Posted by: Bret
Today I would like to share with you guys a Socom 4 montage that VGL was involved with. Oh and there might be someone in there you recognize...ahem. Leave feedback for my brother r_e_v, he did an awesome job with this video! Enjoy.
Showing posts with label Socom 4. Show all posts
Showing posts with label Socom 4. Show all posts
6.24.2011
6.12.2011
Socom 4 Patch v1.03 coming Tuesday
Posted By: Bret
In a week, Socom 4 will have been released for 2 months now. Since release, we have already seen one patch in the game, however, this second patch promised by zipper is really the make or break of this game. Key elements are suppose to be revised which means true Socom fans will be judging this patch with an extra close eye. We'll find out in just a couple days if Zipper has done what is needed to keep the Socom addiction in the homes of true gamers! Here are patch v1.03 details below via socom.com:
Second Patch – SOCOM 4: U.S. Navy SEALs v1.03
Confirmed Release: June 14, 2011
Repaired multiple issues related to camera collision, including moving the camera above the player's head when colliding with geometry of moving to/ from narrow spaces
Revised PE4 Explosives: Dramatically reduced throwing velocity and throwing distance, while lowering the damage value
Adjusted gun accuracy values to more unique by weapon
Updated "tap-to-talk" in Classic mode so that it functions properly on with all DualShock control schemes and the PlayStation Move/ Sharp Shooter peripheral
Fixed "spawn delay" issue that prevented players from spawning simultaneously consistently
Added controller options for adjusting the dead zone and acceleration
Added option to activate a center dot for your targeting reticule if desired
Added option to turn in-game XP displays on or off
Removed Merits and Victory Dances in Clan Challenge Matches
"Ready" Clans are now filtered to the top of the Clan Challenge list
Added Clan Lobby Player Counts to Clan Challenge Invites
Made improvements to camera while in "Spectator" View
Increased strafe and backwards movement character speed
Increased Victory Dance animation duration
Multiplayer Gametypes are now organized by category
Added queues for "Classic Small Suppression. Classic Medley" and "Classic Small Medley"
In a week, Socom 4 will have been released for 2 months now. Since release, we have already seen one patch in the game, however, this second patch promised by zipper is really the make or break of this game. Key elements are suppose to be revised which means true Socom fans will be judging this patch with an extra close eye. We'll find out in just a couple days if Zipper has done what is needed to keep the Socom addiction in the homes of true gamers! Here are patch v1.03 details below via socom.com:
Second Patch – SOCOM 4: U.S. Navy SEALs v1.03
Confirmed Release: June 14, 2011
Repaired multiple issues related to camera collision, including moving the camera above the player's head when colliding with geometry of moving to/ from narrow spaces
Revised PE4 Explosives: Dramatically reduced throwing velocity and throwing distance, while lowering the damage value
Adjusted gun accuracy values to more unique by weapon
Updated "tap-to-talk" in Classic mode so that it functions properly on with all DualShock control schemes and the PlayStation Move/ Sharp Shooter peripheral
Fixed "spawn delay" issue that prevented players from spawning simultaneously consistently
Added controller options for adjusting the dead zone and acceleration
Added option to activate a center dot for your targeting reticule if desired
Added option to turn in-game XP displays on or off
Removed Merits and Victory Dances in Clan Challenge Matches
"Ready" Clans are now filtered to the top of the Clan Challenge list
Added Clan Lobby Player Counts to Clan Challenge Invites
Made improvements to camera while in "Spectator" View
Increased strafe and backwards movement character speed
Increased Victory Dance animation duration
Multiplayer Gametypes are now organized by category
Added queues for "Classic Small Suppression. Classic Medley" and "Classic Small Medley"
4.22.2011
FREE SOCOM 4 Avatar Theme Pack
That's what the title says and that's exactly what you get, FREE SOCOM 4 avatars.
All you need to do is go here: http://www.gamefaqs.com/ps3
-Press the "click to expand" on the SOCOM 4 game at the top of the page
-Play the game correctly and win
-By winning you will be told to type in your email address
-Your code emailed can be redeemed off the PSN Store

Posted By: John
Labels:
Socom 4,
Socom 4 avatars,
Socom 4 mini game,
Sony,
zipper
4.15.2011
SOCOM 4 Map Flythroughs
Zipper has released all map flythroughs for SOCOM 4's Multiplayer today. Simply click on the thumbnails or map name to access the video flythrough:
Cesspool
Cesspool takes place in a Southeast Asian slum and surrounding urban decay. We drew inspiration from the campaign mission Means to an End (and a scene or two from the Incredible Hulk film), and especially wanted to incorporate the almost maze-like layout most real world slums seem to have. This was actually the second multiplayer map built for SOCOM 4 (the first map built will sadly never see the light of day).
- Christian Sadak, Designer
Collision
A salvage yard in the middle of a slum, flooded by a broken sewer main, forms the backdrop to this classic meat-grinder. A mound of burning tires brackets one side, while the other is dominated by a poorly-illuminated warehouse full of explosive chemicals. Evidence of a failed UN mission is hidden throughout the area. On this map battle is channeled into a labyrinthine junkyard overlooked by a handful of critical vantage-points. The fighting over these strategic locations tends to get pretty intense, with a lot of tight corners and blind spots.
- Chris Donovan, Artist
Sacrifice
Sacrifice is a map that was assembled with a lot of verticality in mind. Towards the end of production we had a review of all of our multiplayer maps. Sacrifice was about 70 percent complete at that point and originally took place in a large valley. It felt too similar to our previous ruins map “Abandoned”, and overall the map was quite flat. After multiple tests we decided that it just wasn’t working, and we needed to do a full reset. With a fresh start we decided to mix it up, and try to push the vertical aspect for the new layout. After a few weeks of re-assembly we arrived with the level playing out on the side of a cliff. Adding this vertical element really changed up the gameplay; it not only keeps players on their toes, having to watch their flanks, but they have to watch for bullet fire from above as well. Gaining the high ground and defending it is the key to victory on this map.
- Chris Miller, Artist
Bale Out
A temple courtyard in this jungle village is host to a make-shift supply depot, flanked on either side by streams and clusters of stilted huts, windmills and rice silos. A stalled convoy of trucks winds its way through the village along a dirt road. Strangely desolate, the deserted trucks and abandoned livestock anticipate the impending struggle for control. Fighting on this map will often be confused with much back-and-forth, but the central temple will always be hotly contested for its resupply opportunities.
- Chris Donovan, Artist
Outpost
Outpost takes place in a military forward operating and supply base, based off of the campaign levels "Uninvited Guest" and "Countdown". This map was initially much larger and included more military complex elements (airfields, artillery batteries, etc), but was scaled down when we wanted to ensure SOCOM 4 included smaller, more intimate maps (in the same vein as Desert Glory or Night Stalker). A favorite at Zipper is to play this map with only shotguns and grenades and let the chaos ensue!
- Christian Sadak, Designer
Von Heine Express
Von Heine Express is the largest environment-based map in SOCOM 4, primarily created for players seeking medium- to long-range combat. The train tracks passing through the center of the map create the shortest route between spawns, while the large areas on either side of the tracks are great for flanking enemy positions. However, the wide-open spaces and long sight lines in Von Heine Express create the ideal playground for snipers, so be sure to stick to the rocks and vegetation as you don't want to be caught out in the open in this mission.
- CJ Heine, Designer
Assault & Battery
Assault & Battery really takes players into the jungle. Its dense nature and overgrown aesthetic encourages players to stalk their prey from the brush; mastering this play style for this map will definitely give you the edge. In some game modes players can risk climbing the center tower to gain access to BXM 500 sniper rifle -- a great reward for anyone willing to expose themselves to a 360 degree threat. The open layout of Assault & Battery can be taxing on new players, but taking the lower routes, hiding in brush, and staying behind tall cover is key to being successful on the battlefield.
- Chris Miller, Artist
Rush Hour
Set on a heavily-damage elevated freeway, Rush hour is a fast map with clearly defined routes that always lead to the hotly contested center. The daring and skillful can push right up the crumbled overpass smack in the center of the road. Sweeping overpasses provide elevated flanking routes for strategic approaches. Shattered windows and crumbled concrete give access to building interiors perfect for defensive stands or methodic room-to-room clearing.
- Chris Brockett, Designer
Port Authority
Port Authority takes place in and around a shipyard dry dock. We drew inspiration from the shipyards and dry docks in New York City (especially one photograph in particular). This map in particular has lots of good sniping and overwatch areas that can only be reached via climbing, jumping, or vaulting.
- Christian Sadak, Designer
Abandoned
Abandoned shouldn’t be a stranger to anyone who has been playing SOCOM since the beginning. This MP map has been a staple since the beginning of the franchise, and it’s now been re-envisioned for SOCOM 4. While it looks different than you may remember, great efforts were taken to ensure the layout remains completely intact. Originally released on SOCOM 1 it became a fan favorite, and then returned in SOCOM 2 in the cover of nightfall. Now we’ve taken it back to its roots and over the top. It’s been a while since players have had their hands on this map, so during that time the natural elements have encroach upon it. It’s really overgrown and thus “abandoned”.
- Chris Miller, Artist
Courtesty of SOCOM.com
Cesspool takes place in a Southeast Asian slum and surrounding urban decay. We drew inspiration from the campaign mission Means to an End (and a scene or two from the Incredible Hulk film), and especially wanted to incorporate the almost maze-like layout most real world slums seem to have. This was actually the second multiplayer map built for SOCOM 4 (the first map built will sadly never see the light of day).
- Christian Sadak, Designer
A salvage yard in the middle of a slum, flooded by a broken sewer main, forms the backdrop to this classic meat-grinder. A mound of burning tires brackets one side, while the other is dominated by a poorly-illuminated warehouse full of explosive chemicals. Evidence of a failed UN mission is hidden throughout the area. On this map battle is channeled into a labyrinthine junkyard overlooked by a handful of critical vantage-points. The fighting over these strategic locations tends to get pretty intense, with a lot of tight corners and blind spots.
- Chris Donovan, Artist
Sacrifice is a map that was assembled with a lot of verticality in mind. Towards the end of production we had a review of all of our multiplayer maps. Sacrifice was about 70 percent complete at that point and originally took place in a large valley. It felt too similar to our previous ruins map “Abandoned”, and overall the map was quite flat. After multiple tests we decided that it just wasn’t working, and we needed to do a full reset. With a fresh start we decided to mix it up, and try to push the vertical aspect for the new layout. After a few weeks of re-assembly we arrived with the level playing out on the side of a cliff. Adding this vertical element really changed up the gameplay; it not only keeps players on their toes, having to watch their flanks, but they have to watch for bullet fire from above as well. Gaining the high ground and defending it is the key to victory on this map.
- Chris Miller, Artist
A temple courtyard in this jungle village is host to a make-shift supply depot, flanked on either side by streams and clusters of stilted huts, windmills and rice silos. A stalled convoy of trucks winds its way through the village along a dirt road. Strangely desolate, the deserted trucks and abandoned livestock anticipate the impending struggle for control. Fighting on this map will often be confused with much back-and-forth, but the central temple will always be hotly contested for its resupply opportunities.
- Chris Donovan, Artist
Outpost takes place in a military forward operating and supply base, based off of the campaign levels "Uninvited Guest" and "Countdown". This map was initially much larger and included more military complex elements (airfields, artillery batteries, etc), but was scaled down when we wanted to ensure SOCOM 4 included smaller, more intimate maps (in the same vein as Desert Glory or Night Stalker). A favorite at Zipper is to play this map with only shotguns and grenades and let the chaos ensue!
- Christian Sadak, Designer
Von Heine Express is the largest environment-based map in SOCOM 4, primarily created for players seeking medium- to long-range combat. The train tracks passing through the center of the map create the shortest route between spawns, while the large areas on either side of the tracks are great for flanking enemy positions. However, the wide-open spaces and long sight lines in Von Heine Express create the ideal playground for snipers, so be sure to stick to the rocks and vegetation as you don't want to be caught out in the open in this mission.
- CJ Heine, Designer
Assault & Battery really takes players into the jungle. Its dense nature and overgrown aesthetic encourages players to stalk their prey from the brush; mastering this play style for this map will definitely give you the edge. In some game modes players can risk climbing the center tower to gain access to BXM 500 sniper rifle -- a great reward for anyone willing to expose themselves to a 360 degree threat. The open layout of Assault & Battery can be taxing on new players, but taking the lower routes, hiding in brush, and staying behind tall cover is key to being successful on the battlefield.
- Chris Miller, Artist
Set on a heavily-damage elevated freeway, Rush hour is a fast map with clearly defined routes that always lead to the hotly contested center. The daring and skillful can push right up the crumbled overpass smack in the center of the road. Sweeping overpasses provide elevated flanking routes for strategic approaches. Shattered windows and crumbled concrete give access to building interiors perfect for defensive stands or methodic room-to-room clearing.
- Chris Brockett, Designer
Port Authority takes place in and around a shipyard dry dock. We drew inspiration from the shipyards and dry docks in New York City (especially one photograph in particular). This map in particular has lots of good sniping and overwatch areas that can only be reached via climbing, jumping, or vaulting.
- Christian Sadak, Designer
Abandoned shouldn’t be a stranger to anyone who has been playing SOCOM since the beginning. This MP map has been a staple since the beginning of the franchise, and it’s now been re-envisioned for SOCOM 4. While it looks different than you may remember, great efforts were taken to ensure the layout remains completely intact. Originally released on SOCOM 1 it became a fan favorite, and then returned in SOCOM 2 in the cover of nightfall. Now we’ve taken it back to its roots and over the top. It’s been a while since players have had their hands on this map, so during that time the natural elements have encroach upon it. It’s really overgrown and thus “abandoned”.
- Chris Miller, Artist
Posted by: John
Labels:
Map flythroughs,
new socom 4 maps,
Socom 4,
Sony,
zipper
Dear Playstation, Socom 4
Here the is first Socom 4 commercial starring Kevin Butler, where he again, is as funny as ever. You can pick up your pre-ordered copies this monday night at Gamestop, April 19th, or purchase without a pre-order at various retail locations. See you guys in the heat of the battle
Posted by:
Labels:
Dear Playstation,
Kevin Butler,
Socom 4,
Socom 4 3D
4.14.2011
Socom 4, Mortal Kombat, Portal 2
Just a reminder that all three of these titles will be released mutually on April 19th. Gamestop will be holding a midnight release as well, so if you have not pre-ordered get your ass over there so you're not left biting the dust! Each of these games has extremely high anticipation on the anticipation reading scale we have here at VGL, so don't let your inner rage, to obtain whichever copy, out until your sitting in front of your console! If you are planning on attending the midnight launch, have fun and be safe.
Socom 4
Mortal Kombat
Portal 2
Socom 4
Mortal Kombat
Portal 2
Posted by:
4.12.2011
New PS3 "Urban Camo" Bluetooth Headset
The PS3 recently acquired an upgraded bluetooth headset to replace the one that has been sold since the launch date. Today, we introduce to you the newest color, Urban Camo, that will be in stores April 19th with the release of Socom 4 at the price of $49.99 at your local Gamestop!
Several consumers were requesting the militaristic scheme to rock out when they are playing games such as Socom, Killzone, Battlefield, Resistance, etc. So upon these requests you will now be able to feel like your are playing in appropriate style as sony has followed through. The headset is also available in the original sleek shiny black.
Posted by:
4.11.2011
Socom 4 beta Patch 1.02
As Socom 4 is quickly approaching the April 19th release date, Zipper Int. is hard at work putting the final touches on what has been a long journey. With the beta now with only less than a week left, Zipper has surprised us with a patch that was possible, but not certain. Here is what was included.
-From Socom.com
Gameplay
� Increased XP requirements to gain “Rank” levels
� Lowered XP bonuses for “Classic” mode “Wins”
� Decreased Weapon XP bonuses earned for “Kills, Assists,” and “Headshots”
� Adjusted “Classic” mode merit bonuses so that “Kills, Assists, Team Kills, Bomb Techs Killed, “ and “Data Carriers Killed” are the only bonuses that are increased by “Classic” status
Weapons and Gear
� Increased firing accuracy for all weapons and aim modes so that the first few shots are substantially more accurate (with variations by weapon)
� Increased horizontal and vertical recoil while in Reflex, ACOG and Low Variable Scope modes
� All long-range sub-machine gun damage has been lowered and maximum range has been decreased
� Decreased maximum throwing power and lowered throwing angle for all grenade types
� Fixed the display stats for the FDO-11 and IW80-A2 assault rifles to their appropriate values
Audio/Visual
� Camera position has been moved back to show more of the player-character
� Camera field of view has been widened by roughly 20%
� Smoothed camera movements when changing locations in tight spaces
� Updated “Vote Kick” user-interface so that it takes up less of the screen
Technical
� Fixed issue that prevented Clan Challenge queue from properly working
Miscellaneous
� Made various PlayStation Move adjustments including latency reduction, less sensitive recoil countering, the added ability to pitch up while firing, tuning to the turn and pitch areas, etc
� Renamed PlayStation Move control schemes to “Standard Aim” and “Standard Arcade
After playing the updated version, the game does make for an overall better game, however, things are not completely ideal for socom fans. The camera angle was adjusted, but still needs to be brought back even further. Collision errors are worse than before. Spectator cameras are in players backs half the time. Just so many small small things that will ultimately make this game worth playing. Go to socom.com under Socom 4 and let your voice be heard about getting these fixes implemented!
Posted by:
4.08.2011
SOCOM 4 + Resistance 3 Beta
A quick little information tid bit for all of you who were planning on buying/pre-ordering SOCOM 4, the third person shooter that is a Playstation exclusive….that is also an avid part of our blog. There will be specially marked boxes of SOCOM 4 that will allow you to have the beta code for Resistance 3. Alongside that, every single Full Deployment Edition unit will include the beta for Resistance 3. This will happen at only participating retailers.
For more on SOCOM 4, click HERE.
For more on the Full Deployment Edition, click HERE.
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Labels:
Resistance 3,
Resistance 3 beta,
Resistance 3 news,
Socom 4
3.29.2011
SOCOM 4: Multiplayer Map First Look
For all of you who were able to grab your SOCOM 4 beta codes from Killzone 3 or at PAX East, you can now redeem your access codes today. In anticipation of such, Zipper wants to give all of their fans a look at 2 SOCOM 4 multiplayer maps that have yet to be seen! These maps haven't been seen outside of Zipper interactive yet so get excited!
"Von Heine Express was actually one of the last MP maps we finished; the idea behind it was to create an environment that captured the spirit of our classic SOCOM 2 map, Fox Hunt, but built on the themes of SOCOM 4 and made for great sniping scenarios."
The map is set on the coast of Southeast Asia in a military base that has abandoned train cars. Apparently this map has only been seen once and that was at PAX East 2011, when it was a part of Zipper's SOCOM 4 Championship Tournament.
Here's a video for you guys:
Von Heine Express
(Click the link)
The second map that Zipper is unveiling is Cesspool.
"Cesspool was one of the earliest MP maps developed for SOCOM 4 and it came about because of how much we loved the thematic from our 'Means to an End' single-player mission."
In Means to an End, you will be thrown into a city slum landscape that's under siege by the insurgents (led by the "bad guy" General Razad).
"That SP mission was only an inspiration, though, and Cesspool was created entirely from scratch and is excellent for close-quarters combat-oriented players."
And here's a video for that one:
Cesspool
(Click the link)
Now the catch is that these two maps are NOT available in the beta but you'll be able to experience them when the game hits shelves on April 19th.
3.26.2011
Summary of Zipline 33
![]() |
Yesterday Zipper Interactive was in the recording room again giving us Zipline 33 where the main topic of discussion was the ongoing Socom 4 beta. Seth Lousi joined in this episode giving us his opinions and thoughts on several different areas of the game that have been asked about on the socom.com beta forums. So heres what we know.
The biggest concern so far in the beta has been the camera angle that is extremely too close. Zipper has before confirmed that they are adjusting the camera further back, but how far? Well, we still didn’t get an answer because it has not been decided, however it was mentioned that in addition to a camera relocation, peripheral vision is also being expanded left and right. It is also TBD if the camera will be changed in both classic and re-spawn modes.
Several bugs that we see in the beta have already been fixed such as grenade accuracy and HUD indicators (names over peoples heads). It’s possible that we will see these changes in the beta, but the main focus is getting these fixes into the final version, so only time will tell.
There are a slew of additions that the community has been demanding for Zipper to add into the game as well. Things like D-pad lean, guns going hot when near an enemy, grenade arc, and better mic system are all things Seth really wants in the game. The only problem is the difficulty of rearranging these implementations into the game. So keep your fingers crossed that we get these features at launch, or at all for that matter.
Zipper really is listening to its fan base, but it’s just impossible to get every little request put into the game. Updates and patches are expected from them after the game is released. They have proven with MAG to support their games far after they have been released, giving us a lot of hope to see the best game possible!
Posted By:
3.23.2011
SOCAST Episode 15 - Socom 4 Beta Talk
After you listen to the podcast, visit our forums and give us your opinion either on this podcast, or if you are a member of the socom 4 beta, give us your take on it. We'd love to hear it!
Posted By:
3.19.2011
Socom 4 Private Multiplayer Beta Review
AHHHH! I’m glad to announce that I was invited to the Socom 4 Mulitplayer Private Beta and have been playing it for the past couple of days. There is so much I have to tell you guys! So here is my review on the game thus far...
Gameplay
As you make your way around the map you find that everything is extremely fluent. Getting stuck on rocks or anything else that wouldn’t be realistic for you to get caught on are not present. The movement speed of the characters has been split up depending upon whether you are playing classic mode or re-spawn. In classic mode the movement speed is perfect. You can make your way around the map without wanting to sprint, but if you need to turn the pace up then it's there. Re-spawn movement is significantly slower and really needs to be set equivalent to classic, bouncing back and forth between the two throws your aim off. The cover system is present throughout the game. Though most socomers are highly against a cover system, it seems to not be that much of an issue. The only problem I am having with it is trying to take cover behind a box without the cover system. When you tap triangle to crouch, the player does not immediately go fully into a crouch, but a “hunch” leaving your head sticking slightly above boxes. I have been killed several times because of this and it's annoying. Overall the gameplay is is exceptional (I get quite critical so don’t take it the wrong way). Game Modes
Re-Spawn Mode
-round and time depends on game mode
Classic Mode
-11 rounds total
-5 minute rounds
-Tie breaker rounds are determined by objectives
Suppression- Best game mode by far. The objective is to simply eliminate the opposing team. There is a lot of camping on this game type in clan matches because the team with the most kills wins the round. So a team who gets 1 kill can sit back and hold victory. However, this is my favorite game mode under the right circumstances.
Bomb Squad- In this mode a “Bomb Defuser” is chosen for one team, who is equipped with a shotgun, grenade launcher, and a numerous amount of extra health. The defusing team tactically protects the defuser as they must defuse three determined points or kill all the opposing enemies to achieve victory. If the defuser is killed the opposing team automatically wins. Its a great game mode and is fun to play, but it is difficult to defuse all three bombs in classic mode because you are only limited to one life. The amount of health for the defuser is set at a perfect point though, because it takes a 2 clips or more to take him down.
![]() |
| Port Authority: Bomb Squad |
Uplink- Here you are either retrieving or defending data for your team. I have played uplink only a few times, and basically it is was it is. Most people were running around getting kills until they absolutely had to defend.
Last Defense- This is Zipper’s version of capture of the flag. Teams must take control of 3 check points on a map, and only then will a target be revealed where you must call an airstrike to win the round. I believe you have 2 minutes where the enemy must defend there base, and after the control points reset all over. I enjoy this game type quite a lot. There is madness going down everywhere trying to get these points in control and there are numerous gunfights that occur.
Maps
Assault and Battery
This is a medium sized map that has a jungle setting to it. The map plays really well as each base has its own uniqueness and the center of the map holds a slightly walled battle zone where teams meet to duke it out above or below this where two small tunnels make each side in the middle accessible.
Port Authority
This is a small-medium map that is split by a towering 3-level ship in which you can maneuver over, through down, or around. Also a 2-level warehouse lies besides the ship. This map has a lot to it, but a lot of the map is open, so it is tolerable.
*Both maps play equal on both sides, I have yet to see an advantage from playing one side or the other, but that could change as players get better.
I am enjoying both of these maps greatly, just wish they would give us more maps for the beta! I’ve talked to a few people who have gotten the chance to play Abandoned and they are quite pleased with it.
![]() |
| Pre-order map Abandoned |
Weapons/ Grenades/ Explosives
The weapon selection for the Spec-ops and Insurgents are completely different this round. No gun on either side is the same, but everything is balanced. There is really no need to go into description about each gun as they pretty much do what they are suppose to do to. Most guns take about 5-6 hits to kill an enemy, with the exception of shotguns and sniper rifles which can take 1-2. Most guns feel the same in your hands. You really do not get the feeling that each gun is its own like in Socom 1 and 2, but I cannot complain about what Zipper has given us.
PMN mines and Claymores are both triggered by enemy motion. No longer are claymores activated by remote like before. I personally am sad to see this go. It required more skill when you had to time your kill and pay attention when to detonate it. PMN mines are pretty much the same, they make a loud beeping noise when you stay around them and also now have a small blinking red light on them. As an enemy you really only hear the beeping noise when you are literally running over the mine so I see no point in it really. On both PMN and claymores, a friendly symbol is displayed over the explosive so you are able to identify where they are set. This to me is straying away from the Socom basics of teamwork; calling mines out should be the players job, not the game.
Final Thoughts
There are several things that the beta community has been requesting for Zipper to take into consideration for change. Among the top concerns are the “too close” camera angle, no grenade arcs, crosshairs needing a central dot, no d-pad lean, classic style tiebreakers, and the ability to chat to your opponent in classic mode pre-match screens, just to name a few.
![]() |
| Spec-Ops Team |
In summary, I am enjoying the Socom 4 private beta. The game (like Zipper has already made clear) has definitely changed, but what they have created definitely has a lot of potential. Zipper is officially back in business for the Socom series! I give the game at this stage a 7/10.
I'll be back at the end of the public beta with a more in detail and final review of the beta!
Posted By:
3.07.2011
Socom 4 Trophies Released
For those of you who are waiting to get their hands on Socom 4's campaign mode (though there are trophies for online play, most revolve around campaign), we have a brand new surprise for you! There will be a plethora of trophies that you will be able to unlock as you progress through the game. Via the Playstation Blog, here's a list for you all:
Bronze
- Elite Ops – Complete a Story Campaign mission on Elite Difficulty
- N00b – Complete a Competitive Multiplayer game
- Good Game – Complete a Competitive Multiplayer game of every gametype
- Combined Assault – Complete a Custom Campaign mission in Co-op
- Extra Credit – Complete a Custom Campaign mission in Single-player
- Government Spending – Call in a total of 10 airstrikes during your career
- Death From Above – Eliminate 5 enemies with a single airstrike
- Repo Man – Destroy a total of 50 vehicles during your career
- Unseen Strike – Stealth kill a total of 10 enemies in a single mission
- Grenadier – Eliminate a total of 25 enemies with explosives during your career
- Crowd Control – Eliminate 3 enemies with a single explosive
- Century Slayer – Eliminate a total of 100 enemies during your career
- Melon Hunter – Eliminate a total of 100 enemies with a headshot during your career
- Hat Trick – Eliminate 3 enemies in a row with headshots
- Vorpal – Eliminate a total of 25 enemies with melee attacks during your career
- Combat Medic – Execute a total of 25 teammate revives during your career
- Armed to the Teeth – Unlock all weapons for use in Campaign Mode
- I Call Her Vera – Master a weapon in any mode
- Oracle – Collect an Intel item in a Story Campaign mission
- Hidden Trophies (15)
Silver
- Covert Ops – As Forty-Five, successfully maintain stealth in a Story Campaign mission
- Over Achiever – Complete a Custom Campaign mission on every map in either Single-player or Co-op
- Millennial Slayer – Eliminate a total of 1000 enemies during your career
- Expert Tactician – Complete a Story Campaign mission using only your teammates to eliminate enemies
- Information Warfare – Collect all Intel in the Story Campaign
- Hidden Trophy (1)
Gold
- Best of the Best – Complete the Story Campaign on Elite Difficulty
- Above and Beyond – Complete a total of 100 objectives during your career
- Shiny! – Master a weapon of each class in any mode
- The Elite 45th – As Forty-Five, stealth kill a total of 45 enemies in the Story Campaign
Platinum
- All is Said, All is Done – Obtain all Bronze, Silver, and Gold Trophies in SOCOM 4
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