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<title>| GameBump |</title>
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<description>Video gaming news blog.</description>
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<copyright>Copyright 2006-2008 Gaming Horizon</copyright>



<item>
<title>SOCOM: U.S Navy Seals Tactical Strike Review</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/socom_us_navy_seals_tactical_strike_review</link>
<guid>http://www.gamebump.com/go/socom_us_navy_seals_tactical_strike_review</guid>
<comments>http://www.gamebump.com/go/socom_us_navy_seals_tactical_strike_review#</comments>
<description><![CDATA[<p><img src="http://www.gamebump.com/images/upload/jj3qfw85yiie6rqleljby0b9.jpg" alt="" alignment="" border="0"></p>The guys over at CBS GameCore shot us an email informing us that they just posted up a brand new review of Sony Computer Entertainment America's new PSP sequel, SOCOM: U.S Navy Seals Tactical Strike. <br><br>The review covers in-depth several of the missions and even goes on to state that the enemy AI has been greatly improved from the game's predecessors. That was one thing I totally disliked in the previous SOCOM titles. <br><br><div style="margin-left: 40px;"><span style="font-style: italic;">Above all, gamers that like hardcore shooters would actually enjoy this
one as will fans of the series. There are three difficulty settings and
multiplayer mode will keep you busy for some time, giving it a high
replay value. At the Lieutenant level, veterans of the series should be
able to breeze right through the game. Tactical Strike is put together
well with solid gameplay, and should be part of every gamers holiday
list.<br><br></span></div>GameBump will have an in-house review of this title soon. Be on the lookout!<br><br><span style="font-style: italic;"></span><span style="font-style: italic;"></span><br><span style="font-style: italic;"></span>
		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=SOCOM: U.S. Navy Seals Tactical Strike&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY SOCOM: U.S. NAVY SEALS TACTICAL STRIKE AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Mon, 05 Nov 2007 22:00:00 -0600</pubDate>
</item><item>
<title>SOCOM: Tactical Strike Hits Gold Status</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/socom_tactical_strike_hits_gold_status</link>
<guid>http://www.gamebump.com/go/socom_tactical_strike_hits_gold_status</guid>
<comments>http://www.gamebump.com/go/socom_tactical_strike_hits_gold_status#</comments>
<description><![CDATA[<div><img src="images/upload/bz2zamw4x3pazwrwotbsghn0.jpg" alt="SOCOM Tactical Strike" alignment="" border="0"></div><br>The handy official PlayStation Blog was updated today by the folks over at Sony informing everyone that SOCOM: Tactical Strike for the PSP handheld has gone gold. The game is slated to ship to stores on November 6.<br><br>According to the team, the game has been in development for two years and includes eight additional international special forces this time around.  Voice chat VIA ad-hoc and infrastructure are also fully supported.<br><br><br>]]></description>
<pubDate>Wed, 24 Oct 2007 18:50:28 -0500</pubDate>
</item><item>
<title>SOCOM: Tactical Strike Screenshots</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/socom_tactical_strike_screenshots</link>
<guid>http://www.gamebump.com/go/socom_tactical_strike_screenshots</guid>
<comments>http://www.gamebump.com/go/socom_tactical_strike_screenshots#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p><p>The folks over at Sony just released a slew of brand new screenshots showing the upcoming SOCOM title for the PSP.
<p>]]></description>
<pubDate>Fri, 17 Aug 2007 13:18:00 -0500</pubDate>
</item><item>
<title>SOCOM Confrontation Trailer</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/socom_confrontation_trailer</link>
<guid>http://www.gamebump.com/go/socom_confrontation_trailer</guid>
<comments>http://www.gamebump.com/go/socom_confrontation_trailer#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p><p>Here's the SOCOM Confrontation trailer shown at the SCEA Gamer's Day event. For the game's official announcement details and first screenshots, click <a target="_blank" href="http://news.gaminghorizon.com/media2/1179427140.5139.html">here</a>.&nbsp;<p /><p>&nbsp;
 
divxMovie('http://files.gaminghorizon.com/t_socomconfrontation_screen.divx',true);

<p />]]></description>
<pubDate>Thu, 17 May 2007 13:44:00 -0500</pubDate>
</item><item>
<title>GH Review: SOCOM U.S. Navy Seals: Combined Assault (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_socom_us_navy_seals_combined_assault_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_socom_us_navy_seals_combined_assault_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_socom_us_navy_seals_combined_assault_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by Brian Mohr.</p><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">When it was originally release along with the network
adapter on the PlayStation 2, SOCOM became the epitome of online multiplayer
experiences for the console and featured a solid offline experience as well.
Since that game, Sony and Zipper Interactive have released three games in the
series including this years battle, SOCOM: U.S. Navy Seals Combined Assault.
Whether good or bad, little has changed in the series from last years version,
but if you like the previous titles this certainly will be right up your alley.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>&nbsp;



<p class="MsoNormal">The best aspect of any SOCOM game is the online mode and
Zipper doesnt disappoint. This version adds a couple new options to the mix in
the online four-player cooperative multiplayer mode and the backwards
capability with SOCOM 3, as long as you dont play on any of the new maps.
Besides that, the game features plenty of regular features including ladders,
rankings, community support, clans, and more. It does support chat through the
USB headset and allows up to 32 people to play at once.



<p class="MsoNormal">There are 10 new maps and most were designed to feature
heavy action focused areas. They provide players both styles of play, whether
that is battling it out guns blazing or sniping.



<p class="MsoNormal">The single-player mode has seen some changes too. Most
notably is the fact that youll be able to pick your missions after the first
challenge. This results in the game not being a straight linear storyline. It
does feature a nice variety of challenges including sniping, rescuing
prisoners, and infiltrating various environments. Another addition to the
series is the inclusion of achievements, including getting a certain number of headshots,
capturing enemies, and more. Though I feel the single-player experience has
been better in previous titles, this one is still quite solid.



<p class="MsoNormal">Vehicles are back and theres a wider variety to them this
year. Last year they were almost all the same type, but this year they vary
from armor, recon, and support type vehicles, basically meaning they have
various speeds theyll move at. The vehicles actually come down mostly to
Humvees and boats and the controls for those are still very well done.



<p class="MsoNormal">As for the combat controls themselves, they are still very well
intact. If youve played the game before they are familiar as youll utilize
the two analog sticks to aim, trigger to shoot, triangle to crouch or crawl, X
for action, and the other buttons to issue commands to your teammates. There
has been an update to the weapons like some new guns and add-ons like the use
of bean bags.



<p class="MsoNormal">If thats not enough, the game does interact with the PlayStation
Portable version, <em>Fireteam Bravo 2, </em>in which you can crosstalk. This mostly
allows you to download some nice extras including new characters, weapons and
movies.



<p class="MsoNormal">Meanwhile, the sound is still very impressive. The voice
acting continues to have a lot of depth and character while the sound effects
are also good. The gunfire and explosions really sound realistic; the only
thing thats not present is environmental sounds which are a slight
disappointment. As for the soundtrack, its instrumental like in the previous
games and does a terrific job of building up the intensity and drama when
youre on the battlefield moving around corners or opening doors. 



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>&nbsp;



<p class="MsoNormal">Really the only problem with SOCOM: Combined Assault is the
graphics. There doesnt appear to be any updates graphically in the game in the
last couple years from SOCOM 2 to now. They were great back then, but now when
you compare it to a next-generation game it looks a little bit stale. The shot
and death animations are about the same from previous titles and small details
like dead enemies and footprints disappear quickly. The environments and
gunfire are still attractive, but at this time in a consoles life we expect
more. 



<p class="MsoNormal">The only other issue with the game is the enemy artificial intelligence.
While they have relatively good aim and flanking movements, they arent the
most brilliant all the time. Sometimes theyll get stuck on the battlefield and
that results in them standing out in plain view or they will duck behind a
barrel of explosives. Also your own squad mates are pretty good at following
commands, but at times they still dont follow orders.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>&nbsp;



<p class="MsoNormal">There hasnt been much of a change to SOCOM: U.S. Navy SEALs
Combined Assault from previous versions with the exception of a few new
options, weapons, and maps, but thats a good thing since it wasnt broken in
the first place. The games sound, gameplay, online capabilities, and more are
very good; the only problem is the graphics and artificial intelligence. While
Combined Assault may not be the leap forward we would like to see in the SOCOM
series, its still a very solid title thats worth checking out.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.3&size=20" alt="GAMEPLAY: 8.3" /> <br />
The controls and gameplay are the same which is a good thing.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 7.3&size=20" alt="GAMEPLAY: 7.3" /> <br />
The graphics are good, but not great even for a PlayStation 2 game. </p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.7&size=20" alt="SOUND: 8.7" /> <br />
The voice acting, sound effects, and music are very solid.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 8.5&size=20" alt="FUN FACTOR: 8.5" /> <br />
Combined Assault is fun, but after four SOCOM games its more of the same.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 9.4&size=20" alt="REPLAY VALUE: 9.4" /> <br />
Its SOCOM and the online mode is as good and addicting as ever.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.4 &size=23" alt="TOTAL SCORE: 8.4" />


		  	
		  	<a href="http://www.amazon.com/gp/search?ie=UTF8&keywords=SOCOM U.S. Navy Seals Combined Assault&tag=gaminghoriz0c-20&index=blended&linkCode=ur2&camp=1789&creative=9325">
		  	<img style="border:0px;" src="http://www.gamebump.com/typeimage.php?text=BUY SOCOM U.S. NAVY SEALS COMBINED ASSAULT AT AMAZON&color=lorange&font=stencil&size=10&width=500" />
		  	</a><br />
		  	]]></description>
<pubDate>Sun, 17 Dec 2006 22:15:00 -0600</pubDate>
</item><item>
<title>SOCOM 3 Map Pack 1 Available</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/socom_3_map_pack_1_available</link>
<guid>http://www.gamebump.com/go/socom_3_map_pack_1_available</guid>
<comments>http://www.gamebump.com/go/socom_3_map_pack_1_available#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p>
Sony Computer Entertainment America has announced that the first map pack for SOCOM III: US Navy Seals on the PlayStation 2 is now available for downlaod view the console. Map pack #1 contains:The classic SOCOM II HDD levels After Hours, Liberation and Last Bastion.After Hours is an urban map inspired by the Korean city of Seoul and is playable with up to 16 players in Suppression, Demolition and Control gametypes in a day or night setting.Liberation is based on a North African seaside city.  It is playable with up to 16 players in Suppression, Demolition, Control and Escort gametypes in a day or night setting.Last Bastion is set in rural Albania at the ruins of a riverside castle. It is playable with up to 16 players in Suppression, Extraction, Breach and Control gametypes in day or night setting.For the first two weeks, beginning June 27, 2006 and ending July 11, players may download and play through the map pack for free, but on July 11, when the trial period is up, players will be asked to purchase the pack for $5.99 to continue playing.
]]></description>
<pubDate>Tue, 27 Jun 2006 13:18:00 -0500</pubDate>
</item><item>
<title>GH Preview: SOCOM U.S. Navy Seals: Combined Assault (PS2)</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/gh_preview_socom_us_navy_seals_combined_assault_ps21</link>
<guid>http://www.gamebump.com/go/gh_preview_socom_us_navy_seals_combined_assault_ps21</guid>
<comments>http://www.gamebump.com/go/gh_preview_socom_us_navy_seals_combined_assault_ps21#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p><p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><p>One of Sony Computer Entertainment Americas most popular franchises, SOCOM, is coming back and this time it is called, SOCOM: U.S. Navy Seals Combined Assault for the PlayStation 2. We had a chance to go hands-on with the game at this year's E3 2006 in Los Angeles. To get it out there, this SOCOM isnt really different compared to past titles but instead Zipper Interactive has added a bunch of new maps and the spanking new Co-op mode to its title.<br /><br />The demo we had a chance to play was pretty short and contained three missions on the tightrope map. The first mission was to blow up a shipment of SAM missiles; the second was to drop the bridge so enemy tanks wouldnt come in; and lastly, the third was to secure an airfield so troops could enter the area. The missions were rather easy, to be honest, but Im sure enemy AI will be introduced and/or upgraded at a later time. The co-op can be played in up to four players and all players must work together to get the job done.<br /><br />Another addition was the option so that players could select an individual tactical mission area that was previously completed, and play it as a stand alone mission or an instant action mission in four-player co-op mode. A med kit is also going to be added that will allow the player to heal a friendly target or himself in the middle of a battle. The med kit must be equipped before the mission starts to utilize it.<br /><br />One thing Sony and Zipper kept saying is that Combined Assault will be backwards compatible with SOCOM 3. How? Well, Combined Assault will include everything SOCOM 3 had, which includes maps, patches, updates, and many other necessary items. The maximum number of players on a given server for multiplayer is 2-32. <p><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><p>Sony plans to ship Combined Assault to stores this fall. Look for more on this title in the coming days right here at Gaming Horizon.]]></description>
<pubDate>Thu, 11 May 2006 02:43:00 -0500</pubDate>
</item><item>
<title>SOCOM U.S. Navy Seals: Combined Assault Screenshots</title>
<author>Tim Grube</author>
<link>http://www.gamebump.com/go/socom_us_navy_seals_combined_assault_screenshots</link>
<guid>http://www.gamebump.com/go/socom_us_navy_seals_combined_assault_screenshots</guid>
<comments>http://www.gamebump.com/go/socom_us_navy_seals_combined_assault_screenshots#</comments>
<description><![CDATA[<p><i>This article was originally published on Gaming Horizon, GameBump's predecessor. Certain formatting, imaged, and embedded content may have been lost in the transition process.</i></p><p>Sony has issued five first screenshots of SOCOM U.S. Navy Seals: Combined Assault for the PlayStation 2. Take a look below.
<p>]]></description>
<pubDate>Thu, 11 May 2006 02:41:00 -0500</pubDate>
</item><item>
<title>Sony Gives Info on Socom Fireteam Bravo 2</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/sony_gives_info_on_socom_fireteam_bravo_2</link>
<guid>http://www.gamebump.com/go/sony_gives_info_on_socom_fireteam_bravo_2</guid>
<comments>http://www.gamebump.com/go/sony_gives_info_on_socom_fireteam_bravo_2#</comments>
<description><![CDATA[<p>Sony has given up more details on their upcoming military shooter for the PSP, SOCOM U.S. Navy SEALS: Fireteam Bravo 2.</p><p>The game will feature a non-linear mission progression through 14 single-player missions across various areas of the world giving gamers the option to choose where they take on battle next. Missions can also be redone in different ways allowing gamers to go back and take on new objectives and enemies. Zipper has announced that the game will feature over 40 real world weapons and you'll be able to purchase new ones by earning command equity points. These are given to players for completing missions, reaching objectives and rescuing civilians. The points can also be used to purchase air strikes, supply drops along with improved local influence giving you the option to get information from locals and purchase black market weapons.</p><p>Meanwhile, the multiplayer game will feature 16-player ad hoc and infrastructure support. The multiplayer game will include three new modes of play including tug-of-war control points, capture the flag and target.</p> Originally written by Brian Mohr]]></description>
<pubDate>Mon, 08 May 2006 23:50:00 -0500</pubDate>
</item><item>
<title>GH Review: SOCOM: U.S. Navy SEALs Fireteam Bravo (PSP)</title>
<author>Shiva Stella</author>
<link>http://www.gamebump.com/go/gh_review_socom_us_navy_seals_fireteam_bravo_psp</link>
<guid>http://www.gamebump.com/go/gh_review_socom_us_navy_seals_fireteam_bravo_psp</guid>
<comments>http://www.gamebump.com/go/gh_review_socom_us_navy_seals_fireteam_bravo_psp#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">If games define the system, then <em>Halo</em> made the Xbox, <em>Final
Fantasy VII</em> made the original PlayStation, <em>Nintendogs</em> made the DS, and <em>SOCOM</em>
made the PlayStation 2. Its little wonder, then, that Zipper Interactive opted
to create an entirely new SOCOM product for the PlayStation Portable, Sonys
premier handheld unit and the first portable system to challenge the GameBoy
line-up in years. SOCOM: US Navy SEALs
Fireteam Bravo has all the goodies formerly exclusive to the PlayStation 2
versions, and its just as intense and addictive on the small screen as its big
brothers are on the living room TV. If you own a PSP, happen to like shooters,
or really enjoy any of the SOCOM games, this ones for you. Its possibly the
best and most fun PSP game on the market.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">Fireteam Bravo wastes no time explaining overlaying plot
lines, introducing the team, or putting you through a boring tutorial level. Instead,
the game immediately launches you into a selection screen where you can view
all the modes offered at a glance, beginning with the campaign mode, which
spans the globe and involves four distinct locales: Chile,
Morocco, South Asia, and Poland.
Unlike the regular SOCOM (PS2) games, Fireteam Bravos single-player experience
has you controlling Sandman (Raymond Stokes), the head of a two-man SEALs team,
while reducing the franchises four AI teammates down to one, the dreaded
Lonestar (Tate Rawlins, and yes hes a Texan). The campaign mode features 14
missions (about 3-4 per locale) and the typical primary objectives: apprehend
bad guys, rescue hostages, blow stuff up, take photos with your convenient
digital camera, and gather intel without the pesky terrorists knowing it. 



<p class="MsoNormal">Before deployment, youre presented with a mission briefing,
a short list of current objectives, some minor intel (usually accompanied by
some satellite imagery), and an armory to adjust your teams load-outs. The
franchises usual weapons  the M4A1 for the SEALs, the AK-47 for the
terrorists  are present and make gamers feel instantly at home, along with
sniper rifles (SR-25, M87ELR), claymores, pressure mines (only available in
multiplayer), sub-machine guns (9mm sub, HK5), and grenades. Zipper included
the extra trinkets from SOCOM III, too, like the magnification scopes (both low
and high power) and thermal view (night vision is automatically equipped during
evening missions). 



<p class="MsoNormal">Once youve deployed, youll need a few moments to
familiarize yourself with the different control scheme, which is surprisingly
functional considering the units lack of a second analog nub. In the PS2
iterations of SOCOM, the left analog stick is used for maneuvering and the
right stick targets; in Fireteam Bravo, the left maneuvers and the right shoulder
button targets, or locks-on. The game also makes use of a freelock mode, which
enables you to both aim and move with the left analog nub depending on whether
or not the L button is held down. The lock-on feature is what makes the game
playable on the PSP, but as it typically targets a foes body (and not his
head), you can expect to score fewer head shots, which keeps the game playable
online. 



<p class="MsoNormal">To help you figure out where youre going and where your
targets are, Fireteam Bravo implements a compass marked with blue allies and
red enemies, NAV points (important targets shown on-screen and on the compass),
and a crude yet functional map that highlights roads, buildings, NAV points, and
terrain edges. Fireteam Bravos environs are rather large for a handheld game,
but definitely smaller than most SOCOM maps, which accommodates the lesser
number of terrorists/players as well as keeps you from wasting a half hour traversing
an area to score a kill (an important note consider the titles lack of a mid-mission
save). 



<p class="MsoNormal">The game screen also houses a team member status box that
displays team health bars, a weapon display, gun crosshairs, and  when enemies
are locked on  a convenient, bright red target box. If you feel like tossing
grenades or planting claymores, you can switch weapons by simply hitting the
left directional button to bring up the weapon menu. From there, merely cycle
through the selections via up/down, and choose a new gun by pressing X. Triangle
toggles between primary and secondary weapons for quick weapon juggling, and X
shoots.<span>  </span>For easy reloading, hold down
the square button. If youve equipped a scope (or prefer a first-person
viewpoint) repeatedly press the up directional button; this sometimes passes
through night vision mode if the mission is set in the evening, and if you have
thermal equipped, culminates in a fuzzy blue field marked with throbbing red
targets. Sometimes youll encounter a special action icon, which can include
such options as pick up primary/secondary weapon, open/close door, place
satchel/C4 charges, climb, knife, and  for when youre completely out of
ammo with no enemies in sight  rifle butt. Its cheap, but effective. 



<p class="MsoNormal">Perhaps the most obvious signature mark of the campaign mode
is the inclusion of Lonestar, who is essentially your go-to guy. You command
him to move to locations, diffuse bombs, breach doorways (run inside and clear
out the room), cover targets, deploy (bomb targets), regroup on you, and clear
the area  which all basically saves yourself some bullets. If Lonestar dies,
however, or you die (or your hostages die, or you foil some important
objective) the mission is over. 



<p class="MsoNormal">If you havent got the time for a full campaign level, you
can always start an instant action game. As missions are completed, you can
play through their maps in one of five modes under the instant action
selection: hostage extract, stealth extract (extract hostages without being
seen), sweep and clear (kill all foes), sabotage (have Lonestar disable a
device), and stealth sabotage (disable a device without being seen). To keep
things fresh, you can select a difficulty level for the mission (ensign,
admiral, etc.) and randomize enemies and items, which makes up for some of the
modes being the same (besides the fact that you cant be seen).



<p class="MsoNormal">If youre ready for some multiplayer fun and have a few
friends with PSPs of their own, you can engage in ad hoc games utilizing only
one copy of Fireteam Bravo. When youre ready for real SOCOM action, however,
head to the infrastructure wireless LAN option and hop online to take on the
best. Fireteam Bravo perfectly mimics SOCOM IIIs online mode, complete with 11
briefing rooms of 256 maximum players each. Online games include suppression
(team with most players alive at the end of the match wins), free for all
(terrorists against terrorists), extraction (SEALs win by extracting hostages,
and terrorists win by killing the SEALs), demolition (blow up the enemy base,
or defuse the bomb set at your own base), and captive, which is suppression
with a revival twist. The respawn option made popular in SOCOM III is also
present, along with friendly fire and similar load-out modification when youre
dead. Matches typically consist of 11 rounds of 5 minutes each, and the game
keeps a tally (viewable via select) that shows scores as well as whos alive,
whos dead, and whos got the bomb. <p class="MsoNormal">Fireteam Bravo is also the first mainstream
PSP game to utilize the PSP headset, which is about $20 and plugs easily into
the PSP remote, improving communication effectiveness. The game uses three
radio channels (all players, channel one, and channel two) and features
everyones favorite victory dances, taunts (voice and text), team voting (kick
those annoying jerks who shoot their teammates), friend invites, and all of
SOCOM IIIs community options: poll, leaderboards, message boards, profile
information, clan joining or management, and simplified (or advanced) game
searches. And no, you dont have to verify your account as you do in SOCOM III.



<p class="MsoNormal">The best thing about Fireteam Bravo is how Zipper
Interactive adjusted it to fit the needs of portable play, and its smaller maps
 which better accommodate the 16 maximum players in a match  are still
significantly larger than most environments in handheld titles. They also still
contain the traditional canyons, tunnels, secret passageways, cover spots, and
abandoned buildings that make all the SOCOM games so much fun. Players climb
over fences to ambush you, stalk you through underground passages, and snipe
you from afar on top of rushing you for a nice firefight, and while the lock-on
targeting gives you an early warning that opponents are near, Zipper was wise
enough to limit its distance such that players have to get in close to use it. <p class="MsoNormal">Most
of the areas are highly detailed and graphically comparable to SOCOM IIIs
stages, and this is echoed in the character models, bright explosions, smoke
bombs, and night/thermal view, which only emphasizes the games polished
presentation. There are even CG cutscenes, voiced and subtitled, to introduce
each of the four locales in single-player mode, and the voiceovers (including
Lonestars humorous comments) are very believable. In-game sound effects 
footsteps, howling winds, grenade warnings, gunfire, and very big booms  add
to the titles wartime ambience and, paired with the games musical track (the
same track in almost all SOCOM games), help create an epic mood. 



<p class="MsoNormal">And finally, perhaps to convince SOCOM III fans to give
Fireteam Bravo a try (and vice versa), Zipper enables players to complete
crosstalk objectives in either SOCOM III or Fireteam Bravo and then connect the
PSP to the PS2 via a mini-b cable to synchronize the data. This unlocks new
objectives, weapons, and multiplayer skins for both games. <span>      </span>



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">It could fairly be said that all of Fireteam Bravos good
aspects are borrowed from SOCOM III, and so it is with its faults. The games
visuals, so on par with its immediate predecessor, have also inherited its
problem areas, worsened by the nature of the PSP. While online play is usually
quite smooth, it does get jerky at times and lags a lot when in areas of high
texturing and enemy activity, especially when players are tossing grenades. The
textures themselves are very repetitive and often muddy, and the game is plagued
by clipping errors.



<p class="MsoNormal">Lonestars AI could still use some tweaking. Sometimes hell
wander into a wall and just keep... going. Other times he gets lost behind you
and youre forced to wait a few seconds for him to catch up. In one particular
level in which I had to diffuse a certain number of bombs under a time limit, I
actually lost because Lonestar got stuck in a hallway or the diffuse bomb
command switched to move to after I gave the order. Youll also spot poor
Lonestar occasionally crawling from one spot to another, which makes absolutely
no sense when the area is empty of all life but your own. Its also amusing to
watch him slink along a road out in the open, when there <em>are</em> enemies about, so be prepared to rush in and provide him some
cover. 



<p class="MsoNormal">When it comes to online play, there are much fewer people
online in Fireteam Bravo than in any SOCOM game for the PS2, although there are
still more people online in Fireteam Bravo than in any other PSP game and most
PS2 titles. Youll typically have about two rooms stocked with 256 players and
a few rooms with significantly less than that, which makes starting up or
joining a game in a different map more difficult. There are also fewer people
with headsets in Fireteam Bravo, although the number of players with headsets
is steadily rising.



<p class="MsoNormal">As for the idiots that flock all online titles, theyre
here, and youll still have to contend with them (Im actually of the belief
that said idiots purchase online games simply to annoy everyone else, <em>because</em> they are idiots). Youll get the
same verbal abuse in-game or u dum ppl suk text lines in the lobby, but
because of the nature of the PSP, you wont get them as often (matches on
Fireteam Bravo are a lot more quiet). 



<p class="MsoNormal">The only significant online error I spotted in Fireteam
Bravo was during some instances when, in extraction matches, SEALs began the
round with automatic extractions and scored some cheap victories (Ive <em>only</em> witnessed this in the thin ice
medley).



<p class="MsoNormal">And just as in every SOCOM game to have ever seen the sun,
you still have incidents where youve shot a guy a hundred times and he not
only survives, but manages to turn you around and fill you with bullets. Maybe
thats what terrorists mean when they speak of  divine intervention? 



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">Fireteam Bravo is an
excellent addition to anyones PSP library. If you own a PSP, you should
have this game. If you like SOCOM, or just shooters, and lack a PSP, you should
purchase a PSP and this game. Fireteam Bravo has all the goodies that SOCOM
fans love, and theyre displayed brilliantly on the handhelds sleek
widescreen. Zipper Interactive managed to create very smooth, simple controls
for a unit without a second analog nub (a minor miracle), and brought along all
the SOCOM visual treats and gameplay nuances that fans of the genre crave, and
the PSP enabled them to do this all in style. Dont be surprised if you catch
yourself turning off the PS2 and picking up the PSP (and Fireteam Bravo)  instead.

	<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.6&size=20" alt="GAMEPLAY: 8.6" /> <br />
All the gameplay of SOCOM III on the PSPs gorgeous widescreen. Intense online play.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.5&size=20" alt="GAMEPLAY: 8.5" /> <br />
Great visuals, some clipping errors and repetitive texturing, though. Solid presentation.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.2&size=20" alt="SOUND: 8.2" /> <br />
Great sound effects and voiceovers, plus SOCOM III music for a nice epic touch.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9.4&size=20" alt="FUN FACTOR: 9.4" /> <br />
The most fun Ive had on the PSP. Online play is a blast and incredibly addictive.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 10&size=20" alt="REPLAY VALUE: 10" /> <br />
Once youre hooked, itll take months for you to put it down. Online play, ad hoc, and campaign</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.9 &size=23" alt="TOTAL SCORE: 8.9" />

]]></description>
<pubDate>Wed, 23 Nov 2005 20:38:00 -0600</pubDate>
</item><item>
<title>GH Review: SOCOM III: U.S. Navy Seals (PS2)</title>
<author>The Gaming Horizon Archive</author>
<link>http://www.gamebump.com/go/gh_review_socom_iii_us_navy_seals_ps2</link>
<guid>http://www.gamebump.com/go/gh_review_socom_iii_us_navy_seals_ps2</guid>
<comments>http://www.gamebump.com/go/gh_review_socom_iii_us_navy_seals_ps2#</comments>
<description><![CDATA[<p>This review was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  It was written by John Godfrey.</p>

<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE LOWDOWN&size=25" alt="The Lowdown"/>



<p class="MsoNormal">I always found the idea of a killer app a little silly.
Honestly, one game, no matter how &quot;killer&quot; it may be, cannot merit
the purchase of a brand new gaming console. On the other hand, one game can
definitely be enough incentive to purchase a gaming peripheral, specifically a PlayStation
2 Network Adaptor. And that's just what<em>
SOCOM</em> did back in 2002. Followed by <em>SOCOM
2</em>, a sequel that was a little more like an add-on map pack with a couple of
new features, SOCOM 3 is finally
here and pushes the limits of the series in all possible ways to become quite
possibly the best online PS2 experience there is.



<p class="MsoNormal"><img style="border: 0px;"   src="/typeimage.php?color=orange&font=stencil&text=THE GOOD&size=25" alt="The Good"/>



<p class="MsoNormal">The leap between SOCOM 2 and SOCOM 3 in terms of online play
is like the leap <em>Grand Theft Auto: San
Andreas</em> took over <em>Grand Theft Auto:
Vice City</em> in depth and scale. Instead of the average-sized levels of SOCOM
and the somewhat larger areas of SOCOM 2, SOCOM 3 blows the whole concept
wide-open starting with the load out menu. Players are now able to customize
their weapons; a variety of scopes (zoom and thermal), laser sights, silencers,
grenade launchers, front grips and bipods are available to attach to your
primary or secondary weapon (as long as it supports the attachment, for
instance you wouldn't be able to attach a grenade launcher to a HK5 submachine
gun, and a high scope on a TA 12-gauge shotgun would be just a little
ridiculous). While choosing your weaponry and attachments, an encumbrance meter
appears at the bottom of the load-out screen. As in real life, the more crap
you decide to carry with you, the slower you're going to be. As long as you
keep the meter out of the red you should be fine; a submachine gun, light
sidearm, and a couple grenades would keep you light on your feet, whereas if
you picked a M60E3 machine gun along with bipod, a Desert Eagle with a laser
and an RPG launcher with extra ammo to top things off, you're going to be
slower than the rest of the team. This is a good way to even out the balance of
power, because even if you loaded up on the most powerful weapons in the game
you lose the advantage of speed, which is very critical in many open-area
scenarios.



<p class="MsoNormal">Once you've chosen your weapons, talked some smack in the
lobby and get launched into the game, you'll notice that the best way to
describe the level size is &quot;enormous. Some levels must be at least four
to five times the size of levels in SOCOM 2, and feature quite a bit of
diversity in the landscape. You could spawn on a beach, make your way across a
bay, up onto the boardwalk of a boat house, run through some dense mountainous
jungle into a waterfall area, and past that to some ancient ruins, and to the
other side of the island where you'll find a small village of huts. Other
levels could have vast open areas, like a desert, with some landmarks between
them, like a little town here and refueling station there. 



<p class="MsoNormal">As you might imagine, maps of this kind of scale could make
things quite difficult if you're playing a four-person match, as it's possible
for the last two players alive to run around in the map and not once cross ways
because the map is so big. One player could be searching out in the desert
while his enemy is past the desert, past the rocky caverns, past the watering
hole, hiding in the basement of a small shop. To combat this problem, when
setting up the game you can adjust the map size based on the amount of players
in the game, the full map can easily accommodate the maximum 32 players,
whereas if you were playing with a smaller bunch of people, you can pick the
smaller version of the map. When the smaller version is selected, certain roads
and areas have barricades in front of them, so it's the same map, just
truncated a bit. Once again, you can also choose to only allow certain ranks
into your game, and limit what kind of weapons and/or explosives can be used.
You can also choose to have the game you create to not be ranked. This means
whatever happens during the game, your SOCOM rank will not be affected. 



<p class="MsoNormal">Online levels now feature an assortment of vehicles to be
used to both traverse the map and eliminate the competition with. There's a nice
assortment of Hummers, available with just a top-mounted machine gun turret, or
top-mounted machine gun turret and turrets on passenger doors, or with a
top-mounted rocket launcher. There are also pickup trucks with a machine gun
turret mounted on the top, dune buggies, tanks, supply trucks, and boats with
mounted machine gun turrets and grenade launchers. Of course, when the players
inside a vehicle die, the assailant is more than likely going to take the
vehicle in question and use it against your team, so vehicles play a big part
in the balance of power in the game; if a team manages to get control of all
the intact vehicles, teammates can drive around in a convoy seeking and
destroying whatever opposition is left. This makes it essential to work in
teams and groups, as if you're driving around alone in a vehicle it might as
well be a mobile coffin as you have no gunner in the turret to defend you, and
on the other side of the coin if you're running around in the open you don't
want to end up on the wrong side of a tank or in a close-quarters area filled
with the enemy. 



<p class="MsoNormal">You'll notice that working in a couple squads could also
prove beneficial, if one group diverts attention while another one goes through
an alternate route they can plant and defend a bomb easily taking little
opposition in a demolition match, for instance. Teamwork and cooperation is
definitely increased thanks to the addition of huge maps and vehicles, which
makes the headset an essential part of the game; playing online a few times
without a headset it feels almost like being blind, as everyone is scattered
around the map but you don't know what anyone's doing or have any sort of plan.
When you find good people to play with, you can create a clan for them to join,
or join the one they're in. Clans aren't so much &quot;hey look how 1337 we are
we kill joo stoopit n00bzz&quot; as much as they are a group of good players to
play with that know how to communicate and work as a team; try playing with a
good communicative team that makes plans and updates each other during combat
and then try a random pick-up match, it's like playing two different games
altogether.



<p class="MsoNormal">Oh yeah, and there's also an offline mode, if you're
wondering how to unlock those costumes in the online mode. The single-player
mode is better than in any of the previous games in the series, the pacing of
the levels is perfect, and the mission objectives are more interesting, seeing
you using and fighting against vehicles, taking out tanks and targets by using
the new laser designator for air strikes. The story progresses through news
clips and cutscenes of whoever the baddy of the moment is making plans against
you in his native tongue (with subtitles of course). The foreign voices add more
authenticity to the game, and all the distinctive weapon sounds are there; you
can usually identify what guns are being used in a firefight around the corner
after a few hours online. The sound of the guns on the boats is particularly
distinctive and can actually be translated into &quot;take cover!!!&quot; The
music in the SOCOM games has always been quite good featuring military music;
SOCOM 3 also does this but with more of a cinematic flare that really adds
tension to certain situations. The game is now running on a new engine that
stylistically looks very similar to the previous SOCOM games but with a
considerable amount of polish and much better lighting and particle effects.



<p class="MsoNormal">One of the most annoying aspects of the previous SOCOM games
was how the save system was setup, as the only time you were allowed to save
was at the end of the mission. That means if you died moments before completing
the whole mission you'd have to start from the beginning, completing all the
objectives one by one all over again until you reached the end, hoping to God
you don't die during that last firefight. Thankfully, SOCOM 3 has finally fixed
this nagging problem by scattering checkpoints throughout each mission. Usually
after arriving to a destination or completing a task the checkpoint will be
activated, and you will start from there whenever you die. You can also choose
&quot;save last checkpoint&quot; if you want to finish up later, another nice
addition.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE BAD&size=25" alt="The Bad"/>



<p class="MsoNormal">In the single-player game, your AI teammates are a little
smarter than before; they don't get caught up in doors and ladders as much as
before, but they're still prone to random bouts of stupidity. For instance, in
a level where you have to help resistance fighters at various strongholds by
getting behind a machine gun turret and taking out waves of enemy forces, your
fire team crouches behind you. When an enemy gets too far to one side of the
turret that they're out of the machine gun's range, your fire team sits by idly
as he makes his way straight to the back of the turret's barricade and starts
taking out NPC allies and other members of your fire team. So you're constantly
checking your blind spots, getting off the turret, taking out an enemy with
your assault rifle, and then trying to play catch-up on the turret now that
there are more enemies ahead of you. Of course the developers want the game to
be challenging  you can't have your fire team doing everything, but you don't
want to have to baby-sit them through certain segments either.



<p class="MsoNormal">There have been a few minor changes to the way the controls
are set up in SOCOM 3, which will take just a little bit of time to get used
to. There are also a few different sets of control schemes, but if you end up
finding certain buttons from different schemes effective, you can't mix and
match and bind your own commands to buttons, you can only use presets. With new
functions to remember on the online battlefield, it'd be better to let you
choose your own buttons so you can get the advantage of doing things more
efficiently.



<p class="MsoNormal">Online is pretty much smooth sailing, but there are a couple
of problems, hit detection seems to be really hit or miss at times, and in
certain large levels some areas (especially ones with a lot of textures and
models different than the rest of the map) seem to have a killer frame rate
choke at times. I would mark this up to lag between the players, but it seems
to happen to some areas more frequently than what can be marked up to be
coincidence. Also, certain levels have a definite SEAL or terrorist advantage,
but since most of the maps are well balanced, these make for good
&quot;challenge&quot; maps. And finally, once again the little glitches are
already starting to show, hopefully we get those frequent updates that kept
SOCOM 2 from going stale for so long.



<p class="MsoNormal">Though the large maps are great, and really push the series
forward, smaller maps like Frostfire from SOCOM (with a re-appearance in SOCOM
2) are non-existent. Even making a SOCOM 3 map its smallest size doesn't
compare to the kind of close-quarters combat found in a level like Frostfire,
and the inclusion of levels like that into the online mode would offer a great
change of pace. What everyone would love is to see the online maps of both
SOCOM and SOCOM 2 appear in the game, much like SOCOM's maps appeared in SOCOM
2, but since SOCOM 3 is running on a different engine, each map would have to
be ported, so we can only hope that we'll be able to see them as extra
downloadable content.



<p class="MsoNormal"><img style="border: 0px;" src="/typeimage.php?color=orange&font=stencil&text=THE VERDICT&size=25" alt="The Verdict"/>



<p class="MsoNormal">SOCOM 2 was probably the best online experience on the PS2, and
SOCOM 3 has now taken that spot by improving dramatically on all elements of its
predecessors. Online play with vehicles, giant maps and customizable weapons
are a blast that you won't get tired of any time soon, and the single player
mode is a nice diversion especially with the addition of checkpoints (I bet
some people never beat SOCOM 1 or 2 because of the lack of them). If you have a network adaptor, you need
this game.<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GAMEPLAY: 8.6&size=20" alt="GAMEPLAY: 8.6" /> <br />
Classic gameplay of SOCOM 2 with huge maps, vehicles, and customizable weapons.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=GRAPHICS: 8.2&size=20" alt="GAMEPLAY: 8.2" /> <br />
A beautiful new engine means a sight for sore eyes for veterans of the SOCOM series.</p>

<p><img style="border: 0px;"   src="/typeimage.php?color=black&font=stencil&text=SOUND: 8.2&size=20" alt="SOUND: 8.2" /> <br />
Convincing weapon sounds and foreign languages coupled with a great soundtrack.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=FUN FACTOR: 9&size=20" alt="FUN FACTOR: 9" /> <br />
Nothing's more fun than loading up a team of allies into a hummer and tearing it up online.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=black&font=stencil&text=REPLAY VALUE: 10&size=20" alt="REPLAY VALUE: 10" /> <br />
SOCOM 3 online is like crack. Consider yourself warned.</p>

<p><img style="border: 0px;"  src="/typeimage.php?color=orange&font=stencil&text=TOTAL SCORE: 8.8 &size=23" alt="TOTAL SCORE: 8.8" />

]]></description>
<pubDate>Mon, 07 Nov 2005 01:28:00 -0600</pubDate>
</item><item>
<title>GH Preview: SOCOM III: U.S. Navy Seals (PS2)</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/gh_preview_socom_iii_us_navy_seals_ps23</link>
<guid>http://www.gamebump.com/go/gh_preview_socom_iii_us_navy_seals_ps23</guid>
<comments>http://www.gamebump.com/go/gh_preview_socom_iii_us_navy_seals_ps23#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p><p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" />&nbsp;<p><em>SOCOM: U.S. Navy Seals</em> has been the PlayStation 2s online success story from the day the original released in August of 2002. Since then Sony and Zipper went on to create the sequel and are still working on a third that is due out in October. We got a chance to play around with the upcoming SOCOM 3 online and try out one of the new maps as well as some weapons and vehicles.<br /><br />First off, the online beta included just one map, entitled Harvester. This map, like others, allows up to 32 players to play on a single map at any one time. The environment for Harvester is very impressive and detailed. Particularly the windmill tower that is the center of the map and occasionally spins is really a nice touch. Beyond that, the layout has various terrains that put players in a mountainous region with many open fields, roads, rivers and a few buildings or ruins to battle around.<br /><br />The map certainly is a snipers dream in certain areas, although you cant get by completely on foot as vehicles are a must to get from one side of the map to the other. Youll be given the opportunity to jump on a Hummer with turret or Jeep with turret for terrorists. There are also two boats for both sides to use that are manned with machine guns and grenade launchers. The vehicles drive pretty smoothly in the online mode, although from our experience it was at times a little jumpy for a second or two at the very most occasionally. Also noted is that if you are in the vehicles you can run over your enemies, but you can also very easily get shot inside too. If youre on a turret be prepared to get sniped immediately as it seems to be open hunting season because you stand out. The good thing though is that you can get out of the vehicles very simply with just the push of the X button. I did notice that changing position on any of the vehicles did seem to take an exorbitant amount of time as you push square and it takes at least two or three seconds to do it. One last note was trying to get in the vehicles, it can take a little time too and is very picky on allowing you to get in as you must be standing and pushing X right next to the vehicle.<br /><br />With the 32 players, the maps are significantly larger in SOCOM 3 and it will take time for new players to get used to them and know where they are going and what the objectives are. The key more so in SOCOM 3 than in any of its predecessors is teamwork and communication, particularly with the new game types.<br /><br />Each map in SOCOM 3 will feature the regular game modes including Suppression, Extraction, Escort, Demolition and Breach. These games run almost exactly the same as they did on previous versions of SOCOM except there are more players and its a bigger map. The difference in the new game is the two new game modes entitled Convoy and Control.<br /><br />Convoy pits the Seals who have two convoy vehicles and two Hummers with turrets to go to one of two areas to pick up ammunition and equipment right in the midst of terrorists who are trying to stop you. If you successfully load one of the trucks, you then must take it back to a drop point. Teamwork is a must on this level and just from playing a few games of it, its evident that the terrorists have a significant advantage. Most often when I saw the Seals win it was because they killed all the terrorists. The other disadvantage for the Seal team was that you have to get out of the vehicle and press X around the various boxes to load it up. It takes time and is difficult when youre under fire. Despite all that, the game is a lot of fun whether youre the Seals or terrorists. For the terrorists, the key to the map is to destroy the two convoy vehicles by either driving them into the river or blowing them up. Overall its a nice addition to the game and certainly is a good change of pace.<br /><br />The other map is Control which is a different game type altogether as the Seal team starts on one side and the terrorists start on the other. Players must go to five locations to drop flares and whoever gets the most before time is up or gets all five before the game is over wins. This map is very different as it allows players to do one of two things; either go out to the various locations to lay flares or sit back and defend one area from enemy attack. Setting flares is as easy as pressing X for approximately five seconds over the point. It really allows for varied gameplay that can change up every round. Overall, Control is a very nice addition as well to SOCOM 3 as it forces the action to continuously change throughout the game.<br /><br />Beyond the new maps, SOCOM 3 has a few other slight nuances. One, for players used to the game, is that it does seem to take more hits to take out an enemy. Ive seen it multiple times now that I know Ive shot an enemy two or three times and they still dont die. Another note is that some of the weapons in SOCOM 3 dont quite feel like they did in SOCOM II. They are a little different and it just takes some getting used to.<br /><br />Players will get a lot more options as far as weapons are concerned. If youre on the Seal team you get to choose from the M8, HK5, HK7, L96AW, M40A1, M87ELA, SR-25, 12 Gauge Pump, M4-90, M60E3, MK .48, AK35, IW-80A2, M14, M16A2 and M4A1. While the terrorists can choose primary weapons including the AK-47, AG-94, M16A2, RA-14, STG-77, 9mm Sub, F90, M40A1, M82A1A, SASR, 12 Gauge Pump, Spas 12, M60E3, RTK-74 and 552.<br /><br />Players also have three pistols to choose from and a much wider variety of attachments and extras than ever before. The attachments and extras include for AT4 for Seals or RPG-7 for terrorists, C4, Claymore, M2Mine, Extra Ammo, AN-M8, HE, Mark 141, M67 and attachments like thermal, various scopes, red dot, suppressors, grips and more. Each primary weapon you get has a variety of attachments you can put on it and most of the guns can be silenced for both teams, not just the Seals like in SOCOM 2.<br /><br />If that wasnt enough, players can also acquire enemy weapons. If you pick up a weapon from an enemy you killed, you will be able to use that weapon in subsequent rounds. This was a very nice addition and keeps the options coming for players in the online game.<br /><br />SOCOM 3 looks to push the community features even further in this latest installment. The community section is broken down into subgroups including SOCOM 3 Daily, Leaderboards, Clan Ladders, Message Board, Personal, Feedback and Help. The Daily includes news, polls and promotions. The Leaderboards allow you to search weekly leaders, monthly leaders, friend leaders or any combination that you desire. The Clan Ladders show the clan leader list. Message Boards have various SOCOM 3 game related issues to talk about. Personal allows players to go into their profile, mailbox or edit their account and Feedback allows players to report a bug or send feedback to Sony.<br /><br />Now for a few other final notes just based on our experiences in the menus in the game. The first is that the life meter is very tiny. Ive got a 32-inch television and even on my TV the meter is the size of a Tic-Tac. One another note is that when you enter a map, players cant tell which game theyll be playing if they go into a Medley. Instead you are forced to find out what youre playing when youre actually in the game and you have to press select. There is no area that tells what type of game youll be playing only what type of map youre going into. <br /><br />Another nuisance is that players from both teams are given various start points when you go into a map. Sadly you cant change these between rounds during a game. Finally, one good note to end with is that the night vision for SOCOM 3 is in full screen and not first-person like in SOCOM 2, but again sadly once you die you cant view night vision on your teammates screens and thus see nothing.<br /><p>&nbsp;<img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><p>Overall the SOCOM 3 beta is very impressive and I cant wait to get my hands on more maps upon the games release in October. Beyond a few minor touches, the game looks destined to be at least as good and most likely better than the previous versions especially the online portion. The addition of more weapons, players, vehicles and larger maps allow for a bigger and better SOCOM experience than ever before.]]></description>
<pubDate>Mon, 29 Aug 2005 10:54:05 -0500</pubDate>
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<title>GH Preview: SOCOM III: U.S. Navy Seals (PS2)</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/gh_preview_socom_iii_us_navy_seals_ps22</link>
<guid>http://www.gamebump.com/go/gh_preview_socom_iii_us_navy_seals_ps22</guid>
<comments>http://www.gamebump.com/go/gh_preview_socom_iii_us_navy_seals_ps22#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p><p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><p>SOCOM 3 for the PlayStation 2 is definitely looking to expand on the series in every possible way from the previous two versions. What is already known about the game is that the newest enhancements for the title will be vehicles and the ability to swim. Beyond this, Zipper also shared with us that weapons customization will be an even more critical part of the game as they stated the game is about choices.<p>The vehicles in the game include ones like the Humvee, tank and boats. Players can simply press square to jump from driving to a turret in both single and multiplayer. Along with the vehicles is the ability to target a driver or specific gunmen, if you take out a driver the enemies will scatter out of the vehicle and then use tactics to take you on. With driving, you'll also be able to run over your enemies, but Zipper confirms that the vehicles will be more important to get you from point A to point B instead of constantly using them to get an upper hand. In this like previous SOCOM games, stealth is still key. Meanwhile, the swimming isn't a huge advancement, but in-game it does allow for&nbsp;you to use the water as both cover and to sneak up on your enemies.<p>One huge advancement for the series is the completely revamped team commands which will allow you to give orders to your teammates with the press of one button. There will be&nbsp;no need to fiddle through multiple menus to get things done anymore. Another big improvement is that the game's 15&nbsp;missions are approximately six times longer each than in SOCOM 2 thus meaning Zipper had to add checkpoints so that you can save your progress and restore your health. Along with this is the fact that enemies in these missions are significantly more active and they will use flanking, cover and other tactics to take you out. A wonderful example of this was when we saw the dark clothed enemies hiding in a shadowed area making them blend into the environment and much more difficult to see.<p>Graphically the single-player and multiplayer is significantly better and more defined as you'll see dust clouds from helicopters flying overhead and gunfire flying by. The action in&nbsp;SOCOM 3 is a lot more intense&nbsp;than&nbsp;you have ever seen before as action surrounds you. The characters themselves are also a lot sharper than in previous versions of the game. With the graphics you'll also see new effects in relation to thermal view. The buildings look significantly better and even force you to jump and pull yourself up to make sure a house is cleared, not everywhere is accessible by stairs now. <p>The sound in the game is significantly better as you'll hear a lot more yelling, screaming and with the intense action comes a lot of gunfire and explosions. It really does make you feel like you're in the heat of combat. In a separate mission, players will experience the jungle and you'll hear crickets and all the noises that go along with that experience, it really does add another sense to the game. Beyond this, the music is created by composer James Dooley who has worked with famed composer Hans Zimmer.<p>Finally, for both the single and multiplayer experience the controls still remain largely intact. The big difference now is that you will be given the opportunity to lead a breach if you'd like and now your computer teammates&nbsp;have better breaching tactics. The game will include 30 weapons and&nbsp;20 attachments resulting in 800 combinations and don't consider arming yourself always with the heaviest weapons because they'll weigh you down.<p>As if the single-player experience isn't enough, the online portion is even bigger and of course more popular. This time around SOCOM will feature up to&nbsp;32 players per map. There will be 12 online maps and seven of them will feature vehicles, but if you don't want to use them you can simply turn off that option. The online maps are significantly larger, but can be scaled down if you have sixteen, eight or less players. The makers at Zipper have said despite the ability to have vehicles, there will be short cuts in the online games to make sure it's not just a driving shooter.<p>The game will feature the standard online modes along with two new ones entitled Convoy and Control. Convoy will put one team in control of vehicles as you must get armaments and pass successfully through enemy checkpoints. Meanwhile, Control relies on both teams placing beacons in five areas of the map and which ever team gets it done first wins. The control map keeps the action flowing quickly and pushes players to keep moving to key portions of the map. You'll also be able to choose between three and four modes of play for each online map as well as the option to set it in either night or day. This means there will be approximately&nbsp;50 or so combinations of maps for SOCOM 3.<p>Overall online will be a significantly larger experience than in previous versions as you can have buddy lists, clan lists all apart of&nbsp;the message center. You'll also be able to have message boards, threads, emails in game and even a feedback area with Zipper to tell them what to improve upon in updates. All of these features will also be available via your personal computer as well. Their will also be a clan ladder where you can challenge about 10% of the competition in front of your team. There will be complete customization of clans including weekends and more as well. Along with this&nbsp;is&nbsp;your ability to rank up, in SOCOM 3 you'll know exactly how many games you need to get to the next ranking so there's no more questions on how the ladders work anymore.<p>An exclusive environment they showed at E3 was The Shipyard which includes wrecked ships which you can hide in the hulls of along with a jungle environment surrounding the ships. In every mission type for SOCOM I and II we saw much of the same environments, while&nbsp;the third version will see more variation in the single and online missions as you'll have mountains, rivers and more all in one map.<p><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><p>With all these features and more,&nbsp;SOCOM 3 is shaping up to again push the PlayStation 2 to the limits of its abilities. The graphics and environments are sharper and better than they've ever been before and you can tell that Zipper has really taken advantage of the two years of development. As if the expansion on the single player wasn't enough, Zipper went above and beyond by releasing a whole new online experience and it will surely be a must buy this fall for the PlayStation 2.]]></description>
<pubDate>Fri, 20 May 2005 01:11:16 -0500</pubDate>
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<title>GH Preview: SOCOM: U.S. Navy SEALs Fireteam Bravo (PSP)</title>
<author>Brian Mohr</author>
<link>http://www.gamebump.com/go/gh_preview_socom_us_navy_seals_fireteam_bravo_psp1</link>
<guid>http://www.gamebump.com/go/gh_preview_socom_us_navy_seals_fireteam_bravo_psp1</guid>
<comments>http://www.gamebump.com/go/gh_preview_socom_us_navy_seals_fireteam_bravo_psp1#</comments>
<description><![CDATA[<p>This preview was originally published on Gaming Horizon, GameBump's predecessor. Its format does not match our own but we support its content.  </p><p><img  style="border: 0px;" src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE BUZZ&size=25" alt="The Buzz" /><p>The PSP version of SOCOM is finally making its way to the handheld and thankfully the basic concepts of the PlayStation 2 version are still intact. The game will include 14 single-player missions where each one you can play five different game types too. The missions are set over four different regions of the world including a PlayStation Portable exclusive environment added is Chile. There will also be 30 weapons and accessories including scopes, silencers and more. As is the case in previous SOCOMs, the games graphics are very solid and impressive. Youll see details like particle effects coming off of a smoking candle that really push the PSP to the limit. <p>SOCOM also adds something new to the PSP including instant action that will let players go back to parts of a mission to do them again for more replay ability and the fact that you only have yourself Sandman and one other Seal Lonestar in your team. This is different, but it will make the game a little more difficult as well. <p>The most important question in reference to SOCOM is the controls, especially on the one analog stick handheld. Thankfully Zipper has solved this problem by allowing you to lock on with the right trigger button and fire with X. If you lock on or stay still, in a few short seconds the target moves from the body to a headshot, thus the game still is based on the idea of stealth. The controls are comfortable, but they can be difficult to knock off enemies if youre moving. Moving in all directions is done with the analog stick and if you dont want to take advantage of the lock on feature, you dont have to because you can play in free roam just by pressing right on the D-pad. Free roam works well, but it can be a little awkward as your hand may be pressed to push too many buttons at once. This is probably the only drawback to the game. Finally, the left trigger will allow you to strafe too. <p>Zipper promises the artificial intelligence is much more aware of their surroundings in this version also. Another nice feature to the game are visibility icons for both of the Seals, this is in the bottom right corner next to each of the players names. One other added feature is the ability to cross talk with SOCOM 3. By doing certain things, this will result in changing experiences in either the PSP or PlayStation 2 versions. <p>Finally, you cant talk about SOCOM without talking about the multiplayer capabilities. The game will support both Ad Hoc and Infrastructure play. Zipper has yet to confirm how many players will be able to play at one time or how many multiplayer missions there will be, but they did say players will be satisfied. The company also stated that they are definitely looking into allowing players to download future maps as well. SOCOM Fireteam Bravo certainly looks to be on the right track from the demo we got to see. Add to that the amazing graphics and an incredible amount of replay value. <p><img style="border: 0px;"   src="http://www.gamebump.com/typeimage.php?color=orange&font=stencil&text=THE PREDICTION&size=25" alt="The Prediction"/><p>SOCOM definitely is going to be one of the must get games for the PSP this fall. Currently, the game is approximately 60% done, but so far the game is ready and loaded to take on Sonys new handheld. ]]></description>
<pubDate>Thu, 19 May 2005 00:16:37 -0500</pubDate>
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