration of the SAS series, using much lighter materials. Reliable but lacks a long effective range.
- Sides of availability: Mercenaries
- Lock Range: 50m
- Fire Rate: 160 Rounds Per Minute
VSV-39:
- Attachment 1: None
- Attachment 2: Low Scope, High Scope, Variable Scope, Red Dot Scope, Laser Sight, Thermal Scope
- Fire Modes: Single, Auto
- Description: A fully automatic, short-range sniper rifle featuring an integral silencer and combines moderate accuracy and stopping power with a high rate of fire. Often found on the Adjiki black market.
- Sides of availability: Mercenaries
- Lock Range: 50m
- Fire Rate: 500 Rounds Per Minute
M40A1:
- Attachment 1: None
- Attachment 2: Low Scope, High Scope, Variable Scope, Red Dot Scope, Laser Sight, Thermal Scope
- Fire Modes: Single Shot
- Description: Known for it's deadly accuracy, this bolt-action sniper rifle is hand made by the armorers of the Marine Corps Marksmanship Traning Unit at Quantico, Virginia.
- Sides of availability: SEALs
- Lock Range: 65m
- Fire Rate: Bolt Action
Rocket Launchers:
AT-4:
- Description: At just under 15 pounds, this lightweight shoulder-fired, recoiless rocket launcher delivers a high-explosive warhead capable of penetrating most armored vehicles.
- Sides of availability: SEALs
- Note: You cannot perform a 180 turn with this weapon equipped.
RPG-7:
- Description: Slightly heavier than the AT-4, this shoulder-fired, recoilless rocket launcher delivers a shaped charge warhead capable of pentrating almost all known armor.
- Sides of availability: Mercenaries
- Note: You cannot perform a 180 turn with this weapon equipped.
Explosives:
Claymore:
- Description: A lethal anti-personnel weapon, the Claymore mine uses C4 to project a fan-shaped blast radius of 700 steel pellets in a 10 meter casualty radius.
- Sides of availability: SEALs
PMN Mine:
- Description: Pressure-sensitive, this anti personnel weapon inflicts damage via blast effect, and projects a secondary fragmentation up to 10 meters from the blast zone.
- Sides of availability: Mercenaries
C4:
- Description: Used to blow up walls, or destroy enemy supply caches, this weapon can be placed on red X's on walls.
- Sides of availability: SEALs, Mercenaries
Satchel:
- Description: This bomb can be picked up in the gametype Demolition. It is used to blow up the enemy base.
- Sides of availability: SEALs, Mercenaries
Satchel Charge:
- Description: This bomb can be picked up in the gametype Demolition. It is used to blow up the enemy base.
- Sides of availability: SEALs, Mercenaries
MPBOMB:
- Description: No description.
- Sides of availability: SEALs, Mercenaries
Non-Combustible Energy Weapons:
Crossbow:
- Attachment 1: None
- Fire Mode: Single
- Description: Used extensively by hunters in the Adjikstani highlands, the modern crossbow lacks extended rang but is virtually silent, and extremely light making it very suitable for stealthy takedowns.
- Sides of availability: SEALs, Mercenaries
- Fire Rate: Bolt Action
- Lock Range: 30m
Repeating Crossbow:
- Attachment 1: None
- Fire Mode: Single
- Description: A modified variant of the modern hunting model, the repeating crossbow uses a small box magazine to store smaller bolts that can be fired in quick succession with almost no noise.
- Sides of availability: SEALs, Mercenaries
- Fire Rate: 500 Rounds Per Minute
- Lock Range: 30m
Launched Grenades:
M203 HE:
- Description: A rifle mounted grenade launcher with high explosive rounds, used for causing damage to objects and personnel.
M203 M680:
- Description: A rifle mounted grenade lancuher with white smoke rounds, useful for concealing movement.
M203 Frag:
- Description: A rifle mounted grenade launcher with fragmentation grenades, designed as an anti-personnel grenade.
MM-1:
- Description: This semi-automatic, 40mm grenade launcher uses a revolving magazine to provide devastating firepower, but it is also extremely heavy.
ZX25 Airburst:
- Description: A rifle mounted grenade launcher with high explosive rounds that can detonate at a set distance or upon impact, used for causing damage to objects and personnel.
Thrown Grenades:
M67 Frag:- Description: This fragmentation grenade sends out a powerful blast of shrapnel upon detonation, making it an area-effect weapon with high lethality. Each "pack" contains 3 M67's.
HE:
- Description: The descruction caused by this high explosive grenade comes from the concussive force of the explosion, which damages objects and personnel within the blast radius. Each "pack" contains 2 HE's.
AN-M8 Smoke:
- Description: The AN-M8 smoke grenade quickly releases a cloud of dense white smoke to screen movement and firing positions from enemy forces. Each "pack" contains 2 AN-M8's.
Mark-141 Flashbang:
- Description: Also known as the stun grenade, this non-lethal device is designed to incapacitate its target through blinding light and loud noise. Each "pack" contains 3 Mark-141's.
Stinger Grenade:
- Description: The stinger grenade works like an M67, but replaces the metal fragmentation material with hard rubber ball barrings. Targets caught in its blast are stunned, but not killed. Each "pack" contains 2 Stingers.
M7-A3:
- Description: The M7-A3, or "teargas" delivers a cloud of choking gas that affects the target's resperatory system and mucus membranes, allowing them to be easily subdued. Each "pack" contains 2 M7-A3's.
Other Equipment:
Extra Ammo:
- Description: This auxilary item increases the number of rounds for the soldier's primary weapon.
Light Suppressor:
- Description: The light suppressor will partially eliminate the muzzle flash and decrease volume of fired rounds, but with the cost of slightly decreased accuracy.
Heavy Suppressor:
- Description: The heavy suppressor will elminate the majority of muzzle flash, and volume of fired rounds, at the cost of reduced accuracy.
Variable Scope:
- Description: This scope offers 4.0x, 6.0x, and 8.0x magnification, and its suitable for most medium or long ranged weapons.
Low Scope:
- Description: This scope offers a 1.5x and 3.0x zoom, ideal for assault rifles and other medium of low range weapons.
High Scope:
- Description: The high power scope offers 8.0x magnification, making it ideal for sniper rifles.
Red Dot Scope:- Description: The red dot scope provides slightly improved accuracy of the weapon in which it is attached, and provide a 1.5x magnification.
Laser Sight:
- Description: The laser sight improves the accuracy and aim recovery speed for whichever weapon it is attached to, but does not provide and scope funcionality.
Thermal Scope:
- Description: The thermal scope uses advanced infared technology and heat detection, allowing for inhanced vision at 4.0x zoom.
Body Armor:
- Description: This additional ceramic plate supplements existing field armor and increases protection of vital organs against ballistic rounds, and flying shrapnel.
Medkit:
- Description: This comprehensive field medical kit contains all the equipments necessary to treat most combat injuries, and allows for muliple uses.
Weapon Slots:
- 3 Accessory Slots
- 1 Primary Weapon Slot with 2 Attachment Slots
- 1 Secondary Slot, with 1 Attachment Slot
- 1 Binocular Slot
- 1 Airstrike Slot
- 1 Supply Drop Slot (Offline Only)
Frequently Asked Questions:
- Q: Will there be vehicles in FTB2?
- A: It has been confirmed vehicles will not be included in FTB2.
- Q: Will FTB2 support mics?
- A: Yes, FTB2 will support mics.
- Q: What does CE Cost mean?
- A: CE cost means that you have to pay for that particular piece of equipment by using your Command Equity points (CE)
- Q: Will FTB2 be getting a new server?
- A: Most likely, but as of now there is still no word.
- Q: Will SOCOM: Combined Assualt and FTB2 have crosstalk?
- A: Yes, there will be crosstalk.
- Q: When will FTB2 be released?
- Q: How much will FTB2 cost?
- Q: Where can I get the FTB2 demo, if so, do I have to buy anything?
- A: You can get the demo at your local EBGames or Gamestop! You don't have to buy anything, but some workers make you preorder FTB2, and some will just give you the demo.
- Q: Why does the aimer turn darker at times?
- A: When you are running, or gunning it shows up to show you where you are going to shoot, but when you are standing still, it slowly goes away, allowing you to get a better view of something that the reticle might be in the way of.
- Q: What does vision mode out/in mean?
- A: This is basically the term for cycling through view modes.
Controls:
- Analog Stick: Move
- D-Pad Down: Vision Mode Out
- D-Pad Up: Vision Mode In
- D-Pad Left: (HOLD) Weapon Select
- D-Pad Right: Toggle Freelook
- Left Shoulder: (HOLD) Strafe
- (TAP) Cycle Locked Targets
- Right Shoulder: (HOLD) Target Lock
- Triangle: (HOLD) Weapon Swap
- Square: Interact with object/ reload
- Circle: (HOLD) Team Command Action
- Cross(X): Fire Weapon
- Select: Tactical Map
- Start: Pause/ In Game Options Menu
Multiplayer Maps:
Bad Habit: The large warehouse at the center of this war-torn city has been used by the Mercenaries to manufacture, and store narcotics. Radio equipment in the warehouse may be used to call for air support. There are highly explosive barrels scatterd around the city, be careful.
Surge: The hydroelectric dam is a massive facility that provides 80% of the power for the region. Multiple routes connect the upper and lower levels of the dam, providing several routes into the enemy terrirtory. Keep an eye out for rooftop snipers in the center of the map!
Seige: This old, abandoned bunker fort was once a pivotal part of the defenses along the border. The Mercenaries are now using it as storage ground for weapons shipments. The tunnels of the forts provide alternate routes to the enemy base, but are also ideal locations for an ambush!
Silent Canyon: This hidden poppy farm is nestled in a remote valley. Two small farming areas are connected by a couple of caves, as well as a twisting path over a small hill. The narrow river tunnel is the fastest route, but also the deadliest.
Tripwire: This drilling platform has been converted into a makeshift fortress. Two ships have been grafted onto the platform and function as bases for each team. Narrow catwalks connect the fortress sections and the ship, but provide very little cover.
Frosty's Revenge: A communications tower seperates the hangars where the teams set up their bases. There are several routes through to the other side, as well as perches for sniping. Walla with structural weakness have been marked; a block of C4 should take them out!
Thin Ice: This winter wonderlan features a snow-covered farm and boathouse, as well as the service tunnel that connects them. The open ground is easily defended by snipers or ranged explosives. The underground tunnel is quick, but has many potential ambush locations. Choose wisely!
Rift: A remote, long abandoned village neighborhood. There are several open buildings scattered around the map that can be used to set up ambushes. The low village walla can be useful as cover or to sneak up on unsuspecting enemies.
Market Day: The bustling village marketplace was quickly deserted when the Mercenary team showed up. Stands containing fresh herbs and spices are useful as cover, and the shady passages branching off the main plaza are excellent for ambushes.
Getaway: An expensive villa high up in the mountains. The SEAL team inserts near a bouthouse located on the beach. The Mercenary team has set up the villa as a temporary base. An underground cave network connecting the villa and the beach, and features a route directly into the villa itself.
Rockslide: A winding river cuts through a mountain pass in this area. There are a few routes over the hill, but be careful of enemy ambushes. The river route is wide open, but the water will slow you down if you try to walk through it.
Cutoff: The city is an abandoned undsutrial ghost town. The Mercenaries have been using an old railyard warehouse in the center of the city as their base of operations. The SEAL team is inserted near a run-down hotel, and use it as a temporary base.
Source
Articles: E3 2006: SOCOM: Fireteam Bravo 2 Hands-on (IGN) Sony's SOCOM franchise made its first portable appearance last fall with the release of Fireteam Bravo on the PSP. The game worked in a rather cohesive manner with SOCOM 3, interweaving their storylines in many ways while targeting the PSP with design and control schemes that made more sense on a handheld platform. Later this year, SOCOM: U.S. Navy SEALs Fireteam Bravo 2 will hit the PSP right around the same time as SOCOM: Combined Assault on the PS2, and the game looks to not only better the series' first portable outing, but work more closely with its console counterpart to create the most cohesive PS2/PSP experience yet. One of the newest additions to the series is a pseudo-economy system. By completing the various mission objectives, you'll earn Command Equity Points which you'll use to unlock additional weapons and upgrades. You'll also be able to use these points to buy air strikes and other on-field battle enhancements. Sony is toying with the idea of including some form of this in multiplayer, but as of now that's only on the idea board. In addition to Command Equity Points, Local Influence is an ever-changing rating that'll affect how much help you'll get from locals. By saving (and even restraining) civilians, arresting wanted criminals and so forth, you'll earn the respect of people in the area. You'll then be given access to black market weapons that you wouldn't otherwise be able to use, additional intelligence on missions that point out where enemies are and more. The addition of Command Equity Points and Local Influence means that players who take the time to do things properly and complete all of the secondary objectives will see a direct reward for doing so. With both of these additions, but specifically the Command Equity Points, it sounds as though you might be able to spend all of your money on air strikes and lose out on the unlockable weapons. This isn't a problem as Fireteam Bravo 2 features a reworked mission structure that allows you to go back and revisit areas to pick up extra cash. The game will feature what are essentially bookend missions, major plot points that you'll have to hit at a specific time. Between these bookends, there will be a series of other missions to choose from and play in any order. Once you've finished those, you'll move onto the next bookend mission. The cool part about this though is that the missions between bookends are able to be revisited and played again, usually with a different setup. So for example, during your first time through an area you might need to clear a village of insurgents. But later, rebels might take over the town again with a totally different set of weapons, leaders and more. You'll be able to play through these as many times as you like, which allows you to stock up on Command Equity Points all you want. One cool thing about this is that since revising areas are optional, Zipper is able to put in some extremely challenging missions for hardcore players as more casual gamers can simply skip them. Though Zipper had done a great job at tying the original Fireteam Bravo into SOCOM 3 with their Crosstalk feature, Fireteam Bravo 2 will work even closer with Combined Assault. The two storylines are tied hand-in-hand to where the two games actually share some cutscenes and you'll hear radio chatter in one game that's taken from the other. As well, you'll be able to directly impact missions across the games by taking out enemies and such for the other team. Though you're still in control of a two-man team, you'll now have the option to choose which member to take with you on a mission. Each character will have a set of bonuses assigned to them, like the ability to restore your health and such, so choosing the correct squad mate for each mission should prove to be an important factor. When Zipper was first moving SOCOM to the PSP, the team had to figure out how to implement a dual-analog stick setup on the system's single stick setup. Fireteam Bravo 2 aims to tweak some of the things that weren't quite perfect about the setup, or more specifically, "features" that players would take advantage of in ways that could essentially ruin the experience. The biggest change is that the auto-lock targeting system has been tweaked so that you no longer automatically dial in on an enemy. Instead, your gun will take a few seconds to shift over and lock-on, with the closer that your initial aim is the quicker it'll get there. This ensures that players who utilize freelook are on equal ground as those who only use the lock-on system. One major problem last time out was that you could hold down the lock-on button as you moved around and you'd end up targeting an enemy as soon as they were in range, helping you find foes that you may not have noticed otherwise. In Fireteam Bravo 2, holding down the lock-on button slows down your movement to walking speeds while you aim. After you're locked on you'll return to running speed, allowing you to properly strafe, but simply holding the button down at all times will severely limit your mobility, which really is a good thing, especially online. The end result is that the system does seem to work pretty well. In practice, we found that we were just about as accurate as we remember being in the first game but it's a tad more strategic, and most importantly, penalizing for players who want to mash on the R button. Speaking of online, Fireteam Bravo 2 will include a number of new multiplayer maps as well as an assortment of maps from the last game. Three new multiplayer modes will make their way in as well, along with the existing five types. There's a control point mode where your team will gain points for each of the control spots you hold at any one time. Capture the Flag will be present, as will a mode called Target where one player will snag an object of some sort and accumulate points, while the other players attempt to kill him and take said object for themselves. The community features built into Fireteam Bravo 2's online component should be rather replete this time around as it'll be tied into Combined Assault's online aspect (and SOCOM 3's, for that matter), allowing you to share profiles and such between the games. You'll be able to send and receive IMs between the games, as well as set up clans for match play. Fireteam Bravo 2 looks pretty sweet at this point. The original game was certainly a very nice entry for the series on PSP, and Fireteam Bravo looks to improve on it in every way. It's due out sometime this fall on the PSP and should roughly coincide with the release of Combined Assault on the PS2, so check back soon for more info on both games.
E3 06: SOCOM U.S. Navy SEALs Fireteam Bravo 2 Impressions (GameSpot) SOCOM U.S. Navy SEALs Fireteam Bravo is one of the best shooters available on the PlayStation Portable, with solid single-player gameplay, online multiplayer, and even voice chat support. Building on that success, the team at Zipper Interactive is hard at work on a follow-up, aptly named SOCOM U.S. Navy SEALs Fireteam Bravo 2. We had a chance to play the game on the show floor at this year's Electronic Entertainment Expo. Fireteam Bravo 2 once again lets you play as an elite Navy SEAL who is part of a two-man team sent into hostile territory to complete a variety of missions. You control one soldier and are supported by an artificially intelligent teammate who you can order to move around, attack, take cover, and so on. The combat still involves holding one button to lock on to an enemy, and then firing away until the enemy is dead. The lock-on makes it somewhat easy to kill your enemies, but a few new tweaks have been introduced to make the aiming system a bit more realistic. Each of the more than 40 weapons you use has a specific acceleration speed, which means that more powerful weapons will take longer to aim at an enemy, while something light like a pistol will instantly snap to its target. This means that a player who is aiming closer to a target before locking on will get a shot off faster than a player who just hits the lock on button without aiming at all. There are more than 40 weapons in Fireteam Bravo 2, including what are called "less-lethal" weapons, such as bean-bag guns. It's to your advantage to avoid lethal force, because it lets you detain and capture an enemy and presumably extract important information. You're rewarded for capturing enemies by earning Command Equity, which is used to unlock special weapons and unlockable bonuses for the multiplayer game. You can earn Command Equity in both the single- and multiplayer game modes. The enemies aren't the only ones you have to worry about in Fireteam Bravo 2, though. There are civilians all over the place, and they aren't very good at not getting themselves killed. It's your job to protect them, which usually involves not tossing grenades at them or mowing them down with machine guns. That can be hard to do when you're in the middle of a heated battle and a civilian runs out in the street across your line of fire. For saving civilians, you're rewarded with Local Influence, which you can use to get intelligence and access the black market, where you can buy special weapons. The artificial intelligence in Fireteam Bravo 2 has been updated to behave more appropriately based on class. For example, scouts will hide and wait for you to reveal yourself, machine gunners will go prone and lay down suppressing fire, and so on. Enemies will take cover, run away, ambush you, and generally behave as you might expect trained soldiers to behave. There are other changes in store, as well. The interface has been updated to be more streamlined and easier to use, and it's now context-sensitive, so only the options you can use appear on screen. Also, there are medkits in the game that you can equip and take into battle to heal yourself or your teammate. In fact, you can heal an ally who has been killed, and an ally can heal you if you get killed. As a result, the mission isn't a failure until you run out of medkits. There are three new multiplayer modes in Fireteam Bravo 2. There's a tug-of-war mode that plays like a control point type of game; intel grab, which is a variation on capture the flag; and target, where one player has an object and all the other players have to try to kill him and take it. The mission we played was set in a rugged, mountainous area that looked good and featured an impressive draw distance with distant, snowy mountains in the background. Our first objective was to climb to a high cliff above an enemy barricade and then call in an air strike to clear the path for reinforcements. SOCOM U.S. Navy SEALs Fireteam Bravo 2 looks like it builds on the previous game with some interesting additions such as Command Equity and Local Influence to reward you for using smart tactics. That said, the game still has the same 16-player online support and easy-to-use control scheme that made the first Fireteam Bravo game great. Fireteam Bravo 2 is currently scheduled for a fall 2006 release, so be sure to keep an eye on the gamespace for updates.
SOCOM: U.S. Navy SEALs Fireteam Bravo 2 Company Line (Gamespot) Get ready to once again take the SOCOM military franchise with you, wherever, whenever this Fall with the release of SOCOM U.S. Navy SEALs: Fireteam Bravo 2. This original title created in association with U.S. Naval Special Warfare Command will be available exclusively for the PSP (PlayStationPortable) system this fall. Command a secret subset of the most elite and deadly fighting force on the planet as players defend America and her allies through broad combat experiences including new non-linear mission progression, over 40 authentic real world weapons and a huge area of operation spanning multiple terrain types and environments. As the SEAL commander, the player will be supported by an AI teammate executing traditional SOCOM team-based tactical, stealth and action gameplay. Multiple players will once again be able to form clans and take on their friends for team based high-action gameplay in SOCOM U.S. Navy SEALs: Fireteam Bravo 2 via a Wi-Fi* connection. Up to 16 players in close proximity in Ad Hoc mode and online in Infrastructure mode can compete wirelessly through 3 new game types across all new multiplayer maps and original SOCOM U.S. Navy SEALs: Fireteam Bravo maps. SOCOM U.S. Navy SEALs: Fireteam Bravo 2 is complete with a variety of new gameplay features including new non-linear mission progression, which allows players to choose which mission to tackle next and also provides players with the ability to go back to previous mission areas when enemy activity resurfaces there. Additionally, a new persistent performance rating system tracks the player's success and failure throughout the campaign. By completing mission goals, discovering bonus objectives, and rescuing civilians, the player will earn "Command Equity" points that can be used to add new weapons to the armory or purchase in-game air strikes and supply drops. They will also increase their "Local Influence" rating, which will give them access to black market weapons and intel from locals. KEY FEATURES - Command your teammate in 14 different single-player missions, designed with detailed plots and varied mission objectives.
- Non-linear mission progression enables players to strategically choose which mission they will take on next.
- Dynamic mission generation allows for nearly endless replay. Once a player completes a single player mission map, that map can again become active multiple times with new objectives and enemies.
- Command Equity is what SEALs earn when they perform well with core aspects of a mission. Command Equity points can be earned through mission performance and used to purchase special military assets such as weapons, satellite intelligence, air strikes and more.
- Local Influence is the civilian counterpart to Command Equity, and deals with how the SEALs interact with local populations during the campaign. Local Influence rating determines your standing with the local population and the higher the rating the more chance there is that they will give you free intel and access to black market items and equipment.
- Enemy tactics and behavior have been dramatically improved for more authentic and immersive scenarios and combat.
- The graphics engine has been significantly enhanced allowing for more realistic environments, characters and effects.
- Over 40 authentic weapons and equipment options offer players the ability to customize their SOCOM U.S. Navy SEALs: Fireteam Bravo 2 gameplay experience.
- Multiplayer - Players will be able to team up and compete with friends in Ad Hoc and Infrastructure Modes through a Wi-Fi connection*. 16 players in close proximity (via Ad Hoc mode) and across the country (via Infrastructure Mode) can play together wirelessly.
- Playing wirelessly, gamers will experience 3 new multiplayer game modes including Tug-of-War Control Points, Capture the Flag and Target.
- Expanded online community support features include: tournaments, clan challenges and ladders and enhanced friends list and instant messaging features.
- Improved Crosstalk functionality between SOCOM U.S. Navy SEALs: Fireteam Bravo 2 and SOCOM: U.S. Navy SEALs Combined Assault allows each game to have even more dramatic effects on the progression of the other, in addition to unlocking special features across the titles.
- Association with the U.S. Naval Special Warfare Command ensures authentic and realistic SEAL gameplay and mission designs.
Source SOCOM: Fireteam Bravo 2 Update (IGN)The first SOCOM game on PSP did a lot of things right. Fireteam Bravo looked decent and played well, to start, plus it had great sound presentation. It even offered online multiplayer at a time when most other PSP titles shied away from it. More importantly, the tactical gameplay from the PS2 version remained intact. In other words, Fireteam Bravo distilled the essence of the console game and delivered it in a portable package. With Fireteam Bravo 2, developer Zipper Interactive wants to improve on everything that made the first game a success. This includes its multiplayer functionality, which now has new modes, maps and customization options. Along the same lines, the much touted "crosstalk feature" benefits from a little refinement, as well. The overlapping missions in Fireteam Bravo 2 and the PS2 bound SOCOM: U.S. Navy SEALS: Combined Assault, come together with more finesse, for instance. Earlier coverage actually covered some of the basics, so it's time for some specifics. Sony dropped off a demo recently, which gave IGN staffers plenty of tinkering time. And while the build remains incomplete, it still gives a good indication as to what, specifically, Zipper Interactive has in mind. The demo took less than 20 minutes to finish, yet it did a great job presenting a general view of improvements and tweaks from the last game. The demo starts in a tactical briefing, dubbed the Campaign Lobby, where you can see missions specifics. These include everything from the mission name and terrain type, to a detailed map of the area and your popularity with the locals. This screen then dumps you into the Mission Lobby, where most of the real mission planning takes place. It splits into several tabs, each tackling a different aspect of the mission. The first Mission Briefing, gives you the why, where and when. The Intel Database, on the other hand, tries to give you an idea of what you can expect in terms of enemy resistance. From here, you cycle into the Armory, where you choose from a collection of rifles and explosives. You can actually change the loadout for yourself, Sandman, and your partner in crime, Wraith. After you finish selecting gear, you then wind up at the Deploy screen, which offers a brief readout on player controls. Afterward, there's no turning back. Well, unless you die and restart. Point is, once you deploy the game actually starts and the game leaves the pair of you alone with the gear you saw fit to bring with you. In the case of the demo, it leaves you atop a snow mountain. Your objective is to locate a helicopter crash and then secure a village by decimating enemy reinforcements and detonating their assets. Locating the downed copter isn't too difficult but requires a quick trigger finger since enemy forces abound. Just like any real SOCOM game, you need to proceed through environments with caution, making sure to use available stances (stand, crouch, prone) to avoid detection. Once in range of enemy units, you can go prone and snipe them from afar. If things get up close and personal, you can use the left shoulder button to sidestep and the right shoulder button to auto-lock onto the nearest enemy. It's then a simple matter of holding down the fire button and blowing them away. After taking down a handful of enemies as you make your way through the mountain pass, you eventually make your way to a cliff. In the distance sits the smoldering wreck of your first objective. It's not alone, though - two enemy soldiers stand watch so you need to take them out. And here's where that Crosstalk feature comes into play. Depending on what you do, the implications should reach the same area in the PS2 game. The opportunity to test this failed to present itself, but it should be a cool improvement. After taking out the two sentries, you then have to work your way toward the village. Things get somewhat complicated here, as the enemy hides inside buildings and other structures. You can order your partner to specific locations to perform flanking maneuvers, though, and if he is shot you can revive/ heal him with a medi-kit. You can also steal intel for extra kudos, but you need to look out for civilians running around the village - don't shoot them. From here you move onto wipe out remaining forces and to lace enemy assets with explosives. The game seems to improve on its predecessor in almost every aspect, but stay tuned for the final verdict in coming months. Source SOCOM: U.S. Navy SEALs Fireteam Bravo 2 Update: Modern Mobile Warfare (GameSpot)Last year, the hugely popular SOCOM series debuted on the PlayStation Portable with the critically acclaimed Fireteam Bravo. The game marked the first appearance of real-time online voice chat in a multiplayer PSP game--an impressive enough feat in itself--but more importantly, Bravo proved that SOCOM's relatively complex, tactical military action could be replicated on the handheld system's constrained controls and smaller screen. Later this year, the developers at Zipper Interactive will put the finishing touches on the improved sequel, Fireteam Bravo 2, and we got to find out more about some of the new features that will be going into the game, which we last got our hands on at this year's Electronic Entertainment Expo. Primarily, we got to find out more about Fireteam Bravo 2's interesting experience system, which is embodied in the concepts of command equity and local influence. You'll accrue both through your performance in each mission, though the former is tied to your core tactical operations, while the latter is more related to how well you carry out your objectives with regard to collateral damage and so on. The two types of experience confer radically different benefits. Command equity unlocks new abilities directly tied to your official military support structure: You'll be able to call in air strikes to clear an area or request a supply drop when your medical supplies are exhausted. You'll also be able to access nonlethal weaponry--such as a beanbag shotgun, tear gas, and stinger grenades--which will come in handy when you want to neutralize your targets without killing them (an act of mercy that will figure into your mission performance). Naturally, local influence gives you shadier, under-the-table sorts of bonuses than command equity. As you gain sway with the local populace, you'll start to receive inside information on your upcoming missions--some enemies' positions might be given away before a mission starts, for example--and of course, the more influence you have, the more intel you'll receive. Then there's the black-market weapons trade, which you'll begin to explore as you rank up on local influence, and you'll be able to score a number of less-conventional weapons ranging from a crossbow to everyone's favorite trench broom, the Thompson submachine gun. The designers intend to give Fireteam Bravo 2's single-player campaign a more detailed, surprise-filled storyline than in the last game. Fourteen missions will be available in a semilinear fashion, since you'll be presented with missions in sets of around three and will be able to tackle that set in any order before moving on to the next set. Interestingly, as you move through the core campaign, enemies will dynamically move back into territories you've previously cleared and present new objectives. These dynamic missions are entirely optional but will provide extra replay value and (perhaps more importantly) additional opportunities for you to build up extra local influence and command equity. This plotline will even interface with the upcoming fourth SOCOM installment on the PlayStation 2, Combined Assault, since both games take place in the same area of operation. For instance, in the mission we saw, the player in the PSP game was tasked with remotely eliminating hostiles who were hanging around a helicopter crash site. Not coincidentally, Combined Assault on the PS2 will feature a related mission in which the player will have to investigate this same crash site up close. If you manage to snipe all the enemies at the site within the allotted time on the PSP, you can sync up your save game with Combined Assault to render the area free of opposition when you then play the mission on the PS2. The designers refer to this interconnectedness as "crosstalk," and you'll get a "crosstalk content unlocked" message whenever you complete one of these objectives. (Presumably, this process will work both ways, but we haven't heard any specific examples of new content that will be available on the PSP side yet.) Zipper is also refining several aspects of the gameplay seen in the first Fireteam Bravo. For instance, enemies' artificial intelligence in the single-player will now behave more realistically based on the weapon each entity is carrying. A foe armed with a heavy machine gun will be intelligent enough to go to a prone position for steadier aim, while one with a lesser submachine gun will cautiously try to close in on you. Meanwhile, those with standard, longer-range assault rifles will hang back and make smarter use of cover than they did last time around. And on the interface side, you'll now be able to hold down left on the D pad to pop up a quick inventory heads-up display that has all your gear mapped to various buttons for quick access. Of course, this wouldn't be SOCOM without solid multiplayer support--so luckily Zipper is working to extend the already-significant online offering in the first game. Twelve multiplayer maps will be available--eight of which are new, the other four of which have been given a face-lift since the first game--and three new modes will join those seen last time around. Tug of war sets two teams after a number of control points, Battlefield style; intel grab is much like capture the flag and tasks your team with getting sensitive information back to your base; and target tasks you with retrieving a bomb to score points for your team. Zipper is also beefing up the game's community features in a major way with support for clan matches and tournaments, more detailed stat tracking, and player-skin customization, among other enhancements. The PSP has taken some criticism as a receptacle for hastily ported PS2 games poorly suited to the handheld's more limited control scheme. But the original Fireteam Bravo was among the best-received shooters on the PSP to date, and this sequel is looking like it will build on all the winning aspects of its predecessor when it hits shelves in the first week of November. Source SOCOM: Fireteam Bravo 2 Multiplayer Map Breakdown (IGN)While the PlayStation 2 will receive its latest and likely last title in Zipper Interactive's online tactical shooter series early next month in the form of SOCOM: Combined Assault, the PSP will see its second outing of the series on the same day with SOCOM: U. S. Navy SEALs Fireteam Bravo 2. Upping the ante on just about every facet of the first game, Fireteam Bravo 2 looks to offer not only a compelling single-player game but one of the best online games for the system yet. To give you a taste of what's in store, Zipper has broken down each of the game's dozen multiplayer maps. Take a look. Silent Canyon (New Map) - "Silent Canyon" is set in a hidden poppy farm nestled within a remote valley. Two small farming areas are connected by caves and a twisting path over a small hill. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Bad Habit (New Map) - "Bad Habit" is set around large warehouse formally used to manufacture and store narcotics. Highly explosive barrels have been littered around this war-torn city, so be careful! It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Getaway (New Map) - "Getaway" is set around an expensive villa high up in the mountains. An underground cave network connects the villa to the beach and features a route directly into the villa itself. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Surge (New Map) - "Surge" is set around a massive hydroelectric dam facility that provides 80% of the power for the region. Multiple routes connect the upper and lower levels of the dam, providing several routes into enemy territory. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Tripwire (New Map) - "Tripwire" is set around a drilling platform which has been converted into a makeshift fortress. Two ships have been grafted onto the platform with narrow catwalks connecting them to the fortress section. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Siege (New Map) - "Siege" is set around an old abandoned bunker once used as a storage facility for weapons shipments. Narrow tunnels provide alternate routes to the enemy base, but are also ideal locations for an ambush. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Frosty's Revenge (New Map) - "Frosty's Revenge" is set around communications tower that separates the hangars. There are several entrance routes as well as perches for sniping. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Cutoff (New Map) - "Cutoff" is set in an abandoned industrial city. An old rail yard warehouse lies in the center of the city near a run-down hotel. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Market Day (Returning Map) - "Market Day" is set around a deserted village marketplace. Stands containing fresh herbs and spices are useful as cover, while the shady passages branching off the main plaza are excellent for ambushes. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Rockslide (Returning Map) - "Rockslide" is set around a winding river which has cut through a mountain pass. There are a few routes over the hill while the river route is wide open. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Rift (Returning Map) - "Rift" is set around a remote village neighborhood. The low village walls provide access to several long-abandoned buildings. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Thin Ice (Returning Map) - "Thin Ice" is set around a snow-covered farm and boathouse connected by a service tunnel. The open ground is easily defended by snipers or ranged explosives while the underground tunnel is quick and has many potential ambush locations. It is playable with up to 16 players in Demolition, Extraction, Free For All, Intel Grab, Suppression, Target, and Tug-of-War.
Source SOCOM: U.S. Navy SEALs Fireteam Bravo 2 Review (IGN)One of Sony's most important franchises under its wing is SOCOM. The series has helped launch and push the Networking Adapter and USB headset support on the PlayStation 2, as well as headset and voice support on the PSP. Not only is it a platform for pushing new hardware, but its online functionality has been essentially second to none on Sony's platforms. Coinciding with the release of SOCOM 3 last year we saw the series' first foray onto the PSP with SOCOM: U.S. Navy SEALs Fireteam Bravo. The game worked as an aside of sorts to SOCOM 3, where Fireteam Bravo went on secondary objectives that tied into Alpha team's work. And now, along with the release of SOCOM: Combined Assault on the PlayStation 2, we have the follow-up to FTB with SOCOM: U.S. Navy SEALs Fireteam Bravo 2. Last year we saw the introduction of Crosstalk, a feature that allowed you to trade saved content between SOCOM 3 and Fireteam Bravo. Completing mission objectives in one game would have an impact on the other, like unlocking content or providing additional information in the other game. Crosstalk has been vastly improved in Combined Assault and Fireteam Bravo 2, directly affecting what you'll find in missions now. Taking out troops in one game will result in them already being dead in the other, or blowing up a site will have it already destroyed when you switch games. It's a very cool system that works quite well now, though we still wish it was a little more clear in the timeline of things, or at least when to switch between games in case you wanted to play them simultaneously. Part of the reason that Crosstalk has a great deal more impact on in-game events is that Fireteam Bravo 2's storyline is closer and more tightly knit to Combined Assault's. While each team has separate objectives to take care of, they almost cross paths a number of times in the two games. On occasion you might even see the other team going about their business, even if you can't directly interact with them. It's cool stuff and we hope it lays the groundwork for what we'll see going into the next-generation, where this sort cross-connectivity should be more commonplace. Speaking of the storyline, Fireteam Bravo 2 features a somewhat non-linear progression. The main story features a series of key missions, with branching missions connecting them. These branching missions can be done in any order, and at any time you can go back to a previously finished mission to earn more Local Influence and Command Equity, which we'll get to in a second. You'll need to finish all of the branching missions in order to progress the story, so you can't really skip anything, but it does allow you to come back to missions that are a little too tough for your skills at any one moment, or stock up credits for help. Local Influence and Command Equity help to encourage "correct" play, whereby you restrain villagers, use non-lethal force and so forth. Local Influence is gained via getting villagers to safety and results in the ability to buy black market weapons, increased mission intelligence and so forth. Command Equity is earned by completing mission objectives and capturing enemies and allows you to unlock advanced weapons in the armory, buy air strikes or supply drops and the like. The setup and surrounding elements to the missions are mostly cool, though there hasn't been a whole lot done to give your team much personality or keep you from feeling a little disconnected to the storyline. You're still running what can seem like random missions, something that not many tactical or even war games have overcome. Though you still only have one team mate at any one time, you do have the ability to choose who you take on missions, with each member have unique strengths and weaknesses. That works pretty well to personalize the play experience a bit. One thing that is a bit curious is that you can no longer see stats for weapons on the equipment screen, either in single-player or multiplayer. This means that you'll have to try out a bunch of different weapons to see what works in certain situations and what doesn't, and that's sort of frustrating. Really, we can't figure out why this would have been removed. If Zipper wanted to give the weapons a bit more of a dynamic feel so that you're not comparing their abilities via bars, it at least could have provided better in-use descriptions, like "This weapon has impeccable accuracy at close range, but isn't suited for distanced standoffs", or something along those lines. Fireteam Bravo 2's single-player missions have a number of hits and misses. On the good side, the environments look very good and the game does a great job of portraying the fictional country of Adjikistan, a third-world country set around the Pakistan/Afghanistan region. Its size has allowed Zipper to throw in climate regions from desert to snowy lands, and all of these look great. The misses come in the structural layout and some of the mission flags. While there are sometimes multiple routes you can take, there are oftentimes very linear paths that you must navigate to get from area to area, especially in and around buildings. This takes away from the tactical feeling a bit as you feel strung along a predefined path rather than having been given numerous options on how to progress. This is worst when you have to back-track, which we had to do on more than one occasion just to fulfill mission objectives, like clearing an area of every soldier (someone would inevitably hide in a bush and we'd have to go back to find him). In these cases, you need to not only back-track but cover your tracks again as you head back to the extraction point. As far as online is concerned, and this really is where SOCOM always shines, Fireteam Bravo 2 one-ups its processor in many ways. The new maps are generally quite good, offering up a nice mix of wide-open areas that encase closed and guarded spaces. The three new multiplayer modes, Tug-of-War, Capture the Flag and Target are all great fun, and work well in the old and new maps. The aiming mechanic has been altered a tad bit since the last game. Zipper realized that some players would take advantage of the lock-on mechanic by constantly tapping the R button to find players hidden in bushes and such. In Fireteam Bravo 2, you'll slow down a tad when you press R, theoretically giving you an incentive to use it sparingly. In practice though, you really don't slow down all that much, and if you just slow your tapping a tad bit it doesn't have much of a noticeable affect on your movement speed. Network performance seems to be decent, though it wasn't perfect in our time with the game. During one session, the server dropped what seemed to be all of the players from the match a couple times. During the same session, lag was a bit of an issue and adversely affected our ability to fire accurately. While movement seemed to be perfectly fine, including not only ours but everyone else's, we ran into a number of gunfights where we'd be at a standoff and unload three or four clips until either ourselves or our enemy would drop dead. It was pretty ridiculous. After a bit of testing though, we're confident this was a direct result of lag, and hopping onto a quick server fixed this right up. One aspect of the targeting mechanic that we have a problem with, both in multiplayer and single-player, is that weapons now have different ranges for lock-on. Long-range rifles can lock on from far away, but shotguns will only work up close, for example. This becomes frustrating because in many cases you'll be unable to even shoot near an enemy from a distance unless you switch to the freelook mode. Weapon accuracy already degrades over distance, so it's annoying that you need to cope with both that and the inability to target from a distance. Closing Comments: SOCOM: U.S. Navy SEALs Fireteam Bravo 2 is a fine follow-up to last year's original PSP release. It isn't perfect, what with sometimes linear level layouts and a somewhat aggravating lock-on distance, but it's still very good fun. Like last year, it's a bit of a different experience than the console games, but it's also tied into Combined Assault very well. SOCOM fans won't be disappointed. Source SOCOM: U.S. Navy SEALs Fireteam Bravo 2 Review (GameSpot)Fireteam Bravo 2 delivers a solid single-player campaign backed up by a fully-featured online multiplayer game, making it one of the best shooters available on the PSP. The Good: Plenty of varied missions set in large, diverse maps; simple, manageable controls; 16-player online play; the influence and equity system rewards skillful playing. The Bad: Unstable frame rate; level design can be frustrating. SOCOM U.S. Navy SEALs Fireteam Bravo was a remarkable game for a number of reasons when it was released. The game delivered a great tactical shooting experience on the PlayStation Portable as well as excellent online play, two accomplishments that, unfortunately, have been elusive on Sony's handheld. On top of that, Fireteam Bravo introduced new features like real-time voice chat and PSP and PlayStation 2 connectivity. The sequel, aptly named Fireteam Bravo 2, contains all of the same features of the first game, along with a brand-new single-player campaign, slightly refined gameplay, and new and enhanced online multiplayer content. The result is a game that isn't quite as initially impressive as its predecessor, but is still easily one of the best all-around shooters available for the PSP. Fireteam Bravo 2 once again puts you in the fatigues of Sandman, an elite US Navy SEAL. The single-player campaign takes place in the fictional country of Adjikistan, where paramilitary forces are up to all kinds of no good, including drug and weapons trading, slave labor, and more. It's up to you and one computer-controlled teammate to sneak and shoot through 14 different missions in the campaign. Each mission requires you to complete a handful of objectives such as securing an enemy official, rescuing hostages, collecting intelligence, and destroying enemy assets. In addition to the primary objectives, there are numerous secondary and bonus objectives that you can complete to earn points, which grant you rewards such as new weapons. This points system provides incentive for you to be thorough and cautious rather than simply rushing through a level blasting everything that moves. The way it works is you earn command equity points for completing nonprimary objectives in each mission. As you rack up the command equity points, you'll have access to some useful bonuses that you can use in the midst of a mission, such as supply drops to replenish your stock of medikits, and air strikes, which can be called in to clear an area of enemies. The counterpart to command equity is local influence. You earn local influence points for safely rescuing civilians during each mission. In exchange for treating the locals well, they'll help you out by giving you black-market weapons and helpful information such as the location of all of the enemies in an area. The local influence and command equity systems work well in Fireteam Bravo 2 because the rewards provided are immediately useful--much more so than the usual unlockable extras that you'll find in other games. Another interesting and useful bonus feature comes in the form of the cross-talk functionality. Since the story in Fireteam Bravo 2 and the recently released Combined Assault on the PlayStation 2 are intertwined, there are missions that occasionally overlap. In these cases, you can complete special cross-talk objectives in one game, and then sync up the data to alter the course of the same mission in the other game. It's a novel concept but it works well, and it's fun to discover the cleverly designed connections between the two games. The basic gameplay in Fireteam Bravo remains the same as its predecessor. You play as the commander of a team of two SEALs. You have to make your way through each level completing objectives, but of course you'll encounter plenty of enemies who will do their best to foil your plans. If you prefer, you can try to be stealthy and sneak past enemies, or you can take a more direct approach and just run in, guns blazing. Even if you try to use stealth, you'll eventually have to resort to using force because of the way the levels and mission objectives are designed. Whether you're sneaking or shooting, the controls are easy to grasp and they work well for the most part. You move around with the analog stick, and when an enemy is within range you can press the R button to lock on to him. Once you have a lock you can start blasting away using the X button, or you can cycle through alternate targets by tapping the L button. When you're locked on to an enemy you'll automatically circle-strafe around him as you move, and he'll stay centered in your view. This control scheme works well because it doesn't require you to fumble with awkward controls or precision aiming. It does take some of the challenge away from the game, but you still have to be careful about how you move and position yourself, because even with the lock-on targeting you won't survive long if you rush into a room full of half a dozen enemies armed with shotguns. You'll also get some backup from your teammate. You can issue commands using the team command menu, which you can access with the circle button. Sometimes you'll need to order a teammate to complete a mission objective, such as sabotaging a piece of equipment, but the standard orders involve actions like "follow," "fire at will," and "hold position." Your teammate is usually pretty good about following orders and generally keeping out of harm's way, but you still have to keep an eye on him, because if he dies, your mission is over. The single-player campaign spans 14 missions, and even though they're all set in a single small country, the terrain and level design is varied and interesting. You'll creep through underground tunnels, huge industrial complexes, windy mountain paths, and secluded villages. The maps are all quite large, but the progression through each level is very linear. You'll start at one point and work your way across a level (and sometimes back), completing objectives as you go. The path through each level is usually very narrow, but at the same time, that focus keeps the action moving rather than requiring you to wander across a huge map in search of something to do or someone to kill. If you do get sidetracked or turned around somehow, there's a handy tactical map that tells you exactly where you need to go, as well as an onscreen compass to guide you along. The frustrating thing about the way the levels are designed is that there are no checkpoints, so if you die you have to start all over from the very beginning of the level. With large levels and multiple objectives it can be extremely frustrating when you die just before finishing your final objective and have to go back through the entire level all over again. Luckily you get enough medikits to usually avoid death. With SOCOM in the title you can expect Fireteam Bravo 2 to have a strong multiplayer component in addition to the single-player game. Fireteam Bravo supports ad hoc and online play for up to 16 players. There are 12 maps and seven different gameplay modes to choose from. Among the new game modes is tug of war, a timed match in which each team fights to capture control points scattered around the map; target, a free-for-all game that has you find and control a target for as long as possible; and intel grab, a team match that works just like capture the flag. The multiplayer is quick to connect and runs smoothly, with minimal lag in most matches. Of course, your mileage will likely vary depending on your connection. Like the previous Fireteam Bravo game, this one supports the PSP headset (sold separately) for real-time voice chat. Other online multiplayer features include friends lists, clan support, and leaderboards. With so many features and a fair amount of content, the multiplayer game in Fireteam Bravo 2 is sure to keep you busy long after you've finished up the single-player campaign. Fireteam Bravo 2 looks much like last year's game, which is both good and bad. The levels are all large and varied, and they all look good, with impressive draw distances that allow you to observe and snipe enemies from afar. The backgrounds and structures also look good, with seamless transitions between expansive outdoor battlefields and close-quarters interior areas such as buildings. And although the maps cover a lot of ground, they take only a few seconds to load before each mission. The character models look good, too, although because there aren't very many of them, you'll end up seeing the same enemies over and over again. The frame rate remains steady as you move through each level, even when you're fighting one or two enemies at a time. But if you're ever fighting three or more enemies the frame rate drops dramatically. It's usually quick to recover, but the slowdown is annoying nonetheless. The sound in Fireteam Bravo 2 is great, with a range of distinct gunfire and explosions that sound loud and forceful even on the PSP. There's also a ton of voice work in the game from civilians, teammates, and enemies. All of the voices sound good, and, more importantly, they don't get annoying or repetitive. The music is all very grandiose and dramatic, with loud orchestrated tracks that triumphantly blast your ears each time you complete an objective. SOCOM U.S. Navy SEALs Fireteam Bravo 2 is a great all-around package for any shooter fan with a PSP. The single-player campaign will take you six or so hours to complete, but you can go back and replay cleared missions with different objectives and try to earn more points. The online multiplayer works well, is full of features, and has plenty of varied maps and game modes to keep you playing. Add it all together, and it's apparent that Fireteam Bravo 2 goes a long way to close the gap between console and handheld games, which is impressive in and of itself--but it also happens to be a really fun game. Source Credits: IGNGameSpotPlayStationZipper Interactive- pspplaya2005
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Message Edited by GoHerd35 on 12-26-2006 05:02 PM
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