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PDS
01-08-2007, 17:09
SOCOM: Tactical Strike gets "silent and deadly" (http://www.pspfanboy.com/2007/08/01/socom-tactical-strike-gets-silent-and-deadly/)

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Let's keep it quiet."

We wish. SOCOM: Tactical Strike looks really great -- it's come a long way since we last saw video of it. The added dialogue is much improved over the laughable computer-synthesized voice used in earlier builds of the game. However, we still want more than a handful of one-liners. Hey, they changed our previous complaint -- maybe they'll address this one as well?

Other than the presentation, we have to admit that the gameplay of Tactical Strike looks intriguing and intense. It's supposed to be less action-oriented than previous SOCOM titles, but you won't notice it in this lengthy, detailed video.

PDS
17-08-2007, 18:00
SOCOM Week: Tactical Strike hands-on (http://www.pspfanboy.com/2007/08/17/socom-week-tactical-strike-hands-on/)

http://www.blogsmithmedia.com/www.pspfanboy.com/media/2007/08/socomprv1.jpg

After getting our hands on a updated build of SOCOM: Tactical Strike, we can confidently say that this has the potential to be the best SOCOM game yet. Unlike the previous Fireteam Bravo games on the system, Tactical Strike dares to take the franchise in a brand new direction. By focusing on the tactical and strategic elements of being a NAVY SEAL, Tactical Strike has crafted an experience unlike any other -- Tactical Strike contains both an incredible amount of depth while also being ideally suited for PSP's limited controls.

Because Tactical Strike is such a radical departure from the previous SOCOM games, it takes some time to get used to the controls and concept of the game. Yes, you'll still be killing terrorists and bad guys -- but how you do it will be completely different. Instead of having direct control over a SEAL, you'll act as a commander, dictating orders and commands to your squad. There are four members of your squad, grouped into two smaller squads: Able and Bravo element.

The entire squadron can be commanded as one unit. Using the analog nub, players will be able to command the squad where to move and whether or not to move there stealthily. A ghost system will indicate how the squad will be positioned when they arrive at the specified point: it's an incredibly helpful system that allows you to take advantage of cover efficiently and even set up a man to fire from a corner. You can command your soldiers to simply wait, target a specific enemy, or stay on the lookout for targets.

http://www.blogsmithmedia.com/www.pspfanboy.com/media/2007/08/socomprv2.jpg

You won't have much success simply running and gunning in Tactical Strike. That kind of approach will lead to certain death in the real world, and Tactical Strike follows the same mentality. Players will want to take advantage of the environment to ensure they have the upper hand in every situation that they face. As a Slant Six designer noted, you want to position yourself so that you win before the gunfight even begins. When your squadron has the benefit of surprise, coordination and effective strategy, each firefight will be over in mere seconds.

In order to become an efficient group of NAVY SEALS, you'll have to command Able and Bravo element to not only get a clear vantage over the enemy, but to be in positions where they can support each other. For example, players may want Able element to climb up the stairs, providing cover for Bravo element below. The shoulder buttons are used to switch between Able and Bravo element. You can then select Able, use the analog nub to tell them to move into position. While Able element is moving, you can switch over to Bravo and command them to hide behind cover in the alley below. Once Able is in position, you can tell them to watch over a specific area in front of Bravo. By hitting a specific icon in the in-game menu, you'll tell the squad to wait for your command before firing. Once you see enemies slowly approaching your area, you can switch back to Bravo, have them prepare a grenade to throw into the hostiles, and while the hostiles are distracted and start firing at Bravo, Able element can then be commanded to commence their queued attack. In a matter of mere seconds, the terrorists are killed, and no one on your team has suffered any damage.

Or, imagine another scenario that we played from the game. We're about to breach a shack, and we know that hostiles remain in the building. Able is ready to breach the front with lethal force, but we also send Bravo to the back and look through a window. They crack the window, distracting the hostiles inside, and we immediately switch to Able, command them to break in, and kill the hostiles inside.

http://www.blogsmithmedia.com/www.pspfanboy.com/media/2007/08/socomprv3.jpg

If that sounds complicated, it's because it is. There's no denying that it took us a good amount of time to get used to the controls. It's not that they're unintuitive -- in fact, once you understand the controls, you understand the clear logic that was used to construct them. More difficult than adjusting to the controls was adjusting to such a strategic way of thinking. Becoming a military leader involves using a great deal of cunning when trying to complete mission objectives quickly and safely. Because the game occurs in real-time, we don't have the benefit of simply making theoretical commands. Plans must be carefully constructed, and executed, or the chances of failure will be great. The game expects a level of expertise that the SEALS would use themselves, so the margin of error is slim: in fact, you won't be able to lose a single comrade in battle, or the game is automatically over.

Slant Six is taking a very respectful and personal approach to the life of the soldier, and although we weren't allowed to see any of the cinematics in the game, it seems as though Tactical Strike will provide a meaningful story. We'd love to see the humanity behind these soldiers, not just the global conflicts that lead to their deployment.

Wraith, Bronco, Kahuna and Aztec are all customizable characters, and players will enjoy being able to gain experience points, and apply them to specialized skills and abilities. For example, you may want to make a particular character a very good marksman, and equip him with a sniper rifle. Or, you may want a particularly speedy character to make efficient stealth kills.

http://www.blogsmithmedia.com/www.pspfanboy.com/media/2007/08/socomprv4.jpg

Beyond the broad wealth of customizable options, we were impressed by many other aspects of Tactical Strike. For example, the artificial intelligence should be highly commended. Enemies will respond quite naturally, taking cover at the first moment of trouble. This doesn't mean they'll take the best cover -- it was amusing to see a stranded enemy have no choice but hide behind a thin telephone pole, which offered very little protection. Enemies will respond very quickly and naturally, calling for backup as soon as they get into trouble. Afterwards, enemies will still be very cautious, carefully patrolling and searching the area. Stealthy play is encouraged thanks to the responsive enemy AI.

It's not just the enemy AI that's intelligent, though. Your troops also have free will, and will do their best to avoid getting killed, in spite of a poorly planned decision made by the player. They will also take cover, and try to fight back when cornered into a situation. Most likely, they will not come out unscathed, and the player will be negatively ranked (performance is judged on the health and well-being of your soldiers at the end of a mission).

There's so much to appreciate about SOCOM: Tactical Strike. While the controls and gameplay may seem daunting at first, the overall pacing of the game seems spot-on, with the earlier levels giving players enough space to get acquainted with the game's unique approach to real-time strategy and action. Later missions look to be incredibly ambitious in scope, usually involving far more complicated environments, and layered mission objectives.

http://www.blogsmithmedia.com/www.pspfanboy.com/media/2007/08/socomprv5.jpg

SOCOM: Tactical Strike will utilize all 333MHz of PSP's processing power, and it looks to deliver the best graphics we've seen on PSP to date. Yes, we're saying it looks even better than God of War: Chains of Olympus. The level of detail is incredible: the lush jungles, the overgrown flora, and the incredible lighting and smoke effects look impeccable on the PSP screen. With an incredibly thorough single player campaign, and a 4-player Infrastrcture multiplayer mode (with headset support), Tactical Strike will be pushing the boundaries of the PSP system. There's a lot to look forward to when Tactical Strike releases exclusively on PSP this October.

SQP_GR
17-08-2007, 18:35
pote vgeni?

PDS
17-08-2007, 18:36
Δεν εχω ιδεα.

NonBorn
17-08-2007, 18:42
Release Date: Fall 2007 :D

Link: http://www.us.playstation.com/PSP/Games/SOCOM_U_S_Navy_SEALs_Tactical_Strike

PDS
28-10-2007, 11:45
Tactical Strike Online Impressions (http://psp.ign.com/articles/830/830804p1.html)

We recently sat down and dove into an online session of SOCOM: U.S. Navy SEALs Tactical Strike. While we only had a few hours to engage in tactical combat, we had a great opportunity to dabble in some of the title's various multiplayer modes, giving us a taste of what the online component of Tactical Strike is all about. From what we saw, this PSP iteration of the greatly loved SOCOM franchise mixes quite a bit of strategy and stealth with raw action. Did we emerge victorious with every passing round? No, not at all. Did we have fun? Yes, but there's still a lot to learn.

In case you haven't been able to follow coverage of Tactical Strike, this addition to the SOCOM family features intensely tactical combat, where you issue commands to a four-man team, but you don't control any of your men directly. Instead, you can give movement, attack and special commands to the entire team, either Alpha or Bravo elements, or you can order individual SEALs to do specific tasks. So while it may not be a strict shooter like its predecessors, you still have a lot of control over your squad.

http://pspmedia.ign.com/psp/image/article/830/830804/socom-us-navy-seals-tactical-strike-20071026062807369-000.jpg
Ready to roll.

When jumping into a multiplayer game, you can either play via ad hoc or infrastructure, so we went with the latter option. You start by creating an online profile and then picking a lobby, depending on your location. After these expected formalities, you're taken to the main interface, with tabs for Join Game, Create Game and Community. Join Game lets you hop into a currently created game, while the second tab let's you customize your own game and open it up to other players. We didn't look too much at what the Community functionality has to offer, but it appears to be the home for Leaderboards, your profile editing tools and a stat tracker.

Online games can have up to four players at a time, each player getting their own four-man squad to control. This dynamic, right off the bat, makes for some very interesting matches, because you have to keep track of a lot more information with an entire squad under your command. Tactical Strike also supports voice chat, which is really handy when dealing with such a strategy-oriented game. Talking to your teammate is almost a necessity in battle, or else random, uncoordinated firefights will break out and likely lead to the death of your squad. Not good at all.

Tactical Strike has several different modes of play, though we haven't been able to give them all a spin. From what we saw, your objectives will range from eliminating all the members of the opposing teams to destroying particular objects or vehicles on the map. Each mode required a lot of strategy, because a squad that just rushes out into the middle of a street will instantly get mowed down. The nice thing about the levels in multiplayer is the abundance of cover, and quickly running from one spot to the next has been pretty thrilling so far.

http://pspmedia.ign.com/psp/image/article/830/830804/socom-us-navy-seals-tactical-strike-20071026062806869-000.jpg
That guy is probably dead.

To give an example of an online match, we started one round in the corner of a large urban environment. Our objective was to get into a nearby warehouse and detonate a set of explosives before the other two squads stopped us. We carefully guided our team from one spot to the next, keeping low, and headed towards the warehouse entrance. Our supporting squad met us partway, so we reached our first waypoint together. Ordering Alpha element squad up the steps, we had them breach and clear the entrance of the warehouse while Bravo element established a field of fire on the door as backup. These actions happen very quickly, so you'll definitely have to polish your skills offline before jumping on with other people, unless you want to get owned.

So, after entering the warehouse, the two elements of our squad joined back up only to find intense shooting action heading their way. The two opposing teams had been lying in wait, so while our squad went for cover and returned fire, our teammate quickly brought his squad in and made a break for the detonation site. Luckily for us, our teammate came through, ending the match with our victory.

From the limited amount of time we had with it, Tactical Strike's online component looks pretty slick. Although playing the same map and gametype could get somewhat repetitive, this may be from our lack of experience and our inability to switch up our play styles. So check back next week for our full review and start formulating your strategies - you're going to need them.

PDS
30-10-2007, 09:43
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