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Joeiss
05-13-2003, 04:24 PM
http://ps2media.ign.com/ps2/image/socom2_051203_11.jpg

http://ps2media.ign.com/ps2/image/socom2_051203_06.jpg

http://ps2media.ign.com/ps2/image/socom2_051203_02.jpg

http://ps2media.ign.com/ps2/image/socom2_051203_01.jpg

http://ps2media.ign.com/ps2/image/socom2_051203_09.jpg

Bad Religion
05-13-2003, 04:27 PM
i can't f'in wait for this game!

Perfect Stu
05-13-2003, 05:15 PM
WOW

Simply put, that looks a HELL of a lot better than the first SOCOM game. I can't wait :)

Joeiss
05-13-2003, 05:18 PM
Imagine if you could go into all of those houses in the first pic? That would be one hell of a trap that could be set up.. lol.

Bad Religion
05-13-2003, 09:05 PM
I just got home, I had viewed this thread from work earlier and only one screenshot came up (I wasn't going to call tech support because I was having some problems with GT ;) ), and anyway now that I see these shots, I think this game just shot up to most wanted console game... I'm really pickin my jaw up off the floor now... did you see the rocket launcher thing on the SEAL's back? :eek:

Joeiss
05-13-2003, 09:22 PM
Shotguns, rocket launchers.... Those stationed big assed guns... Oh ya, this game will have it all.

Perfect Stu
05-15-2003, 03:58 PM
Multiplayer is also a huge focus for SOCOM II, and Zipper seems very dedicated to improving upon some of the issues found in the original game. The biggest deal here is that SOCOM II will feature some pretty hefty cheat protection, but there are also quite a lot of gameplay and interface improvements that should please fans of the original. The original three gametypes from SOCOM return, as do graphically improved versions of all of the original game's multiplayer maps. These will be joined by 12 new multiplayer maps and two new gametypes. VIP escort works similarly to the hostage missions in the original game, but here the SEAL team starts out with three AI-controlled VIPs who must be protected and extracted before the terrorist team can take them out. Breach sets up one team as base defense and other as an offensive team. The offense will use high explosives to get into the enemy's base, while the defending team must prevent their base from being overrun. Explosives can also be used to block certain routes, either by filling areas with rubble or destroying bridges.

The control in the game has been improved. Many SOCOM players found themselves accidentally pushing in L3, which would have the annoying effect of switching you from full-auto to single shot fire--definitely not something you want to have happen in the middle of a fire fight. Now, there is a short delay on the rate of fire change, so you'll have to push L3 for a half-second or so before it will have any effect. The stance change control has also been changed. It's now handled in an analog fashion. Tapping the button will move you from standing to crouching, while pressing the button all the way down when standing will let you dive down to a prone position.

On the interface side, large enhancements have been made to the multiplayer front-end and reward system. You'll now be able to use voice chat in game lobbies, instead of just text. Support for clans have been bumped up quite a bit, and SOCOM II will keep track of clan rankings, allow for clan challenges, and have an option for clan-only practice matches. A friends list and an ignore list will let you keep track of other players, and rankings have been expanded a lot. The game now has a system called medals of merit, which are post-match awards that, in turn, sound like they'll lead to the unlocking of new player models and skins. All of the game's statistics will be viewable from any web browser, as well as in the game itself. When using voice chat, the name of the player currently speaking will appear on-screen, making it easier to figure out who needs what. A new compression setting is being used for voice in the game, which should make the voice chat sound a lot better. Along with the 16 players in a game, you'll also be able to allow up to eight spectators to watch your online matches. Player and spectator modes can be separately passworded, meaning you can let people watch your clan matches, or only allow certain players to watch. Finally, you'll also be able to use a USB keyboard to use text chat inside of matches.

Along with the complete list of weapons from the original SOCOM, 16 new weapons will be added to the game. There will also be two new weapon classes: shotguns and rocket launchers. Weapons like the RPG-7 behave realistically in that they're only effective at longer ranges--the rocket doesn't arm immediately, meaning if you use it at close range, the rocket will just bounce off of whatever it hits without exploding. Players will also be able to call in air strikes, using other players as spotters to figure out when and where to pound enemy locations.

Graphically, the game looks a whole lot smoother. The player models have a much nicer look to them, and the environments benefit from improved lighting, bump-mapping, reflective textures, and better, more natural water effects. Even with these improvements in place, the frame rate appears to be smooth. The team is hiring higher caliber voice actors for the in-game speech, which should make it sound a bit more realistic.

SOCOM II: U.S. Navy SEALs is currently scheduled to be released in November.

Gamespot (http://www.gamespot.com/ps2/action/socom2/preview_6028099.html)

Joeiss
05-15-2003, 05:43 PM
Wow.. I really cannot wait for this game!

gekko
05-15-2003, 05:57 PM
Don't know if I want another run-and-gun game. I'll be on leave in November, so I might get a chance to play it. I prefer slow-paced military games, but SOCOM 2 sure is looking good.

I don't know if I like the new L3 thing. I never had a problem, so I would like it to stay with a quick tap. Customization of the controls would've been nicer. Or making this an on/off option.

I'm really liking the web browser thing. Air strikes I'm hoping don't turn into an abused feature, like in RtCW. But if restricted enough, it could be nice.

But look at that guy shooting the M60? WTF is that?

Joeiss
05-15-2003, 07:40 PM
Yeah, I always hear people complaining that they switched to single shot in the middle of a fire fight... but I have been playing ever since late August, and that has happened to me once, lol.

One Winged Angel
05-15-2003, 11:44 PM
omg... that looks so much better than SOCOM 1. Can't wait to play it