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SOCOM
III Multiplayer Hands-On
With
the success of the first two SOCOM games for the PS2, it would make only
sense that Sony would release a third version. Combined, the first two
games of the series have sold over one million copies worldwide. SOCOM
certainly has a large fan base and even more importantly, is one the key
reasons why Sony’s network adapter became successful.
It’s
been almost two years since SOCOM II was released on the PS2. When it
first hit the shelves, SOCOM II was a great game with an excellent
amount of game modes and community options. Unfortunately as time
passed, the SOCOM II experience was hindered by dreadful online lag,
increased stat padding (basically cheating), and a decent amount of
glitches. Some of these problems were severe enough to cause some
players to migrate back to the original SOCOM.
There
were several things Sony attempted to do to improve the online
experience and multiple patches were released over the last two years to
address gameplay issues. Also, Sony’s promise of downloadable maps
came true, but unfortunately since a majority of players didn’t own
the hard drive, more than half of SOCOM II players never experienced the
new maps.
The
SOCOM series is back this fall and looks to raise the bar once again.
First and foremost is a brand new game engine. One of the main purposes
of the new game engine is so the developers could create even more
massive environments, at least twice the size of those
seen
in SOCOM II. The beta contained one map called Harvester, which is set
in the Polish countryside. The map is about twice the size of the online
map Foxhunt from SOCOM II.The
character models look detailed and the animations look superb. There is
one cool new graphical affect added to the game. When a bullet strikes
your character, the screen will now become a blur for a few seconds,
temporarily impairing your vision. So far it doesn’t appear that any
new victory dances are in the game, just the same old ones from SOCOM
II. The only real drag with the game’s visuals is the occasional
hiccup in the frame rate during large-scale firefights. Also, the
explosions look terrific.
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A
total of seven game modes are able to be played on each map in the game.SOCOM III contains the five modes found in the previous game as
well as two new modes of play: Convoy and Control.
Convoy
puts the Seals in charge of protecting a lightly armored convoy through
enemy territory, while the terrorists attempt to destroy the convoy.
Control is a variation of King of Hill where both teams attempt to take
over more spawn points than the other team. Both of these modes are
excellent and require a hefty amount of teamwork.
Vehicles
have finally found their way into the online play. The vehicles include
supply trucks, humvees (lightly armored and heavily armored), technicals
and boats. Both, the Terrorists and SEALs have their own vehicles, but
if a vehicle is left unoccupied, then either side can take control of
it. Most of the vehicles in the game allow multiple characters to ride
in them. The vehicle controls are somewhat similar to Halo’s, with
both analog sticks being used to steer the vehicles. The vehicles,
especially the humvees and technicals work great for transporting
soldiers, as well as providing much needed support for your ground
forces. At the same time, it’s not too difficult to disable a vehicle.
You’ll have enough weapons at your disposal to fend off vehicles.
However, in the beta, there were some noticeable bugs related to the
vehicles that will hopefully be gone when the full version is released
October 11th. Sometimes when you fire a rocket at a humvee,
the rockets would go straight through and not even explode. Each vehicle
can sustain different levels of damage. Some vehicles require at least
two rockets to be destroyed, while others require more.
Easily
the best addition to SOCOM III is the weapons customization feature.
Each primary weapon in the game (with exceptions to the rocket
launchers) can be customized with a maximum of two attachments. The
attachments include silencers, scopes, pistol grips, and M203 tubes.
This makes for a number of interesting combinations. Your accuracy and
running speed will be affected depending on how you outfit your weapon.
Naturally, the heavier the load-out you choose, the slower your player
runs. The weapons customization adds a whole new element to the gameplay
as you can have over 900 different weapon combinations.
Aside
from the actual gameplay, there are a number of new online features.
There are built-in in-game message boards, survey polls, new friends
list and so on. The menus are more accessible as you can now cycle more
quickly between servers than in the previous games.
SOCOM
III’s online play is looking quite promising right now. But honestly,
I can’t wait to try the single player mode.