D
deltafx
Guest
"July 15, 2008 - We've spent a lot of time in the past few weeks looking at SOCOM: Confrontation, and every time we come away more and more impressed by what we've seen. At E3 today, we managed to see a new build of the title, which has undergone a number of tweaks since we saw it last three weeks ago. For one thing, Slant Six have spent a large amount of time refining and tweaking the lighting, texture work and visuals to be much sharper and more impressive that what was shown at the Vegas event. In fact, one thing that was focused on was the pop in visual fidelity that would occur whenever a player would use a scope to zoom in on a target. A few weeks ago, the textures of the environment that was being zoomed in on would be generic and would then pop into place with more clarity. Now, the visuals pop in much faster, which is a result of optimizing the streaming textures. However, the team wants this to be seamless, so the visual fidelity should be the same whether you're looking down a scope or moving in the field. Another change that had been added was a degree of motion blur as you were running, so you could determine your speed by just how blurry the screen became.
I think that this is a great improvement especially since CA, or even socom II. With that being the scope was so blurry in so many maps.
Apart from that, the team has spent quite a lot of time working on building and refining some of the identifiable landmarks within each stage, so players will easily be able to indicate choke points, areas of contention, or specific locations to direct their squadmates. For instance, we were shown the large lion statue, which was near the SEALs spawn point, which had obviously seen better days. While sections of its base were still painted and elaborately detailed, other parts of the statue had been chewed up with bullet holes and chips, highlighting the warzone that it was in. Directly across from the lion was a large tower in the center of the map, and from there, players could also see a palace, which is where the terrorists would spawn from.
That would be definately nice being bullets were never usually imprinted in any other socom game.
The mode that was being played was Control, where players had to capture one of five separate points scattered through out the level. There was at least one of these points that was near each side's spawn point, so that was easy to grab, but the true test of the mode was how you expanded out across the map and acquired the other checkpoints. Since both sides could capture a point and set off a smoke grenade, there was no need to defend checkpoints in the center of a map. The true battles came when you approached the points near your opponent's base, as players fought like mad to repel incoming invaders. That added to the strategy: do you defend a point or do you forge ahead and attack to capture checkpoints?
Apart from that, we also noticed that the Sony headset was shown at the station, which was somewhat surprising because there was no news released about it during the conference. We were told, however, that the headsets are still being refined in shape and size, as well as their plastics on the earbuds, so there wasn't a full announcement that could be made on that. However, they plan on releasing details on the device later this year."
About time they make a Mic for the ps3, yet the usually do make one each time.
I think that this is a great improvement especially since CA, or even socom II. With that being the scope was so blurry in so many maps.
Apart from that, the team has spent quite a lot of time working on building and refining some of the identifiable landmarks within each stage, so players will easily be able to indicate choke points, areas of contention, or specific locations to direct their squadmates. For instance, we were shown the large lion statue, which was near the SEALs spawn point, which had obviously seen better days. While sections of its base were still painted and elaborately detailed, other parts of the statue had been chewed up with bullet holes and chips, highlighting the warzone that it was in. Directly across from the lion was a large tower in the center of the map, and from there, players could also see a palace, which is where the terrorists would spawn from.
That would be definately nice being bullets were never usually imprinted in any other socom game.
The mode that was being played was Control, where players had to capture one of five separate points scattered through out the level. There was at least one of these points that was near each side's spawn point, so that was easy to grab, but the true test of the mode was how you expanded out across the map and acquired the other checkpoints. Since both sides could capture a point and set off a smoke grenade, there was no need to defend checkpoints in the center of a map. The true battles came when you approached the points near your opponent's base, as players fought like mad to repel incoming invaders. That added to the strategy: do you defend a point or do you forge ahead and attack to capture checkpoints?
Apart from that, we also noticed that the Sony headset was shown at the station, which was somewhat surprising because there was no news released about it during the conference. We were told, however, that the headsets are still being refined in shape and size, as well as their plastics on the earbuds, so there wasn't a full announcement that could be made on that. However, they plan on releasing details on the device later this year."
About time they make a Mic for the ps3, yet the usually do make one each time.