Doesn't have when the article was posted, but it does mention Bangladesh.. so must have been last month. Still it's about SOCOM 3 and maybe will clear up some things.
EDIT:
http://gamesdomain.yahoo.com/ps2/soc...preview/114646
SOCOM 3
Platform: PS2
Publisher: Sony
Developer: Zipper Interactive
Release Date: 08/16/2005 Genre: Shooter
In Depth Look
By Andy Eddy
Sony's third installment in its tactical shooter series -- not surprisingly called SOCOM 3: U.S. Navy SEALs -- looks like it'll nicely progress the quality and compelling gameplay that the brand's first two entries have already shown.
The new game features quite a number of changes over previous versions, with some key objectives being spelled out early on. "Our major goals for SOCOM 3 were to take substantial steps forward [with the] innovation that we've become known for with the SOCOM series," said Zipper's president, Jim Bosler.
"In launching the broadband adapter, voice chat, voice recognition, the team AI," Bosler continued, "we really want to keep moving forward as innovators as well as moving forward with even more exciting play. We also wanted to bring single-player up in the front seat along with multiplayer... to make both equally awesome experiences."
One enhancement is the boost to the artificial intelligence for your squad and enemies. Zipper demonstrated a section of the game that offered an open stretch of desert-like battlefield. Two enemy terrorists were crouched inside a large crater, alternately bobbing up to pepper shots toward the U.S. forces. One terrorist got killed, and another sprinted toward the crater to take the open spot.
Zipper explained that the AI is powerful enough to have the new enemy take needed ammo from his downed comrade, but to also cut short his crater run to take more immediate cover if bullets are zinging his way. This extends to your own squad as well. All computer-controlled characters engage in more advanced conduct, such as taking cover and even using suppressive fire to keep the enemy occupied while other squadmates change positions.
Of course, the game doesn't play itself-it still requires you to lead the way. To improve that level of control, SOCOM 3 enables you to dish out orders to your squad, either through a hub-like interface or via the headset with voice commands. In a manner similar to THQ's Full Spectrum Warrior, there's an improved ability to use tactical strategy, such as flanking the enemy to better take out a threat, but also to use cover to stay safe from incoming shots.
Perhaps the biggest change is a brand-new engine. The changes provide for more enemies to be encountered in a single battle than previous SOCOM releases, and also allows for the creation of unique terrain. The game's worlds are going to be about six times bigger than SOCOM 2 thanks to the use of data-streaming technology. This technology enables Zipper to create a "limitless environment" with nearly non-stop action.
Similarly, the gameplay is enhanced by short cutscenes that provide tidbits of information to help the player understand what is coming next. These clips are created in-engine, showing the world as it is at that moment -- again without needing to stop the action to load up a pre-rendered cinematic. There's far less disruption to the player, which improves the level of immersion.
As far as the battle locations you'll find in SOCOM 3? "We're sticking to the tradition of avoiding actual hotspots," said Bosler. "This is a game, not the news. We want to really go to the interesting places and introduce people to places that are realistic settings. A place they haven't been to before with potential hot spots."
To achieve that, the game focuses on combat in Bangladesh, Morocco, and Poland. It makes for varied environs; some areas have snow, while others are desert-like. You'll find yourself in open terrain, tropical jungles, and urban locations throughout the game. Zipper used a number of road trips for research, collecting an extensive library of photographs and audio files that were used to help construct the levels.
SOCOM 3 is the first in the series to feature vehicles. There are about 20 different boats, trucks, and cars that not only speed up point-to-point travel, but also provide some intense vehicle vs. vehicle battles.
Of course, it wouldn't be SOCOM without a good dose of stealthy combat. Previously, stealth came from having the player's squad crawling through weeds and high grass, but SOCOM 3 lets you swim softly in bodies of water and get close to the enemy without alerting them.
The gear has also been improved. The user interface is brand new, coming in the form of the Operations Control Network. "The OCN mimics the real-life "land warrior system" in use by the U.S. military today," said lead designer, Travis Steiner. "It's a computer network that feeds real-time intel to soldiers in the field, which they can access and use to keep out of harm's way. It'll almost feel like you're seeing the game through the eyes of a SEAL and never leaving the field."
There's also a healthy cache of weapons -- guns, rifles, grenades, and more. The weapons have a high level of customization that provide close to 1,000 combinations. Enhancements include suppressors, scopes, grenade launchers, and laser targeting, among others. But there's a trade-off when you add a lot of accessories to your gear: The more you add to your pack, the higher your "encumbrance" bar gets. If you're weighed down, you move slower over the landscape.
One of the key weapon enhancements is the addition of distance lock-on. This enables you to pinpoint a target, then fire a grenade to explode at that spot. Also, if you lock onto an enemy hiding behind cover, such as a rock or in a crater, you can aim a bit higher so that the grenade will detonate above his head. It's incredibly effective and a more realistic replication of what it's like for today's soldiers.
Even early in development, SOCOM 3 looks polished, and has plenty of new features for fans to get excited about. Keep your field radio tuned to Yahoo! Games for a new briefing from E3. At ease, recruit.