| Originally Posted by Joe Leonard I have a confession: before yesterday, I had never played a SOCOM game in my life. That's not to say I was never interested in the franchise, but for one reason or another I never got around to checking the series out. Perhaps that will change with the release of SOCOM 4, which according to developer Zipper Interactive, "redefines" the SOCOM experience -- but what exactly does that mean to a newcomer? The SOCOM franchise is best known for its multiplayer, and that's still the case with SOCOM 4. There are nine maps available -- ranging from jungle bases to destroyed city highways-- that allow up to 32 players apiece. Some of the different gameplay types include Uplink (SOCOM's take on the Capture The Flag formula), Last Defense (which sees both sides fighting over three control points), and Suppression (your more typical team deathmatch), as well as a fourth mode that Zipper was not announcing at this time. Players can expect some of the new features from the single player campaign -- such as destructible environments and the ability to take cover -- to carry over into multiplayer. SOCOM4 now also has the same kind of character progression one expects with modern shooters, where experience earned in multiplayer matches will net players new weapons and character models. Perhaps the biggest change to the formula is that respawning, while not new to the series, is now the standard in multiplayer. SOCOM fans shouldn't fear, however -- there is still the option to play any of the maps and game types in Classic mode, which restores the hardcore "one-death-and-you're-out" rule among other things. After playing some of both the new multiplayer and some rounds in Classic, this feels like a smart move. For someone new to the franchise (like myself), SOCOM requires a different vocabulary and attitude than most contemporary shooters; mostly due to how it punishes the running-and-gunning bravado you might be used to. Instead, it rewards players who think tactically and work cooperatively with their teammates. This is especially true while playing Classic, and in that sense, Classic mode feels like the big leagues -- it's easy to see why this is what the franchise is best known for. However, by making respawn mode the standard, it makes it easier for a new player to hone their skills and learn the ropes of each map. Aside from multiplayer, Zipper was also showing a new portion of the single player campaign. It's clear that they are going for a much more cinematic approach for the campaign here, as the level has players: lead their squad into the base of some evil PMCs, make their way across a bridge that's falling apart, and eventually emerge into a boss battle of sorts against an enemy helicopter. Single player has its own learning curve, as having to manage your squad can feel a little daunting at first, but after some time the process proved to very intuitive and user-friendly. Instead of having to deal with menus, you issue commands to your squad entirely with the D-pad and using your crosshairs to tell them where to go. Maybe it's too much to say SOCOM 4 is entirely newbie friendly, because at its core it is still a hardcore shooter. But I did find it very welcoming -- perhaps more so than the franchise has ever been. |