The follow-up to last year's SOCOM: U.S. Navy SEALs Fireteam Bravo, puts players right into the midst of the war on terrorism. But this time, they can take an ally with them into hostile territory and complete tasks over the 14-mission course.

Before the start of each mission, players are introduced to the objectives at hand and can then make their crew, character and weapon selections. From there, they're dropped right into the midst of trouble, with passing points marked clearly both in the real-time area and on a compass-like map system displayed in the lower right corner of the screen. But Fireteam Bravo 2 has more going for it than one might think. For example, the player can actually complete whatever missions they choose instead of just being assigned a certain area and being shipped off into battle. While they can't leave this area until all of the objectives are completed, that doesn't necessarily mean that the mission's over. A new resistance could rise up from the ashes, such as bitter allies of the people that were killed in the first run. This encourages multiple visits to the same area, just to see how things have changed.

When playing, there's some smarts needed with the shooting action. Players have to maintain cover during their attacks against the insurgents or run the risk of having their energy eaten away by bullet hits. The AI is a lot smarter this time around, ducking for cover and firing immediately upon the sight of SEALs. However the player isn't working alone, they have a "point man" that accompanies them on the mission that can be given a series of commands by hitting the circle button and then choosing from a sub-menu with the D-pad. These second-in-commands can also clear doors and take out ambushes if the firefights get a little too heated.

The gameplay is razor sharp. Players can maneuver around with the help of the analog stick and the L button, which allows for strafing. The R button allows for efficient locking-on of enemies, which will come in handy when players are on the move. The command system is very easy to follow, although players can turn on interactive tips on the first level if they need a refresher on how things work. Different guns can be picked up over the course of the game, from the typical (AK-47, sniper rifle) to the not so obvious (crossbow). Overall, this is a distinguished style of play that surprisingly fits the PSP's scheme -- something that's not exactly easy to pull off.

Patience is a key factor in this game. Someone could easily jump in with a run-and-gun style and say that they're kicking ass, but there are real tactics to consider. The run-and -gun approach will result in wasting ammunition and energy and a reload leaves a soldier wide-open to attack. Therefore, a slow and steady approach should be used. Furthermore, if the player simply fires upon everyone without thinking, they can take out a lot of innocent locals, resulting in them getting angry and not supporting your soldier in any way.

Support is vital in this game. Over the course of each mission, players can earn Command Equity points. With these points, access to new weapons and helpful tools can be gained, including satellite intelligence that helps give the locations of enemy sources, air supply drops that provide new weapons and tools, and much more. The Equity system motivates aplenty, giving players reason to earn more points and become more of an elite soldier.