[mXm] andy19 Posted August 1, 2013 Report Share Posted August 1, 2013 It's amazing how many people still write about it. The last paragraph nails it on the head. Read more at http://www.escapistm...t-Not-ForgottenWith respawns turned off, just leaving the base felt like suicide; the unlucky half of your team would get picked off quickly by an enemy gambit of hopeful grenades. Survive that, and the rest of the match became unbearably tense. Savvy players knew which corners of the map to stay clear of; any SOCOM II vets reading this will still feel vulnerable when they remember the beaches on Fish Hook. The rest of us just did what came natural, taking up sniper's roosts if the map was tiered, stalking from alley to alley if things called for a more close-quarters approach. Even by 2003 standards, the gameplay was decidedly simple: The Capture the Bomb and Hostage Rescue modes were just variations on the basic Team Deathmatch premise. But although I won't forget how much fun I had with the shooting (I still daydream about that no-scope pistol headshot I landed, even though the guy had run past my draw distance) it's not the kills that I remember SOCOM II for - it's the teamwork. 404 Not Found 1 Quote Link to comment Share on other sites More sharing options...
[mXm] 404 Not Found Posted August 1, 2013 Report Share Posted August 1, 2013 The H-Hour forums are filled with this stuff... so awesome to see the outpouring of support for this revival of the SOCOM way. Quote Link to comment Share on other sites More sharing options...
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