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The game features twelve new online maps, along with ten maps from the original ''SOCOM''.<ref name="ign review">{{cite web| url = http://ps2.ign.com/articles/457/457886p1.html| title = SOCOM: U.S. Navy SEALs II Review| author = Lewis, Ed| publisher= [[IGN]]| date = [[2003-11-04]]| accessdate= 2008-07-16}}</ref> The maps carried over from ''SOCOM'' have undergone minor changes such as turrets and breaches being added, daytime maps being switched to nighttime maps and some paths being blocked, while others have been opened.<ref name="gamespot review">{{cite web |url = http://uk.gamespot.com/ps2/action/socom2/review.html| title = SOCOM II: U.S. Navy SEALs for PlayStation 2 Review| author = Gerstmann, Jeff| publisher = [[GameSpot]]| date = [[2003-11-04]]| accessdate= 2008-07-16}}</ref> Three additional maps could be played by purchasing an issue of the ''[[Official PlayStation Magazine]]'' which came with a CD. Players would then install the contents of the CD onto their PS2 hard drive{{clarifyme}}. |
The game features twelve new online maps, along with ten maps from the original ''SOCOM''.<ref name="ign review">{{cite web| url = http://ps2.ign.com/articles/457/457886p1.html| title = SOCOM: U.S. Navy SEALs II Review| author = Lewis, Ed| publisher= [[IGN]]| date = [[2003-11-04]]| accessdate= 2008-07-16}}</ref> The maps carried over from ''SOCOM'' have undergone minor changes such as turrets and breaches being added, daytime maps being switched to nighttime maps and some paths being blocked, while others have been opened.<ref name="gamespot review">{{cite web |url = http://uk.gamespot.com/ps2/action/socom2/review.html| title = SOCOM II: U.S. Navy SEALs for PlayStation 2 Review| author = Gerstmann, Jeff| publisher = [[GameSpot]]| date = [[2003-11-04]]| accessdate= 2008-07-16}}</ref> Three additional maps could be played by purchasing an issue of the ''[[Official PlayStation Magazine]]'' which came with a CD. Players would then install the contents of the CD onto their PS2 hard drive{{clarifyme}}. |
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== Problems with SOCOM II Online == |
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{{Unreferencedsection|date=May 2008}} |
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{{Original research|section|date=May 2008}} |
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===Hit detection=== |
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The detection of bullets on the characters during a game is something that has been complained about since its release. Zipper has admitted "dead spots" on character models where enemy shots that are on target just don't register, and don't diminish the health of the person hit. Latency (or "Lag") is related to hit detection insomuch as that data packets are dropped with increased latency in a game, possibly causing hit detection problems that are worse than normal. Before early patches were implemented, when shot in the knees, the hitbox would register a headshot and kill the player instantly. (More information on lag and connection quality at [[Comparison of latency and bandwidth]] ) |
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===Glitching=== |
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As with all online games, glitches are found and exploited. Known glitches include multiple ways to get through walls and be protected inside them while shooting others who are outside the wall, and throwing grenades through walls, jumping abnormally far onto roofs and other places. Jumping abnormally far was also known as ninjajumping which could be done with a regular PS1 controller as your character would automatically crouch and recrouch multiple times a second (caused by problems with the outdated controllers compatibility, you could learn how to jump very far off a ledge doing so but this was fixed in later patches. Some glitches are so powerful that they overload the PlayStation 2. One well known as the "god" glitch where a person would fire rockets at an alarming rate and could disconnect certain people at their own will and usually led to the room crashing. In fact, glitches have become so popular, that some rooms are deemed "Glitch No Kill" (which is often shortened to GNK). Other methods of glitching involve using homemade "lag switches" or "magic switches" to temporarily stop gameplay on ones side to complete certain glitches. |
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===Code Majic=== |
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[[Image:SocomII-OICW-GlowSticks-Online(CodeMajic).JPG|thumb|ChemLights & OICW Online w/Code Majic]] |
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In 2003, Work on the first "Next Gen" Cheat Device made for Online Play had already begun. "Code Majic" was undoubtedly the first online cheat device on the scene. This is important in historic terms as it shows the evolution of online gaming. Code Majic is the only cheat device built from the ground up, with completely original source code and original hardware to support the creation of codes for the device. "Idot" was the name of the software programmer and the main inventor of the device itself. "Spit" was the name of the main cheat code creator/programmer and "The Cyndicate" was the name of the main Hardware designer. The hardware used allowed staff to tap directly into the PS2 IOP chip and read live memory information from any game, as well as inject any value in real time. This is the first real time code creation on these platforms as well. This allowed the creators to include things in the online game that are only normally available in Single Player modes (Glowsticks/H&K OICW), and in some cases, not in the game at all!(PKM). The PKM Heavy Machine Gun is an interesting story. It was originally going to be included in the game, on the single player missions by the computer "terrorists", but the weapon was deemed unfair by game-makers and pulled from the missions at the last second. However, the information about the gun and the 3d model were kept on the disc. This allowed The Code Majic team to create a code to allow players to use this hidden weapon on both the single player missions and online play. People were really very excited about this discovery. Code Majic allowed for ANY value in the game to be edited and the Code Majic team was the sole source for all new codes made for the game. The only other codes were ported from the first Socom. The device went on to make ground breaking cheat menus for "Grand Theft Auto - San Andreas" as well as many other great PS2 games and ALL of the other Socom Games. It is the only device that still currently works on ALL versions of the game. Code Majic was publicly released by team member "The Cyndicate" and shortly thereafter followed by a complete public release by team member and software creator "Idot". |
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۩۩۩ |
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===Code 9=== |
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In early 2006, "Code 9" was released. Code 9 allowed the use of cheats, such as infinite health, automatic grenade launchers/sniper rifles. |
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These are all Cheat Codes in the form of Hex Code. The majority, if not all of the Hex Cheat Codes made for Socom 2 Came from the Code Majic Team(Spit & Idot). Code 9 also used source code written by the Code Majic Team. This code was released to the public on message-boards in order to help up and coming programmers learn how to manipulate values on gaming consoles during runtime. This code was used to make Code 9 and RK Swapper, amoung many other devices that instantly popped up in 2006 after the source code was released. |
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Code 9 has been confirmed not working for newer SOCOM games. |
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(This might have something to do with the people who released it, not truely understanding the sourcecode they had, so they really didn't have a way to update the software in the same manner as the Code Majic Team.) |
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===Lag=== |
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SOCOM II had a problem with lag. A bad connection, bad host or lag switch creates lag. When playing SOCOM II you can tell that someone is lagging when they are running in the same spot, however if you are lagging it looks like everyone except you are running in the same spot. This makes getting kills easy for the person who is lagging because they can shoot someone in the head then when the few seconds of lag is over you get the kill of who ever you shot. |
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==Weapons== |
==Weapons== |
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==References== |
==References== |
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{{reflist}} |
{{reflist}} |
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۩۩۩ [[http://www.thecyndicate.com/CYN-Nuke/modules.php?name=Encyclopedia&op=list_content&eid=2 Source = http://www.thecyndicate.com/CYN-Nuke/modules.php?name=Encyclopedia&op=list_content&eid=2]] (You might have to sign up to see the source.) |
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==External links== |
==External links== |
Revision as of 00:07, 26 July 2008
SOCOM II: U.S. Navy SEALs | |
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Developer(s) | Zipper Interactive and the U.S. Navy |
Publisher(s) | Sony Computer Entertainment |
Platform(s) | PlayStation 2 |
Genre(s) | Third-person shooter |
Mode(s) | Single player, multiplayer |
SOCOM II: U.S. Navy SEALs is a third person tactical shooter video game for the PlayStation 2 and a sequel to SOCOM: U.S. Navy SEALs. The game was developed by Zipper Interactive in collaboration with the Naval Special Warfare Command and published by Sony Computer Entertainment. SOCOM II was released on November 4, 2003.
Gameplay
SOCOM II is a third person tactical shooter for the PlayStation 2 that combines the elements of strategy, health, reflex and hand-eye coordination. There are 12 different single-player missions: split equally between Albania, Algeria, Brazil and Russia. There are 5 different ranks that can be played in the game: Ensign, Lieutenant, Commander, Captain, and Admiral. The player starts with the first three ranks unlocked, but must finish the entire single player game on Commander to unlock Captain and on Captain to unlock Admiral. Players can unlock new models for multiplayer, as well as movies, music, concept art, and credits by completing certain objectives. For example, beating the Albania missions on Commander unlocks Pius skin for multiplayer. Each mission has Primary Objectives, Secondary Objectives, and Hidden Bonus Objectives. Players have to complete all the Primary Objectives to win the mission, and Secondary Objectives are optional, but add to the overall score for the mission. The Hidden Bonus Objectives usually help make other missions easier. For example, finding a map in one mission means the player will not have to work to find that place in the next mission. A letter grade is received at the end of each mission based on 4 categories of score: Stealth, Accuracy, Teamwork, and Objective Completion.
In single player, commands can be administered to the rest of the team. This can be done using either the command menu or a USB headset. The menu features new command options, enabling the player to order their teammates to drop to the ground and hold position when outdoors. The artificial intelligence for both sides has generally improved during single player play. Terrorists, for example, will now side-strafe and lie prone in foliage. Zipper stated that they integrated some tactics from the online portion into the new AI, while squadmates who are in the "Fire at Will" state will take down the opposing force in an efficient manner. There are a few problems such as when teammates run into walls because the player has gotten too far ahead.
Online multiplayer
The online multiplayer portion of SOCOM II requires a broadband connection for play. This mode sets two teams of up to eight each, SEALs and Terrorists, against each other. The default round time is 6 minutes, and each game is decided based on the first team to win 6 of 11 possible rounds. Each round plays out in a manner similar to Counter-Strike. Each team "spawns" at opposite sides of the map, and proceeds to pursue its objective. When a character dies, the player must wait for the next round to resume play (this isn't true of "respawn" games - see below). While dead, the player may monitor the status of his teammates, and may change his weapon load. In a room created by a given SOCOM II user, factors such as the number of rounds, round type, round time, weapon restrictions, and friendly fire can all be adjusted to the creator's liking.
SOCOM II supports cervical chat and in-game loitering is prohibited. Voice chat is not permitted in server lobbies or while in the armory of game lobbies. There are in-game options to mute certain players and to switch to different channels of communication (offense, defense, etc.). Problems with locating acquaintances in the original SOCOM online lead to the development of both a Friend List and a Clan Roster. If one is a member of a clan or recognized friend of another player, he/she may view the statistics, status, and server and game location of anybody on the respective lists, as well as the other user's "Description" and "Hometown" at that user's discretion.
The game features twelve new online maps, along with ten maps from the original SOCOM.[1] The maps carried over from SOCOM have undergone minor changes such as turrets and breaches being added, daytime maps being switched to nighttime maps and some paths being blocked, while others have been opened.[2] Three additional maps could be played by purchasing an issue of the Official PlayStation Magazine which came with a CD. Players would then install the contents of the CD onto their PS2 hard drive[clarification needed].
Weapons
SOCOM II features an array of modern day armaments (most of which carry their real world names). Both teams - Seals and Terrorists - carry distinct weapon sets with only a few similarities. When selecting the weapons, the player chooses a primary weapon, such as an assault rifle or sub-machine gun, a secondary weapon (pistol), and is given three slots to fill with various tactical devices (such as a thermal scope for sniper rifles and grenades). Upon completing the single-player campaign on a selected difficulty level (Ensign, Lieutenant, Commander, Captain, Admiral) the player will unlock certain weapons for use in the single-player portion of the game, along with playable characters for the online missions.
For legal reasons, several of the weapons representing real life counterparts have had letters of their real life name replaced with initials of the real life manufacturer. Such as the F90 representing the FN P90, and the HK5 representing the H&K MP5. Other weapons have been renamed in other ways, such as the Model 18 representing a Glock model 18 and the 9 mm Sub representing an UZI submachine gun. The OICW is a primary weapon not legitimately available for online play, but it is available for use in single player once the game has been beaten on the "Admiral" Difficulty level.
References
- ^ Lewis, Ed (2003-11-04). "SOCOM: U.S. Navy SEALs II Review". IGN. Retrieved 2008-07-16.
{{cite web}}
: Check date values in:|date=
(help) - ^ Gerstmann, Jeff (2003-11-04). "SOCOM II: U.S. Navy SEALs for PlayStation 2 Review". GameSpot. Retrieved 2008-07-16.
{{cite web}}
: Check date values in:|date=
(help)
External links
- www.SOCOM.com
- "Bringing the War Home: The New Military-Industrial-Entertainment Complex at War and Play" by the journalist Nick Turse (October 18, 2003)
- SOCOM II U.S. Navy SEALs at MobyGames