I cant say that XSquad was overpromised, but it certainly was underdelivered. The concept: Lead a crack team of counterterrorist operatives on their deadliest mission yet. The reality: Keep them from shooting each other and the walls while flipping switches. Seriously, though, XSquad is the first squadbased game on PS2, but its AI is so bad that it really becomes a basic thirdperson action title with only some nice effects and a huge weapons cache to show for it. The missions are uninspired, the levels equally so, and its looks are as generic as can be. The only real standout is the lead characters control, which feels great and uses the Dual Shock 2 nicely. But thats about it.
With the combined forces of EA and Square behind its development in Japan, you wouldnt expect XSquad to be a runofthemill action game, and, at least in concept, it isnt. Theres been plenty of squadbased titles released on the PC and PS one alike, but none have really tried to fuse the calculated tactics of Rainbow Six with the gunsblazing action of Syphon Filter.
Thats what XSquad attempts, but for a number of reasons falls short of its goal. The first and foremost reason is its squad AI or, more accurately, its almost the entire lack thereof. In theory, the game has players controlling a team of three crack commandos on a hostage rescue mission. In practice these squad mates might as well be blindfolded and earmuffed and have failed a gun safety course. Several options are available for issuing orders to them from recon to allout attack. But all lead to the same outcome almost every time running into walls or each other and shooting in random directions. Unfortunately, even when stripped of its meager squadbased elements, the game still manages to come up short.
Despite some mild relief located a few levels in, the games missions are all painfully similar. The gist: Run through countless samelooking corridors, press buttons to open doors in corridors passed earlier and shoot cookiecutter enemies.Or, get shot by these same enemies, which evan at the games basic difficulty setting, have the eagleeye shooting skills of lifelong NRA members. As for the endoflevel boss encounters, they range from laughably easy to hideously frustrating. One particular multiboss battle, later in the game, had me ready to turn the game off and never play again until I discovered that sheer luck was the only way to progress. Back to the levels themselves. Not only is their overall design and architecture nothing to write home about, texture quality and variety is dull as a doornail.
Thankfully, there are some elements of the games visuals that look at home on the mighty PS2, but certainly dont push it to any extent. Specifically, the motioncaptured animations displayed by the lead character are quite lifelike, and there are some nice particle effects (such as waterfalls and steam jets) put to use every once in a while. The wide selection of weapons and gadgets afforded to the player is also impressive, until one realizes that the dozens of guns (many of which are very similar) are just a poor attempt at making up for XSquads overall game play inadequacies.
You want to know the one truly good thing about XSquad? The control of its main character, Ash. The ease with which he can be made to shoot around corners, strafe and roll out of the line of fire is great and really makes good use of the full range of the Dual Shock 2s capabilities. Yet as good as this element may be, it doesnt make up for the games otherwise poor design.
All told, XSquad is one of those games that started off with a great concept but was underdelivered on all counts. Players who absolutely must have a thirdperson action game on PS2 will find it utterly mediocre, and everyone else would be best served to wait (perhaps until the inevitable announcement of Syphon Filter 3?). Theres nothing here that anyone hasnt played before, and played better. Just like its squad AI, none of this games components are that good or ever manage to really work together.