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.
Ocropus windows installer. And now, along with the release of SOCOM: Combined Assault on the PlayStation 2, we have the follow-up to FTB with. 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.
Socom Fireteam Bravo 2
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.
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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.
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