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SOCOM: U.S. Navy SEALs

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  • Used - PlayStation 2 [No Headset]   $4.96

Used - PlayStation 2

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SOCOM: U.S. Navy SEALs

UPC: 711719713425

Platform: PlayStation 2

Publisher: Sony Computer Entertainment America, Inc.

Developer: Zipper Interactive

Category: Shooter

Style(s): Squad-Based Shooter

Synopsis: The dangerous life of an elite Navy SEAL commander is the subject of this squad-based shooter, the first PlayStation 2 game requiring a broadband connection to play online. Single players will lead their four-man team on a series of 12 missions, ranging from ambushes to hostage rescue attempts, as they engage terrorists throughout such real-world locales as Thailand, Congo, and Turkmenistan. The game was developed in conjunction with Naval Special Warfare Command to breathe some accuracy into the objectives and tactical maneuvers players experience while advancing through the campaign. The four SEALS comprising the team work together in two pairs: Able Element and Bravo Element. The advantage to this scheme is that Bravo Element can be sent to different waypoints on the tactical map, viewable at any time during play, to complete certain objectives or to rendezvous at key locations. Each player's partner must remain close to provide cover and backup when needed, so teams cannot split completely apart. Commands are relayed in a unified system of "who, what, and where," with abbreviations and call signs substituted for complete names. Each mission begins with a briefing and a series of objectives, such as securing a building or neutralizing a sentry. The tactical map outlines structures, coordinates, and routes to take during the mission, and a choice of weapons, 30 types ranging from guns to explosive devices, can be equipped before hitting the ground. The attempt at realism is reflected in the manner in which players conduct themselves. Bodies of fallen comrades can be hidden to avoid detection, opponents can be silently taken out using a rifle butt or knife, and shadows can be used to conceal the player from a terrorist's keen eye. Once players have grown accustomed to the single-player game, they can challenge up to 15 opponents on one, two, or three maps. Game types include Demolition, which is akin to capture the flag with bombs; Suppression, a deathmatch between terrorists and SEALs; and Extraction, where SEALS attempt to rescue hostages from terrorists. The initial release of SOCOM comes bundled with a headset allowing players to communicate with each other online. To take advantage of this optional feature, players simply connect the headset to a free USB port. Teammates can then coordinate attack strategies together without revealing their plans to the enemy. ~ Scott Alan Marriott, All Game Guide

Package Contents: Headset

Controls: Joystick/Gamepad

The full-color manual is as fun to read as it is informative. An excellent documentary of the life of a Navy SEAL is also included on the disc as a surprise bonus. ~ Scott Alan Marriott, All Game Guide

While there is some pop-up and fogging used to hide distances in the outdoor levels, the character animation is very smooth. Nice weather effects are also available on certain stages, and the menu screens are extremely well done. ~ Scott Alan Marriott, All Game Guide

SOCOM: U.S. Navy Seals closely patterns itself after the Tom Clancy's Rainbow Six series and subsequent spin-offs, which is certainly not a bad path to follow. SOCOM also happens to be the premier title for Sony's broadband campaign, offering an excellent multiplayer game that borrows elements from Rainbow Six as well as Half-Life: CounterStrike. It is an excellent debut for gamers wishing to take the plunge online, but what's even more impressive is that it doesn't forget about solo gamers, offering a full 12-mission campaign for those without the Network Adaptor. To top it all off is the bundled headset, which enhances multiplayer action to the point where it's hard to imagine future games without it. Those familiar with squad-based shooters released after 1998 will feel right at home with SOCOM. Each mission begins with a tactical overview of the intended objectives, complete with a female voice-over, and players are free to choose the equipment for the four members of their squad (though the default selection is usually fine). One difference is there's no need to map out the route players take beforehand -- SOCOM instead involves issuing commands from an intuitive menu system that breaks down actions into short two-word orders, as in real military operations. Another difference is that players cannot jump to another team member if their lead character dies; the mission is considered a failure and the game will end. Missions generally involve objectives similar to those found in previously released squad-based shooters. Players are encouraged to use stealth to remain undetected while they take out sentries and gain control of buildings. Some objectives involve capturing important data within a time limit, setting explosive charges in key areas, and/or safely leading hostages to a drop-off zone. These objectives could have been confusing if not for the excellent map screen, which clearly delineates main objectives from secondary objectives in a list format and visually depicts them on a map filled with hand drawn notations and circles. If players are confused about a certain objective, a simple click on the map will queue up a summary of what they are supposed to do. While missions are fun and varied and the locations are both exotic and visually appealing, the enemy AI is wildly inconsistent. While sentries generally follow patrol routes and respond to loud noises such as running or gunfire, there are times when a guard will stand oblivious as you walk directly up to him and fire a bullet into his head. The worst part is firing near a building. The guards inside will come rushing out the door in a perfect single-file line as each one is picked off within seconds. Enemies do not respond or react to dead comrades in this situation, and players will be able to eliminate an entire building from afar simply by waiting until everyone foolishly runs out. Many players will automatically approach each mission with careful stealth tactics taught by Rogue Spear marathons, but stealth really isn't as essential as the game would lead you to believe. More than a few missions can be completed by quickly running and shooting at enemies, as players with quick response times will be at an advantage. The first mission, which takes place on a terrorist-filled ship, can almost be played entirely like Doom or Quake despite the blare of sirens or alarms. The flip side to this is that missions can in fact be played in different ways. Those who use stealth will also be rewarded in the final mission score, even if the calculations seem rather arbitrary. Unfortunately, members of your own team have a tendency to act as foolishly as the enemies, and players will likely send part of the team off to another nav point just to get them out of the way. While your teammate provides cover fire and will usually crouch when needed, he won't protect a hostage who is being pelted on by the enemy or respond well to multiple targets, often focusing on a distant enemy when the one nearby represents the greatest threat. Of course, teammate AI has been an issue in many squad-based shooters before this one, and it is something most will be able to live with. Although the lapses in AI are certainly frustrating at times, the game is still fun for solo players and quickly becomes a must-have for those with broadband connections. None of the missions are particularly difficult, but they are filled with multiple objectives and made more challenging by the fact you can't save at any point. This will likely irritate those who attempt to complete all of the primary and secondary objectives only to get killed by an unseen sniper at the last minute, but the freedom given by players to complete their missions however they see fit makes replaying certain stages much easier to swallow. Those with broadband connections can forget about the AI problems completely, as the multiplayer aspects alone are worth the price of the game. There is a sense of teamwork involved in the multiplayer competition that makes the action far more rewarding than if it were merely a straightforward deathmatch against everyone else. This feeling is enhanced with the included microphone. While the peripheral is optional, it simplifies the command system by freeing your hands and letting you focus on the action. Of course, you will look ridiculous while wearing the device, and a significant other may question his or her judgment when hearing you barking "Bravo, Lead to Zulu" in between sips of Pepsi Twist, but nobody ever said war was glamorous. An excellent start for the PlayStation 2 Network Adaptor. ~ Scott Alan Marriott, All Game Guide

The single-player game encourages revisiting past missions to complete secondary objectives and uncover secrets. The multiplayer game offers limitless replay value, but only for those with a broadband connection. ~ Scott Alan Marriott, All Game Guide

Players can listen for enemy footsteps to plan when to attack, and the sound of each weapon is spot-on accurate. The voice peripheral is surprisingly effective, but players have to learn the lingo in order to communicate with their teammates. ~ Scott Alan Marriott, All Game Guide

The combination of a strong single-player game with an even better multiplayer mode (which runs as smooth as butter) will make players live with some of the AI problems. ~ Scott Alan Marriott, All Game Guide

the game requires Joystick/Gamepad.

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