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Perfect Stu
07-28-2002, 01:10 PM
An Opening from Stu:

At E3 2001, Sony annoucned an online 3rd person shooter called SOCOM US Navy Seals. The game is being developed by Zipper Interactive, known for such previous projects as Crimson Skies, Mech Warrior 3, and Recoil, all for the PC. They will now be heading full stream into the online world of 3rd person shooters, with the production of SOCOM US Navy Seals, which will be released on August 27th, the same day as the Network Adapter. It is being considered one of Sony's flagship online titles for this year.

This game will be both an online and offline strategic 3rd person shooter, as the player will be taking the roll as a US Navy Seal, and will partake in several different covert missions in locations around the world. In the offline mode, the player will be teamed up with 3 other computer-controlled teammates whom which they can communicate with by speaking pre-set phrases into the headphone/microphone headset which will come bundled with the game. When playing online, you are teamed up with a number other online players, to whom you can communicate with via the headset as well.

SOCOM will release, as stated earlier, on August 27th at the price of $59.99.

Impressions

Online Play
As a single-player game, users set up in teams of four, and are given the ability to use the headset (or to simply use the game interface, sans the headset, if they like) to direct teammates by simple verb/object commands. For those who want, a USB keyboard is also compatible for conversing, but not as a substitute for the Dual Shock, which, along with the VRH, is the primary peripheral for the game. For online play, gamers should have it easy: Slip in the disc, watch the game start up, click on online play and select your team in a lobby menu to get started.

SCEA is housing servers in San Diego, which can contain as many as 1,000 SOCOM players simultaneously, and the company plans to add more servers should they need them. The game, however, only permits as many as 16 online players from any part of the world to play simultaneously. SCEA has said that there will be no extra or hidden charges to play SOCOM, other than the cost of the game ($59.99), and the standard charges for an online connection, which users with online connections already should be paying for on a monthly to their standard carriers. SOCOM supports only DSL and cable connections, meaning that the game only supports broadband connections, and will not be useable with narrowband connections. SOCOM does not support LAN setups.

Zipper has set up several classifications of play for online users (demolition, extraction, and elimination). When players finally select their teammates and begin the game, the game plays like any squad based online title, encouraging players to watch each other's backs, stay in groups, and to communicate their locations and situations often.

While SOCOM tries to balance stealth and run-and-gun styles of play, it's important to note that this game is not Medal of Honor or Goldeneye. Players will be shot dead after taking two to four shots, and so they're encouraged to use shadow, foliage, and cover often, and to stick with their teammates to stay alive. It's important to note SOCOM is loosely modeled on other online multiplayer games such as Tribes 2, Team Fortress, and Counter Strike, so that it feels and plays like an online game.

After dying in a multiplayer match, players are permitted to use a piggyback cam to watch the game from their teammates' perspective. When that particular match is over, players can once again take part in the next game, and in the beginning levels, players can actually select where they want to re-spawn (within reason). After a match, players can see their statistics, including kills, shots taken, shots connected, and various others. Players can also see their progress thanks to ladder system support, the stats of which are located on SCEA's servers.

Voice-Recognition Headset
The voice-recognition headset comes bundled with SOCOM, so if you own the game, you own a headset. The set is ultra light and adjustable, fitting asymmetrically over the head, with one earpiece on the right, and a small, adjustable mike jutting toward the mouth. Gamers don't have to use the headset and they can play using the Dual Shock, but it's far more fun to make use of it, as it broadens the experience notably.

The SOCOM headset is a licensed VRS, made by the L&H Company, and it recognizes from 70-100 commands, plus combinations of words. It's constructed to work in a very streamlined and simple fashion. Using a verb/object command system, and to communicate with your immediate teammates, players use basic words, such as "deploy," "breach, frag and clear," and other very direct words to take action.

The VRS interface appears on the left-hand side of the screen, and like a computer menu, it shows hierarchical branches to provide simple or more complex commands. Teammates can be directed by using the reticule in conjunction with voice commands. By pointing your gun to a location and using commands, the players direct teammates to attack a specific spot, guard a location, monitor a region, or defend or patrol.

There is no voice recognition training in SOCOM. The system has a 95% accuracy rating, as long as don't slur your words like a drunken sailor, but it does pick up background noise, so it's probably not wise to have, oh, say, Public Enemy playing loudly in your living room, or you might find your teammates acting weirdly.

continued in next post...

Perfect Stu
07-28-2002, 01:25 PM
Impressions, continued...

Gameplay
Blending militaristic stealth with run-and-gun gameplay, Zipper's third-person perspective game aims to be one of the most authentic games of its kind. With full backing from the US Navy Seals, from the admirals all the way down the line, SOCOM's selectable characters, like the Seals themselves, do not specialize in particular areas, but they rather cross-train in many areas. Seals do everything, training in explosives, sniping, technical work, intelligence, combat, and they work in small, deadly teams.

Unlike other games, here, there's a buddy system, and the main objective is to keep your teammates alive and with you. A dialog box appears on screen to convey messages between you and the team. You can mistakenly kill your teammates, and up to two can die, but after if any more die, the mission is a failure. In the mission I played, one teammate is a Russian, and he's kind of like the central communication member, so if he dies, the dialog box will disappear from the screen. Not good.

The first scenario I played placed the SOCOM team on a Russian cargo ship, in which one of the team's missions was to infiltrate the main compartments without detection. In the cover of night, I commanded my mates to stay under cover as I snooped around and quietly sniped off stationed guards along upper and lower locations, without notifying the other guards of their deaths. Only, this didn't work out perfectly the first time, and so I had to engage in straight-up combat, and I died pretty quickly.

Enemy AI acts intelligently, following the same basic military tactics you and your team follow. So, if you alert the enemy, they attack slowly, staying under cover, attacking in squads, using short, and using targeted bursts of gunfire. There are five levels of AI awareness, including direction awareness, specific awareness, and others. So, if you kill an enemy and his buddy walks by and sees the dead body, he'll take notice and act accordingly. Luckily, you can drag dead bodies into the foliage or behind crates. Enemies communicate with one another, so it's crucial to stay low and out of the open. Enemies react to obvious actions, such as breaking windows, but they also react to more subtle things, including footprints, corpses, and blood. Again, you may fail to remain undetected, the game gives you the chance to succeed, but you'll need to be a good shot and command your team to help you. Key elements in your missions to stay under cover, knock out lights and windows, and to lean around corners (oh, and yes, you can lean around corners).

Starting off, your squad is each given two weapons (one single-hand and one two-handed weapon), of which there are 36 total. To gain access to different weapons, kill an enemy to grab his. Players have use of submachine guns, handguns, sniper rifles, M16s, and other weapons. The game also offers satchels, smoke weapons, claymores, and all of them are weapons US Navy Seals would use in real life.

Visuals
The world of SOCOM is an interesting one, because it takes place offline and online, making texture work and things like lighting and camera work more challenging. The game is filled with sophisticated lighting techniques, detailed textures, motion captured work, and solid CG work.

Zipper aims to be very realistic with SOCOM, and has prepared the game with a phenomenal amount of authentic detail. Soldiers faces, their weapons, and their clothing have all been scanned in and texture mapped. Using Sony's motion capture studio in Foster City, Zipper has captured soldiers in numerous positions, such as walking, running, rolling, ducking, crawling, aiming, and many others.

The level of detail should be excellent in the final version, with small incidental items, such as belt loops, belt buckles and canteens have been paid attention to. Zipper claims there is three times the amount of typical textures in SOCOM than in the average game of this kind. The Seal camouflage outfits are also totally authentic, realistic and accurate.

The art and design team has constructed the game with full screen anti-aliasing and a texture-paging system that enables many kinds of textures to be used, but efficiently without causing slowdown or glitching. What's normally called LOD, or Level of Detail, Zipper calls DLD, dynamic level of detail. What it means is that, simplistically, the level of detail that's required is called up when needed. So, the engine is calling up every last little for an enemy that's on the other side of the screen, but if you use a sniper rifle to zoom in on him, the detail will appear.

Zipper plans to lock the framerate to 30 fps, in single player and in multiplayer modes, and the versions we played generally stayed in the 30 fps area, give or take.

All in all, SOCOM should challenge hardcore online and entice regular console gamers with a whole new third-person shooter, which at this point in the game, looks like a huge undertaking that should be well worth the effort. Zipper has done an excellent job with the visuals and the gameplay looks to engage gamers in a stealthy, authentic military set of missions, online with up to 15 other players, or in a single mission against the computer. SOCOM should be a breakthrough game for SCEA and its online campaign, and we're hoping the game reaches Zipper's high goals in the end.

-From IGN

I, myself am very excited about SOCOM. The controls sound like they will be tight, the visuals pretty, and most importantly, the gameplay seems to be very sim-driven and fun at the same time. Hiding behind tall grass, trees, and other parts of the environment sounds like a blast. I can't wait to see some of you online at the end of August.

Screenshots

http://image.com.com/gamespot/images/2002/playstation2/socom/socom_screen002.jpg
http://image.com.com/gamespot/images/2002/playstation2/socom/socom_screen007.jpg
http://image.com.com/gamespot/images/2002/playstation2/socom/socom_screen012.jpg
http://image.com.com/gamespot/images/2002/playstation2/socom/socom_screen011.jpg
http://image.com.com/gamespot/images/2002/playstation2/socom/socom_screen019.jpg
http://image.com.com/gamespot/images/2002/playstation2/socom/socom_screen021.jpg
http://image.com.com/gamespot/images/2002/playstation2/socom/socom_screen023.jpg
http://image.com.com/gamespot/images/2002/e32002/playstation2/socom/socom_screen003.jpg
http://image.com.com/gamespot/images/screenshots/e3_2001/vg/socom/socom_screen003.jpg

Jonbo298
07-28-2002, 01:37 PM
Keep up the good work! Considering I don't own a PS2. I'll just say this, Socom sounds good. But I personally wouldn't buy it. Just my opinion.

Joeiss
07-28-2002, 02:53 PM
Nice preview. SOCOM sounds amazing, I will be seeing you all online on August 27th. :) Oh, and I will be kicking all of your arses too! ;)

BlueFire
07-28-2002, 02:54 PM
Nice job, Stu. :cool:

gekko
08-01-2002, 03:05 PM
I think I just came in my pants :-o

Too bad they made a stupid-ass move and released in alongside Monkey Ball 2. Now it's gonna have to share time. BAD SONY! Should release it next week instead :cool:

Jonbo298
08-01-2002, 03:42 PM
Originally posted by gekko
I think I just came in my pants :-o


:wtf:

Originally posted by gekko
Too bad they made a stupid-ass move and released in alongside Monkey Ball 2. Now it's gonna have to share time. BAD SONY! Should release it next week instead :cool:

Yeah, bad move to release it alongside Monkey's in Balls. But I think people also forgot about SMS being released the same day(close enough, I think) as the Network Adapter too. I'm surprised no one has said anything.

gekko
08-01-2002, 04:54 PM
That way Sony's plan. Keep the attention away from Mario.

But since I already beat it, it's down to 2 games on that day.

Joeiss
08-01-2002, 05:46 PM
Originally posted by gekko
That way Sony's plan. Keep the attention away from Mario.

But since I already beat it, it's down to 2 games on that day.

You might as well play Monkey Ball, or SOCOM offline because I am just going to woop you online.



:D





Oh wait, I am being serious. Cancel that smilie.

gekko
08-01-2002, 05:57 PM
You? Beat me? Heheheheheheheheheehehehehehehehehehehe.

How is online play gonna work anyway? Team battles? All co-op? LMS?

Perfect Stu
08-01-2002, 06:00 PM
Originally posted by gekko
You? Beat me? Heheheheheheheheheehehehehehehehehehehe.

How is online play gonna work anyway? Team battles? All co-op? LMS?

Team Battles...

gekko
08-01-2002, 06:04 PM
How many deaths do you get?

edito: nm.

Joeiss
08-01-2002, 06:04 PM
Originally posted by gekko
You? Beat me? Heheheheheheheheheehehehehehehehehehehe.

How is online play gonna work anyway? Team battles? All co-op? LMS?

Like Stu said, team battles. Maximum is 8 against 8.

And watch me suck like ass... lol.

bobcat
08-01-2002, 06:08 PM
Looks sik.

gekko
08-01-2002, 06:10 PM
Originally posted by Joeiss
And watch me suck like ass... lol.

I'm planning on it :)

Joeiss
08-01-2002, 09:05 PM
Originally posted by gekko


I'm planning on it :)

Ohh..... Just wait my friend... Just wait. I think I will be playing this game like a crack addict smokes his crack...


... That is very often for you non-crack smokers. (I assume that is everybody here, including I).

Perfect Stu
08-02-2002, 10:55 AM
Do I smell a GameTavern alliance? We should gather as many people as possible for an 8 man team...

Who's in?

gekko
08-02-2002, 01:51 PM
gekko is.

Perfect Stu
08-02-2002, 02:25 PM
Originally posted by gekko
gekko is.

sweet.


stu
gekko
joeiss


who else?

Joeiss
08-02-2002, 04:29 PM
Count me in ... I have a funny feeling that I will be playing this game alot... And I mean ALOT.