Sunday, January 14, 2007

SOCOM: Combined Assault -- Fun and Frustration Go Hand in Hand?

When it works, the co-op game in SOCOM: Combined Assault is great fun. There are moments where you make the great improvised save, or where you pull off some plan to the letter with perfect execution and teamwork. It's still fun to use the real world weaponry and stealth to take out some generic terrorist wrapped up in an equally generic political scenario. But for all the fun that's still there in the game it seems the problems of the series remain. The AI still sucks. They can see you before you can see them. Now, don't get me wrong here. It's not like they're somehow augmented beyond normal. A terrorist with an AK-47 without a scope can somehow see me in the dark as I'm prone in some bushes over a hundred meters away. This terrorist's gun doesn't have a scope. He doesn't have any sort of night, thermal, or motion sensing vision equipment. He's able to see me with the naked eye from a distance that's beyond my character's range of vision. When you're seen, the enemy either yells or fires his weapon. Either way it normally sets off all the other enemies on the whole map in a glitched sort of way. You'll see enemies just running around on high alert when they shouldn't have been alerted at all. Enemies will come from elsewhere on the map at full speed locked on to your character as if guided by some sort of second sight. Enemies will spawn in areas where they weren't before. Enemies will be running into walls. There are other issues beyond the incredibly stupid AI like your line of site being untrue. You can be prone on the ground with a slight slope to it and aiming at someone on their feet fifty meters away and the bullet will be somehow blocked by a pebble or something on the ground.  For example there are fences with huge spaces between the boards or whatever makes up the fence that for some magic reason you're unable to shoot through. It wouldn't be so bad if the enemies were bound in the same way. Often times they have no issues shooting you through whatever it might be. It's an incredibly frustrating situation in my opinion. New issues have arisen from the offline game being made online co-op. You no longer have to deal with stupid team members, but now you have to deal with real people who bring with them their own sorts of issues. Everyone plays differently and that causes issues in and of itself. Magus would seemingly prefer a by the book and as stealthy and slowed down approach as possible with full communication. ZBo is seemingly more action orientated and would rather act on impulse. Riddel seemingly doesn't like stealth and would rather kill them all and let God sort it all out. And I have my preferred style of playing. But that means four approaches to the game. How does that work exactly in a harmonious way? It means some people have to change their natural styles. Someone has to play unnaturally, and that isn't always fun. Given my age I'd imagine, and that I'm the one making the games, I'm the default team leader. It's up to me to assign tasks to everyone else. Nobody wants to sit back and watch others get the kills. There is a natural sort of jockeying for position that goes on. People steal kills for a lack of better word. Sometimes they might not like my idea or plan of attack and they're sort of stuck going along for the ride. There is sort of a sense of stepping on people's toes in the co-op gameplay. It's not really an intentional deal, it's just more the natural result of the design. Tolerance issues come into play like I haven't seen before in online gaming. I have to say it leaves an aftertaste that I do not like at all...

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