Join Date: Mar 2005
Location: On the edge ...... of my bed, about to fall out. Name: Call me e_town
Age: 17
Posts: 2,610
PS3 ID : Subject-17
|
The original thing I tried to post was 757 characters too long. This is the abridged version.
Socom 3 has some major flaws. But it’s not the flaws of Socom 3 that makes Socom 2 better, or why so many people have grown to hate it. It’s because Socom 3, with over 900 weapon combinations, 65 different maps, 12 vehicles, and 15 single player missions offer almost no difference in game play.
The maps, for instance. Even though you can customize them though and out, they are all the same style. Sure, there may be differences in size, scenery, vegetation, structures, water, vehicles and so forth, but not any difference in style. Every map has the same basic layout. It’s just a huge open space, throw some ground texture over it, add a few mountains to keep areas separate, put some vegetation here and there, and mix in some few goodies and such. Boom. Done. Nothing else to it. Now for some levels they may put some underground stuff in, maybe large structures, but it’s all mostly the same. The only maps really different are citadel and fault. Even boneyard is the same. All they did there is use walls instead of mountains and put in two ships. The vegetation is all the same type too, on all the maps. The colors are the only things that change. The mountains in Harvester, an area set in Poland, have the same texture as the mountains found in Devils Road, which is set in Africa. Explain that. It’s the same grains, check it for yourself.
Remember back in Socom 2? Think of how different the bushes were in enowapi from foxhunt. Compare Last bastion to bitter jungle. The mixer and sandstorm. Every map had a different type of shrubbery. The walls differ from the Mixer to Crossroads, along with the entire map. No need for me to make these small comparisons, when the overall maps themselves were so drastically different to begin with. Every map in the Albanian theater was different. One was a town with so- I don’t even have to explain it, its coming back to your memory right now. Just remember the differences between The Mixer, Vigilance, and Foxhunt. A small village, an industrial factory, and an open field.
Remember crossroads? Everything about crossroads was different and unique. They had a market, in the middle, providing cover just enough for one person in sparse places across the middle, with some visual cover in other places. The area was surrounded by high ground on all sides, making it easy to rain down a hail of grenades, provided a edge that could cover you from ground fire, and yet was small enough to jump and fire over. There were only 7 small exits, all heavily guarded, and two could become death traps once closed. The middle was both the place you would least want to be yet must go, for it was the place with the objective. The roads were long, and prone to sniper fire along with mines. Snipers could pick you off before you even knew they were there. There were only two moderately safe areas of travel, the fishmarket and the redroom. Both had totally different styles from anything else in the game, as well as each other. One was larger, yet prone to grenades and provided little cover in some areas. The other provided shelter from grenades and ground fire, but if you got caught in a firefight, you had nowhere to hide. The entire map always had you coming up with split second decisions, always adjusting your strategy. Around the 3’rd round or so you’d go through a routine. You’d check the places people usually are and just run around doing that until most were dead and things died down. Then you’d go for the bomb and plant it, so it didn’t drag on. If you died you would talk; either with a friend, about a new strategy, or join in some really heated argument. Those were fun conversations, so many interesting people (if your wondering where they went on Socom 3 the answer is that they mostly still play s2). The game would be fun for a while, but then if you’d start to loose, you and the team would work together frantically. Quick plant it, Rush it, Grenade it, camp it, so many possibilities and so much cooperation. Sure, there were always at least one or two *******s who didn’t work, but that didn’t matter, because you would usually prevail at least once. Even if you have one group who wants to rush and another who likes to camp, the two would work together perfectly, killing everyone.
The guns. The guns in Socom 3 really are so similar. In the interview with one of the developers, he even stated that the guns were not to the level of what they should be, and that you had to use attachments in order for them to work as they did in Socom one and two. He said that that was the reason for attachments. So in other words, we either can have a functioning gun, or we can have one with the cool stuff we want. Not to mention that the recoil is unbelievable. It’s not like in Socom 2 where you aimed with the crosshairs and lined them up. Now it’s just a matter of putting the enemy in the middle of them and running like that until they die. What your forced to do is run in a circle with your enemy, shooting until one of you dies. Jumping doesn’t help like it did before, and you can’t use skill to time diving and quick proneing like before, shooting as soon as you came up. The M16 has also been ruined. It is THE noobiest gun ever. It’s the OICW of Socom 3. It shoots extraordinarily fast, is capable of low recoil while shooting at a high speed in the longest view of a scope possible, and just lost all feel of the old one. Now the old one on the other hand, was a piece of art. It was very noob-unfriendly, and only the most skilled could conquer its wrath. But once you knew how to use it, entire teams would drop. It offered more ammo than most other guns, was available for both teams, and was both accurate and fast. Ammo was common, and it had a nice feel to it. It wielded great power. The new M14 is also worse than the other one. I would rather have the old newbie one than this piece of ****. The old one at least carried some skill. The new one sprays just like the old one, but can’t kill ANYBODY.
The vehicles are crap. They take a thousand hits to explode, are a death trap thanks to snipers, turn on a dime at any speed, can’t flip, can’t crash (will just bounce off like a ball or ragdoll), and can’t go over 10 MPH. I really don’t feel that sacrificing the quality of the maps for these was worth it at all. On top of that it forces ground troops to take out a heavy *** load to destroy them.
I used to think it was the sheer number of options that made this game lack in fun. I had recalled a survey in which more people said they were happier 50 years ago, than now, even with all of our advancements of technology. But now I realize the truth.
Zipper and Sony had hoped to keep us playing the game by providing so many ways to play it, with so many options to use. They had forgone making anything particularly stand out to get our interest and had bet everything on the customization. They slacked off and didn’t work much at all on the weapons, hoping that the attachments would make us forget about how they are all the same.
They thought that giving us options was the way to make a successful product in which we would play for years and never grow tired of. But they were wrong. Creativity was key. Quality, not Quantity is what makes a game fun. That’s what many people say about San Andreas too, although Rockstar created enough improvements to keep people play it.
This ties into single player as well. The previous games may not of had as many missions, but they had something around every corner. A stealth section here, a huge firefight there. They combined both large firefights and stealth into the same level, instead of for different missions. If you shot, you were close enough so every terrorist in the map knew you were there. Not like now, where the vast map allows you to shoot without consequence. Also the checkpoint system sucks. It is key though. They messed up single player so bad. If we didn’t have the checkpoints, we would never have the ammo to do it, or the health. They didn’t give us enough cover, and the weapons aren’t accurate enough. Not to mention that snipers aren’t an option, since you are required to invade complexes and your pistol now sucks ***.
Things needed to be brought back:
OLD MAPS, ALL OF THEM
INFININITE PISTOL AMMO
The S3 beta NVG and Thermal
OLD STYLE WEAPONS
EVERYTHING
Wow, I’ve spent 2 hours typing this. Huh.
|