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Ice Cold
Jul 6th, 2002, 07:40 PM
I want a FPS with a lot of replay value. Any suggestions?

Beretta55
Jul 6th, 2002, 09:44 PM
hmmmmmmm.....halo,red faction,deus ex thats all i can think of right now. oh....the james bond seris.

Ice Cold
Jul 6th, 2002, 09:51 PM
I don't have an Xbox, and I already got Deus Ex for my comp.

But Red Fraction will definatly be on my list. Thanks

Does anybody know much about MOH Frontline?

Beretta55
Jul 6th, 2002, 10:06 PM
i forgot to mention that game get MOH frontline you will love everything about it. that game is a must buy.

Ice Cold
Jul 6th, 2002, 10:13 PM
So I guess it's between RF and MOH. Does MOH have a two player mode?

Beretta55
Jul 6th, 2002, 11:28 PM
Originally posted by Ice Cold
So I guess it's between RF and MOH. Does MOH have a two player mode?
nope MOH doesnt have that but you should get MOH and RF later at least thats what i think.

ocelot
Jul 9th, 2002, 05:54 AM
you are forgetting the best fps in history, HALF LIFE. and yes, it has two multiplayer "modes": Decay ( co-operation adventure ) and deathmach.

Beretta55
Jul 9th, 2002, 06:16 AM
half-life is good but i beat it less then a week then took it back to funcoland.

RobHardo
Jul 9th, 2002, 09:32 AM
i love moh frontline i beat it last month. I have nothing bad to say about the game, and if yo diss the game you deserve to be slapped

Joe
Jul 9th, 2002, 11:12 AM
Damn this took me a while to do... And without further adue, here it is : Damn. PS2 has a bunch of shooters being released. And they are all looking mighty fine. This thread is dedicated to the First Person Shooters and the Third Person Shooters coming out for PS2. I will post impressions, information and screen shots of several games. Please feel free to add your own as well.

Red Dead Revolver

From IGN (Preview) -

Now this is weird. Capcom's biggest surprise hit this year is a smokin' western shooter, and it's made in conjunction with an American development company. There is assuredly a story behind the odd couple comprising Capcom Japan of, well, Japan, and Angel Studios, of San Diego, California, a company once known for not making Buggy Boogie for Nintendo 64.

The being that red Dead Revolver is a potentially excellent game, and with Angel Studios and Capcom working closely together in development to complete the game, it is assuredly going to bring gamers something that have been clamoring for since Mad Dog McGree. And with none of the filthy taste that game left in your mouth, either.

But let's not wrapped up in the weirdness of the '80s arcades. Red Dead Revolver is more assuredly a third-person perspective Western-styled cowboy shooter that aims to please gamers with an original arcade-style shooting system and some of the best caricatures of the west we have yet to see in a videogame.

The first thing that impresses a person about Red Dead Revolver is it's Western stylings. Everything about the game is coated with some direct reference to Sergio Leone's Italian-made Western films (see the Good, the Bad, and the Ugly for starters). The lead character is a gaunt mean looking loner who re-appears in a town in which everyone thought he was dead (High Plains Drifter). He even throws a rather forward townsgirl over his shoulder and heads toward the barn...

The game delivers a pretty decent aiming system, although at this point in development that is one of the central issues that Capcom and Angel are grapping with. Nonetheless the aiming system looks to reach its goal, and when the camera system is tuned and polished, and the game is farther along, we'll have an excellent third-person shooter.

So, the targeting system: Players draw their guns with L1 and shoot with R1. You can automatically target enemies or choose to manually target them, which is far more fun. It becomes clear right away that the screen fills up with more than a handful of enemies, at least in the first two levels, and you have a pretty resilient body for such a thin, undernourished body. You draw, and use the R3 button to aim your reticule and blast away. Enemies don't just take one hit, they take several, and so you have the chance to see them responding to each limb or body part that's hit. Hit a foot, and the enemy reaches to grab it in pain. You can shoot a gun out their hand, and then you can run over and pick it up. The targeting system is partially auto- targeting, too. When you target a moving enemy, say for instance, a guy on a horse, the reticule follows him well enough to knock him off the horse. Then, if you're feeling bold enough, you can run over, press R2, and jump on. You can gallop around blasting the crap out of everything.

The backgrounds are also excellently detailed, and the first two levels we played looked very much like a classic Hollywood imitation of the Wild West. Actually, to be perfectly honest at least one of the levels looked like a stunt set from the Universal Studios Western set it uses in its theme park. Stereotypical, yes. Funny, and perfectly good material for a videogame? Oh yes. You get into the action right away, too. You walk into town and a cutscene ensures, and then before you know it, bam! Four guys are shooting at you, and you only have a pistol. Naturally, you're faster and better, and so you nail them all. You can buy new weapons at a gun shop in the second level, where I also bought dynamite to throw.

There is much more to say about this game, but the most pertinent thing for you to know is that Red Dead Revolver is a very good game, it's a funny, personality-driven title, and it's got more character, in-jokes and Western-isms you can shake a ten gallon hat at. Oh, and by the way, red spins his guns like a pro after every litter of bad guys he smokes.

http://www.gamespy.com/e32002/ps2/reddeadrevolver/3.jpg
http://www.gamespy.com/e32002/ps2/reddeadrevolver/5.jpg


Red Faction 2

From www.redfaction2.com (features of the game) -

Earth. Twenty-second century. Five years after the rebellion on Mars.

For 15 years, Chancellor Victor Sopot has oppressed the people of the Commonwealth. His corrupt rule and a relentless war of unification with the United Republic has left the Commonwealth bloodied and impoverished. As distant battles rage, sewage taints Sopot City's rivers, pollution smudges the sky, and wretched citizens huddle in crumbling ruins. The Public Information Building, built by the dictator as a tribute to himself, broadcasts lies about Sopot's bravery and the Commonwealth's military victories.

Condemned to death by Chancellor Sopot, six super-soldiers unite to save their country, vowing to overthrow Sopot using the unique powers that nano-technology has given them. Join the squad as Alias, a demolitions expert. Fight side-by-side with Molov, Repta, Shrike, Tangier, and Quill--each possessing unique attributes and specialties. Battle through diverse environments using vehicles, an arsenal of specialized weapons, and explosives in a mission to overthrow the government. Defeat Sopot and restore the honor of the Commonwealth!

-Revamped Geo-Mod engine
- the only FPS with real-time, arbitrary geometry modification.
-All-new storyline & characters
- fight as a member of an elite squad of six.
-Enhanced graphics and prerendered cutscenes for a completely immersive experience.
-Utilize four varied vehicles in combat, including a tank, a hover flyer and a submarine.
-Acquire superior firepower from multiple boss battles
-14 specialized weapons of mass destruction, including dual-handed pistols and machine guns.
-All-new inventory of useful items
- health kits, night vision goggles, numerous grenades and more.
-Stealth, puzzle solving and action-oriented objectives.
-Advanced AI behavior
- AI works in squads and reacts realistically to events.
-High replay value due to multiple endings based on player actions.
-4 player mode
- split screen death match and create your own bots.
-USB keyboard/mouse support.


From IGN (preview) -

Five years after the rebellion on Mars, THQ has returned to action. As a demolitions expert named Alias, your mission is to meet up with your five specialist squad members and dethrone the powerful dictator Sopot. After 15 years of a ruthless and merciless reign, it's time to end the bloodshed and bring peace to his oppressed people; and so begins the storyline behind Volition, Inc.'s next first-person shooter, Red Faction 2.

Building on the groundbreaking Geo-Mod engine that allowed players to alter and destroy different areas of the game environment in real time, Red Faction 2 is trying to outdo the original in just about every way. Instead of tossing in the ability to destroy your surroundings as a novelty, it will become an integral part of solving puzzles and finding items from level to level. Not to mention the additional elements that can now be manipulated that couldn't have been in the original.

Weapons will be just as powerful as ever, with everything from grenade launchers, sniper rifles, and rail drivers to the brand-new dual-handed weapons and grenades. 15 in all, the explosion- heavy arsenal is primed to mix a healthy dose of first game guns with new items for the sequel. Accompanied on a much heavier level than before, your five squad companions are now completely autonomous and have particular skills that can be applied to individual missions throughout.

Also new to the mix will be full-on USB keyboard and mouse support. Hoping to reel in the PC addicts perhaps who have stayed away from the majority of console FPS titles over the years, Red Faction 2 should have even tighter control than ever before (not to say that the award winning first edition didn't, since it's considered by many to be one of the most brilliant of the genre to ever appear on a home system).

The other big bonus for returning players has to be the all-new four-player split-screen mode. While details on that particular feature have yet to be revealed (no word yet on what kind of cooperative and competitive modes there will be), we do know that there will be customizable CPU opponents. Similar to the bots we've seen in the online world for years, the reportedly clever A.I. foes are set to emulate human competition extremely well.

Slated for stores this winter, Red Faction 2 is easily one of the most anticipated first-person shooters this year. With multiple mission objectives and game endings, refined graphical polishes and smarter A.I., plus the return of several rail-based vehicles like tanks, hover flyers, and submarines, Volition's heavy hitter is already turning heads. Check back with us later this month from the E3 show floor, for hands-on impressions. See you then.

http://www.redfaction2.com/images/screens/05-15-02/screen06.jpg
http://www.redfaction2.com/images/screens/05-15-02/screen14.jpg

Joe
Jul 9th, 2002, 11:13 AM
SOCOM US Navy Seals

From IGN (preview) -

When Sony Computer Entertainment America unveiled its lineup of online games last year at E3, SOCOM: US Navy Seals was the biggest surprise of the bunch because it seemed an entirely new step for the company best known for arcade games such as Twisted Metal, Spyro the Dragon and Crash Bandicoot. The closest it ever came to delivering real simulations to that point was with the arcade-sim blend, Gran Turismo.

But SCEA has gone forward full steam with developer Zipper Interactive, best known for games such as Crimson Skies, Mech Warriors 3, and Recoil for the PC, into the online world of third- person shooters, and SOCOM will make its debut as one of the company's flagship online games when Sony launches the Network Adaptor in August 2002.

While the game wasn't all that impressive in its early stages last year at E3 (2001), this newer, more complete version appears highly polished and accomplished, boasting better textures, framerates, control reaction, and perfectly workable using the bundled voice-recognition headset. IGN was able to sit down and play the game at Zipper Interactive's Seattle office in March in both its single-player and online multiplayer forms.

SOCOM, which stands for Special Operations Command, is a militaristic third-person shooter, playable as a single-player offline game, or as a multiplayer online game via the Network Adaptor, and is focused on the tactical and strategic actions of the US Navy Seals. Zipper is keen to point out that SOCOM is a cooperative team game, targeting cooperative play, enhanced by the use of the headset, and reinforced by several aspects of the game's design.

Players are put into the role of a US Navy Seal who is partnered with three other teammates, and then sent out on various covert missions around the world. The game takes place in several foreign locations, Tailand, Turkmenistan, the Congo, and Alaska, all of which at the time the game was originated are non-political areas of the world, to avoid any mistaken messages or inferences. In the 12 multiplayer or single-player missions, players will experience three major kinds of gameplay, such as demolition (blowing stuff up), extraction (rescue), and elimination (kill, kill, kill!).

Online Play

As a single-player game, users set up in teams of four, and are given the ability to use the headset (or to simply use the game interface, sans the headset, if they like) to direct teammates by simple verb/object commands. For those who want, a USB keyboard is also compatible for conversing, but not as a substitute for the Dual Shock, which, along with the VRH, is the primary peripheral for the game. For online play, gamers should have it easy: Slip in the disc, watch the game start up, click on online play and select your team in a lobby menu to get started.

SCEA is housing servers in San Diego, which can contain as many as 1,000 SOCOM players simultaneously, and the company plans to add more servers should they need them. The game, however, only permits as many as 16 online players from any part of the world to play simultaneously. SCEA has said that there will be no extra or hidden charges to play SOCOM, other than the cost of the game ($59.99), and the standard charges for an online connection, which users with online connections already should be paying for on a monthly to their standard carriers. SOCOM supports only DSL and cable connections, meaning that the game only supports broadband connections, and will not be useable with narrowband connections. SOCOM does not support LAN setups.

Zipper has set up several classifications of play for online users (demolition, extraction, and elimination). When players finally select their teammates and begin the game, the game plays like any squad based online title, encouraging players to watch each other's backs, stay in groups, and to communicate their locations and situations often.

While SOCOM tries to balance stealth and run-and-gun styles of play, it's important to note that this game is not Medal of Honor or Goldeneye. Players will be shot dead after taking two to four shots, and so they're encouraged to use shadow, foliage, and cover often, and to stick with their teammates to stay alive. It's important to note SOCOM is loosely modeled on other online multiplayer games such as Tribes 2, Team Fortress, and Counter Strike, so that it feels and plays like an online game. After dying in a multiplayer match, players are permitted to use a piggyback cam to watch the game from their teammates' perspective. When that particular match is over, players can once again take part in the next game, and in the beginning levels, players can actually select where they want to re-spawn (within reason). After a match, players can see their statistics, including kills, shots taken, shots connected, and various others. Players can also see their progress thanks to ladder system support, the stats of which are located on SCEA's servers.

Voice-Recognition Headset

The voice-recognition headset comes bundled with SOCOM, so if you own the game, you own a headset. The set is ultra light and adjustable, fitting asymmetrically over the head, with one earpiece on the right, and a small, adjustable mike jutting toward the mouth. Gamers don't have to use the headset and they can play using the Dual Shock, but it's far more fun to make use of it, as it broadens the experience notably.

The SOCOM headset is a licensed VRS, made by the L&H Company, and it recognizes from 70- 100 commands, plus combinations of words. It's constructed to work in a very streamlined and simple fashion. Using a verb/object command system, and to communicate with your immediate teammates, players use basic words, such as "deploy," "breach, frag and clear," and other very direct words to take action.

The VRS interface appears on the left-hand side of the screen, and like a computer menu, it shows hierarchical branches to provide simple or more complex commands. Teammates can be directed by using the reticule in conjunction with voice commands. By pointing your gun to a location and using commands, the players direct teammates to attack a specific spot, guard a location, monitor a region, or defend or patrol.

There is no voice recognition training in SOCOM. The system has a 95% accuracy rating, as long as don't slur your words like a drunken sailor, but it does pick up background noise, so it's probably not wise to have, oh, say, Public Enemy playing loudly in your living room, or you might find your teammates acting weirdly.

Gameplay

Blending militaristic stealth with run-and-gun gameplay, Zipper's third-person perspective game aims to be one of the most authentic games of its kind. With full backing from the US Navy Seals, from the admirals all the way down the line, SOCOM's selectable characters, like the Seals themselves, do not specialize in particular areas, but they rather cross-train in many areas. Seals do everything, training in explosives, sniping, technical work, intelligence, combat, and they work in small, deadly teams.

Unlike other games, here, there's a buddy system, and the main objective is to keep your teammates alive and with you. A dialog box appears on screen to convey messages between you and the team. You can mistakenly kill your teammates, and up to two can die, but after if any more die, the mission is a failure. In the mission I played, one teammate is a Russian, and he's kind of like the central communication member, so if he dies, the dialog box will disappear from the screen. Not good.

The first scenario I played placed the SOCOM team on a Russian cargo ship, in which one of the team's missions was to infiltrate the main compartments without detection. In the cover of night, I commanded my mates to stay under cover as I snooped around and quietly sniped off stationed guards along upper and lower locations, without notifying the other guards of their deaths. Only, this didn't work out perfectly the first time, and so I had to engage in straight-up combat, and I died pretty quickly.

Enemy AI acts intelligently, following the same basic military tactics you and your team follow. So, if you alert the enemy, they attack slowly, staying under cover, attacking in squads, using short, and using targeted bursts of gunfire. There are five levels of AI awareness, including direction awareness, specific awareness, and others. So, if you kill an enemy and his buddy walks by and sees the dead body, he'll take notice and act accordingly. Luckily, you can drag dead bodies into the foliage or behind crates. Enemies communicate with one another, so it's crucial to stay low and out of the open. Enemies react to obvious actions, such as breaking windows, but they also react to more subtle things, including footprints, corpses, and blood. Again, you may fail to remain undetected, the game gives you the chance to succeed, but you'll need to be a good shot and command your team to help you. Key elements in your missions to stay under cover, knock out lights and windows, and to lean around corners (oh, and yes, you can lean around corners).

Starting off, your squad is each given two weapons (one single-hand and one two-handed weapon), of which there are 36 total. To gain access to different weapons, kill an enemy to grab his. Players have use of submachine guns, handguns, sniper rifles, M16s, and other weapons. The game also offers satchels, smoke weapons, claymores, and all of them are weapons US Navy Seals would use in real life.

Joe
Jul 9th, 2002, 11:15 AM
SOCOM continued....

Visuals

The world of SOCOM is an interesting one, because it takes place offline and online, making texture work and things like lighting and camera work more challenging. The game is filled with sophisticated lighting techniques, detailed textures, motion captured work, and solid CG work.

Zipper aims to be very realistic with SOCOM, and has prepared the game with a phenomenal amount of authentic detail. Soldiers faces, their weapons, and their clothing have all been scanned in and texture mapped. Using Sony's motion capture studio in Foster City, Zipper has captured soldiers in numerous positions, such as walking, running, rolling, ducking, crawling, aiming, and many others.

The level of detail should be excellent in the final version, with small incidental items, such as belt loops, belt buckles and canteens have been paid attention to. Zipper claims there is three times the amount of typical textures in SOCOM than in the average game of this kind. The Seal camouflage outfits are also totally authentic, realistic and accurate.

The art and design team has constructed the game with full screen anti-aliasing and a texture- paging system that enables many kinds of textures to be used, but efficiently without causing slowdown or glitching. What's normally called LOD, or Level of Detail, Zipper calls DLD, dynamic level of detail. What it means is that, simplistically, the level of detail that's required is called up when needed. So, the engine is calling up every last little for an enemy that's on the other side of the screen, but if you use a sniper rifle to zoom in on him, the detail will appear.

Zipper plans to lock the framerate to 30 fps, in single player and in multiplayer modes, and the versions we played generally stayed in the 30 fps area, give or take. All in all, SOCOM should challenge hardcore online and entice regular console gamers with a whole new third-person shooter, which at this point in the game, looks like a huge undertaking that should be well worth the effort. Zipper has done an excellent job with the visuals and the gameplay looks to engage gamers in a stealthy, authentic military set of missions, online with up to 15 other players, or in a single mission against the computer. SOCOM should be a breakthrough game for SCEA and its online campaign, and we're hoping the game reaches Zipper's high goals in the end.

http://image.com.com/gamespot/images/2002/e32002/playstation2/socom/socom_screen0 03.jpg
http://image.com.com/gamespot/images/2002/playstation2/socom/socom_screen014.jpg[/I MG]



Time Splitters 2

From IGN (Progress report) -

[i] Across the street from the GDC Conference in San Jose, Ca., at the Hyatt Regency on the 6th floor, and sitting next to a flat screen TV screen, a table full of muffins and steaming coffee, the two leading architects on Free Radical's second game explain new developments in TimeSplitters 2.

They're excited to show off the latest additions to their first-person shooter, and they know full well they're talking to one of the biggest fans of their games, which include TimeSplitters 1 on PS2, and as part of the Rare team that worked on Nintendo 64, Goldeneye 007.

They begin by telling me that the game now features a story, unlike the first TimeSplitters. As a part of a crack techno-military team, which isn't officially sponsored, but acts more as part of a resistance faction, you and your team members must track down this group of thieving mongrel- types who have discovered a time-portal technology, which they plan to do terrible things with (naturally).

Your two-person team includes one fine chick and a beefy military dude, but each time you transport into a different era, you take on the role of a different character, and in the levels I witnessed, they were females (which adds a little extra love to the game, strangely). You must collect all of the time crystals and return them to your time, before the TimeSplitters do their damage to succeed. Actually, come to think of it, that sounds exactly like the first game, but here, the story is implemented better, with lots of textual prefaces, clues to a larger plot, and the feeling that you're working toward something bigger. The story, I'm told, is bigger, better, and more integrated than before.

In each of the four missions I saw -- the dam level, which was featured on the demo disc, a futuristic robotic level (which is the game's last level), a tropical mission, which features a crossbow, and a mobster-like level that takes place in the '30s -- the game ran at a crisp 60 frames per second, and was filled with the little details that comprise a solid single-player experience.

New information from Free Radical includes the ability to play through the game in a single- player mode, or cooperatively, with extra mission objectives for the co-op modem giving players something extra to look forward to. Other new additions include:

- The reticule has changed drastically and now provides a kind of camera-like look that's high-tech but sleek and simple in design.
- Players can go about their missions in different ways. For instance, if you want to take out all of the cameras one by one, then you can do so. Or, you can find the computer that controls each one, and simply knock that one out, which then defuses all of the cameras. That was very sweet.
- Players now use a Temporal Uplink, sort of like a portable map, which can be toggled to in the weapon cycle. It shows off the area's obstacles and structures and highlights enemy locations and camera locations.
- Players can log onto computers controlling still and moveable cameras, some of which have machineguns attached to them (if you played them demo, then you would remember), and they can control the machine guns. Several of the levels have this ability, and they some of the roving cameras actually move into locations you wouldn't be able to get to otherwise.
- In the nearly-completed dam level, players faced off with annoying, persistent zombies. If you're a good shot you can blow off each of their arms, and if you're extra good, you can take their heads straight off their bodies.
- The demo we saw a few months back is just a smidgeon of the game's actual size and scope. There are tons of levels, all quite large in size, and they're all very different from one another.
- Many of the sounds from Goldeneye 007, such as gun reloads, mechanical sounds such as explosions, and human grunts, to name a few. And if you listen very carefully, the music -- I swear -- contains riffs from Goldeneye, which is fine by me. But it's also eerie, too.



[IMG]http://www.psxextreme.com/screenshots/ps2_timesplitters_2/ps2_timesplitters_2_06.jpg[/ IMG]
[IMG]http://www.psxextreme.com/screenshots/ps2_timesplitters_2/ps2_timesplitters_2_09.jpg[/ IMG]

ocelot
Jul 9th, 2002, 12:26 PM
Originally posted by baretta55
half-life is good but i beat it less then a week then took it back to funcoland.

In these days, week is long age for a game. I wonder why all good games are so short ?

Beretta55
Jul 9th, 2002, 12:34 PM
good question i thought state of emergency was a great game *yea i said it so what!!?* but i beat it like in two days.

happy_doughnut
Jul 9th, 2002, 12:50 PM
FPS, ne ? Good call.
My suggestions would be these :

Red Faction
Counterstrike
Unreal Tournament
Halo ( it's alright )

Those are some FPS games I think you'll enjoy. :)

Ice Cold
Jul 9th, 2002, 01:04 PM
Thanks you guys. I think im going to buy Red Fraction. Mainly because it's cheap.

And if I like it I can always buy the sequel. Gotta love them sequels!

Joe
Jul 9th, 2002, 01:21 PM
Originally posted by Ice Cold
Thanks you guys. I think im going to buy Red Fraction. Mainly because it's cheap.

And if I like it I can always buy the sequel. Gotta love them sequels!

Red Faction 2 looks spectacular. I cannot wait to get my hands on it.

RobHardo
Jul 9th, 2002, 03:08 PM
well i can't wait either bro i got red faction late so of course i got it cheap as crap, even though crap doesn't actually get sold, well you never know they sell some gross things on Ebay, i saw toe nail clippings sold once, it was totally gross

Ice Cold
Jul 9th, 2002, 07:45 PM
LOL:laugh: A little off subject but...do you happened to remember WHOS toenail clippings they were?