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Posts Tagged ‘zipper’

Unit 13 Training Videos: Part 3 – Sharing And Competing

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Today is the third and final day of our in-depth training series for Unit 13, the PlayStation Vita exclusive released earlier this week. This three-part in-depth video series teaches you everything from the core fundamentals of how to play the game to tips on how to tackle each mission type and even how to fully take advantage of Unit 13′s networking features.

Today’s video, “Sharing and Competing”, covers Unit 13′s robust networking capabilities. Able to utilize PlayStation Vita’s 3G capabilities, Unit 13 features always-on leaderboards, Daily Challenges, High Value Target sharing via Near, and much more. We’re also going to give you a look at Unit 13′s new two-player cooperative multiplayer over WiFi. Two players can take on any of the game’s 36 main missions, mixing and matching operatives and arsenals any way you see fit. You’ll get scoring bonuses for working together as a team, and specialized co-op leaderboards will let you see how well your teamwork abilities stack up against the competition. This video will ensure that you’re fully versed on all of Unit 13′s online options and able to take full advantage of them.

If you missed the previous two videos, “How to Play” and “Game Types”, be sure to go back and check those out as they’ll give you a great overview of Unit 13′s core gameplay mechanics and the various operation types that you’ll come across in the game’s numerous missions.

Unit 13 is now available exclusively for PlayStation Vita, so check out the videos in this series and hone your skills to see if you have what it takes to make it to the top of the leaderboards.

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SOCOM: Special Forces DLC Packs Incoming

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The SOCOM franchise is a long and storied one, and today we’re very happy to announce that we’re revisiting its past and bringing back what is perhaps the series’ most popular mode, “Demolition”, alongside this much loved mode you will get new maps weapons and character skins as well!

For those that haven’t experienced “Demolition” before, each team vies for control of a bomb placed on the map. Once a team grabs the bomb, they need to carry it into the opposing team’s base, arm the bomb and defend it until the base is destroyed.

The Demolition Pack includes four new maps, two of which are returning classics — “Bitter Jungle” and “Ruins”. All four of these maps support not only the Demolition game type but many of the retail competitive modes as well. Additionally, six of the existing maps will support the Demolition game type, making for 10 total Demolition maps. Additionally, the Demolition Pack also includes two new weapons, the HS-C3 and 552, as well as six new multiplayer skins to choose from.
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Sharp Shooter Origins – Part Two

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In part one of our look at the origins of the PlayStation Move Sharp Shooter, we saw how the peripheral began life as a side project at Guerrilla. In the second part, we learn how the Guerrilla team received valuable help from their friends at Zipper Interactive.

Guerrilla’s proposal for a Move-based peripheral was sent to SCE Worldwide Studios President Shuhei Yoshida and the Sony Product Design group, who circulated it among other studios for input. The proposal met with very enthusiastic reactions. “When we saw the foam-board-and-duct-tape mockup, we were like ‘Cool, let’s make that!’” Sony Product Design Manager Ennin Huang recalls.

It wasn’t long before Guerrilla was contacted by developers from other shooters like SOCOM: SPECIAL FORCES, Time Crisis: Razing Storm and Dead Space: Extraction. Zipper Interactive Game Director Seth Luisi, who’d already been looking into a Move-based control scheme for SOCOM: SPECIAL FORCES, took a particular interest in the project. “Seth strongly felt that a gun peripheral could bring an additional level of immersion and realism to the table,” Guerrilla Game Director Mathijs de Jonge says. “Like Killzone 3, SOCOM: SPECIAL FORCES was still in its early stages, so the timing made sense for him as well.”

PS Move Sharp Shooter

With each iteration, the design evolved away from the StA-11.

The Zipper team suggested several highly useful additions to the gun peripheral design. “For instance, they wanted players to be able to reload without taking their hands off the navigation controller,” Mathijs explains. “This could be solved by adding pump-action mechanism to the fore grip. Also, they noted that many tactical shooters, including SOCOM: SPECIAL FORCES, featured weapons with multiple modes of fire, which would require the inclusion of a fire selector switch.”

With basic shape and functionality hammered out, the gun peripheral entered the prototyping phase. “Every six weeks, a new plastic gun peripheral would arrive from China for us and the team at Zipper to comment on,” Guerrilla Lead Concept Designer (and resident weapons expert) Roy Postma says. “And with each iteration, you could see the design come into its own more. The style of the weapon became more neutral, less Killzone-specific.”

PS Move Sharp Shooter

Early black prototypes of the Sharp Shooter were a little too realistic.

Enhancements included a more ergonomic angle for the fore grip, an adjustable and collapsible stock instead of the foldable one, and overall weight reductions to facilitate prolonged play. “Sadly, some features fell by the wayside during this process,” Roy says. “We originally wanted to have an ammo counter display above the stock, but it just proved too costly.”

The colour of the weapon changed too, evolving from the gunmetal grays of the original design, to a jet black version, to the more neutral grays of the final product. “From a legal and marketing perspective we had to impose some constraints,” Ennin says. “The black version looked very menacing, but it would have violated most countries’ gun laws.” Even the first grey prototypes proved difficult to get through customs, as Mathijs found after a demonstration at a conference.

Meanwhile, the teams at Guerrilla and Zipper experimented with Move control systems for their respective games, figuring out sensible settings for dead zone, aim assistance and controller sensitivity. “Initially we wanted to map a lot of in-game actions to player gestures as well,” Mathijs says, “but that turned out to interfere with player aim too much. So we restricted it to short, simple movements like thrusting the gun peripheral to perform a melee.”

Ps Sharp Shooter

The final production prototype in all its glory.

The gun peripheral went into full production in the run-up to Killzone 3‘s launch. Early hands-on reports of the device – now dubbed the PlayStation Move Sharp Shooter – were almost unanimously positive, with many reporters expressing pleasant surprise at how solid and natural the peripheral felt during play.

“In terms of control methods, nothing feels more natural than the sheer simplicity of ‘Point, Aim, Shoot’”, Ennin says. Mathijs concurs: “The peripheral made Killzone 3 immediately accessible to people who had never played a Killzone title before. Some reporters even stated that they preferred to play Killzone 3 with the Sharp Shooter instead of the DualShock 3, because they felt more immersed. That was a huge compliment for us.”

But it wasn’t until the week before Killzone 3′s release that Mathijs realized his other goal for the Sharp Shooter had also been achieved. “I was watching the PlayStation commercial for Killzone 3 and the Sharp Shooter and I suddenly realized, you know what – Kevin Butler looks absolutely badass holding that thing! That’s when I knew we’d fully achieved what we set out to do.”

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SOCOM: Special Forces Deploys This Week

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I’m pleased to announce that SOCOM: Special Forces launches this week in Europe!

So I’m sure you’ve seen quite a few posts over the last few months from the guys at Zipper but, just in case you’ve missed anything, here’s a quick recap on what to expect.

In the solo campaign, players will guide the Operations Commander and his squad across 14 missions set in war-torn Southeast Asia and a country on the verge of civil war. Fans can also expect exciting competitive 32 multiplayer battles with all-new maps, original gametypes and numerous modes of play. In addition you can hook up online with a great five player co-op mode…

If that wasn’t enough the game is also compatible with the PS Move controller, Sharpshooter and in gorgeous stereoscopic 3D (for those lucky enough to have a 3D TV)

You also might have seen a post on the U.S blog by me from Zipper Interactive mentioning SOCOM PRO which gives access to some great content and benefits.

I can confirm that SOCOM PRO Access for PAL regions will be available to download for PlayStation Plus subscribers at no extra cost from tomorrows store update for one week (20th April) Following that it will be available to everyone from the 27th April, free of charge.

So what can you expect? To begin with you’ll get PRO custom game types that were tested in the SOCOM: Special Forces beta period.

  • Community Day Classic – Suggested by members of Zipper Community Day 2011, CDC offers a medley of different maps that support 8-vs-8 “Classic” variations on Suppression, Uplink, Last Defense and Bomb Squad with faster movement and no ranged explosives of any kind
  • Last Defense Run ‘n Gun – Our incredibly fast-paced deviation from our Last Defense gametype that includes speedier player movement, reduced weapon damage, and limitations to sub-machine guns and shotguns only
  • SCRUM – A Suppression mod that offers a “Classic” rules-inspired list of features that includes no respawn, no Sniper Rifles, no Concussion, Poison Gas, or Frag Grenades, higher damage and faster character movement
  • Sniper Alley – Another 8-vs-8 variation on “Classic” Suppression that boasts higher damage values and weapon restrictions that allow players access to only Smoke and Poison Gas Grenades, Shotguns, and of course, Sniper Rifles

Following that SOCOM PRO players will get a set of weapons to wage warfare with.The M-16 (for Spec-Ops) and the AK-47 (for the Insurgents) assault rifles! Expect to see those within the first 30 days of SOCOM Special Forces release. Additional benefits will include access to exclusive multiplayer maps, various co-op additions, dedicated leaderboards, and lots more.

Hope you enjoy the game and any feedback for the guys then please let me know.

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SOCOM: Special Forces Multiplayer Map Flythroughs

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One thing that the SOCOM franchise has been known for is fantastic map design, and SOCOM: Special Forces keeps that tradition alive and well by delivering a slew of awesome battlegrounds for up to 32 players to wage war on. To give you a look at the spots that you’ll be able to play in just a few short days, we’ve put together video flythroughs of every map included with SOCOM: Special Forces, and as an added bonus, we’ve included comments from the designers and artists behind their creation.

Click on the map names or thumbnails watch the videos.

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: Special Forces (the first map built will sadly never see the light of day).
- Christian Sadak, Designer


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: Special Forces 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: Special Forces, 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: Special Forces. 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

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