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    Socom 4 - More Control Than Ever Before


    by GameZombie

    Travis Steiner, Lead Designer of Socom 4: U.S. Navy SEALs, talks us through a few of the key concepts Zipper Interactive chose to build the game around. In hopes of expanding their audience base as well as immersing them more successfully in the gameplay, Socom 4 includes full support for the Playstation Move. Despite the franchise being primarily known for its multiplayer component, Zipper Interactive focused heavily on delivering a cinematic, narrative story for the single player campaign. A great story only goes so far if the opposing army acts nothing like a cohesive military, however, leading to additional focus on implementing focus on weaving group tactics into the enemy AI. The enemy isn't the only one capable of strategy, of course. A new game mode called “Command Mode”, an effort to give more tactile control to the player over the rest of the soldiers in their squad. With destructible environments making their debut in the Socom franchise, players will need to call the shots out effectively, even in the middle of combat. Hiding behind cover to collect your thoughts isn't an option this time! Socom 4: U.S. Navy SEALs was released for the Playstation 3 this week. Executive Producer: Spencer Striker Creative Director: Andrew Benninghoff Talent: Michelle Brouk Editor: Kyle Trueblood Camera: Jon Christoffersen and James Davies Motion Graphics: Andrew Benninghoff and Leetal Halamish Audio Design: Alex Chod Production Manager: Dalton Miatke, Thomas Schulenberg