Hands On: SOCOM 4 With Move

Now this is what I’m talking about!  SOCOM 4 with Move has pretty much rocketed to the top of my wish list, and makes a compelling argument against those who claim motion control can’t be implemented into anything but mini games and family orientated titles.

Having never properly sampled a SOCOM game before, I was unsure of what to expect – let’s just say things I’ve heard about the previous games haven’t been particularly flattering.  What I encountered though was a graphically pleasing game with a steady frame rate and lots happening on screen. “So why the big fuss?” I hear you cry – well it’s all down to Sony’s magical glowing orb on a stick – the PlayStation Move.

Simplicity and accuracy are the two big features here.  I was expecting to be pounced on by a Sony bod explaining all the various controls, but instead I was left to my own devices and I can see why – all you have to do is point and shoot.  The Navigation Controller is used to control your character and dish out various orders, whilst the Move takes care of aiming, firing, and ducking in and out of cover.  I was amazed at how easy this game is to pick up and play, and soon a small crowd gathered to watch as I made my way through the level looking like I had been playing the game all my life – BOOM headshot!

The objective of the demo was to make it to the end and call in an air strike on a specific enemy unit.  The Move suits SOCOM 4’s pace well – if it were a run and gun FPS I’m sure it would have been harder to control, but the slower paced moving from cover to cover whilst lining up headshots works really well and delivers immense satisfaction when you pop your head out of cover, squeeze off a few well placed rounds then pop back in again.

Your squad is controlled via the D-Pad on the Navigation Controller, so they are never more than a thumb flick away, and the air strike was accessed by simply holding down L2 and aiming at your target.  I was worried that perhaps I was getting too excited about SOCOM 4 with Move, but it appears I’m not the only one as it was getting rave reviews from everyone I spoke to about it.

There are a couple of negatives however.  The first is I’m not sure how long you can realistically play SOCOM 4 with Move in one sitting; even ‘playing from the elbow’ started to ache after a while.  The second negative is the fact that those without Move will really be missing out – in my opinion anyway.  With Move the game is precise, and fantastic fun and I really can’t see myself wanting to play it with the DualShock 3.

35 Comments

  1. The big question is: could Move be the console equivilant of a keyboard and mouse?

    I’ve heard Move makes playing FPS on a console far quicker. If it can become the best way to play them on the PS3 then MS will need to respond.

    FPS could be the genre to really push Move sales with MAG already supporting it and SOCOM 4 in January, followed by Killzone 3 in Feb.

    Could we be seeing COD supporting it next year?

    • I think Move may well bridge the gap somewhat and might entice someone like myself (who really only likes FPS games on the PC because of mouse and keyboard) back in front of the big TV with a new control-type.

      Great to know that SOCOM has been fitted around Move properly (unlike games like Tiger Woods, etc).

      • It works pretty decently. As a PC fps player myself, I have an easier transition to the move, then I do to the dual shock. In mag I went from going typically 3-6, 5-10, in a match to recently 10-0, 15-4,14-3,..etc. It takes some getting use to (ignoring the fact that you need to learn MAG’s game mechanics and maps itself), you have to remember to keep your reticule on your target when you aim (although they’ve added a little bit of aim assist for hip fire when using the default assault rifle), and that you don’t have perfect stability, but pretty good stability if you keep your arm rested on your lap and you use a gun with increased stability.

    • The only way this would work with fast paced FPS’s like COD is if the aiming retical stayed fixed in the center of the screen like it does currently so you can look freely about. If they can do that, this could quite easily surpass the keyboard + mouse and be the best thing to ever hit the console market.

      However if they implement a system were the aiming retical moves freely about the screen like they’re doing currently and only turns you when you reach the edge, this will suck for games like COD.

      • Uh, that’s a terrible idea. If the aiming reticule stays in the centre of the screen and moves with the move, how in the hell are you going to turn around?

      • The screen should follow the cross-hair. The farther away you point from the center, the faster the camera movement. If you shoot someone close to the edge of the screen, the camera then would adjust itself while you are shooting. Like mouse control in Freelancer/ Wii controls in Metroid.
        Absolute control like mouse aiming will never be possible. But he turn-the-screen-by-hitting-the-edge control scheme is actually the worst of the current implementations, because aiming AND turning the camera is not possible at the same time.

      • That’s exactly what I mean Doofer, the center of the screen will always be your anchor so to speak. If they could do this I’d definitely play it on my PS3 over anything else.

      • Solve me this and I’m with you, how will you simulate the lifting of the mouse and bringing it closer to you because it veered off in the heat o battle?

      • You don’t need to, just think of it like this;

        The center of the screen is your anchor, the point at which if you point, the Move it will stay still, just like the center of an analogue stick . Now think of the Move as the actual analogue stick, moving a small amount away from the center simulates moving the analogue stick a small amount in said direction. The further you point from the center, the further you’re pushing the analogue stick. Get the idea?

        The mouses only week point is having to reset by lifting it if you go too far. The analogue stick is not affected by this but the tiny movements can make accuracy very difficult. Using the Move in this method is basically like using an analogue stick but with the scope of you’re entire TV size, you could say that the size of your TV is your mouse mat, that’s the room you have to work with.

        If this could be implemented well it could revolutionise the way we play FPS’s on the console.

      • but your hand (an by extension move) can’t reset to the neutral point that it started its movement from and as a result you will always be turning one way or the other albeit at different rates

      • Not if they make the dead zone in the center of the screen a sufficient size. That way as long as you point the Move in the center of the screen it will stop moving.

        I’ll break it down for you, think of your screen as a target with two rings and a bullseye. The bullseye would naturally be your dead zone, the zone where the aiming retical wouldn’t move. The first ring would be your slow moving zone and the outer ring would be the zone where the aiming retical would move fastest. From this basic blueprint they can optimise the size of the zones and amount of rings to give you the most fluid gameplay possible.

        As Doofer has already pointed out they use a system like this in Metroid for the Wii and it works extremely well. I’ve played Metroid and I can assure you, with the added accuracy of the Playstation Move this could revolutionise the way we play FPS’s on the PS3, it really could.

      • If you’re having a hard time understanding the premise check out Metroid for the Wii and you’ll understand exactly where I’m coming from.

      • let me get this right, you think this
        http://www.youtube.com/watch?v=y8cQAM3mB8I
        has a fixed cursor at the centre of the screen?

      • Stop being so finickity, I said Metroid uses a system “like” this, as you can clearly see. The further you point away from the center, the faster the aiming retical moves your look in said direction.

        I say they should use this system with a fixed aiming retical because that’s exactly how the the game currently works and it works well. Not to mention they still have to cater for all the controller/mouse + keyboard users.

        If you still don’t get it just say and I’ll try and explain it in further detail, but please stop trying to pick holes in things you don’t fully understand.

      • its clearly your brain that has all the holes

      • I’ll break this down one last time as best I can.

        When you point the Move at the center of the screen, the aiming retical doesn’t move. The further you point the Move away from the center of the screen, the faster you look in whatever direction you’re pointing it, just like what happens now with the analogue stick. If you stray too far, you just point the Move back at the center of the screen then slightly in the opposite direction to correct yourself, again just like you do with an analogue stick.

        Using the size of your TV and arm as an analogue stick would massively improve your accuracy once you get the hang of it. The only downside I see is your arm getting tired, but at least you can always revert back to a controller if need be.

        You’re actually being embarrassing now, such a simple concept yet you act like you’re completely unable to comprehend…are you really this mentally-handicapped or are you just trying to be obnoxious? Either way you should probably stop posting now, although it is quite cute watching you trying to be a smart-ass.

      • holes holes holes

      • imbecile silly very

    • I’ve been playing MAG with Move and despite my great hopes, don’t like it.

      I do think that it will work better with SOCOM and other third person shooters, than with FPS’s tho. Resident evil 4 on the Wii was really good, so that shows there is great potential for 3rd person shooter with Move. And judging from this hands on, it certainly sounds like its going to be better.

      • What’s the huge difference between Tps and Fps for that to make a difference? If you remove your avatar from the screen and replace him with a gun model that’s placed on the left or right part of the screen (keeping the same FOV) you will now have a first person shooter. If it works well for the 3rd person shooter, but not the first, the issue has nothing to do with the controller, but rather the implementation of the controls!

  2. well from what i have seen, im hoping this game implements well with move, as zipper know there stuff

  3. My interest in Move has been waning somewhat since getting one, but this is really encouraging to hear, I am dying for some decent hardcore games to implement it well!

  4. i have not played SOCOM 1-3,i wish i did because i feel left out,but what it says above has definately convinced me to pick this out once it comes out.
    can anybody tell me if its going to have a campaign co-op either online or offline,i would really like to know,i love playing with or against friends.

  5. Great to hear, my confidence in using Move for games like this was knocked by Resi 5’s rather bizarre implementation, but I can’t wait to try Move done properly!

    To be fair Resi 5 isn’t that bad once you get used to it – and no worse than the horrible DS3 control scheme, but they took some strange decisions that spoil it – like not having the Move control the camera when not in aim mode, and having to use the left stick in conjunction with the Move when in aim mode, and having some weapons (like the sniper rifle) not use the Move at all, and not using the trigger mapped to the.. you know.. trigger!

    It’s one redeeming feature is that it’s bloody accurate and as long as you run to a good position you can quickly headshot your way through the crowd – I’ve had an ‘S’ for aiming in all but 1 level so far…

  6. Just got move and bought mag again havent tried move as of yet.

    Cant wait for socom to be released it looks great i do like confrontation though.

  7. Having tried mag with the move setup, it’s bloody difficult! Maybe I need to turn down the sensitivity a bit more but it will take some getting used too that’s for sure!

    • Oh, having played socom before, it is a much slower pace.

    • A friend of mine hates Mag with Move, but loved Socom 4 with move so I’m guessing there’s a different set up going on

      • Well the main difference there is that one is a FPS and one is third person.

        I loved RE4 on the Wii but cant stand MAG with Move.

  8. Sounds great, I can’t wait to try some FPS with Move although squad based games like socom don’t appeal to me.
    In regards to the ‘elbow-ache’, can you rest the end of the Move on your lap while calibrating? I did this for Resi 5 so i don’t have to lift the Move up after that.

  9. Can’t wait for this, just need Zipper to release a demo. Not sure if it’s going to stop me playing MAG.

  10. I played the dualshock version and I really enjoyed it, the queue was too big for the Move one. The last SOCOM was terrible and I was worried this one would also be bad but it was great fun and was visually impressive.

    • Confrontation: Slant 6
      4: Zipper (developer gods)

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