Interview: SOCOM: Fire Team Bravo

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posted 12/5/2005 by The GN Staff
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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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