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Those glorious Seals; resplendent in their valour, flawless in their
execution and, bar of course the SAS, unsurpassed in their reputation
as the most ruthlessly effective fighting force on earth. I sometimes
wonder, however, if the Navy Sea, Air and Land troops would be so
universally feared if they went by their real acronym, the Navy
SALs. Anyway, girly name or not, you've gotta give it to these guys,
as they provide an excellent videogame backdrop and have given rise
to one of the most complete titles of recent years - SOCOM II: US
Navy Seals.
How
does SOCOM stack up against the wealth of squad-based shooters on
the market? Does it address the niggles present in its predecessor?
How does the AI stand up to the razor sharp skills of the armchair
anti-terrorist squad leader? How does the sometimes-a-little-ropey
headset perform in the heat of battle? It's questions like these,
amongst others, that flood this humble reviewer's mind like a gallon
of frenzied piranha when a title of this scale reaches the shelves
but the most important question remains - is it worth your hard
earned reddies?
Well
to save you a bit of time, if you're online you might as well go
out and pick up a copy now, as I can firmly recommend SOCOM II to
almost anyone with a bent for shooters, squad-based or otherwise.
Not since Everquest, despite its problems, has a game enthralled
me so much or exceeded so many expectations. Had Zipper Interactive
simply churned out a few new maps and weapons, concentrating on
the online aspect, this review would have taken a very different
direction, but as it stands every area of the gameplay has been
enhanced and comes off looking, sounding and playing miles better
than the original SOCOM.
As
a single player experience, SOCOM II relies heavily on stealth as
the basis for all missions, be they escort, rescue, elimination,
demolition or intelligence gathering. Full blown frontal attacks
are dangerous and ineffective, often forewarning mission critical
NPCs who subsequently hightail out of the danger zone like the rats
that they are. Each of the four terrorist hotzones are separated
into three missions, the first often taking the form of an intel
gathering affair, while the other two include an assassination of
some kind. Whilst the environments differ greatly, the objectives
do not and tend to take you by the hand, which dampens the feel
of freedom. In fact, some of the objectives act more as help tools
like 'Spot the patrols' or 'Recon from this position'. That said,
the linear nature of the levels is the only downside in a title
full of surprises and many of the bonus objectives, which lead to
extra goals later on, are sneakily hidden away in snippets of the
terrorist grunt's conversation.
Your
teammates respond quickly and efficiently to any situation or command
but on occasion will test your reflexes with a perfectly placed
flashbang right in front of your face, treating you to the fine
aroma of toasted retina. In most firefights your team comes off
unscathed and a majority of the hot lead you take comes from slow
reflexes in tight situations, rather than a dodgy camera or poor
AI. There's a real sense of satisfaction with some of the missions.
Some are difficult to the point of hair loss but for the most part
fulfilling your mission simply requires ample controller skills,
a good deal of patience and the eyes of a hawk. Some fantastic gameplay
touches have been thrown into the mix such as the darkening of your
vision when changing from night vision to regular view, increasing
the need for patience as your eyes adjust to the light. Add to this
the unpredictable AI, sturdy map design and easy-going storyline
and SOCOM II stands out as an impressive title that builds on the
quality of the previous incarnation.
As
an online experience, SOCOM II offers some of the most intense and
satisfying gaming on the PS2. The headset works better than ever,
the option to respawn is a particularly useful addition and SONY's
commitment to stamp out cheating seems to be working well. An abundance
of maps adds decent variety with urban, jungle and industrial levels
being the mainstay of the range. The nature of online gaming means
that the up to sixteen player rumbles often turn into run-and-gun
numbers, almost the exact opposite of the single player mode and
require a great deal of familiarity with the maps. Making your way
in the online world is difficult at first but controller expertise
comes quickly, and from that point on SOCOM II becomes impossible
to put down.
The
gameplay is not the only area of the game that has benefited from
a tweak, as the presentation, whilst not undergoing drastic changes,
also looks more complete. In-game graphics have replaced a majority
of the cutscenes, giving a more immersive feel, the animation is
smoother than before and despite some heavy fogging the environments
are full of detail and character. SOCOM II doesn't astound in its
technical proficiency but there's nothing to criticise and the overall
effect fits perfectly with the nature of the game. Heavy gunfire
dominates the online mode and with realistic reports, the impression
is quite a daunting one for the newbie but in the single player
campaign these bursts of unsilenced gunfire are quite rare, as success
is often reliant on stealth. Apart from some repetitive tunes the
audio holds up well, including some well-acted pieces of dialogue,
as well as some not so great morsels, especially from the non-English
NPCs.
SOCOM
II: US Navy Seals is a must buy title for anyone with a penchant
for shooters. Zipper have ironed out all the problems from the original
and produced a real winner in this title. Realism features by the
bucketload and the mood is enhanced by some proficient presentation
and much-enhanced AI in a single player mode that is as enjoyable
as the online option. Those without network capability may find
it lacking in replayability but there are few games out there that
deal with covert warfare so well. Your mission soldier: get your
cam paint on, infiltrate your local game store and extract a copy
of SOCOM II: US Navy Seals. Good luck. Diiiiisssssmissed! [Disclaimer:
By "extract", Tom means "pay for". "PAY FOR!" Ed.]
Reviewed by Tom LeClerc for AceGamez (All Rights Reserved).
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