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SOCOM 3: U.S Navy SEALs Review
Chris Leyton
21/04/2006

Zipper Interactive returns with the third title in the popular tactical/shooter series...
SOCOM may not enjoy the same level of success through Europe as it does across North America, which might go some way to explaining the six-month wait we've had to endure for the latest title in the series, SOCOM 3: U.S Navy SEALs.
Containing a host of new introductions and improvements to both the single-player and online multiplayer modes, SOCOM 3 is an essential purchase to those who enjoyed the first two titles in the series and remains the sole flagship title for those who enjoy online PS2 titles, however some of the changes lead to a distinctly different style and change of direction which could alienate some fans. With a complex array of tactical manoeuvres and options, an exhaustive supply of accurate weapons and the many introductions, SOCOM 3 remains the slightly more sophisticated console offering compared to other tactical-shooters to be found on consoles; conversely it's this level of depth that could also be cause for frustration to anybody who is trying the series out for the first time.
Set across three different campaigns taking in North Africa, South Asia and Poland, SOCOM 3 once again pits players as the leader of a four-man squad, sent into hostile territories to carry out a variety of objectives. With a variety of techniques at your disposal, such as stealth and tactical commands, SOCOM 3 certainly ensures a good degree of variety when it comes to carrying out the various objectives, challenging the player with such tasks as close-quarter combat, setting up ambushes and more typically assaults on certain areas. Similar to its predecessor, SOCOM 3 provides an exhaustive supply of tactical options, providing the opportunity to split the group into smaller divisions and carrying out tactical manoeuvres such as clearing an area, covering a target, breaching a room and much more. Basic commands such as follow, hold or lie down are handled via context-sensitive actions, though you'll have to become accustomed to the more sophisticated options available if you want to make the most out of the game.
Of the major changes to the game since its last outing, Zipper Interactive have managed to significantly increase the size of the maps, with some up to six times larger then those found in its predecessor. One contentious issue tied to the increase in size is the introduction of checkpoints designed to ease any frustration of having to start over again; the problem however is reaching these not only saves your progress but also replenishes your squad's health, which effectively reduces some of the realism and takes away from the tactical side as you can gain surprising success by simply wading in with your guns blaring on early missions. Ultimately SOCOM 3 suffers from the expansion because the sense of tension and excitement has been lessened somewhat, there's too much of a feeling that you're simply progressing from checkpoint to checkpoint, with very few skirmishes in between - a problem many games have experienced in recent times when it comes to needlessly increasing the size of the game, but not necessarily the actual substance. Additionally the cautious nature of its predecessor has been lessened somewhat with a greater sense of urgency running throughout the entire game; rarely are you found waiting for the perfect ambush, it just seems to be a case of running around the maps and completing objectives as quickly as possible.
The increase in map size leads onto one of the most noticeable introductions to the series in the form of a variety of vehicles to take control of such as trucks, dune buggies, tanks, gun-boats and many more. Generally the physics and overall implementation of these are satisfactory and they certainly add something to the multiplayer experience, however occasionally the game's engine throws up a few strange oddities such as bushes bringing jeeps to a complete stop or enemies miraculously surviving a head-on collision.
A further introduction to the game, and one that has a more significant impact to the actual gameplay, is the ability to modify weapons with a variety of extras such as silencers, scopes and grenade launchers. Naturally everything you perform during the initial setup comes at a cost, that being the weight of everything strapped to your back; so although it's possible to kit yourself out assault rifles, rocket launchers and satchel charges, you'll find it very hard to actually move once you get into the game.
Despite the inclusion of five difficulty levels, opponent AI did appear to be severely lacking on the default setting, with nearby troops not reacting to gunfire and others within close proximity not even noticing you're standing close by - yet somehow they always manage to avoid a stealth kill right at the very last moment! Ultimately the sense of belief is lessened somewhat, which adversely affects the sense of immersion provided by the game and its ability to encapsulate you within the experience; thankfully harder difficulty settings raise the challenge somewhat and the game's multiplayer remains as captivating as ever. Equally your own squad-mates can exhibit a strange lack of intelligence, finding it hard to obey movement commands and struggling to cope with enemy troops that they weren't suspecting. Ultimately the overall experience in SOCOM 3 single-player is one of comprehensive depth, but just lacks that fine level of finesses to truly bring the experience together. Thankfully SOCOM is more about multiplayer then playing on your own.
No longer restricted to 16 players, SOCOM 3 brings things well and truly up to date in the online stakes with support for up to 32 players, which is a welcome achievement given the size of the maps that now feature in the game. Intriguingly certain weapons and gear can only be accessed after completing the single-player campaign beforehand, which provides a good sense of reward to the game but there's plenty to grind yourself through if you want to unclock everything. It's worth noting that SOCOM 3 requires credit card verification to access features such as ranking, ladders, etc..., not to charge for play but as a method to deter cheaters - the only problem is that it hasn't stopped them from taking advantage of a number of glitches to be found within the game upon it's North American release last October.
Introducing two new game types along the conventional Suppression, Demolition, Escort, Extraction and Breach offerings, SOCOM 3 adds Convoy and Control to the mix. The former finds one team in control of two trucks, which much be transported to a certain area and extracted, all before the other team has the chance to send the convoy sky high. Control challenges teams to take control of strategic points before the enemy, in what is a largely seen-before experience from the likes of Battlefield.













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