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The ever-popular first-person shooter genre is far from stagnant, as releases like Valve's online co-operative title, Left 4 Dead, so clearly prove.
Secret Service is a functioning product, as long as you're talking about the Xbox 360 or PC versions. A preposterous setup delivered mostly through lifeless cut scenes that poorly ape Call of Duty 4's style. The physics built into enemies can be fun to watch, but otherwise it's all pretty bland relative to other contemporary shooters. The same kind of run and gun action you've grown accustomed to over the years mixed in with a few awkwardly implemented elements from more popular recent entries in the genre. The overall model of the gun is made after the 3rd Gen Glock 17, however it is shown without the under-barrel rail. The standard carbine used by Secret Service and enemy troopers, based on the AR-15 platform.
Sometimes, the player's character will pull the charging handle instead of hitting the bolt-catch release button. The R700P is used by USSS Agent Pierce in the levels "Inaugural Assault", and "Last Stand". The Mossberg 590 Compact Cruiser is featured in the game as one of the two pump-action shotguns. The M26 Taser is used during the part when the player has to face some USSS Agents with questionable loyalties. Yet along with titles big and small that remind us there's so much more to the genre than barreling down a corridor spraying bullets, there are just as many that do nothing interesting or novel.

You can successfully run through corridors and open spaces and participate in by-the-numbers firefights with mildly intelligent enemies.
You can listen to cell phone messages and play a hacking mini-game from the main menu, but they're not all that interesting. The weapon's model is directly from the developer's previous game Soldier of Fortune: Payback, with the foregrip and incorrect 7-shot capacity. It should be noted that the screw placement on the receiver is completely wrong for the 870 series. Instead of firing two small dart-like electrodes, the in-game M26 fires hi-speed darts (that are not connected to the main unit). Considering the genre and how far it's advanced since the days of Wolfenstein 3D, Cauldron's effort in no way deserves to be remembered, save for the fact that it came out right around the time the American populace voted Barack Obama into the country's highest office. 12-rounded magazines do not exist for the Glock 17 in real life, only for the sub-compact Glock 26, however those magazines cannot be used with the full-sized Glock 17. The in-game Remington 700 is clearly the "P" variant, but it is shown with a 5-round detachable box magazine, like the R700 Export. The only difference is the weapon's name; in SoFP it was "CAWS-90", in this game it is called "CAWS-50".
Considering it's got a narrative enveloping a potential assassination, a vice-president with a distinctly Cheney-like appearance, and threats from a militant foreign power, perhaps Activision thought it the best window to publish. As it turns out, the release represents pretty bad taste, particularly because the game does not attempt to resolve or present its issues or themes in any sort of elegant manner.
Instead it's very much a crude, bumbling mess of a conspiracy plot on a level of ridiculous that occasionally exceeds even the preposterous exploits of Jack Bauer.

If you're anything like us and the thought of executing American agents makes you uncomfortable, don't worry, the game forces you to reload for a checkpoint if you shoot to kill rather than use a stun gun.
The PC and Xbox 360 versions look decent for a budget priced game and, at least on the Xbox 360, run fairly smoothly. With the PC version and the settings cranked, our system (Core 2 Quad 2.4 GHz CPU, GeForce 8800 GTX 768 MB, 2 GB RAM, Vista 32) was running into some fairly serious chop in a few of the stages, which is mystifying considering how little was going on in the game.
The framerate is poor, even with sensitivity sliders we couldn't find a comfortable control setting, and it looks like somebody forgot to add in textures in spots. Throughout the course of the game you'll engage in sniping challenges, a helicopter shooting sequence (like CoD4), and plenty of monster closet-type scenarios where as soon as you enter a large space you can expect enemies to jump out from behind doors and pillars. In many cases you're forced to repeat the exact same challenge several times (a White House balcony defense comes to mind), and in no case will you be anything but mildly entertained.
Foes do, however, just as often exhibit predictable hide and peek routines or just stand in pre-determined spots, making engaging them in battle more of an exercise in routine than something thrilling or dynamic.
In this case, you're switching around tiles of circuitry instead of pipes, and though the boards increase in complexity, there's not much to them. Instead, it feels more like the developer looked at Infinity Ward's work and sloppily imported bits and pieces, including the narrative presentation. Also, as a general rule, horribly annoying intruder alarms do not increase the sense of tension during a firefight.

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