Call of Duty: Roads to Victory - The PSP FPS!
by Team Respawn · ~3 min read
The video treats Call of Duty: Roads to Victory as a curiosity: a World War II–era CoD built for the PSP when the brand was still strongly associated with WWII, months before the franchise’s modern pivot with Call of Duty 4. The tone is part hands-on demo, part hardware commentary—focusing on how one analog stick and face-button aiming shape the experience, with auto-aim doing a lot of work.
PSP controls and limitations
- Movement: left analog stick.
- Look / aim: face buttons (△ ○ × □), not a second stick—described as awkward but a creative way to ship CoD on the hardware.
- D-pad: Right — cycle weapons; Left — reload (even with a full magazine possible); Down — crouch; Up — grenades (confirmed mid-play).
- Left shoulder: aim down sights (PSP has one set of bumpers, no triggers).
- No sprint.
- Auto-aim is called out repeatedly as making the setup playable despite the control scheme; looking with face buttons stays difficult even with assists.
Release and place in the series
- Released March 2007 — only a few months before CoD 4 (fall 2007); framed as the first and only PSP installment in this style.
- Described as a spinoff of Call of Duty 3.
- Compared to PS Vita’s Black Ops Declassified (dismissed as poor) and to DS CoD ports that Andy plans to look at later.
- Mentions Black Ops Declassified sometimes bundled a download voucher for this title (Andy is unsure of details).
Structure and modes
- Three separate campaigns (stated explicitly).
- No multiplayer option noticed in the menu.
- Explosive barrels can be shot for effect.
Playthrough beats (reference moments)
- Early segment: defensive shooting against waves that feel like they spawn in front of the player—more about tolerating the loop than deep tactics.
- Machine gun nest / mounted weapon sequence (door blown open to progress).
- Sniper segment with Springfield; holding breath / lining up a shot discussed; spotting targets and allied artillery call based on coordinates (radio / “call out coordinates” style objective).
- Mission wrap: celebration / planes, medal awarded—used as a clean endpoint for the session.
Weapons and feel
- Andy sticks to Thompson over MP40 for preference.
- Overall verdict in the video: not the best or worst CoD; harder than it looks in places; workable thanks to aim assist and pacing.
Platform / ecosystem asides (from commentary)
- PSP had no trophy support; tangent on first-party PSP library vs PS Vita (e.g. Killzone Mercenary vs Killzone Liberation; God of War PSP pair; Gran Turismo PSP; LittleBigPlanet PSP; Resistance spin-off; GTA Chinatown Wars)—contrasted with Switch-era “full” portable ports.
- Footage captured via Steam Deck (emulation / playback setup for the video).
About the Author
Team Respawn creates guides, walkthroughs, and strategy content for RTS games like Halo Wars 2, Age of Empires, and Age of Mythology.