SOCOM: Confrontation Declassified
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05-14-2008
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#1
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Admin
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SOCOM: Confrontation Declassified
Surprised nobody posted about this yet. Front page of IGN.
Some nice new screen shots on their link. But easier to read here.
IGN: SOCOM: Confrontation Declassified
Quote:
SOCOM: Confrontation Declassified
Slant Six brings us up to speed on the series' PlayStation 3 premiere.
by Chris Roper
May 14, 2008 - The intelligence on SOCOM: Confrontation has largely been under tight wraps, with bits of information leaked here and there, mostly by way of the official SOCOM site. With E3 and other events quickly approaching, that should all change soon. To get us up to speed and ready for our impending time with the game, we fired off a number of questions to David Seymour, design director over at Slant Six. Here's what he had to say.
IGN: We know that Slant Six already had a turn with the series on the PSP with Tactical Strike, but what was it like taking over the reigns on the console series from Zipper? Given the fervent fan base, that must have been quite an undertaking.
David Seymour: When we first discussed working on a SOCOM game, we spent days reading forums and looking at what everyone had to say. We soon realized that people what everything: the same classic gameplay with lots of PS3 innovation - and they want it right now. There is a huge amount of expectation and love for the franchise. Developing Tactical Strike enabled us to dig deep in the SOCOM mindset well before Confrontation got started, and we'd been working with the SEAL consultants and the team at Zipper so we knew what would be required when we signed up.
David Seymour: SOCOM: Confrontation uses a brand new game engine which was specifically created to provide a next generation experience on the PlayStation 3. Being able to run simulation tasks via the SPUs allows us to enhance details, such as bullet penetration, animating foliage, shadows, physics-driven shell casings, completely procedural climb detection and so on, while maintaining our performance. The SixAxis also enabled us to bring on an extension of the old SOCOM "lean". This feature is a really open-ended and skill-driven feature that lets the player use cover in the environment in a very open way.
IGN: How does the SixAxis cover and leaning work?
David Seymour: Our preference was to use SixAxis for something that truly represented an addition to the play, and not to simply move a function to the tilt sensors that would be just as well served by a button. The SixAxis provides the range to lean and stretch out and allows for more flexibility with how you use objects in the environment. By tilting the controller, you stretch your character up to full extension or lean him out or any combination of the two. So you can lean up and out just enough to clear the tip of your barrel over the roof of a car or to fire through a gap in a broken wall. It is extremely flexible, and is pretty much an open-ended tool that players will find many uses for. You are still able to shuffle and aim, so both analog sticks are active while you are leaning. Lastly, there is a "bailout" position that you access by tilting the controller down, causing your character to pull his head down for cover behind low objects.
IGN: Has the level of realism changed from past titles?
David Seymour: The SOCOM experience has always been about realism and authenticity. On the weapon front, only authentic weapons are used, the same as what's currently in the field. From a content point of view, the resolution of the new motion captured animation, the fidelity of the sound and the detail in the environments and characters are going to take the experience to a new level.
IGN: Given the increased draw distance, does this turn the balance a bit in favor of snipers?
David Seymour: The layout of the maps and maintaining strategy is very important to us. You will see right away that there are more objects in the game for players to use as cover, including abandoned cars and trucks. However, the added cover will help with balance issues but it will not eliminate the sniper role. When you're in the streets and alleys, you are fairly well covered, but higher up you will encounter some vicious sniper battles. Combined with the accessible rooftops and realistic ranges weapons, snipers will love the opportunity they have to do more, but they will not dominate the play.
IGN: We hear that vehicles are out of the picture now. Why is that, and how does that affect the size of maps?
David Seymour: We wanted to focus on a more intimate play experience. When you add vehicles, you immediately need to increase the size of the map dramatically in order to accommodate them. This has a big impact on the density of the map. We wanted to have an experience which was much more about the alley to alley and corner to corner gameplay where you encounter enemies at a close distance rather than off on the horizon.
IGN: How does sprinting affect gameplay?
David Seymour: These maps are a little more than double the size of the original SOCOM maps. So we wanted people to be able to run to get from place to place more quickly. Quick movement will also be a factor as some maps place a heavier emphasis on getting across wider streets. However, the run is balanced because you won't be able to fire while you're running. You still need to use practical strategy. If you've taken out your opponent and need to get to the next cover point, you're most likely in a safe scenario. However, if you're sprinting just because you like to and someone rounds the corner, you're dead.
IGN: What can you tell us about clan support? What benefits will players have for joining them?
David Seymour: The clan and community support in SOCOM: Confrontation is extremely robust. We've taken all of the features from previous SOCOM games and added international Special Forces affiliation for clans, clan challenges, tournaments and more. We are going to provide additional information on the clan and community support in the near future.
IGN: Can you give us an overview of all the available modes, and any tweaks made to returning modes?
David Seymour: All of our game modes are available on all of the maps. There is often a mode on a specific map that really shines, but the maps were conceived to support multiple game modes from the outset. We also make some per-mode adjustments to the prop layout on each map so that they play smoothly. We are aware that some fans are concerned that only a one-mode map plays in the true SOCOM style, but we feel that while some maps has a mode that is best served by the physical layout and hence plays very well, there is no reason to prevent players from using the other modes. With a deep, tactical online shooter like SOCOM: Confrontation, it is important to take a long view of the strategies and play styles which will be evolving continuously after the release of the game, and with that in mind, we feel that the new maps are going to be very satisfying to play in multiple game modes.
IGN: What returning maps will be present, and what sort of tweaks and changes will we see to them?
David Seymour: We will have three classic maps that will return, each rebuilt with the original source data as reference. To date we have announced Crossroads will be back. You will have to stay tuned to see what else in will be included.
IGN: What about new maps? What sorts of regions will we be able to play in?
David Seymour: There will four completely new maps, each focusing on a different style of combat. All are thematically related and based in North Africa.
IGN: How many maps can we expect to see at launch?
David Seymour: We will have 7 highly detailed maps, 5 scalable for 8, 16, and 32 players with night and day versions and two that support 8 and 16 player games only.
IGN: What about the weapon load out? What will be available? Will anything be region-specific?
David Seymour: Over 40 Weapons will be available, and each Special Forces will have their own unique primary & secondary weapon. There will be customizable load outs and each weapon can be modified with up to 2 attachments.
IGN: How customizable are the weapons? Does customization extend beyond the type of scope or suppressor you have equipped?
David Seymour: The weapon customization is about on par with previous SOCOM games, and features the usual assortment of bipods, scopes, etc. Where we go further with weapons is in our bullet penetration system which affects the game maps based on real material types and thickness. SOCOM: Confrontation also has real physics on grenades, which can be thrown, lobbed or rolled along the ground. Even the ejected shell casing from the weapons are physics objects and will react to the player walking.
IGN: What sort of downloadable content is planned for the game, and how will it work with users who don't purchase the add-ons?
David Seymour: We currently have plans to unveil additional themed packs containing new Special Forces, weapons, maps and features through the PS Store. These have not been officially announced however.
IGN: Will there be integration with Home?
David Seymour: We definitely have plans to integrate into Home and are excited about the opportunities. Unfortunately I cannot discuss the details at this time.
IGN: Besides the inclusion of a headset at retail, are there going to be any differences between the downloadable version versus the in-store purchase?
David Seymour: We are looking into adding on some additional behind the scenes features but have not announced anything yet.
IGN: We know that with Gran Turismo 5 Prologue, players who bought the retail disc had to wind up installing the same amount of content as the download. Will that be the case with Confrontation? Can you give us an estimated file size yet?
David Seymour: As the game is not complete, we cannot give you the estimated file size.
IGN: How accurately are things like physics on a grenade or perhaps even the trajectory of bullets handled?
David Seymour: We are running a lot of physics simulation thanks to the PS3's SPUs. The grenades are all physics-based and you will be able to use the SixAxis to roll, lob or throw overhand. Grenades will bounce of curbs and other objects.
IGN: Why the focus on an online-only experience?
David Seymour: SOCOM: Confrontation was always intended to be an online-only game. When we looked at bringing SOCOM to the PS3, it was always very clear that community and competition were at the heart of the SOCOM experience. Confrontation's development code name was actually "Competition" throughout pre-production and early production. The combination of high quality voice chat, the upcoming integrated communication features of XMB and Home and the backend flexibility of PSN let us tackle almost all of the big online game features we wanted to hit.
IGN: What can you tell us about the headset?
David Seymour: There are a ton of really cool features that we aren't ready to discuss just yet, but the goal of the Bluetooth Headset for PS3 was to provide a superior online voice chat. It delivers enhanced clarity through a dual-microphone design for active noise cancellation and has the ability to support accurate speech recognition.
IGN: SOCOM 3 expanded the scale of the maps and offered bigger battlefields, which in turned changed the game from tight and focused corridor-based firefights seen in previous titles to more wide-open engagements. What sort of feel does Confrontation have?
David Seymour: The feel of the game is far closer to SOCOM 2 than SOCOM 3. Without vehicles and with a S2-influenced approach to map design, our largest map is smaller than S3's smallest map. We have embraced different play styles, so some of our maps in their 32 player configuration allow for some pretty serious battles across large spaces that are both realistic and require active team work to control. But in the main, our maps offer more intimate and focused firefights. A caveat is to remember that larger doesn't always mean more area, and because we can increase complexity our maps often go up more than PS2 map designs. This means that there may be layers to the combat, with dense corridor-combat at ground level and more ranged and open rooftop combat above.
IGN: Are you doing anything to help introduce new players to the game? Without a single-player portion to practice in, will new players have anywhere to be able to practice and learn the ropes without getting slayed by veterans?
David Seymour: There are a few options for new players. The auto match system will place players in games with similarly skilled players, including some players with slightly more experience. Seeing better players and "playing up" to their level is an important part of learning any game or sport. As well, new players can create their own custom rooms in which to practice and can limit them just to their friends or leave them open. Additionally, the party system means that new players can link up with their friends who may be more advanced SOCOM players, and can travel through a series of games with them which will really quickly expose them to play styles and strategies. The private voice channel for the party system means they can ask their friends newb questions without getting mocked by the whole game.
IGN: What are you doing to handle exploits and cheats?
David Seymour: Confrontation will have moderators, but beyond that I cannot discuss our plans at this time.
IGN: Thank you very much for your time.
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05-14-2008
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#2
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Join Date: Aug 2007
Location: new york
Age: 19
Posts: 1,183
PS3 ID : Sublime80220
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David Seymour: There are a few options for new players. The auto match system will place players in games with similarly skilled players, including some players with slightly more experience. Seeing better players and "playing up" to their level is an important part of learning any game or sport. As well, new players can create their own custom rooms in which to practice and can limit them just to their friends or leave them open. Additionally, the party system means that new players can link up with their friends who may be more advanced SOCOM players, and can travel through a series of games with them which will really quickly expose them to play styles and strategies. The private voice channel for the party system means they can ask their friends newb questions without getting mocked by the whole game.
That actually scared me.. But a lot of good news. A lot of spelling errors but what is confusing me is the hole maps that will be out for launch.
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05-15-2008
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#3
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Join Date: Dec 2004
Posts: 643
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3 classic maps including crossroads. Anyone want to guess what the other two are? Also only 5 are upscalable to 32 players. Desert glory i think will be in there and the other one could be fish hook. Fish hook is set in a north african village. If this is true i am SO excited.
__________________
bring back the hook (fish hook)
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05-15-2008
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#4
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Moderator
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Quote:
Originally Posted by navyboy
3 classic maps including crossroads. Anyone want to guess what the other two are?
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Desrt Glory & Fish Hook.
I can't wait for this game. And those new screens? Hooray for some ****ing texture, but lets work on that anti-aliasing, eh boyos?
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05-15-2008
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#5
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Senior Member
Join Date: Nov 2004
Location: TN Humping on boxes.
Age: 29
Posts: 868
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Id love to see death trap come back that map was awesome.
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05-15-2008
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#6
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Senior Member
Join Date: Sep 2005
Posts: 4,537
PS3 ID : Cylon-
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Quote:
Originally Posted by razor
Id love to see death trap come back that map was awesome.
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Hell yea! Remember our clan matches on that map? Between you, BamF, ghost, nightmare, and me we were unstoppable.
A lot of great news in this, but I was kind of disappointed to see that each map will be able to support all the different game types. He said one mode will definitely shine on each map, so hopefully we still see some variety in the game types, especially among user created rooms. Every room better not be Suppression like it was in S3 and CA.
If they put either Fishhook or Desert Glory into Confrontation I will be happy, and if they put both then I'll be even happier.
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"History will be kind to me for I intend to write it." -Winston Churchill
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05-15-2008
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#7
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Moderator
Join Date: Oct 2005
Location: Port Richey, Florida
Posts: 3,943
Xbox 360 ID : TheNunPunch3r
PS3 ID : NunPuncher
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If Fish Hook is indeed one of the Maps it would be a return to the Glory Days. That's the first SOCOM map I ever played, very ironic.
The only thing that doesn't sit well with me is the use of the SixAxis controller for leaning and cover..
This has me extremly excited.
David Seymour: The feel of the game is far closer to SOCOM 2 than SOCOM 3.
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05-15-2008
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#8
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Moderator
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Quote:
Originally Posted by NUN-PUNCHER
The only thing that doesn't sit well with me is the use of the SixAxis controller for leaning and cover..
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Did you catch the part where it's also used for throwing the grenades?
I'm skeptical, but I'm also optimistic about the six-axis controls. As long as they're responsive, and the movements required are natural and not all herky jerky, I think it'll be ok.
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05-15-2008
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#9
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Moderator
Join Date: Oct 2005
Location: Port Richey, Florida
Posts: 3,943
Xbox 360 ID : TheNunPunch3r
PS3 ID : NunPuncher
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Quote:
Originally Posted by OME6A
Did you catch the part where it's also used for throwing the grenades?
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Yeah, I actually like the thrown / roll idea. I'm just as concerned with how sensative the SixAxis will be. I haven't really enjoyed it with the few PS3 games I have played using it.
I might have skipped it somewhere along the way, but has anything been said about the Rumble Controller being compatible, classic control style ?
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05-15-2008
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#10
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Moderator
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Quote:
Originally Posted by NUN-PUNCHER
has anything been said about the Rumble Controller being compatible
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Nothing I've read has said, though I would expect it considering the DS3 is on the market, and Socom will probably drive sales of it a good bit. I know it'll be the reason I buy one.
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SOCOM: Confrontation Declassified
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