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News

 

An update from Burrito


Written by by El Burrito (aka SolidNinja)

Posted on Tuesday, June 17, 2003

 

Hey everyone. I thought I'd try and help Red Fox out with the site because he's having a lot of problems with his computer. Anyway I'd just like to say that we're trying to build up a few map guides for everyone here. They're going to be in the "Maps" section. I'm building one for Abandoned and if anyone has tips, just e-mail me. I'm going to e-mail my first complete draft to Red Fox by the weekend.

 

Cheers to Red Fox for the great site and visit the forum.

 

 

 

EEK!


Written By Snake

Posted on Wednesday, June 16, 2003

 

Sorry, about the lack of updates! I've been working out some technical problems with my computer, the site, and myself. I'm swamped with work right now! Anyways, I've been searching all over the place, but there's no new info on SOCOM 2, looks like I finely got a window to finish up my work. Check out the forum, post anything you find on SOCOM 2- or e-mail me an article you'd like posted.

 

It's kinda hard to keep up with two sites at once- and really difficult to keep jumping back and forth all the time. I have my friends to thank for helping out A LOT with both sites, but I can't keep this up! I've decided to merge my clan's website with this one. It'll remain a SOCOM 1 and 2 database, only with my clan's info added to the sites content. Please understand, we're still wide open to the public in general- and if you'd like, you can post your clan's info too. I'll be adding my clan's news to this page, it'll be mixed in with our SOCOM 2 coverage- and we will continue to provide the best and latest SOCOM news out there for our viewers.

 

Thanks for visiting! Feel free to post your questions and comments in the forum.

 

 

 

More E3 Coverage


Written By Bob Prichard

Posted on Wednesday, June 4, 2003 By Snake

 

Though, this is probably old news, I still thought it was worth posting. I picked it up from Sony's "Gamer Advisor Panel" homepage. It's an article written by an E3 correspondent, Bob Prichard, and describes SOCOM 2's booth at E3. 

 

-Snake

 

"First of all, if you like SOCOM you'll love SOCOM II. Most of you really want to know about the online multiplayer gaming so we'll just cut to the chase. I spoke with Seth Luisi (Senior Producer of SOCOM II) and he said there are 12 new maps for your online gaming pleasure (with the 10 original maps enhanced returning). New weapons like shotguns, mines (PMN), RPG Rockets and stationary weapons (turret guns/multiple grenade-launcher turrets) are great additions to the game. This time the maps are a bit bigger and better designed. I was having so much fun just running through some of the buildings in the different levels I played that I actually forgot I was hunting down terrorists. New outfits have been given to the terrorists and seals that go with the style of the missions. There are also more realistic environment movements (bushes moving from the breeze of the wind) and the sound and graphics have both been improved. Speaking of improvements: Server 1 for SOCOM is being improved as we speak and Server 2 for SOCOM II will be even better. Sony and Zipper Interactive are working with cheat devices (i.e. Code Breaker, GameShark 2, etc.) to prevent players from cheating on SOCOM and SOCOM II. Remember the days of glitching? Well they will be all but a past memory when SOCOM II arrives. The developers have found the glitch code and are tweaking it to prevent glitching in the game. Let's talk about the headset. Sony is creating a new headset that will work not only with the SOCOM games but future titles as well. You'll still hold the circle button to speak to other players, but now you can chat with other players in the room lobby in-between games! The ranking is another item that is being improved. Do you remember that L3 button problem, changing your rate of fire? Sony is considering making it a double tap to improve the issue gamers had with the L3 button. It's apparent that Sony and Zipper Interactive want this to be the best online game around and the demo gives every indication that it will be. We'll all get the chance to find out when the game releases November 2003."

 


Official Playstation Magazine Feature


Written By Joe Rybicki

Posted on Tuesday, June 3, 2003 By Delta

 

Please understand, we take no credit in the creation, or originality of this article. It was created for OPM, by Joe Rybicki of OPM's respected staff. However, I do credit Delta for posting this on the website. Again, this IS property of the Official Playstation Magazine- not SOCOM Online, and I would highly recommend picking up a copy of this magazine, and reading the actual featured article.

 

-Snake

 

From Official U.S. PlayStation Magazine...  

The team has been listening since the beginning, since SOCOM: U.S. Navy SEALs first exploded onto the scene in August of last year. They've been taking calls and reading e-mails, sure--but more important, they've been hunting down message board threads and reading reviews. They want to make their game better; they want to make a sequel that pleases fans of the first game and newcomers equally. They want to make the game you want. And from what we saw in our exclusive world-premiere session with the folks at Zipper, they're going to do exactly that.

 

Mission Briefing

It would have been easy for the developers to simply clean up the first game: tweak some controls, add a few levels, and call it done. And it's true that a lot of cleaning up is taking place. But as you'll see when SOCOM 2 releases in November, that's only the start.

 

"We wanted to have more urban areas in the sequel," Creative Director David Sears tells us. "We range everywhere from industrial towns in Albania to the favela [slum] sprawls in Brazil." Beyond Albania and Brazil, you'll also be visiting scenic Algeria and Russia. "It makes clearing the spaces a lot more intensive, and forces you to use your team more." He takes us into a Brazilian city so realistic, so densely designed you'd swear you were looking at a completely different game if it weren't for that familiar heads-up display (which, incidentally, will be totally revamped in the final version). Civilians wander the streets, merchants conduct business, drunks stagger out of seedy taprooms. The buildings crowd each other up the steep hillsides, and the path of our SEAL team winds tightly through these claustrophobic streets and alleys. The thought of having to conduct any kind of serious combat in these spaces is terrifying; it makes stealth a very, very attractive option.

 

Especially when Sears starts telling us about the increased intelligence of enemy characters: "One of the things people picked up on right away in the single-player mode of SOCOM is that enemies weren't that responsive," he says. "In actuality, they were doing an awful lot of thinking about what they should be doing, but we weren't actually showing it with animations or sounds."

 

"They would go into this 'surprise' mode," says Senior Producer Seth Luisi, "which, unfortunately, we didn't have an animation for. That's why you'd shoot at somebody and he'd just sort of stand there. He was thinking 'I'm really surprised,' but he literally couldn't move in a way that made the surprise obvious."

 

"This time, we're actually showing it," continues Sears. "It's going to serve the same purpose as the exclamation marks in Metal Gear. "

 

Intelligence Report

 By now, we're wandering into the turf controlled by Mike Gutmann, the senior software engineer and the guy responsible for programming computer-controlled behavior. "One of the keys to showing the depth of behaviors enemies have," says Gutmann, "is using more animation, more voice. Now, whenever two or three A.I. characters get close enough, and they haven't talked to each other in a while, they might form a group and have a conversation about themselves. So you can expect a lot more group interactivity in terms of ambience--and also when they're attacking you. They'll work in groups better." Uh oh.

 

"Also, when you're shooting at them, they're not going to want to stand still," Gutmann continues. "If they're getting shot at, they'll head for cover pretty quickly. They're definitely more aware of the power of bushes now."

 

"We have a new way to handle transparency for things like bushes and trees," says Brian Soderberg, Zipper's chief technical officer. "So there's quite a bit more vegetation. That means better places to hide."

 

And your enemies will use whatever cover they can find. "They actually anticipate when they need to reload," Sears chimes in, "and just before they need to reload, they start moving toward cover, reloading on the way. It totally changes the way A.I. handles combat."

 

"We looked at a lot of the things that happened in multiplayer," Gutmann says. "That's a great tool, because that's the kind of thing that people want to see in terms of the way A.I. characters behave. But definitely the biggest thing is conveying to the player what the A.I. characters are doing."

 

COMMAND DECISION 

What are the A.I. characters doing? The short answer: a whole damn lot more than in the first game.

 

"We're doing a lot more ambient animation with our enemies," Sears tells us. "We want to make the world even more believable by giving the enemies things to do. We don't want the Terrorists to be nearly as generic as they were in the first game, so there's going to be a lot more background, a lot more story--more personality. So you'll get to know the people you're about to shoot."

 

This improved intelligence and expanded background aren't just limited to enemies, either. Your own allies will enjoy the same improvements. Guess what that means?

 

"Boomer has retired. He's moved on to greater things," Gutmann says with a grin. ("He's a security guard at the mall," mutters Zipper President Jim Bosler.) "The guy taking his place will do a much better job in that capacity."

 

That's almost all we need to hear, but we decide to stick around anyway. And it's a good thing, because we get a lot more details about our new allies. "We really wanted to make the team appear more intelligent and be more useful," Gutmann says. "They're going to be a lot more supportive, a lot stealthier, and they'll appear to react more intelligently to what's going on in the environment." "If a guy's in 'Hold fire' mode, for example," says Sears, "and he observes the motion of an enemy, he'll say, 'I've got a shot, sir. Should I take it?' He's going to prompt you to command him. And if you leave him alone, he's going to wait until the enemy's awareness escalates to the point that the enemy is ready to shoot you, and he'll say, 'I'm going to have to take the shot.'"

 

"We're also going to loosen up the controls," continues Gutmann, "so that you can control Jester, the guy who's taking Boomer's place as Able 2. In the past, you couldn't tell him to hold position while you went off on your own; we're going to loosen that up so that you can have him stay in place while you wander up to 30 feet away."

 

In addition, SOCOM 2 will include some new team commands. "'Get down!' makes your team all drop to the ground and take cover right there, very quickly," says Gutmann. "There's also an 'Overwatch' command, where you act as a sniper, and Jester will shout out targets for you. So he'll say 'Target, 30 yards, one o'clock' and once you take that guy out, he'll point out the next target."

 

Lock and Load 

But these aren't the only things that will affect the way you carry out your missions; new firepower will make a substantial difference, too. "We're including three different types of shotguns," says Sears, "ranging from pump-action to full-auto. We're also including rocket launchers for both the Terrorists and the SEALs."

 

"These will be available in multiplayer on a map-by-map basis," Luisi says. "We don't want to include them on the smaller maps, but on the bigger maps, where there's more room, we plan on including those. And the M203 grenade launcher as well."

 

"That's right," says Sears, "you get the grenade launchers that we kept out of multiplayer in the first game. But we'll be treating all these things realistically. For example, the LAW [light antitank weapon, i.e., a big freakin' rocket launcher] is only a single-fire weapon. So when the SEALs use it, they can only fire one shot, and then they discard it. We're even going so far as to include the ubiquitous and much-loathed PMN antipersonnel mine for the Terrorists," he continues, "which is going to help us balance the nastiness level for each side in multiplayer."

 

Yes, we can see you salivating for more multiplayer info. Be patient; we're getting to it. First, a few more words about weapons:

 

"We're including manned turrets," Sears tells us, "so you can jump aboard some really nasty, really powerful machine-gun types. We're using a common Russian model, but we're also including a .50-cal and a multiple-grenade-launcher turret as well--possibly more. We'll have those in single-player and multiplayer. They're going to play a major role in multiplayer, because by getting to the turret and then protecting the guy who's using it--you'll be able to really hold a significant part of the map."

 

Contact Established

Oh yes, multiplayer. At last we meet again. This is arguably the most important feature of SOCOM 2. As great as the single-player game may be, nothing's going to stop the universal howl of dismay if the game doesn't deliver the multiplayer goods. Please allow us to set your mind at ease. Online play is going to rock even harder than before. And that's saying quite a lot: SOCOM now sports 12 to 13,000 simultaneous users during the peak hours from 6:00 p.m. to 10:00 p.m. Eastern time. That's more than any similar PC game except the ubiquitous Counter-Strike. The only games that rate significantly higher are massively multiplayer RPGs--which can only be played online.

 

Furthermore, there are over 300,000 active login names in the SOCOM database (names that expire after a month of inactivity). Fifty to 60,000 people play every day. And on the weekends, the average play time is over three hours. That's a damn long time.

 

In other words, the online mode of SOCOM is fairly popular.

 

And the designers are well aware that they need to raise the bar even higher the second time around. This is where all that listening they did really starts coming into play. Just as an example, when we went to visit Zipper, we brought a printout of the longest "SOCOM 2 wish list" thread on our message board. As we went through the presentation, we put check marks next to the improvements that were definitely going in. By the end of the day, over half of the items had check marks next to them--and most of the others were being considered. Didn't we tell you they've been listening?

 

"We want to make sure that when we release SOCOM 2, we're the top online game," says Luisi. "So we're focusing on adding more community features and making them easier to use. We plan on adding clan rankings and the ability to set up Spectator passwords for clan games, so Spectators can come in and watch a clan match."

 

Visual Reconnaissance

Wait, what? Spectators? Since when is SOCOM a spectator sport? "We're adding a Spectator mode," he continues, "where you can join a game and just watch. And we're going to do a lot for the observation modes, both when you're dead and when you join as a Spectator. You'll see all the stats of the people who are playing; you'll be able to see the players' descriptions, what clan they're in, that sort of thing. Even while you're still in the game there will be a lot more information on the Stat screen, like who on your team is dead. We're going to do a lot to improve the presentation."

 

As if our heads weren't spinning enough, Luisi keeps firing improvements at us: "We're adding a Friends list, so you can see what game your buddies are in. We'll also have an Ignore list. And, of course, we're working a lot on chat stuff. For voice chat, we're definitely going to show who's talking--you'll get the person's name next to the voice icon. The voice quality is also going to be much improved over the first game. Plus, we'll have the ability to adjust the mic sensitivity and volume."

 

Had enough? No? How about this: "We're going to add voice chat in the game lobby; you'll be able to talk to all 16 players while you're waiting to start the game. We're also planning to set it up so that when 80 percent of the players have clicked Ready, the game will launch, so you're not waiting for that one last person to launch the game. And we'll make it so you can mute players in a game, so if someone's being obnoxious over the headset, you don't have to hear it."

 

Field Promotion

And the hits just keep coming: "We're improving the ladder rankings to make them more fair," Luisi continues. "We don't want them to be as heavily based on how long somebody's been playing. We're going to try to do our best to make it representative of the quality of the player."

 

"You'll be able to move up higher if you beat somebody who's better than you," Soderberg tells us, "than if you beat somebody who's worse than you." "You'll probably get a rank like the Naval ranks we used for completing SOCOM," Luisi continues. "And we'll have rooms limited to ranks, so that if you join and you're an Ensign, you can play in an Ensigns-only room--so the higher-level players can't jump in and beef up their scores. That should help a lot with the learning curve, which was an issue with the first game."

 

Areas of Operation

Let's pause to take a breath and point out that many of these items are, in a sense, peripheral. It could be argued that these are things that should have been in the first game anyway. What about more fundamental changes? Zipper has that covered, too. "We'll be putting two new mission types in there," Luisi tells us: "Breach is a game where the Terrorists have a fortress and the SEAL team has to plant a bomb inside the fortress. But they also have to blow up certain walls [there will be a lot more to destroy in the environment, a lot of hidden passages where you'll have to blow something up] or complete certain objectives to get to that spot, so it's much more of an interactive, multiple-objective thing. It takes a lot more teamwork."

 

"The other one is called Escort, where the SEALs start with VIPs, and they have to escort them to an extraction point; the Terrorists' entire goal is just to eliminate the VIPs. The SEALs can just let the timer run out to win and concentrate on defending the VIPs, or they can try to get them out of there. But they have to protect them--which is obviously much different from Extraction in the first game, because you don't even have to rescue the hostages if you don't want to. Plus, we're keeping the original three gameplay types as well, so we'll have five in total."

 

Those five types of games will take place over a total of 12 new levels, and the two we saw on our visit were noticeably different from the levels in the first SOCOM. In the first level, the SEALs were arrayed along a ridge encircling a valley. In the middle of the valley was a Terrorist installation; the two entrances were boarded up and guarded with manned machine-gun turrets. In the middle of the SEALs was a bomb. The objective? Grab the bomb, run down the hill, blast through the boarded-up entrances, locate a central building, plant the bomb, and then prevent the enemy from defusing it. The ultimate goal was the detonation, but the choke points of the entrances (guarded by machine-gun fire, let's not forget) made for a pretty significant secondary objective. And there were other objectives as well: Take out a radio tower, for example, and the Terrorists lose the ability to call in a devastating air strike.

 

You heard right; we said "air strike." In addition to the new weapons and new mission types in multiplayer, a whole new element has been added. "You'll be able to have a helicopter or jet fly in and attack certain locations on the map," says Sears. "We'll have around three specific targets for the air strikes, and there will be a radio where you can call in these attacks, in a room where you can't really see those targets. So you'll have to use your teammates as spotters."

 

The other game we participated in was a Demolition mission set in--ready?--an honest-to-God city, complete with multilevel buildings, winding streets, balconies, and stairways. The close-quarters combat made for a very different feel than what we're used to from SOCOM.

 

The Cleanup Phase 

But wait, there's more--a lot more. "One of the things we're exploring," says Luisi, "is being able to put all the online levels from SOCOM into SOCOM 2. We're going to improve the artwork a lot and probably change some of them from daytime to nighttime, make the level look slightly different. So if you had a favorite level in SOCOM, you'll be able to play it in SOCOM 2. That means we'll have 22 different maps for online play." "And we're taking the time to modify not just the look of the old levels," says Sears, "but also put in (in a limited way) more cover, grass, shrubbery, foliage, maybe add a turret..I always describe them as 'remixes.' They're very recognizable as levels from the original, but at the same time, they have been gifted with a lot of new touches."

 

"And we'll fix all the glitches," notes Luisi. "We already have a fix in to prevent people from going outside the levels. We're also working a lot on the GameShark and Code Breaker cheats, to try to prevent those. It's pretty complicated, but we're hoping to be able to prevent them 100 percent. The whole online experience is going to be a lot more glitch free."

 

As if that wouldn't be enough to convince us that they really had thought of everything, Luisi fires a parting shot. "The L3 issue [that is, the tendency for some players to accidentally switch to single-fire mode in the heat of battle] is something people really hate. People are actually selling modified controllers on eBay with a 'safety' switch that disables the L3 button. So we're looking into making it a double-tap or something so that it's not as easy to accidentally switch your firing mode."

 

"And then there's the stance control," he finishes, "which is already much improved. Now it's pressure sensitive: If you're standing and you push Triangle hard, you'll go prone; if you just tap it, you'll crouch. It's a lot more intuitive, and much quicker. We've also fixed all those unexpected stance changes, where you'll be crouching, run into a wall, and stand up. The goal is to never have the game change the stance on you."

 

Mission Accomplished 

We're stunned. We've rarely witnessed a game studio so committed to making the sequel that the players want, systematically knocking down every major issue players had with the original. "The general framework that's been the guiding light all the way through," says Bosler, "is that this is a true sequel. We're really trying to move every element a big step forward--whether it's A.I. or technology or graphics or gameplay. There are new things we're doing; it's not just improvements on what we had before. Our goal is to make people say, 'Wow, this really moved into a new dimension.'"

 

And rarely has it seemed like the fans themselves had so much input into the future of a beloved game. "There are lots of bulletin board threads that we forward around here," says Bosler, "where people will say, 'What would you want to see in a SOCOM sequel?' And people seem to be thinking it probably won't come out for a couple years, or it'll probably be just an expansion pack or something. So our goal is to sneak in there and really over deliver. We want to blow them away and let them know that we listened."

 

 

 

A New Thing


Written By Snake

Posted on Monday, June 2, 2003

 

Most of you who know me, know that re-designing websites every month isn't out of the ordinary! So, here we go again! A new design for a new month. I figured this was a special occasion, since we've been around for a WHOLE month!...err...well, anyways all the old news has been moved to the archives- so if you want to catch up a little, scroll down to the bottom of the page and choose an article! Also, tradition of the recent events, I also re-designed the forum!

 

Now, on to the really interesting news!

 

Here's an interesting excerpt from the SOCOM 2 feature in the June issue of OPM:

 

  We got really excited when, talking about weapons, David Sears lays this one on us: "There's much more enemy-vehicle interaction, too. We have a ton of enemy helicopters that range from full-on assault vehicles to one-man machine gun helicopters. And, of course, tanks."

   

  But Seth Luisi cautions, "It's important to note that those are enemy vehicles. For this game, our environments aren't suited to player-controlled vehicles." We're disappointed, but we understand.

  

  "We continue to work with Naval Special Warfare," Jim Bosler explains, "and we continue to try to be realistic. Generally, SEALs out on a search-and-destroy mission aren't going to be hopping into enemy vehicles and driving them. You'd start losing what the game's about."

  

  "It's the running around in close quarters that makes the design of the maps," Luisi continues, "and that's not suited for vehicles. You can't just throw vehicles in there. So if we ever did add vehicles in a future game, it would have to be very carefully done."

 

Yo, I'm currently STILL re-working the screenshots page layout- just give me a few days and the screens will be back up again. More content is also on the way, and anything left out will be re-done for our new site! So please be patient. Thanks!

 

 

 

Good Stuff!


Written by Snake

Posted on Sunday, June 1, 2003

 

I got some good stuff for you all today! A friend over at SOCOM Battles posted some screens of SOCOM 2's new interface! You can check them out in the forum here. Also, The Digital Gathering released a few game play videos of SOCOM 2! Here's the links:

 

Crossroads

Crossroads #2

Crossroads #3

Crossroads #4

Sandstorm

Sandstorm #2

Unnamed Map

Unnamed Map #2

Unnamed Map #3

Bazooka in action!

 

Right-click on the links and click Save-as to save any of the movies above! There all MPEG format! BTW, they're are not property of this site, thus if you run into any problems, do not report them to me- because there's nothing I can do about it.

 

Here's a short description from a member of the SOCOM Battles forum, Tenn: 

The single-player game looked sweet. I only played the Brazilian map that was very tight, reminded me of frost fire. But there were civilians all over and YES they get in your way. I was shooting a terrorist and a civilian walked right into my fire (AI??). There was also store fronts with hanging meat etc... My only issue with all these added items were that they were not interactive. Like for me I was running around shooting the hanging meat. I just wanted to see it fall or something. I MEAN COME ON DOOM used to let me do things like that.

The online mode was solid! I'm sure that they are putting the finishing touches on the game because what I played could pass as the final game! Maybe they only have a few maps done, don't know??? But waiting till NOVEMBER will be too long for me! I think I'm going back to E3 tonight when the lights are out and steal the beta version! J/K

 

Thanks Tenn! You can read his full post here.

 

Zipper announced in the June issue of OPM, SOCOM will have 22 Online Maps! 10 of the original maps (revamped) plus 12 new ones! Also, most (if not all) the weapons in SOCOM have been re-recorded and/or cleaned up a bit! Even the voice actors have been replaced!

 

 

 

Good Bayou!


Written by Snake

Posted on Thursday, May 29, 2003

 

Prepare yourself for this one...

 

Boomer has retired! Yes, you read that right! No, I'm not joking! According the devs at Zipper Int., Boomer will not be returning for SOCOM 2- because of he has "retired", LOL! Instead, (you)  the Kahuna, will be watched over by good old Jester. And who will take Jesters place? Well, we'll just have to find out!

 

Wow, things just won't be the same without that damned idiot... I will always remember you Boomer...as the dumb-ass who got me killed more than a thousand times! You f------, stupid, son of a b----!

 

 

 

Logitech USB Headset


Written By Snake

Posted On Wednesday, May 28, 2003

 

The long awaited Logitech USB Headset, built specifically for the PS2, will be on store shelves near you on the 30th of this month! Priced around $39.99, it includes 1 velvet, 1 leatherette, and 1 foam ear pads, a 10' long cord, volume control, and a noise-concealing microphone. It's also much, much more clear than the original SOCOM headset. Oh yeah, it also has voice recognition capabilities. I wish I would've known it was coming out so soon, or I wouldn't have bought my new headset! I paid $59.99! Anyways, you can pick one up at Game Stop or Electronics Boutique (EB Games) or buy it online. 

 

 

 

SOCOM 2 Preview


Written By Jeff Gerstmann, Gamespot

Posted on Monday, May 19, 2003 by Snake

 

When it comes to developing a follow-up to a successful game, the most obvious and more successful approach is to deliver more of the same while pumping up as many different aspects of the game as you possibly can. Zipper Interactive appears to be going this way with its upcoming sequel, SOCOM II: U.S. Navy SEALs, and the early results appear to be fantastic.

 

The 12-mission single-player campaign will feature three difficulty settings. The missions have more varied and deeper objectives this time around, and you'll see a handful of in-engine cut scenes as you play. This will provide more back story for your missions, and you'll even get to see the masterminds behind the game's terrorist activity this way. Your performance in one mission will also have an effect on how the next missions play out. For example, if you go loudly through a mission, setting off alarms and letting everyone know you're there, the next mission's enemies may already be on alert when you get there.

 

The AI for both the enemies and your SEAL team has been improved. Also, improved animation and speech will keep you informed about how the AI is reacting to your actions. Enemies will act surprised, your teammates will talk a lot more, and you'll generally have a better idea about why the AI acts the way it does. The AI is more responsive to your presence and will be more apt to investigate nearby noises, such as your team making its way through nearby underbrush. You'll also have more control over your teammates. With the new "over watch" command, you can set up shop in a sniper spot and have your teammates act as spotters, calling out enemy locations to you as they see them.

 

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 game play and interface improvements that should please fans of the original. The original three game types 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 game types. 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 the other as an offensive team. The offense will use high explosives to get into the enemy's base, while the defending team must prevent its 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 firefight. 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, big 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 has 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 sound as though 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 onscreen, 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 that you can let anyone watch your clan matches or allow only 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 that if you use it at close range, the rocket will just bounce off whatever it hits without exploding. You 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.

 

 

 

E3 Pre-Show Report


Written By Jeff Gerstmann, Gamespot

Posted on Tuesday, May 13, 2003 by Snake

 

Zipper Interactive's SOCOM: U.S. Navy SEALs was a fantastic third-person team-based online shooter, and it remains one of the PlayStation 2's strongest online games. Now the developer is hard at work on a sequel that adds more cheat protection, more game play types, more weapons, and more maps.

 

  While the focus is definitely on the game's online mode, the single-player options are no slouch, either. The game will have 12 missions in its single-player campaign, which takes you through various hot spots around the world, like Algeria, Albania, Brazil, and Russia. The voice headset plays a role here as well, and you'll be able to order your AI-controlled team around with voice commands. SOCOM II will feature more voice commands than the previous game. Friendly forces will also come into play in the campaign, and you'll be working with the British SAS and the Russian Spetznaz as you play.

 

  The popular demolition, suppression, and hostage-rescue map types return in SOCOM II, but there will also be new game modes, such as VIP escort and breach. There will also be more post game commendations this time around, like medals of merit.

 

  There will be a pretty big collection of new weapons and items in the game, including LAW rockets, RPGs, handguns, assault rifles, sniper rifles, submachine guns, shotguns, machine guns, grenades, laser designators for calling in air strikes, explosives, remote-detonated mines, and newly tweaked night vision.

 

  SOCOM II will have an updated front end for its online play, allowing for customizable player profiles and a new ranking system that can be viewed from outside the game via your computer's Web browser. You'll also be able to keep track of your friends via a buddy list. In the game, you'll be able to always see which player is talking via an onscreen indicator, something that was sorely needed in the previous game. In addition, the team is taking steps to prevent the rampant cheating that currently plagues the SOCOM servers. In fact, some of these anti-cheat measures will be rolled out and tested on the current SOCOM servers.

 

  SOCOM II is scheduled to be a broadband-only title, and up to 16 players will be able to play online in each game. SOCOM II is currently on track for a November release

 

 

 

Zipper Interactive Interview


Written By Douglas C. Perry, IGN

Posted on Monday, May 12, 2003 by El Burrito

 

- In the summer of 2002 Sony Computer Entertainment America and developer Zipper Interactive teamed up to deliver the first PlayStation 2 online game to reach truly mass audiences. The game: SOCOM: US Navy SEALs.

  Less than a year later, SOCOM has pushed the sales of the Network Adaptor like no other game, and its success has been duly noted by its critics, developers and players. This fall, Zipper plans to capitalize on its burgeoning success with a full-on sequel. Packed with new features, tweaks and improvements, SOCOM 2: US Navy SEALs looks to bolster what was weak, strengthen its better aspects, and deliver a more comprehensive online package. Zipper listens carefully to its users and has addresses nearly every aspect of the game, from control to mission types to solving online cheating.

  To get a better sense of the project goals, we spoke with David Sears, creative director and Brian Soderberg, the co-founder and chief technology officer at Zipper Interactive, and Seth Luisi, senior producer at Sony Computer Entertainment America.

  "We've committed to producing a fully realized sequel and you're right, a year isn't that much time," said Sears, in response to IGN's queries. "Fortunately at Zipper we have a lot of talented people and a formidable team mentality. The SOCOM you know has been refined and polished and we've expanded on our strengths. New voice commands, more focused teammate responses, more community support in multiplayer, new multiplayer game types -- it's a long list. We also listened to what our audience was saying online and included many of their suggestions in the sequel's design."

  Once again taking on the role of an elite Navy SEAL commander, players will explore through 12 single-player international missions (from Algeria and Albania to Brazil and Russia) using the coolest and most up-to-date weaponry and training. Multiplayer missions have been crafted to lead players into different realms of play and newer, more intense missions.

  "Single player missions are also physically larger with more varied terrain types," added Sears. "Players will still deploy to the jungles, deserts, and forests, but we've included many urban areas. The enemy AI is much more sophisticated in using the environment to its advantage and will not only notice the sound of a player's movement but detect the movement of foliage so it's even more important for players to move stealthfully.

"There was substantial story behind the terrorist's actions in SOCOM I but it was often overshadowed by the combat. In SOCOM II part of the reward of being stealthy is increased insight into the motivation and future activities of the enemy. Overhearing a conversation between two terrorists may yield intelligence that makes subsequent missions easier. We've also included secret objectives in each mission that don't appear in the TACMAP (Tactical Map) that can also influence the difficulty of future missions but the player has to find these objectives themselves."


  Terrain ranges from deserts to forests and newly designed urban settings, which puts gamers in both indoor and outdoor environments, and players will experience changing weather conditions and different times of the day and night. Players should take note that many of the new settings are packed with moving and interactive objects such as vehicles and machinery.

 

  Like in last year's effort, the story-based mission types will vary from attack, defend, rescue and more. New mission types include Demolition, Hostage Rescue and Suppression in single-player modes, and Breach and Escort in multi-player missions. Enhanced online missions types include Medals of Merit, friends' lists and that ability to call in air strikes (five kinds in all). Players will once again command their troops using the SOCOM-compatible headset or via on-screen text messages.

  If nothing else, Zipper is bent on delivering a passionately authentic SEALS-style game. Working closely with the Naval Special Warfare Command to ensure realistic SEAL game play and mission designs. Along with your own troops, players can collaborate with special forces such as the British SAS and the Russian Spetznaz.


  In multi-player mode, players will explore and fight in new combat environments with mission types including demolition, suppression and hostage rescue, as well as new mission types VIP escort and breach. Gamers can customize their character profiles, view the newly designed ranking system on the Web, and meet, chat and team up with other players online. But how will the multiplayer game change and improve?


  "In multiplayer, maps really encourage people to play as a team more," explains Sears. "For example, you can call in air strikes using a radio in your base but you can't see the strike zones from the radio. You need teammates to tell you when the enemy is entering the kill zone. Tactically you need to breach walls with explosives to access alternate paths; you can block primary access points for the enemy by detonating explosives at key junctures in the map. Turreted machine guns and grenade launchers can give you an immediate advantage from the start of a game. Of course, environments are generally larger and have more secret areas."

  The first SOCOM ran at a relatively smooth 30 frames per second, and while it didn't boast the best graphics and textures online, it was surprisingly clean, well textured, and more than anything authentic in its re-creation of Navy SEALs actions, clothing, and weaponry. In this new sequel, the technically savvy guys at Zipper have pounded their PS2 programming books to grind even more from the complicated machine.

  "We've come up with several new technologies to provide a more authentic look and feel," explains Brian Soderberg. "We're delivering multiple world texture render phases -- this allows us to use more high resolution textures for more detailed looking terrain and objects in the world; environment mapping, which creates realistic looking reflective water and shiny surfaces; car and building windows can now, in the missions, reflect the environment. And there are others. We have improved weapon effects -- all SOCOM II weapon effects have been re-worked to more accurately simulate the real-world weapons and their effects; projected light & shadows -- this provides more realistic lighting interaction with the characters that in turn provides more realistic cover and concealment for the SEALS and terrorists."

Visually, SOCOM II's overall engine performance has improved. This translates into a wealth of improved details, including things like efficient transparency processing (a more efficient method to process transparent vegetation and plant growth). Better transparency processing also means the team has incorporated more vegetation into the SOCOM II missions, which in turn creates more hiding places, and thus creating a greater level of stealthy maneuvers for both SEALs and terrorists.

  While the first SOCOM offered gamers a healthy arsenal of weapons, heavy-duty power weapons weren't part of the formula. No doubt there were cool weapons. The sniper rifles, M16s, satchels and claymores were indeed good fun. This time around, players can get their digital hands on several new weapons, including the latest in LAW (Light Armored Weapons), RPGs, handguns, assault rifles, sniper rifles, shotguns, sub-machine guns, machine guns, grenades, laser designators, explosives, and remote detonated anti-personnel mines. Players are sure to ogle over the new night-vision interface. Zipper has accurately reflected each weapon's life-like accuracy, and smart players will notice that game play is affected by many real-life factors such as fatigue, movement and weapon recoil. AND, there are also two new weapon classes, rocket launchers and shotguns.

  "The rocket launchers and shotguns really round out the SOCOM II arsenal," says Soderberg. "This time around players will have AT-4s when playing as a SEAL, though the terrorists are a close match for them with their RPG-7s and PMNs (landmines). We will include at least one new weapon that's being field tested now, but if successful would be in widespread usage during the game's near-future timeline. Generally we've kept our focus on the more personal aspects of play: get close enough to your enemy to take him out with reliable weaponry that does the job every time."

  Zipper has paid attention to exactly how the game functions correctly online, as in it's been watching the cheaters and it believes it's come up with solutions. In the first few months after release, regular online playing was relatively free of cheaters and hackers, but as the months progressed the Game Shark hackers worsened. Now with SOCOM 2, how will Zipper quell the cheaters and hackers who have ruined so many gamers' online playtime?

  "We take the cheating very seriously and have some very aggressive plans for SOCOM II," explained Seth Luisi. "We really do not want to give away our hand, but I can say that we are dedicating a large amount of resources to prevent cheating in SOCOM II. Also, we have some plans for SOCOM I as well."

  Soderberg adds: "We never thought that cheating would get so out of control in the online console environment! We know that this has become a big problem in SOCOM I. We have spent a good deal of time developing ways to greatly minimize cheating for SOCOM II.


  "We will address cheats in 2 ways: First, we will address all known cheat types explicitly as part of the delivered SOCOM II DVD, based on all we have learned from the SOCOM I experience. We can't really explain our approach here since that would give the hackers clues to coming up with new approaches to cheating. Second, we also have a post-deployment approach to allow us to quickly address cheats developed after the game is released. We will have a post-release team actively addressing cheats as they are found. Once again, it doesn't make sense for us to explain our approach."

  And last but not least, Zipper has worked to improve its voice-command system, from the type of commands to the interface. There are new shorthand commands, a command called Over watch for sniping and several new secret commands players will learn later. Players can even use sub-channels for offense and defense to more easily communicate with teammates; there's even an all new "who's talking" display.

  "The interface for speech recognition has always allowed players to issue short commands to their team without using the slower but sometimes useful subject /verb/object menu system," said Soderberg. "Players can still instruct members of their team to throw a grenade just by saying 'BRAVO DEPLOY FRAG.' To add to this sort of immersive play we're adding more shorthand commands that give you more precise control of your team. For instance, you can order your team to lower their visibility profile instantly just by saying 'TEAM GET DOWN.'

  "Teammates now understand the commands for three distinct movement modes including a slow and cautious stealth mode that minimizes the likelihood that your team will be discovered when in the field. There's a command called "OVER WATCH" that lets the player take the role of a sniper while a teammate calls out enemy movements. These are just two of many changes to the team commands, and of course there are a number of new secret commands that players intimidate enemies."


  In the end, SOCOM 2: US Navy Seals looks to show just how dedicated Zipper Interactive is in its drive to create a better online military action game. From the new mission designs, varying new environments and better graphics to the more controlled online play and tighter interface, SOCOM 2: US Navy Seals looks to give fans exactly what they are clamoring for. We'll have more new information from the show, we promise.

 

 

 

Genesis


Written By Snake

Posted on Saturday, May 10, 2003

 

What's up? 

 

  After only 24 hrs the site is up and running! Welcome to SOCOM online!

 

  I'll be posting news, and content to fill our pages over the next few days, so please be patient as we work out the details, and bring you the best damn SOCOM info out there!

 

  Anyways, let me know what you think- your opinion means a lot to me! You can contact me at Zzephyer@hotmail.com. I look for to your e-mail, as I have noting better to do than read what's on your mind!... Actually, I'd much rather you post your thoughts in our forum!

 

cya around kids!

 

 

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