Tuesday, May 31, 2011

Review of game SOCOM 4

When it began in 2002, the third person tactical shooter SOCOM: US Navy SEALs was the multiplayer that placed title online console on the map. At one point, the military wonder was so popular that Sony was touted that fans spend more time punishment terrorist that Xbox Live users, devoted to the library from anywhere in the world of the service. You can imagine, then, the level of anticipation when Sony announced the development of a suite of PS3, despite reservations from fans about a change of developers.

Fear quickly turned to disappointment when Confrontation stumbled out of the gate with many bugs and a sloppy user interface, leaving many long-time fans of the franchise claiming zipper people to return to the bar. As a player hardcore SOCOM that is connected to more than 20 hours on the last single opus, I was there with them.

Fortunately, we offer you today a suite born SOCOM 4 zipper. Presented as a tweak on conventional SOCOM sensitivities with a cure of youth Modern Warfare, S4 is a title of competent action with a ton of admirable features. But it's a worthy of the tea bagging game according of tradition trash-talking, carrying firearms of the PlayStation 2 legacy? The answer is a resounding no. It is certainly not a bad game, but for a title that promised to be faithful to the spirit of one of my favourite franchises, I can't help but wonder why S4 is so conspicuously indifferent to everything that makes the great series.

To begin with, we will talk about combat. Went to battles of canon of signature of the game are centered around equilibrium voltage and timing. In their place is a headshot-happy shooting gallery born of the conflict constant, unavoidable, due in large part to significant changes in the design philosophy of the game. Maps are much smaller than in previous iterations, making them more similar to the spaces paintball arenas that battlefields, and at least a dozen potential points of exposure of any given coverage is generally spotwhich means that anything from a corner camp in a real corner leads to the complete exhibition, with or without something to "hide" behind.

Speaking of coverage, a key of SOCOM 4 additions is a Gears of war-style system that falls below the standards of five years of the epic game. Exchange between points of coverage is a heavy responsibility and, coupled with the fact that the objects in the world are often not to ensure the protection of the omniscient enemy of the Al game, you find yourself with a system that had begging me for d - pad inclinations and simple Sixaxis system of Confrontation.

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