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Old 10-23-2007   #141
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Originally Posted by sublime8022 View Post
They should just create socom 2 again but make it better graphics and high def. I would buy it.
Yeah, that's what everybody says. And what's better are games they've already done that with, like Halo.

Now, instead of everyone being in love with the same old game that's just a little prettier, there's an army of pissed off fan boys who want to hadoken their legendary edition down Gates' throat.
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Old 10-23-2007   #142
 
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Even though I dont like first person I think cod will be the next addicting game out there.
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Old 10-23-2007   #143
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Without a doubt, it will be. Socom has always had an addicting feel, but unless they look back at what made Socom 1 and Socom 2 great and include the good features from S3/CA, this game will not do well.
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Old 10-24-2007   #144
 
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Without a doubt, it will be. Socom has always had an addicting feel, but unless they look back at what made Socom 1 and Socom 2 great and include the good features from S3/CA, this game will not do well.
Agreed. I'm thinkin' COD4 is going to set the bar pretty high too, right now, for me, it's looking hard to beat.
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Old 10-24-2007   #145
 
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I wonder if the reason behind slant six developing this game is purely to give zipper time to do new things with the franchise. Make it the next cod4 or something =0
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Old 10-24-2007   #146
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I refuse to buy another Zipper product, much less rent or contribute another penny to those morons. I would only consider buying Socom 4 if it was an amazing game with the original Socom feel.
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Old 10-25-2007   #147
 
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I would only consider buying Socom 4 if it was an amazing game with the original Socom feel.
Well thats a given. I would however give it a rent and look at some in game footage before commiting any money.
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Old 10-25-2007   #148
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Quite honestly, as the release of Call of Duty 4 gets closer, I find my interest in Socom waning more and more.

As I've said elsewhere, this game is really going to need to be something special in order to hold it's ground with COD4 and Rainbow Six: Vegas.

Personally I played Socom religiously for years, and even though I missed it when I initially went to the 360, I don't really anymore.

I don't miss not being able to restrict specific weapons.
I don't miss not being able to mute annoying people.
I don't miss trying to get a room full of apes to vote someone out.
I don't miss people getting into walls and under maps.
I don't miss it taking months for an issue to be patched.
I don't miss it taking months and years for DLC.
I don't miss ghillie suits.

Everything that I did miss, I found elsewhere. Well, everything except for a good game of Waterworks, Killing Fields or Crucible demolition.

I think my interest meter is holding at a steady 4 right now.
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Old 10-25-2007   #149
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Originally Posted by OME6A View Post
Quite honestly, as the release of Call of Duty 4 gets closer, I find my interest in Socom waning more and more.

As I've said elsewhere, this game is really going to need to be something special in order to hold it's ground with COD4 and Rainbow Six: Vegas.

Personally I played Socom religiously for years, and even though I missed it when I initially went to the 360, I don't really anymore.

I don't miss not being able to restrict specific weapons.
I don't miss not being able to mute annoying people.
I don't miss trying to get a room full of apes to vote someone out.
I don't miss people getting into walls and under maps.
I don't miss it taking months for an issue to be patched.
I don't miss it taking months and years for DLC.
I don't miss ghillie suits.

Everything that I did miss, I found elsewhere. Well, everything except for a good game of Waterworks, Killing Fields or Crucible demolition.

I think my interest meter is holding at a steady 4 right now.


exactly well said..
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Old 10-25-2007   #150
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Another update, with some great news!

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Originally Posted by Slant Six
Hey SOCOMers,

This was another great week of questions so I will dive right in.
To begin, there was a question regarding map design and the scope of the maps with respect to buildings that can be occupied and explored. As a general rule we are trying to make as many building interiors as accessible as possible. There are some limitations in maps such as Crossroads, where specific building are designed as blockers to create good flow and to balance encounter times. In general we give as much space and freedom to the player as possible.

As for the animation in the preview videos seen a while back, let’s just say we have come a long way since then. At the time many of our animations simply didn’t exist (the jump is a good example), much of the animation blending wasn’t in place and the gameplay you saw was using placeholder animation data. We have recently completed a huge mocap shoot at Sony’s awesome facility in San Diego, and you guys can be the judge of the animation the next time media is released.

As for character/weapon customization and encumbrance, I can’t comment yet. When more details are officially released I will provide insight into those mechanics if you still have questions.

Also if you missed it SOCOM: Tactical Strike has gone Gold! and we here at Slant are proud of Tactical Strike team and their amazing accomplishment.


Check out the post on the PlayStation Blog http://blog.us.playstation.com/2007/...tical-strike-g
oes-gold/ and we look forward to the fan response.



Keep the questions coming!



SealTeam-6 Out
I personally asked to what extent will the buildings in each map be playable (you may recall me mentioning this wish elsewhere) and suggested they allow nearly every building to be accessed (providing it was smooth) and I'm glad they announced this.
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