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Game Profile
INFO BOX
PLATFORM:
PlayStation 3
PUBLISHER:
SCEA
DEVELOPER:
Zipper Interactive
GENRE: Action
RELEASE DATE:
January 26, 2010
ESRB RATING:
Mature


IN THE SERIES
SOCOM 4

SOCOM U.S. Navy Seals: Fireteam Bravo 3

SOCOM: Confrontation

SOCOM: U.S. Navy SEALs Tactical Strike

SOCOM: U.S. Navy SEALs Fireteam Bravo 2

More in this Series
 Written by Matt Swider  on February 09, 2010

What We Want Special: Wait... this is a Sony game and they DIDN'T go with M.A.G.? Sony.loves.peroids!



Zipper Interactive has its latest SCEA-published shooter out the door, but as I mentioned in our MAG review, there's still more work to be done. So, while 256-player battles are a major feat, there were too many FPS fundamentals cut out for the developer to rest on its laurels. Here are the top ten we'd like to see in DLC or a MAG 2, even if that means waiting until an eventual PS4.

1. Additional maps with a DIFFERENT environment!
The biggest complaint isn't that MAG offers few maps, it's that all of its levels take on the same Уoutpost in the jungleФ theme. Where are the traditional desert, snow, tropical and factory environments that represent diversity? Some close-quarter mazes would've been appreciated rather than sticking to mostly open designs with buildings here and there. SOCOM's multiplayer maps ran the gamut and we just want developer Zipper Interactive to give us more of the sameЕ this time, with in 256-player high-definition. This can easily be accomplished through DLC.



2. The faces of war
LittleBigPlanet, Demon's Souls and Fallout 3 are just some of the PS3 games that allow us to fully customize our characters. Heck, even the too often-delayed Home has a full range of faces, skin colors, hair styles, body styles, etc. It's great because we're going to spend a lot of time with these avatars. MAG, sadly, gives players a couple of options when it comes to modifying a soldier's face and, oddly, allows them to select a voice. That's about it. More control over the face and body would bring a new personal experience to this console FPS. This could be done through DLC, but maybe the 256-player count means such diversity can't be accomplished until MAG 2.

3. Pre-order bonuses for gamers post-release
It's always nice to get treated to a pre-order bonus and while SCEA was wise to spread out different in-game extras among retailers for marketing reasons, this made it impossible to reap all of the rewards. Unless, of course, you bought the game from GameStop, Best Buy, Game Crazy AND Amazon. That'd be a little nuts for three custom character cameos (one for each company) and the exclusive S.V.E.R. PlayStation Home personal space. Eventually, we'd like to see all of these pre-order bonuses made available for free to anyone and everyone with a copy of MAG.

4. More weapons FTW!
MAG has a great selection of weapons, from the standard-issue M4A1 to the heavy-duty, very-hard-to-walk-with rocket launcher. Personally, we like the sniper rifle. The point is that, eventually, the novelty of these weapons will wear out, even with all of the upgrades. So, while Zipper Interactive is cooking up some mandatory maps, throwing additional weapons into the mix would mean a lot to players who want to keep the longevity of this online-only battle game extended.

5. Nighttime Map. Act now and a free pair of Night Vision Goggles will be included (must pay shipping and handling)
In my MAG review, I talked about the original SOCOM's Frostfire, a close quarters level design that felt like the unofficial successor to James Bond 007's Complex level on Nintendo 64. In addition to desiring a similar tightly-designed (but, obviously larger-scale) version of Frostfire, I'd like another feature from that old 2002 map: nighttime. The closest thing we have to darkness in MAG is the sun thinking about setting. To go with the map DLC, a nighttime level or two would help with the game's variety. To make it extra interesting, allowing players to use skill points to obtain night vision goggles would really make MAG more complete.

6. New, more creative modes
Once again taking from my review, I complained about MAG's lack of creative modes and pointed out that Warhawk, SCEA's other online addiction, included a few novel game types. MAG's 64-player Sabotage game type is exceptional, especially when the enemy locks down objectives A and B, then C shows up on the map. Everyone scrambles for C to either protect or destroy it. It's madness and more of that by including a Warhawk Zone's style game type would do the trick. Also, something similar to Warhawk's Heroes mode would be fun. That game type gave one player on each team extra, glowing power, but meant everyone was gunning for him. Really, Zipper, anything that gets MAG away from the Уsimply protect or defend this objectiveФ would be greatly appreciated.

7. A whole new company
A lot of online players have been suggesting this, and while it's not MAG's most pressing need, eventually everyone would like to see a new, fourth company added to the S.V.E.R., Raven, Valor mix. This may be best saved for a MAG 2 on PS3, as adding in a new company via DLC might throw off the ongoing stats.

8. A storyline to make us care about the different factions
When SOCOM arrived in 2002, we had already been exposed to the classic fight of SEALs vs. terrorists. It needs no introduction. We could jump right into multiplayer and love every second of it and had plenty of ambition from the ripped-from-the-headlines theme. MAG, unfortunately, isn't true to life and doesn't help itself because it forgoes beginning with a gripping video introduction and contains sparse background information. There's no driving ambition on why we need to fight or whom we're up against. Spelling out why the enemy is evil would go a long way to making me feel like I'm a meaningful part of a company and fighting on the right side.

9. Briefings and plans of attack
MAG is about organization and strategy, right? It has qualified platoon leaders thanks to the game's advanced ranking system, correct? There's a lack of proper map and objective explanation in this drop-in-and-learn game, no? Let the platoon leaders solve this problem while players queue up by allowing them to draw up a simple scheme for everyone to follow if they so chose. This'd give newbs a decent shot at looking over the map for a couple of seconds and everyone else an opening strategy on where to go and what to do. The plan of attack would likely crumble and have to be adjusted via voice chat, but giving a platoon leader more control would take the upgrade-to-responsibility theme to a whole new level.

10. Create-a-Map option
The ability to create your own massive MAG level is an player suggestion that's been floating around since the open beta. After all, PS3 owners got a taste of what it's like to work with user-created mods in Unreal Tournament, giving them serious bragging rights over Xbox 360 fans. Like Boss Ross, painting a few bushes here for cover and dropping in up a building that everyone will desire to control there would lend control to players in an unprecedented way. Let LittleBigPlanet lead by example.



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