Winback 2: Project Poseidon review

An over-the-top action sequence introduces you to the three playable characters of Winback 2: Project Poseidon, but the gameplay in this third-person shooter is much more traditional. What immediately distinguishes it from the rest of the crowd is its compelling use of alternating viewpoints, but some fumbling with the basics limits its potential.

Two officers take on each explosive situation simultaneously, though you'll play each in turn - meaning, you'll go through each level first as one character, then as the other. How you handle the first usually alters the environment in some way for the second. Take too long to perform an objective, and your alter ego could be left high and dry for too long to survive.

Moreover, because you also share health points, the surprisingly short length of each mission actually keeps your frustration from building as you learn enemy placement. The level designs run an uninspired gamut from an overly simplistic subway train to a needlessly mazelike enemy base, but at least they all exploit the teamwork element to varying degrees.

Lining up shots is pretty important, for better or worse; putting a round through a terrorist's skull takes him out of play, but drilling a hole in his gun arm will make him drop valuable ammo. Aiming from behind the edge of a wall, then popping out for the headshot lets you make the most of this system, although it's useless in the generic offline multiplayer modes. The timed grading system offers some replayability, but bleeds some fun from the tactical elements.