I’ve not really talked about game credits yet, which is surprising as I’ve
sat through 16 different sets of credits in the last three months. I just
finished SOCOM 4, and the credits for that game ran for an incredible amount of
time, 26 minutes. The audio guys obviously knew that they were running for far
too long to be considered appropriate, because after 15 minutes of the game’s main
theme they did a five minute old school 8-bit rendition of it, before then
switching back to a little six minute reprise of the orchestral version.
They were like the credits from a Ubisoft game, the perpetrators of the
lengthiest credits up to this point in my journey, with Assassin’s Creed: Revelations
and Driver: San Francisco both sporting incredibly chunky offerings.
I wouldn’t mind if there were thrilling things happening in these
credits, or at least some pertinent info that was being imparted, but it’s
mainly just useless listings. What’s the point in crediting some of these
people? How much was the ‘Digital Distribution Manager of the Playstation Store’
really responsible for the game I just played, and honestly, who really gives a
shit who that person is anyway?
Best name spotted in the mammoth credits? Edmund Zoo. Not sure what he
did exactly, I was too busy cocking one eyebrow and nodding in amused approval
as I noted his name.
I should also have noted the names of the people that did the additional
voices for the enemies in SOCOM 4, as they featured a plethora of ridiculous
accents. Cheesy South African, Cockney, and Aussie accents made it sound like they’d
hired a bunch of tough guy actors from Lethal Weapon 2 and EastEnders, along
with Bennett off Commando, then just got them drunk and recorded them messing about whilst taking the piss out their own acting.
But, aside from credit complaints and voice acting gripes, I actually
didn’t think this one was too bad. Sure, it featured a totally generic,
forgettable story, a bunch of barely sketched soldiers blowing stuff up for
whatever nonsense reason they were going on about. But some of the missions
were quite fun, and it was good to try out a variety of tactics through the
directions you could issue to your squad.
I’m not really sure how the experience would have been using a normal
controller, but I found that the Move and Sharpshooter combo was pretty
enjoyable really. It was hard to calibrate perfectly, it would always end up a
little off. It was floaty, and subsequently strayed as you played, but it was
solid enough to still be playable. It suffered a little from the third person
over-the-shoulder perspective as this sort of light gun game benefits from
being in first person. There were also several sneaking levels, which were
rather difficult to navigate. Stealth requires tight control and pinpoint movement,
something the Sharpshooter doesn’t afford, and it was at its best when you were
laying waste to a crowd with a hefty machine gun.
One other drawback was a physical one. I found that holding the gun up
for extended periods was far too much effort for someone as lazy as me, so
elbows on knees it was. Unfortunately the swiveling movement associated with
aiming resulted in red, chafed knees. But I soldiered on, and ultimately it was
an enjoyable afternoon spent finishing this one off, despite what my poor old knees had to say about it. I think I’ll save Killzone
3, the other Move compatible game in the pile, for another time when I’m again feeling
the need for something different.
I loved the fact that this one was easy to get out of the way quickly, so
I’m going with another military shooter that’s probably quite short for my next
game, Medal of Honor.
16 down, 34 to go.