N'Gai Croal
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Jun 13, 2007 10:09 AM

SCEA director of development Seth Luisi (right) and his son Tazu
Coming off of the comic book-inspired stealth gaming bliss that was Metal Gear Solid 2: Sons of Liberty, we were initially unmoved by the relative austerity of the original SOCOM: U.S. Navy Seals.
But after dabbling with the multiplayer ahead of the PlayStation 2
game's August 2002 release, we gave the single-player story mode
another shot, and found ourselves drawn in by the terse voice command
system the game employs to to let players give orders to their
squadmates; the tense, die-and-restart-from-the-beginning mission
structure that forced us to carefully pick our way through each level;
the terrific feel of the varied weapons that composed SOCOM's modern
day arsenal. Even after the third and fourth games' emphasis on
vehicles over close-quarters combat dimmed our interest, our ears
nevertheless perk up when news from the SOCOM universe. At an event
last month in San Diego, we got to chatting with Seth Luisi,
director of development for Sony Computer Entertainment America and a
13-year veteran of the company who's been in charge of the Zipper Interactive-developed
SOCOM franchise since its inception. In our extensive Q&A, we
discussed why SOCOM fans prefer the second installment of the four
console games that were released to date; the series' forthcoming
Playstation 3 debut, SOCOM: Confrontation; and how new developer Slant 6 came to be involved with the series.
For the most part, fans of the SOCOM franchise are pretty vocal about their preference for SOCOM II. What do you think it is about that game specifically that they love so much?
Well, SOCOM II
had these really nice, intimate experiences where there's a little more
density in the environment, a little more interaction, more strategies
you can use and a more closed or confined environment. SOCOM 3,
in adding vehicles, the environments obviously had to grow, so we lost
a little of that. We tried to come back to that a little bit with SOCOM: Combined Assault
but we had a tight development schedule on that one; we could only take
it so far. So in many ways with the new title we're trying to go back
to that, and actually going above and beyond that and really focusing
on the environments to make sure that they're even more dense and
intricate than previously.
That's one of the things we really
want to play up--we want you to always be careful when you're going
around a corner, because you may run into five guys coming at you the
other way. We want you to really look at the environment and have to
learn it to know all the different paths and different intricate ways
that you can navigate the environment, so that you can find your own
special routes and routes at different ways through it; so that you can
really use the environment a lot more than we had in previously games.
Because we kind of want the environment to be more of a part of the
game in this one.
So no vehicles then in SOCOM: Confrontation?
Not initially, yeah.
Not initially?
Not initially. We're going to focus on really getting that on-foot game play to where we want it to be.
SOCOM:
Confrontation--is that title meant to reflect this new direction, this
refocus on the intimate combat that people liked so much about SOCOM II?
Definitely.
But it also reflects the fact that it's an online-only title, so it's
all about getting online and getting into different confrontations.
Doesn't quite flow off the tongue but...
How much did Sony and Incognito's decision to make Warhawk a multiplayer-only title influence the direction of SOCOM: Confrontation?
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