I bet Sony wasn't anticipating that they would have an enormous hit on their hands when they released the original SOCOM a couple of years ago. Produced by Zipper Interactive, the game brought high-impact military scenarios into play with a third-person perspective, and it became an addictive affair for fans of the genre. Last year, Sony ramped up the effort yet again with SOCOM II, which many saw as an improvement, taking advantage of its online play and again engaging in campaigns that you'd probably only see otherwise in a Tony Scott film. So it's safe to say a third game would be coming, and now it's here- SOCOM 3: Navy SEALs.
SOCOM 3 kind of plays itself out like an old girlfriend. Those familiar with their kinks and her flaws will obviously welcome her with open arms, but those unfamiliar with her charms may find her a little hard to succumb to, although she's not the kind of person you'll want to kick out. Zipper has kept the fans in mind and has seemingly crafted the game to cater to their online needs just a bit more, but you can't help that a couple of things still come up short.
Like previous games, you and your team engage in a number of missions where you have to snuff particular targets and overtake certain points in order to proceed ahead. This can be easier said than done at times, as sometimes an enemy can be overwhelming or just expect you to come swooping in to get a taste of lead. It is precise, however, and the game never delves into the kind of silliness that puts this genre into some form of mockery. It's strict and to the point- get in there and proclaim victory or dig yourself a grave.
It is improved over the original games, though. For instance, upon exploring through the first few stages, you'll see some diversity in level designs. The levels are much more expanded with places for you and your team to take cover, as well as invade. The details aren't exactly blazing off the map, but they do seem a bit crisper in terms of animation and little effects here and there. The frame rate doesn't really drop that much, not even online play, and it brings out the better in the PS2's power. Explosions ROCK.
Another improvement that some gamers will see comes in the form of a couple of additional items in the gameplay. For instance, soldiers can now swim in the water, being able to sneak up on people on the shore and take them out with ease. Nothing amazing, mind you, but for a game like this, it's good to see the water isn't off limits. Also, there's vehicular control, although this can be a good thing or a bad thing. On the one hand, your team can load in and you can transport them from point to point without having to drag your feet all over the sand. On the other, if you're ambushed, you actually have to switch position in the vehicle over to the turret, instead of waiting on some dimwit on your team to grab it and start firing. This can not only cost you precious time, but also energy, especially if you're incredibly outnumbered.
I think if there's any sort of improvement on gameplay, it has to be in what's called Encumbrance. With this, you actually have to weigh your team down carefully with weapons. Pack yourself with too many weapons and your team trudges down very slowly, even if they're prepared for a firefight. Pack them too light and soon they have to rely more on distance kills instead of up-close combat, since they don't seem to be properly equipped. This might be a pain for some people but I felt it genuinely added to the realism of the product.





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