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View Full Version : SOCOM: U.S. Navy SEALs Fireteam Bravo 3 - Coming ?


SynGamer
04-16-2009, 02:38 PM
May 28th, 2009:
Once you get into the game, things are pretty much the same as the single-player experience -- which speaks to the stability of the engine and the fluidity of gameplay. Of course, instead of playing in silence I was now shouting out enemy locations to my partner and planning attacks. Because I was playing an ad-hoc match, the shouting was the easiest way to keep the team in line, and the same will be said for infrastructure because the game supports voicechat. Now, there were just two of us for this snowy romp -- the AI plays the other half of the team when you don't have a full quartet -- but SOCOM supports drop-in and drop-out gameplay, so if another friend had tried to join, he or she could've popped into our game without a problem.

Really, we've only just scratched the surface of SOCOM: U.S. Navy SEALs Fireteam Bravo 3, but my demo only lasted so long, you know? Although Slant Six isn't ready to talk about it, there is a competitive multiplayer side of the game for two to 16 players and there are online clans. Of course, there are also medals and ribbons to earn, weapons to unlock and intel documents to find. It seems like you're going to have a lot to do in this T-rated title.

Source (http://psp.ign.com/articles/987/987304p1.html)
April 29th, 2009:
My demo began with the four SEALs arriving on the shore of a winter wilderness. The team pushed the gray camo boat to the side, and we began navigating the trees in steady snowfall. When the first enemy popped up, I got greedy and waxed the guy with my silenced machinegun via the scope, but as more foes came up in the distance, I began issuing commands to Able squad, Bravo company, and the entire Fireteam. The command tree is actually pretty easy to get the hang of, and allows you to customize how your men will react to the situations ahead -- even though there is the tried and true mechanic of point and press to tell your men to go over there now.

SOCOM games are usually hard to get the full scoop on in a five-minute play through, and Fireteam Bravo 3 is no exception. There will be four-player multiplayer, but the team wasn't ready to talk about how that would work -- this build was still pre-Alpha, which means it's still really early in the game's lifecycle. If you are wondering how you'll get all those nifty scopes and weapons, well, you'll be earning Command Equity as you successfully knock off missions and objectives. That Equity will be your in-game moolah so to speak and it'll allow you to pimp your piece.

Source (http://psp.ign.com/articles/977/977661p1.html)
April 16th, 2009:
The official word is here: SOCOM: U.S. Navy SEALs Fireteam Bravo 3 (http://psp.ign.com/objects/143/14341204.html) is coming to the PSP. Yes, more than two years after the original sequel hit the PSP, Senior Producer Mark Rogers popped up on the PlayStation Blog (http://blog.us.playstation.com/2009/04/16/introducing-socom-us-navy-seals-fireteam-bravo-3/) this morning to let the world know that everyone's favorite tactical shooter is coming home to roost with online games featuring voice chat, medals, and leaderboards.

"Join the ominous world of ex-secret operatives as you lead a covert operation to track and interrogate former KGB agent, Alexander Gozorov who is believed to be withholding information on a forthcoming attack with weapons of mass destruction," Rogers wrote.

Other than that, there wasn't much to report. The game's being developed by Slant Six Games (http://games.ign.com/objects/906/906060.html) and a teaser trailer should be released soon. Until then, enjoy the two screens that accompanied the news.

Source (http://psp.ign.com/articles/973/973499p1.html)

Media:
http://img152.imageshack.us/img152/6029/socomusnavysealsfiretea.th.jpg (http://img152.imageshack.us/my.php?image=socomusnavysealsfiretea.jpg) http://img114.imageshack.us/img114/6029/socomusnavysealsfiretea.th.jpg (http://img114.imageshack.us/my.php?image=socomusnavysealsfiretea.jpg) http://img5.imageshack.us/img5/2153/3572598658136952a94a.th.jpg (http://img5.imageshack.us/my.php?image=3572598658136952a94a.jpg) http://img38.imageshack.us/img38/3536/3571792335f99295d96c.th.jpg (http://img38.imageshack.us/my.php?image=3571792335f99295d96c.jpg)

Skambu
04-16-2009, 03:08 PM
I didn't really like the first game. The shooting seemed broken because you couldn't move and shoot, but not in a fun way like Resident Evil 5. If they added the controls from Resistance: Retribution, I may consider trying this out.

SynGamer
04-16-2009, 03:34 PM
I absolutely HATE the controls in R:R. Using face buttons to either move or aim = fail.

The Mana Knight
04-16-2009, 05:11 PM
I only played the demos to the first two (they were decent). I enjoyed of what I played of Tactical Strike. I'm glad to see another is coming to PSP, and PSP is getting awesome first party support.

SynGamer
04-29-2009, 08:32 PM
Update: added IGN's preview (4-29-09).

smiggity
05-02-2009, 12:50 PM
Im pretty sure /6 will find a way to ruin this game...

blitz6speed
05-03-2009, 06:57 AM
Im now 100% used to Resistance controls (and in fact went and got older games like medal of honor and call of duty PSP because i enjoy the control scheme so much). If this socom has those controls, put me down for a copy, otherwise i am not interested.

SynGamer
05-03-2009, 11:05 AM
Im now 100% used to Resistance controls (and in fact went and got older games like medal of honor and call of duty PSP because i enjoy the control scheme so much). If this socom has those controls, put me down for a copy, otherwise i am not interested.
"You can currently lock on to a target by holding R, and if you're in cover doing this, the game knows to let you stand up when you fire and to put you back into the crouching position when you lay off the trigger. The left shoulder button allows you to strafe, up on the D-Pad is your scope, X fires, and so on. This version of SOCOM is also packing regenerative health so that your team can take a licking, recover, and keep on ticking."

The controls are NOT the same as RR (thank god!). None of that using face buttons for moving (or aiming) crap.

Cigarl
05-03-2009, 04:02 PM
"You can currently lock on to a target by holding R, and if you're in cover doing this, the game knows to let you stand up when you fire and to put you back into the crouching position when you lay off the trigger. The left shoulder button allows you to strafe, up on the D-Pad is your scope, X fires, and so on. This version of SOCOM is also packing regenerative health so that your team can take a licking, recover, and keep on ticking."

The controls are NOT the same as RR (thank god!). None of that using face buttons for moving (or aiming) crap.

The syphon filter games use the face buttons to aim and it works really well. It's far superior to Fire Team Bravo2's control scheme. The auto lock in FTB2 doesn't take any skill unless you switch to free aim mode and use the scope. Either way I'll pick this game up on launch day.

gunm
05-28-2009, 05:53 PM
Wow, 4-player Campaign co-op! I'm suddenly very interested in this game now.

http://blog.us.playstation.com/2009/05/28/socom-fireteam-bravo-3-announces-4-player-co-op/

SynGamer
05-28-2009, 06:21 PM
Wow, 4-player Campaign co-op! I'm suddenly very interested in this game now.

http://blog.us.playstation.com/2009/05/28/socom-fireteam-bravo-3-announces-4-player-co-op/
Thanks, added the two new screenshots and posted the new IGN preview. Game is shaping up nicely. I may actually pre-order this...

silent h3ro
05-29-2009, 02:05 AM
Is it just me or are those last two images in the op photoshopped? They look too non-aliased to be from the PSP.