Unlike past games,
SOCOM: U.S. Navy SEALs Tactical Strike is a tactical action game rather than a 3rd-person, squad-based shooter. The easiest parallel is
Full Spectrum Warrior since both share similar mechanics. At the same time,
Tactical Strike could be considered a more "arcade" version of that game; the interface and "tactics" are streamlined, placing more emphasis on action than
Full Spectrum's military simulation.
The story behind Tactical Strike is a bit confusing and not that compelling. The general setup -- which involves a group of insurgents kidnapping a Panamanian ambassador -- is good, though it isn't told very well. Most of the narrative is told though exchanges between mission ops and your team of SEALs, making it really hard to follow at times. In truth, I ended up completely ignoring it about four missions in and it didn't hurt the experience one bit. The only major downside is that you never get a feel, or any real attachment, to your team. Yes, its all about gameplay, but if you look at games like Ghost Recon or even Republic Commando, the player/ team attachment made the experience even better. You weren't putting polygonal mass in harm's way, but a polygonal mass that felt like a part of the team. But, enough with the philosophy.
Tactical Strike is a fairly straightforward experience. The main campaign follows your group of SEALs through short missions that eventually make up a much larger mission. Each mission comes with a short briefing and usually involves a number of primary and secondary missions. Primary missions must be completed before your squad can be extracted, leaving secondary missions as something else to do - adding to the game's replay value. A set of Instant Action missions also give you something additional to do after completing the Campaign.
Online gameplay has long been the franchise's most popular element, so it shouldn't be that much of a surprise that Tactical Strike features a rather robust online mode. Up to four players can play through a number of matches, including team-based deathmatches and objective-based scenarios. Each player controls their own team, though tactics didn't play that big of a role in most matches I played. In most cases, players would just group up their team and have a big firefight in the middle of the map. Tactics didn't come into play until a team had been whittled down, at which point it really just became a cat and mouse game. It's nothing that can be laid at the feet of the developers, though it is still noteworthy. It is also advisable that you pick up a headset if you plan on playing online. Being able to talk to your ally is invaluable.