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Combined New Features

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Gotta Earn All The Badges

As we approach the launch of SOCOM: U.S. Navy SEALs Combined Assault, I want to take a moment to share with you one of our new features.

The majority of you are probably very familiar that specific items are unlocked in SOCOM by completing the campaigns on each and every difficulty. Well this method has gone the way of KITTEN (SOCOM veterans may remember this callsign from the Deathblow mission in the original SOCOM). 

In SOCOM: Combined Assault, you now unlock items and features, like weapons and music, by earning badges. You earn badges by accomplishing certain tasks, whether it is completing the entire campaign under a specific time or completing a mission with a certain accuracy rating or capturing a certain number of enemies during your career. 

There are a total of 32 badges to earn and they can be earned by playing either the single-player or co-operative modes. 

This means that you can now decide what badges to go for to unlock the items that you want. Need nine badges to unlock a weapon set? Decide what nine badges you want to earn. Feel a badge may be too difficult to earn right now? Shoot for a badge that’s more achievable to your skill level. 

Now you may be asking what are all the badges, but you don’t really want me to spoil everything about the game now do you?

 
Downloadable Maps

The first pack of downloadable maps have been released with 3 new maps that are based on the old times. They are available in the SOCOM 3 Community Center for $5.99 (USD).

There has already been one map pack released to SOCOM gamers that includ

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SOCOM: Combined Assault Multiplayer Maps
Courtesy of IGNcom
October 4, 2006
- Zipper Interactive's latest (and likely last) PlayStation 2 effort in its tactical shooter franchise is nearly upon us. SOCOM: U.S. Navy SEALs Combined Assault expands upon the technical feats of SOCOM 3 with a brand-new campaign and a slew of new online functionality, including four-player online co-op.

Combined Assault is backwards compatible with SOCOM 3, meaning that you can jump into a SOCOM 3 server and play against gamers with the last game. In addition to this however, Combined Assault ships with 10 exclusive multiplayer maps, which we're going to run through below with a shot from the map and a brief description. Take a look.
 
Whirlwind

Courtesy of SOCOMblog.typepad.com
The last few months, and especially the last few weeks have been a whirlwind for the SOCOM U.S. Navy SEALs: Combined Assault team.  We've been working into the wee hours of the night and on weekends to ensure that SOCOM: Combined Assault is the best PlayStation 2 SOCOM game yet!

The amount of content we have packed into Combined Assault is just mind blowing: Co-operative play in online or LAN, a brand new non-linear campaign spanning 14 unique areas and 18 missions, compatibility with SOCOM 3 competitive multiplayer plus 10 new competitive multiplayer maps exclusive to SOCOM: Combined Assault.  In addition to that we have Instant Action missions, training missions, revamped AI, new weapons, new attachments, new vehicles, a new badge system and even new controller layouts.

Whew...

But we can see the light at the end of the tunnel.  There are a few last polish tasks and bugs remaining, but the hard work is paying off and the game is looking and playing great!

Recently, our design team completed a polish review of the entire campaign co-op.  To put it simply, it was a blast!

Co-op gameplay introduces so many great gameplay elements: from deciding what weapons to take and which role each member of the team will fulfill (sniper, assault, medic, support, anti-armor, etc.), to deciding which mission to tackle next, to deciding which objective to go for first or which route to take to get to the objective, to yelling for the medic when your health gets low, to distracting a group of enemies long enough for the other members of the fireteam to move behind and flank them.

Some of the highlights of our playthrough:

Mean AI moment: We're getting owned by our improved AI.  The team decided to engage in a group of enemies that were in a fortified position.  A pretty big gun battle ensued; however, no one on the fireteam was watching the flanks.  Sure enough, some enemies broke off from the engagement, flanked our position, and proceeded to decimate the entire team.  We quickly learned to have at least one member of the fireteam covering the flanks at all times.

Teamwork moment: Acting as a spotter and marking targets for the sniper on the team.  There's just something about lying in thick foliage, using your binoculars to place a marker on an enemy patrol, then hearing the crack of your teammate's sniper rifle and seeing the enemy crumple down to the ground.  Teamwork is a beautiful thing.

Most frantic moment: Trying to revive a downed teammate with the medkit while under fire from a sniper.  Seeing and hearing the bullets ricochet off the ground as you run up to your teammates-in-need and revive 'em will get your heart pumping.

"My bad" moment: Opening a door that an unsuspecting teammate is standing in front of and then having an enemy rush through the now open doorway and blast the teammate with a few rounds from a shotgun.  Suffice it to say, my teammate got even with me by not telling me the enemy had just thrown a grenade next to my position.

The biggest thing I came away with is that we actually had to force ourselves to stop playing.  Even though we've been looking at the game for a year now, we still had to tear ourselves away.  I can't wait to get my non-work friends into Instant Action missions!

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