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Review By: Christopher
Coey |
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| Developer: |
Zipper
Interactive |
| Publisher: |
Sony |
| # of
Players: |
1-16 |
| Genre: |
Action |
| ESRB: |
Mature |
| Online: |
Yes |
| Accessories: |
Memory
Card, Network Adaptor |
| Date
Posted: |
10-16-02 |
This is a
stealth breach. You need to find and locate the portable nuclear
devices within the intricate cave hideout of a Turkmenistan
terrorist cell before the enemy even knows you’re there. Time
is of the essence. You need to be at point Juliet ASAP, but what
about the group waiting to ambush you at point Romeo? You need
to trust your teammates. "Bravo, secure Romeo", you
whisper into your headset. "Yes sir. Tango spotted. Tango
eliminated. Hoo ha!" That leaves you, and your shadow
Boomer to secure Juliet, knowing that your back is covered. And
it was all as simple as speaking into a microphone. Brilliant.
And this is just the single player game. There’s a whole other
world out there.

Games have
bragged about their realism, and touted the phrase "immersive
gameplay experience." After player SoCom you’ll think all
the previous hype was a huge joke. THIS game is immersive, and
it’s all because of the headset, and maybe a little credit to
the fact that it’s online!
I’ll bet
at some point, maybe a couple of years ago, the executives at
Sony charged their lead programmers to list all of the things
they would include in their dream game. Those programmers then
did what any of us would do, they made a list that was
outrageous, and overly extreme because they assumed that the
executives would only give them the budget for half of the
things on their wish list. The programmers came up with things
like: actual involvement with the US special forces, online
multi-player for PS2, headset support with voice recognition
<snicker snicker, "there’s no way they’ll let us do
all this".> Well, guess what. This game has it all.
Most of you
reading this review will probably want to hear only about the
online elements, and rightly so. I’ll get around to that. But
don’t discount the single player game. The graphics are
outstanding. The stealth model of the game is directly tied to
the graphics model. Lighting, fog, sound effects, ambience,
coverage, etc. all combine onscreen to help hide or reveal
characters. The Navy Seals are all about quick, quiet, and
deadly strikes. So it’s especially important that the game
supports real life stealth elements.
The sound
effects are extremely intelligent as well. That may seem like an
unusual way to praise sound, but it’s the use of sound within
the game that is really impressive. If, for example, a grenade
explodes too close to your character, you will hear nothing but
a high pitched ringing. This will slowly fade back into muffled
sounds, until finally after a while you’ll get your hearing
back. The same happens visually if you witness the explosion of
a flash grenade (the screen whites out.) Each gun has it’s own
unique sounds. And volume matters, since you never want to alert
anyone to your location. Walls and buildings can muffle sound,
and the volume will vary depending on the type of gun you are
using. All of this is especially important when hunting, or
being hunted while playing online.
Let’s talk
more about guns. Most of the time when playing missions you’ll
want to go with whatever weapon is assigned to you by HQ. But
occasionally you’ll want to mix it up. In addition, after
completing the game you’ll move up in rank and can replay all
of the missions with a greater selection of weapons. And there
are a LOT of weapons; each of which you’ll want to give a go,
since most of them will be available to you during the online
game. One minor strategy hint though: in single player you’ll
want to snipe a lot, but it’s really difficult to do once you
get online (real life players don’t generally stand still
while you line up your crosshairs.)
Game extras
are negligible. There is nothing to "unlock". However,
there is a Documentary that is included on the disc, which is a
nice touch. But it may be pushing things too far. Overall, SoCom
is so pro-military that it seems like the extras, the game’s
manual, and the game itself are all one big US Army commercial.
This game is
a great example of developers listening to and responding to
players. It has a solid backbone; the game engine is solid. One
thing immediately noticeable (or, not noticeable at all) is that
if you fail a mission and need to restart, there is zero
load-time. Why can’t ALL games pull this off? And the initial
load times are minimal as well. One thing I’ve always hated in
certain games is the restart reload. Why on earth do I have to
wait for a level to load, that I was JUST playing? Well, major
props to the Zipper Interactive for solving that headache.
Now the bad
news. As much as I do think that the game has a solid engine
behind it. There are a number of noticeable glitches. During the
single player game, reloading your gun doesn’t seem to work at
all. The magazine changes, and occasionally you will get a
random amount of ammo loaded. Then at some point you’ll run
out of ammo, or have a gun jam. I’m not sure how this big an
error made it past the play testers. There are also some accuracy
issues. Sometimes bullets landed absolutely nowhere near the
crosshairs. Finally, there are some draw-though, and
"ghost" polygon issues. Especially in multi-player. I
won’t mention the exact problem (since I don’t want to
propagate the issue), but there is a pretty major glitch during
the "abandoned" level online, that can lead cause
negative playing experiences (NPE). However, the glitches are
far and away insignificant compared to the overall quality of
the game.
Finally, the
online elements. I was giddy the first time I logged on to the
SoCom server. First off, it was SO easy. I don’t know exactly
why, but I was expecting it to be complicated. I put in the
game, pushed a couple of buttons, and there it was: the whole
world. Know this upfront, it may be easy to join a new game, but
it’s not easy to stay alive. You will die a lot, and quickly.
But you’ll learn. And the learning curves for the online parts
of this game are forgiving.
Once
connected, choose a local server. [Can I give a HUGE gripe here
for a second. There are a lot of servers, everything from three
regions of the United States, to the United Kingdom, to
countries in the Far East, including freakin’ Nippon. What
about CANADA! I’m sorry, but that’s a little insulting to a
major share of gamers.] Once you have a server, simply choose a
game. The "type" of game won’t matter initially, but
later on you might have a couple of favorites. There are three
types which are basically: escort, eliminate, or destroy.
Destroy is a take on the staple ‘capture the flag.’ In ‘escort’,
if playing the seals, you need to find and rescue hostages; if
playing the terrorist you need to guard them. I think ‘eliminate’
is self-explanatory. Anyone who’s played a significant number
of games online over a PC may be frustrated with the lack of
options for multiplayer games, but for an online launch title it
does just fine. Plus, on the PC only some of the players have
headsets, and few games support in-game voice chat. With SoCom,
everyone has a headset, so everyone can chat. And it’s damn
cool to be able to discuss tactics with your teammate while
trying to breach an enemy building in real-time. You can’t,
however, chat with opponents, which is unfortunate (but makes
sense considering the potential for trash talking.)
The most
important thing for any online FPS (or really, probably any
online game) is the level design. Evidence of this can come from
the massive community of mods that sprung up around many PC
games. Zipper has outdone themselves in this area of SoCom. Each
level is balanced extremely well between the Seals, and the
Terrorist. For each of the 10 levels there are perfect spots for
sniping, hiding, regrouping, etc. But most importantly, the
levels are designed to fully exploit the graphical model I
discussed earlier. Sight distances, and lighting levels, foliage
and cover are used to their fullest to allow a truly tactical
team experience. You could play this game for months without
ever fully exploring every nook and cranny of each of the
levels. How great a accolade to the developers that they can
create real tension, and anxiousness when playing their game.
Immersive is a term never before used accurately, until now.
HIGHS:
- The big
online launch title lives up to the hype.
- Packaged
headset adds an awesome experience
- Single-player
is as good as the online game
LOWS:
- Occasionally
glitchy
- Inconsistent,
often poor A.I.
FINAL VERDICT:
There is no
question: If you own a PS2 with a network adapter, buy this
game. If you think you’ll be getting a network adapter anytime
in the near future, buy this game. If you don’t own, or plan
on buying a network adapter, but want an immersive, tactics
based first person shooter you should seriously consider buying
this game. If this game wasn’t online, and was simply a
tactical FPS that came packaged with a headset it would be worth
the money. More than just a game, SOCOM is an experience. You
are not simply the leader of a squad whom you order around
through menu systems. You actually talk to your team, and they
talk back. It’s a level of realism heretofore inexperienced,
and it rocks.
Overall
Score:
9.3
Additional
Media:
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