The original SOCOM game was one of the first games to come with full support
for Sony's Network Adaptor. SOCOM was a big hit thanks to some great multiplayer
gameplay and did its part to sell quite a few of Network Adaptors. Such
successes almost always beget sequels and a year later we SOCOM II: US Navy
SEALs. These days PS2 owners fall into one of two groups, those with Network
Adaptors and those without. If you own a Network Adaptor, you're probably
wondering if SOCOM II can match its predecessor for online excitement. If you
don't, then your main concern will be whether the single player campaign is
strong enough on its own to warrant purchase of the game. In either case SOCOM
II has you covered because it delivers great gameplay on both counts.
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| Man vs. tank. |
First let’s take a look at the game's single player campaign. Like the
original, the game's twelve missions are set in hotspots around the world that
include operations in Russia, Brazil, and Algeria. Stealth was an important part
of SOCOM, and it remains so in SOCOM II. In fact, being detected in SOCOM II
seemed to have greater consequences than in the first game. You’ll need to stay
out of sight, discreetly take down enemies – often at a distance, and erase any
evidence that your team has been there. You’ll spend a lot of time sneaking
through brush, walking in gullies, and crouching behind walls while looking to
pick off isolated enemies through your scope. I find this style of play to be
tense and rewarding, but run and gun shooter fans might find it frustrating that
their usual tactics will more often than not result in their demise. The amount
of damage that you can take from enemy fire is more realistic than in most
shooters, and while SOCOM II is not always as realistic as a Tom Clancy game in
this regard you can still be put out of commission by a well-placed shot or two.
You are never alone in SOCOM II, and will be joined on your missions by three
other SEALs. The four of you are divided into two teams that will stick together
by default, but you also have the option of issuing orders to either one or both
teams. These orders will determine how a team reacts to enemy sightings (fire at
will, hold fire, etc.), whether they should follow you, stay put, or move to a
specified waypoint, and can even be used to instigate special attacks such as
setting explosive charges. Like in SOCOM you can issue these orders through a
headset, but SOCOM II does not come with one included. You can still issue
orders easily without a headset through an easy to use cascading onscreen menu.
If you can get your hands on a headset, though, you should do so. The voice
recognition is excellent and it adds to the gameplay experience when you hear
your squad acknowledge your orders through the headset.
The AI of your team is quite good, and they do a very efficient job of
carrying out your orders. They can move stealthily between locations without
getting themselves killed all the time and more than hold their own in a
firefight. If they cross your line of fire, they’ll stop and freeze so that
you’ll be able to quickly identify them. The only time your squad gets in your
way is in confined spaces when you turn around to go back where you cam from.
The AI can have a hard time understanding that you want to go the other way and
so you’ll have to do some pushing to get past your squad.
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