Slant Six Games discusses bringing four-player co-operative play and more to Fireteam Bravo 3 on PSP
Fireteam Bravo 3 is the third SOCOM game on PSP, what do you think it is that has made the series so successful?
For me, key elements that stand out are the compelling and contemporary nature of the subject matter and the team focus. Leading a group of SEALs just adds a depth, a variation in approach and challenge not seen in competing titles. Add to this multiplayer which the series is known for and the care that we put into delivering the experience to the player.
To date we have shipped over one million units of each of the previous Fireteam Bravo titles.
What new experiences does Fireteam Bravo 3 bring to PSP players?
Players are extremely excited about the four-player co-operative online play [both Ad Hoc and Infrastructure modes], the ability to experience a mission with friends. Working together towards the same objective is really compelling and we have put a lot of work into getting it right.
We have also increased the single player Fireteam size to four, a first for the FTB series allowing the full four-man team tactics enjoyed by SOCOM players on their home consoles.
Team focus is also reflected in the story, which follows the SEALs on a mission to locate and interrogate an ex-KGB operative; we are incorporating a lot of exciting new technology into the presentation which we will be showing in the coming months.
In-game, we have enhanced the player's ability to use cover easily and added regenerative health [the ability for your character to recover] for the campaign. Rest assured, the classic SOCOM health system has been retained for multiplayer.
These are just a few of the long list of new features... so stay tuned.
Can you explain a little about how co-operative play will work in the final game?
We support two to four player co-op in both Ad Hoc Mode and Infrastructure Mode. The players will be able to play the full campaign, complete with all cinematic content in co-op mode. For games with less than four players, AI seals are added to keep the Fireteam intact. Players can also unlock user custom missions in co-op for shorter, highly intense game experiences.
How has co-op play changed the dynamics of portable gaming and ultimately influenced SOCOM?
Co-op is really a natural progression for the series, plus it also leverages the portable/connected nature of the PSP platform. Working with your team is what SOCOM is all about, and an all-human team is the ultimate expression of that goal.
Communication for co-op play between players is key, how are you planning on doing this for Fireteam Bravo 3?
We support voice chat for play in both co-op and player-versus-player multiplayer in Infrastructure Mode.
Obviously, co-operative play is the backbone of Fireteam Bravo 3; was this something you set out to achieve from the very beginning of the development cycle?
Yes, co-op was one of the initial core goals for Fireteam Bravo 3.
Is it a challenge to bring the kind of experience SOCOM fans have on PS3 to PSP?
Fireteam Bravo 3 essentially provides a console experience on a handheld. This is not without its challenges but PSP greatly rewards developers that design and create technology specifically tailored to the platform. You just have to respect the medium.
How many different weapons can players unlock and wield over the course of the campaign?
There are nearly 70 weapons, attachments and other equipment such as grenades available in FTB3.
Is Fireteam Bravo 3 a tactical based shooter, or can players approach it using a more gung-ho method depending on their style of play?
FTB3 supports many styles of gameplay. A player can tailor his load-out and use his team to support his preferred method of play and the mission he is given.
Beyond gung-ho, which Fireteam Bravo certainly supports, there are endless variations in load-out and approach that can be played. A player can if they wish run in with guns blazing or attempt to stealth throughout the entire level, they can pick off opponents with a sniper rifle or any combination of tactics and they can devise.
The SEAL team and opponents are specifically designed support this variation in play. For example a player can use their team to scout forward, take out specific targets, create a crossfire or hang back and snipe on command... to mention just a few.
How many missions are there available to the player in the campaign mode?
There are eight campaign levels plus a tutorial level. Each level is also available for custom missions once unlocked.
Can you talk us through some of the multiplayer modes and how they work?
FTB3 supports 2-16 player competitive play in both Ad Hoc and Infrastructure Mode. The feature set is extensive and we will be releasing more information in the coming months.
And what about the custom missions that players can fight through when they finish the campaign, as well as the changes they can make?
The custom missions are shorter, objective-based missions. The player can choose from a list of primary objectives and other modifiers such as enemy difficulty and density.