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Friday, August 5, 2011

postheadericon SOCOM 4 Game Review



When it debuted in 2002, the third-person tactical shooter SOCOM: U.S. Navy SEALs is a title that is on-line console multiplayers on the map. At one point, a military miracle is so popular that Sony boasted that his fanbase spent more time terrorist strikes of Xbox Live users spent on the services of libraries throughout the world. You can imagine, then, the level of expectations when Sony announced the development of the PS3 sequel, despite the reservations of the supporters of the change of developers.

Fear quickly turned to disappointment when Confrontation stumbled out the door with a number of bugs and sloppy user interface, leaving many longtime fans of the franchise the people clamoring for the Zipper to return to the helm. As a hardcore SOCOM players who logged more than 20 hours in the latest installment, I was right there with them.

Fortunately, we now get a Zipper-born below SOCOM 4th Billed as the tweaks to the classic SOCOM sensibility with Modern Warfare makeover, S4 is a competent action title features tons of admiration. But is it a game worthy of the time-honored tea packing, trash-talking, gun-toting tradition PlayStation 2 legacy? Answer is a resounding no. It is certainly not a bad game, but for a title that promised to apply the spirit of one of my favorite franchises, I can not help but wonder why S4 is so brazenly indifferent to everything that has made a number of major.

For starters, let's talk about the fight. Gone are the signature of the game gun battles centered around the balance, tension, and time. In their place is a headshot-happy shooting gallery was born a constant, unavoidable conflict, due mainly to key changes in the game design philosophy. Maps are much smaller than in previous iterations, making them more akin to the wide open paintball arena of the battlefield, and there is usually no less than ten points of potential exposure from any place covered, which means that all the missing corner of the camp in the actual angle leads to total exposure, with or without a little "hide" behind.

Speaking of cover, one of the key SOCOM 4 Images Gears of War-style system that lags behind Epic game five-year-old standards. Replace the cover point is a difficult responsibility and, combined with the fact that objects in the world often do not provide protection from the game omniscient enemy Al, you end up with a system that asks me for the D-pad is tilted and the confrontation was simply SIXAXIS system.

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