Wednesday, May 13, 2009 adds community features

Great news! You can check out your stats, trophies, friends list, inbox, clan, etc.

Monday, May 11, 2009

Greetings from Wrath-x-

I am a new contributor to this blog, but some of you may be familiar with me from I look forward to contributing to this blog in the near future, but for now, I just wanted to stop in and say hello. Remember, if we want this game to continue to get better, we need to continue to fight for what we want.


Friday, May 8, 2009

Want to be a contributer to the blog? Now is your chance

Today I was struck with an idea. The whole reason this blog was created was to give a voice to the SOCOM fans. So what better way to accomplish that then to open up the blog to the community, allowing you to post about your experiences, hopes, feelings, love, and hate about the SOCOM franchise.

So how am I going to accomplish this? Send me an email at and simply tell me why you feel you deserve to be a contributor to the blog. Right now I have no limit on the amount of people I'm willing to add as authors to the blog, as long as you feel you have something to say and can translate that into well-written sentences, then I'll add you.

Like I said, this blog was created for the fans. This is just taking that idea one step further and truly making an integral part of the SOCOM community.

Thursday, May 7, 2009

Zipper Int. taking SOCOM advice for the development of MAG?

In the live chat that took place yesterday on the blog, MAG developers, Zipper, answered some questions about their upcoming online game. This answer I found particularly interesting:
Ed Byrne - Creative Director @Zipper:
Phoniex - there aren't the traditional game modes you might expect from smaller FPS titles. Basically each map has an associated game mode. We have a more tradiitonal team v. team mode for 64 players. We have a "capture the objective points" game mode for another set of 64 maps. the 128 maps have Attackers trying to steal a vehicle from the Defending side. 256 is an all-out battle for control points.
Hmm, interesting. This is the exact thing I've been pushing on Zipper and now Slant Six, since SOCOM 3 came out. I believe the real thing that killed SOCOM 3 & CA were that each map were no longer built for a specific mode, as in SOCOM 1 & 2. And that's why the quality of the maps went down so tremendously from the first two games.

Now, don't get my wrong. SOCOM Confrontation's original maps are not as bad as SOCOM 3's, but at the same time they do not stand up to the maps in SOCOM 1 & 2, and I still believe its for that same reason. To really create the best map layout possible, you need to have it designed around 1 mode.