GamingNexus: Are there any plans for downloadable content
for Fireteam Bravo?
Torin Rettig Currently there are
no plans for downloadable content.
GamingNexus: We noticed that there is a PSP headset
available that allows SOCOM players to talk to each other, was there ever
thought of bundling Fireteam Bravo with this headset (in the same way the
headset was bundled with the original SOCOM on the PS1)?
Torin Rettig That was a
consideration, but the schedule for both the game and the headset were really
tight, so we took that option off the table even though we know there are dedicated
players out there who won’t hesitate to pay extra for bundles. It’s only a
matter of time before the PSP headset is compatible with many more games.
GamingNexus: Are the multiplayer maps in this PSP version
smaller or larger than the PS2 versions of the game?
Torin Rettig Well the 12 SOCOM: Fireteam Bravo multiplayer maps
are certainly smaller than the SOCOM 3
maps, but the SOCOM 3 maps can be
five to six times larger than the SOCOM
II maps! We actually made a conscious decision early on that there would be
larger 16 player maps and smaller maps for eight players or less. The 16 player
maps are basically the same size as average 16 player maps in SOCOM and SOCOM II, but we definitely wanted to make smaller maps to
accommodate Ad Hoc play situations where there may only be four, three or even
two players. There are actually one or two maps where two players can run
around and encounter each other relatively often and have fun and we felt that
was very important since the likelihood of having 16 players with PSP’s standing
around in an Ad Hoc situation is slim. We’re pretty sure people will have LAN
parties with SOCOM: Fireteam Bravo,
but we really wanted to make it so even a very small number of players can have
fun in a map. Thus we created maps that cater to anywhere from 2 – 8 players.
In total six of the maps are 16 players and six of the maps are for the smaller
numbers.
GamingNexus: We hear that owners of both SOCOM 3 and
Fireteam Bravo will be able to "link" the two games together; can you
explain how that works and what will change in either of the games?
Torin Rettig The link you’re
talking about is our “crosstalk” system. Crosstalk is the system between the
two games that allows your actions in one game to affect the other. Certain bonus objectives that players complete
in the course of missions in both games are crosstalk objectives. These are
objectives like finding an extra piece of intel, taking an important photo (in
PSP), blowing up a weapons cache or communications tower, etc. However, when
players complete these crosstalk objectives and finish the mission, they can
sync the data between the two systems and have their performance in one game
affect the other. So for example, if you pick up a piece of intel on an enemy
leader in one game, once you sync the crosstalk data, the location of the enemy
leader will appear on the map and through a waypoint in the other game. This is
just one of many similar examples. You can also reduce the morale of enemies,
eliminate their heavy weapons, reduce their numbers and gain other similar
advantages in missions through your efforts in both games. Crosstalk objectives
also unlock weapons and special multiplayer character skins.
Basically, a player who has both
SOCOM 3 and SOCOM: Fireteam Bravo can connect the PlayStation 2 to PSP with a
USB cable (the same cable they would use to transfer files between their PSP
and home computer) and sync their crosstalk data to unlock these mission
changes and features. We wanted to foster the idea that both teams simultaneously
are supporting each other and also help players get more out of both games. We
also thought it was just plain cool.
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