Panning Beachhead 2002 is about as challenging and stimulating as shooting fish in a barrel (or actually playing the game), so we’ll get the bad news out of the way first: Beachhead 2002 is every bit as boring, repetitive, and inane as its prequel, Beachhead 2000...
In the spirit of the maxim “If you don’t have something nice to say, don’t say anything at all,” we’ll instead focus on some of the little enjoyments, the perverse thrills we wrung from this game.
The first is a no-brainer: Shoot an enemy personnel carrier before the troops debark, and watch burning bodies fly through the air or run in mad circles around the beach. That’s good for at least a few chuckles.
Banal as the game may be, it adheres to the time-honored military tradition known as the snafu (situation normal all “fouled” up).
What could possibly go wrong when you’re alone in a bunker with your trusty guns? Why, equipment failure, of course: Sometimes for no apparent reason, your gun (actually its swivel mount) acquires a mind of its own and spins uncontrollably in whatever direction you nudge the mouse, in what appears to be a snafu with the mouse-sensitivity setting, though adjusting it didn’t prevent the gun from going loopy.
Yet more gratuitous realism comes in the new nighttime levels; good thing you’ve got an endless supply of flares, because that last target is mighty well hidden, and your standard-issue, night-vision goggles are about as useful as those X-ray specs you ordered from the back of an old Archie comic.
Point-and-shoot is great for a disposable camera, but even an arcade game needs at least a little more variety than that to hold our interest.
Coucouvanis, Niko. (October 2002). Beachhead 2002. MacAddict. (pg. 54).