PAX 2012 Medal Of Honor: Warfighter Community Event

Before I get into the “meat & potatoes” of Medal Of Honor: Warfighter, and my experience with the game during the PAX 2012 Medal Of Honor: Warfighter Community Event…I should give you a little background intel about myself.

I am not just a fan of the Medal Of Honor franchise. I am a battle hardened veteran of almost every Medal Of Honor battle space” ever made available to me from the fine folks at Electronic Arts.

I was part of the team that destroyed “Railgun Greta” (I always thought that would be a great name for a band). I was there with the French Resistance, when they put a stop to the V-1 menace. I survived the horror of “Panzerknacker Unleashed“. I experienced the tragedy & triumph, of both D-Day & Pearl Harbor.

And of course, I was there when Mother, Preacher, Voodoo, & Dusty all said goodbye, to one of their own.

But enough about me, let’s talk about Medal Of Honor: Warfighter. I just thought that it was important for you to know as you read this, that the opinions expressed here, are not those of some casual gaming blog writer, or some detached industry media guy who could really care less about the game.

These are the opinions of a guy who knows this franchise, and has come to expect a certain something when he plays Medal Of Honor.

Flash forward to Seattle, Washington. The “Jet City“.  Friday, 31 August, 2012. Westin Hotel. 1900 hours.

20 or so Medal Of Honor community members fill the lobby, and you can feel the sheer anticipation pulsing throughout the room.

After signing in, we are finally led upstairs to a huge meeting room filled with food, fun, & fireteams.

As we started the gameplay portion of the evening I was instantly caught off guard, by just how good the game looks.

I play Battlefield 3, so I know what the Frostbite 2 can do. But you could immediately tell that Danger Close has a firm grasp on the engine’s real capabilities.

The second thing that I noticed was the sound design. It was even a topic later in the night, during a Q&A session with the DEV team.

The ambient audio in general is superb. But the gunfire in particular, is simply stunning. Each weapon has it’s own distinct sonic personality. You can almost “feel” the difference between weapons, based solely on how each one sounds.

With regard to the essentials, Warfighter’s basic gunplay and control interface, remain relatively unchanged from the game’s predecessor. All in all, to this point, I’m feeling pretty optimistic about everything I’ve experienced so far.

But, keep in mind that 2010’s Medal Of Honor was a hybrid endeavor. With Danger Close developing the Singleplayer mode (on a heavily modified version of the Unreal Engine 3), and DICE (EA Digital Illusions CE) developing the Multiplayer mode on the Frostbite 1.5 engine.

In fact, that may have been the only thing wrong with the 2010 iteration. You could tell that the two modes were somehow related, but were also distant cousins at best.

So, as I blazed my way into Warfighter’s Multiplayer mode, I was a bit apprehensive about what I might find.

However, I’m happy to report that I was pleasantly surprised to find that Danger Close had re-imagined the Multiplayer mode, and has aptly transplanted it’s DNA into the mode’s fabric.

Unlike 2010’s game, you can tell that Danger Close developed this mode. It didn’t seem like I was playing someone else’s version of Medal Of Honor. The HUD, and player icons were well thought out, and unique. I didn’t notice the usual visual clutter on the screen like you see in some shooters. And thanks to the technology of the Frostbite 2, player movement was smooth, and very natural.

The Spec Ops mode was interesting, though I rarely found myself using it. It gives you a very quick “IR” peek at your environment when you need to amp up your situational awareness a bit. Some players may complain about it, but as I mentioned, it’s not something you can “lean on” during the course of the game. It really is something that you’d only use if you find yourself in a “tight spot“.

There is also a “suppression” effect that occurs when you find yourself taking enemy fire. It’s similar to the Battlefield 3 suppression mechanic, but is toned down enough to distract & disorient you, more than it disables you. I like the execution of the effect overall, and I think most players will agree.

Other elements from the 2010 game make a return to Medal Of Honor: Warfighter. Offensive & Defensive Support Actions are back, and have been tweaked a bit.

They seem more useful and balanced, but must be used strategically in order to achieve any real results. I also love the way a player must think before he deploys one of these actions. For instance, if you launch a UAV (Unmanned Aerial Vehicle). Your player actually stops, and literally “launches” the UAV by hand. If you call in an A-10 “air strike”, your player must again stop, and actually “lase” the target for tasking. It makes the player vulnerable, which means you have to use discretion when deploying any of the support actions.

I also love the revised melee mechanic. At one point, I jumped off a raised position to engage an unsuspecting foe below, dispatching him with a well placed tomahawk. If I could have, I would have “high-fived” myself.

And although we only played on two maps during the event (Somalia & Sarejevo). It seemed like we played on 3 or 4 different maps, due in large part to the unique map design Danger Close implemented. Depending on which game mode we played, we’d find ourselves fighting on a different portion of the overall map.

Sarajevo, is set at the Kosovo Olympic Stadium. What was once a proud structure that represented something glorious, is now just a shell of rubble & untamed vegetation after years of civil unrest in the region.

I can’t put into words how dense, and cluttered the terrain is on this map. Be advised, there won’t be any “Run & Gun” here kids. To properly navigate this AO, you almost have to “move & shoot” the “Tier 1” way. I think the saying goes…”slow is steady, and steady is fast“.

A “bombed out” bobsled track snakes it’s way throughout most of the map, and provides hundreds of vantage points from which to engage the enemy. In addition to the many man-made structures that litter the map, rocky perches and natural terrain also provide players with a plethora of tactical options.

The three game modes we experienced were “Sector Control“, “Hot Spot“, and an e-sport game mode called “Homerun“.

SECTOR CONTROL-
This mode is exactly what is sounds like. It’s very similar to Battlefield 3‘s “Conquest” mode.
Players must capture & defend designated “nav points” on the map, to push the enemy back and ultimately control the AO.
It should also be noted that because of the nature of the game modes we played, the infantry combat is fierce at times, and will really test a team’s ability to work together & communicate. In other words…team work is essential.

HOT SPOT-
Next up is “Hot Spot“, my personal favorite of the three game modes we saw during the event.
In this mode, players are tasked with either planting or defusing a bomb that will destroy a designated tactical target if it isn’t defused in time. The cool thing is that you don’t choose where to plant the bomb if you’re attacking, HQ does. Similarly, players on the defending team will have 2 or 3 “potential” target sites to defend, but won’t know which site is actually being attacked, until the bomb is planted. It makes for a mad scramble at times. And the fire fights that ensue are epic to say the least.

HOMERUN-
Finally, we come to the “e-sport” game mode that was named by the Medal Of Honor community at-large. Homerun is a fast paced, no respawn, “Capture The Flag” game mode, that almost always comes down to a “last man standing” scenario. The fact that you only get one life per round (10 rounds in all), cranks up the stakes considerably, and was the only game mode that evoked cheers from the community players in the room. It sucked to die, but it was actually fun to watch the match unfold from the “dead lobby“.

Overall, I’m glad that Danger Close seems to understand the importance of innovation with regard to the Multiplayer mode. The Fireteam feature alone, proves that they are at least conscious about getting players to work together to achieve the objective.

But with that being said…there is one aspect of the Multiplayer mode that I’m concerned about.

Honestly, I’m still a little skeptical about the clan support options that we’ll see with Medal Of Honor: Warfighter. When asked about it, we were told that clan management would take place via Battlelog (like Battlefield 3). I firmly believe that developers have neglected the demographic of players who prefer a “team first” gaming experience. Most Multiplayer shooter titles today, seem to have forgotten those of us who want to be part of a team. A group of like minded gamers, who share a real collective identity. We want the ability to create and manage private matches, and to manage our clan down to the last shooter. We want the ability to achieve an actual online presence. But sadly, most titles focus on the individual. A players rank or KDR seem to be more important than the greater good of the team these days, which I think promotes a selfish “me first” type of dynamic. We’ll see how Danger Close chooses to handle this, but I’m not 100% sold on the idea of using Battlelog to manage my clan.

After all, most of us already have a “friends list“.

Regardless, I’ve got my fingers crossed. All I know is that for about six and half hours in Seattle, I was Tier 1. Danger Close has clearly found it’s identity, and has put it’s stamp on the franchise. And without question, I left Seattle with an excitement I haven’t felt in a while. Medal Of Honor: Warfighter seems to have everything a grizzled Medal Of Honor veteran like me would expect, or want.

We’ll find out soon enough if that’s enough to compete in a somewhat crowded genre/market. Medal Of Honor: Warfighter from Electronic Arts & Danger Close (PC, PS3, & Xbox) goes loud, on October 23rd.

Until then shooters. Watch those corners….and Stay frosty.

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Urgent Frequency Ep. 97 – UF:Dust SITREP / EXCLUSIVE Interview w/ AkilleezMight

Commander Fury gives us an Urgent Fury: DUST (Bravo 2 Deployment) SITREP, and then talks to AkilleezMight….Season 3 winner of The Tester!

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Urgent Frequency Ep. 96 – Urgent Fury: DUST “SITREP” (Alpha-1 Deployment Week 1)

Commander Fury talks with Urgent Fury CIO Shane Bell about how hard it is to please all the people, some of the time. Plus, he gives you a Week 1 rundown of the Alpha-1 Deployment of Urgent Fury: DUST for Starhawk.

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Urgent Frequency Ep. 95 – Commander Fury interviews himself. Well…kinda’.

The Nuketown Hooligans‘ Bill “Rumpo” Lavoy, longtime friend and collaborator joins

Commander Fury to help him interview himself.

As they talk about the Commander’s past, present, and future in Urgent Fury and beyond.

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MLB 12: The Show – So real. It’s unreal.

I love baseball. I mean, I really, really love baseball.

As a kid growing up in Detroit, Michigan in the 70s, I remember loving the Tigers before loving just about anything else. Through the years, my passion for the game has only grown, and as a father, it’s been the source of great joy to share my love of America’s past time with my 10 year old son.

As it turns out, I had the privilege of coaching his Little League team a year or so ago. And one day before a game, he asked me, “Dad…why do you love baseball so much?”. As I struggled to give him a sufficient answer, I realized that it’s the sum of many different things that makes me love baseball so much.

The sights, the sounds, and even the smells of the game are what caused me to fall deeply in love with baseball. And to me, that’s really what baseball is. It’s more than just a game. It’s an amalgam of Geometry, Physics, history, culture, memories, or the anticipatory pause before every single pitch, that all come together to create this magical, uniquely American experience.

As a gamer, I’ve played almost every baseball game ever created. And while there have been a few franchises that have gotten close to capturing the “spirit” of the game, none have done so as aptly as Sony’s MLB: The Show franchise. Without question, MLB:The Show is the only baseball franchise to consistently hit it out of the park with each iteration.

And MLB 12: The Show is no exception.

It’s one thing to focus on the basic geometry & physics of the game. Which The Show executes masterfully. But, it’s another thing altogether to really focus on the little things that actually make baseball great.

For instance, if you play at Wrigley Field in Chicago, you’ll hear the el train going by during the game. Play an entire season as the Cubs and you’ll be able to watch Wrigley’s trademark ivy go from a dingy brown in April, to a lush green as the season winds down.

And it’s like that for each and every team & stadium.

Considered by many to be the most authentic baseball simulation available, Sony’s San Diego Studios continues to deliver an award winning take on America’s game.

In MLB 12: The Show, most of what you’ve grown to love about the franchise is back. Including a variation of the Analog Control System introduced last year in MLB 11.

This time around, they’ve combined the feel of the classic Zone Hitting interface with the Analog Hitting interface to get something called Zone Analog Batting.

You still use the Right Analog Stick for the stride & swing, but if you choose to, you can now control where you actually swing in the zone, by using the Left Analog Stick. It seems insignificant at first, but once you get the hang of it, it feels like you’re actually “steering” the ball like a real hitter.

While the Analog Pitching system remains virtually untouched, the Classic pitching interface has gotten an upgrade. MLB 12: The Show introduces a brand new pitching interface for the Classic Pitching Style, called Pulse Pitching. Players still pitch using a simple “X” button press, but now must time the press with an on-screen display, to ensure pitch accuracy.

But don’t freak out. If you prefer to just use the Classic Control System for either pitching or hitting, you can do that too.

MLB 12: The Show also introduces True Ball Physics. Again, it seems insignificant at first, but once you get into a game, you’ll notice that the baseball now acts & reacts more realistically than in previous installments. Using actual math, the ball will now behave like a real baseball, making hitting and fielding a bit more challenging.

Also making a return to The Show are Franchise Mode and the “fan favorite“, Road To The Show.

Franchise Mode is basically the same, with the exception of a few tweaks they’ve made to team logic. Teams will now make decisions including drafts and trades that make more sense for each specific team, depending largely on which market they happen to be in.

Similarly, Road To The Show has been tweaked to the point to where your progression feels more natural & balanced. Most noticeably, the reward / penalty ratio is more balanced, so you feel like you succeed almost as much as you fail. At-Bats also seem a little more forgiving than in previous versions of RTTS.

What may have been considered a Poor AB in MLB 11, may now be considered an OK AB in MLB 12: The Show.
It’s not really easier, just more balanced.

New to The Show, and maybe 2012’s biggest upgrade, is Diamond Dynasty.

Diamond Dynasty juggles aspects of team management, player progression, and online competition with more creative freedom than any other sports game to date. Gamers create a completely customizable team, with thousands of options that include, team name, team colors, custom uniforms, and customizable logos.

Once created, the team is given a handful of MLB baseball cards and Dynasty baseball cards that, when activated, add the players to your team’s roster.

The fundamentals of Diamond Dynasty revolve around the difference between MLB and Dynasty cards and the unique reward system that support each type.

A Dynasty player is a long-term investment that requires training similar to a Road To The Show player. While an MLB player is a short-term investment that is ready to slot into your roster ready to play at their current attribute levels.

Like real baseball cards, completing collections of MLB players will reward you with budget bonuses. Your budget is used to train players, purchase card packs (Dynasty or MLB), and purchase cards from other users on the marketplace.

Most of your budget is earned by playing ranked/matched head-to-head online games or vs. CPU against MLB teams. Every fifth game played, your custom team is re-evaluated for placement into one of five competitive divisions:

Spring Training, Season Series, Division Series, Championship Series, or World Series.

Clearly, Sony understands that baseball fans want an accurate simulation of baseball reality, and anything that detracts from that, can shatter the illusion of playing in, or watching, a real game.

MLB 12: The Show‘s TruBroadcast Presentation once again blurs the line between reality, and the in-game experience. If you didn’t know it was a video game, you’d swear it was an actual network broadcast, of an actual game.

In other words, “It’s so real…it’s unreal“.

Matt Vasgersian, Dave Campbell, and Eric Karros all return to the broadcast booth for MLB 12: The Show.

Which, in my opinion, may just be the one thing that needs to be revamped in the entire franchise.

Don’t get me wrong, I like Vasgersian well enough, “Soup” is a baseball encyclopedia, and Karros is a former Cub, so he gets a free pass from me.

But, the fact that I can actually recite the booth dialog word for word, or predict the dialog in almost any scenario, is just unbearable at times.
In fact, I often turn it off  “in-game“, which is disappointing in and of itself. Mainly because the booth dialog does add to the overall experience. For a franchise that has went to great lengths to create such an in-depth simulation, they seem to be neglecting what I think is an important aspect of the game.

Outside of that single criticism, it would be hard to find anything wrong with this game.

Overall, much like the real game of baseball, MLB 12: The Show is an amalgam of many different things, that all come together to make a great game.

And I guess that’s as it should be.

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Urgent Frequency Ep. 93 – Exclusive Interview with Starhawk Senior Producer Harvard Bonin

“Starhawk” Senior Producer Harvard Bonin Jr. explains exactly what he does, and gets his very own Spoof Ad.

Partial Artwork from www.starhawkradio.com
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Urgent Frequency Ep. 91 – The 2011 VGA Preview Episode

After a year of major game releases, the game industry & gamers from all over the world are set to pick the best of the best for the 2011 Video Game Awards.

Shane Bell (Urgent Fury CIO) & Doc (The Tester (Season 1) & Replay w/ Doc) join Commander Fury to preview a few of the categories & make their 2011 VGA picks.

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Multiplayer no longer extending the life of games

Over the last year we have seen several titles release with a multiplayer inclusion and have been excited about the different tournaments that can be created to extend the playability of the game and continue fostering the team building and communities built around it. But then we get the game and start testing to only find that sure the “Multiplayer” label is affixed to the game but no true means of really fostering a team or community for that matter.

So let’s go back a few years so I can help you understand where I am going with this. And keep in mind PC Gaming had already started this trend with games like CounterStrike, but that was not my introduction to multiplayer. On PlayStation 2, a game called Socom was launched with this new feature called Multiplayer. Online gaming was a new concept for consoles and this seemed pretty cool. You could play with different players and the experience would be absolutely different every time since you were playing with humans instead of programmed characters.

The next thing you know it, someone asked if I would join their clan or team for those not familiar with the term. Of course I have played with these guys a few times and enjoyed playing with them so I of course said sure. Next thing I know I have registered on the clan’s website and have instantly become a member of this highly focused community built around playing a game.

At the time I did not see how much of a big deal this would be, but later in life it would prove to be the friendships and team building aspect of this was unsurpassed by any other experience in gaming. Some of these clans have run strong for many years and like any team, many have had conflict and caused the creation of new clans.

So with that in mind you can look at the playability of a game and how this team building would foster a completely new breed of gaming now known as competitive multiplayer. Tournament communities started to spring up everywhere giving games a whole new life with teams competing for prizes, bragging rights and more. Suddenly your clan had a new purpose, not only are you playing with a group so you kind of knew who would do what, but now you could take your clans skills and pit them against other clans with a structured environment behind the scenes.

Fast forward about ten years to today and many of these tournament communities have come and gone and some have thrived. MLG is probably the best example of a thriving business built around competitive multiplayer. The business brings in several millions of dollars with their tournaments through sponsorship and attendance. Even Richard Branson jumped on the competitive gaming train with the launch of Virgin Gaming in 2010.

The big winner out of this business segment really has been the games themselves, as this creates a long lasting playability to a game. If done right a multiplayer portion of a game can be stretched out to years versus a few months. There is no beating the game, no trading in of the game, just endless play with your clan mates.

Now let’s look at the games of the last year or so. Multiplayer seems to have become more of an afterthought then a true focus. In the original Socom for example, you could create a room with a custom title like “My Clan Tryouts” and it made expanding your team very efficiently, this was what we call the lobby system.

In today’s games there are no lobbies, and even more so less means of even creating a private match. Socom 4 did have a clan match making system but it did not let you create any custom parameters to a match. Battlefield 3 launched with no private match making at all and Call of Duty: Modern Warfare 3’s private matchmaking is plagued with issues on PS3 causing communities such as ours to postpone or even cancel tournaments.

What do we have to do to get the game developers to take a step back and realize that with the right design, multiplayer can make their game more profitable? Let me explain how…

So let’s pretend a multiplayer game came out with the prized features like these:

  • Private Custom Match Making
  • Lobbies or User Created Rooms
  •  A Clan Management System
These three simple systems together foster a long life of playability of a game, also giving a developer the opportunity to sale DLC such as map packs and expansions. Here is how…

With the ability to customize a private match, a tournament community can offer unique game play by changing the parameters of a game, giving players a completely different experience with the title. This can also keep the competitive play fresh with different setups, weapon restrictions, etc. While a good clan management system give members of the team the ability to manage their rosters, group up for game play and provide structure. And finally with a lobby system, the clans are able to promote recruitment, host events and even show off what tournament they are playing in.

This breeds for longevity gameplay, giving the developer the right formula to sale additional content. If you have strong tournament communities developing long term events, many will incorporate the new content to freshen up the tournaments. The PlayStation 2 Socom’s are a perfect example for our community… we were able to run a tournament from the day it launched until the day the next title released. Even with Confrontation we ran a tournament up to the Friday before Socom 4 released. That is just shy of three years of game play on a single title. Yet when the DLC was released, we quickly adapted a tournament specifically for it.

Now with today’s games, the community building portion of the game has gone. There is no way to foster the building or reinforcement of the clans and there are no stable private match making options in the game.

Is this the end of clans as we know it today? I still play with clan members from almost 10 years ago, but now it is almost impossible to get together and play. We invite all developers to contact tournament communities such as ours and even Gamebattles. The ability to include these three simple features can give a game the means to generate additional revenue, keep a strong fan base and breed a whole new generation of competitive gamers.

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Eurogamer Expo 2011

 

Well the eagerly awaited game event is here, and as I and many other games fans made our way from the Underground to Earls Court I couldn’t wait to see and more importantly play the new upcoming games.

The atmosphere was amazing as we all made our way into the arena, which was broken up into seven zones with the centre area dominated by the hot topic of conversation outside – Onlive.

Not surprisingly this is the first place everyone headed including myself, there were a number of consoles set up around the stand with both wired and wireless controllers with demo’s of some of the 100 games that are now available as of Sept 22nd (that’s in the UK of course, Onlive has been running in the US for a while now). As well as getting to play some of the games on offer, there was also the chance to get your hands on a free console once you had registered, needless to say I managed to get my hands on one and I’ll be posting more on the Onlive console and the games on offer in a separate article.

All the big names in gaming were showing off their latest creations, including the big 3’s Mass Effect 3, Battlefield 3, Resistance 3, Call of Duty: Modern Warfare 3 and Gears of War 3. My first port of call was the Forza Motorsport 4 stand, Turn 10 have raised the bar even further with this latest in the franchise, the graphics were stunning as has been the case with previous incarnations and the controls were very responsive. The demo for Forza 4 is coming for Xbox LIVE Gold Members on Oct  3 and will be available for Silver members on Oct 10 for those who want a taste of things to come.

Another of the games I sampled was Battlefield 3, due for release on Oct 25th which was tucked away in the over 18’s area. This had a long queue of people waiting to play as you’d expect, but it was well worth the wait. It was certainly an amazing sight seeing banks of people all working their way through the trees and undergrowth, utterly absorbed. It wasn’t hard to see why, EA Games with Frostbite 2 have created very impressive gameplay and the headphones allowed the low hum of Earls Court to be blotted out in favour of the crackle of gunfire and the shout of orders.

I’m sure you have seen all the advertisements and coverage of the 3DS but you may have been like me and wondered just how good it is. Well they were showcasing the latest Mario and sonic releases as well as a demo of Sky 3D. The latter to try and show people that the 3DS has more to offer than just a handheald  gaming console. I was curious as to what the experience would be like and chatting to some of the others there, they felt the same.                                                                                                                                                                                                                                                       Its true to say that as this doesn’t rely on glasses, it makes it feel a more natural experience, although I did find the need to keep your viewing angle steady took a bit of getting used to. The 3D effect was very good and the adjustable 3D slide on the side made a noticeable difference.

It wasn’t just all game and console demo’s of course, there were a host of developer sessions throughout the weekend as well. Among those giving talks were Michael Denny from Sony talking about the Playstation Vita and Dr Ray Muzyka from EA Games on Star Wars: The Old Republic.

To sum up, there was much more at Eurogamer Expo 2011 than I am ever going to be able to write here, that said, the Playstation Vita, 3D gaming and the prospect of on-line gaming like never before with Onlive makes the next twelve months a very exciting prospect indeed.

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News from the Endurance Front Lines

We are only 2-Weeks into the first Urgent Fury Socom 4 tournament and we are already halfway complete with the first campaign. With 36 wars played, the standings are as follows: TNU leads with 10 points followed closely by 101, ReD, $K$, cKs, and 26* with 8. In the middle of the pack we have LPK with 6. Rounding out the field we have RVN, <N>, and WDA each with 2 points and IX still looking to pick up their first W. This tough field of competitors proved to be too steep as R2H never made it in by failing to submit their roster.

Going into week 3 of the first campaign, TNU looks to continue its winning ways after a rough start due to typos on their roster which cost them their only loss. Being the highest ranked clan in the tournament on the Socom in-game ladder, TNU has proven that they know how to win by leading the field with the most points.

A match between the current #2 and #3 seeds, 101 and ReD, resulted in a tie during the second night of wars when there was an glitch in the ladder system. Each team took a match in the first two but for some reason the game sent both teams back to their lobbies instead of sending them to the third match to determine the overall winner of the war.

$K$, cKs and 26* all locked up with 8 points each will be working to catch the current leader in hopes of capturing the top seed and a bid to the playoffs later this fall. After a close match against TNU and ReD, LPK looks to bounce back after a bumpy start. With only 6 wars remaining RVN, <N>, WDA, and IX hope to make up some ground after a very tough 2 weeks.

The Endurance format is much different than what most UF clans are used to. Previously each night would feature one war on a predetermined map and mode. Due to the lack of a party system, UF was forced to use the in-game ladder system to conduct the wars. When asked about the best-of-3 format for wars a few of the clan reps had this to say. darth_cedaus from Canadian Killing Squad said, “Love the best of 3 format. Much better than the 1-map wars back in the day.” ShadowOfaSolja from Threat Neutralizing Unit said, “Best of 3 is the only way to go :)”

With a party system just around the corner, we will found out whether or not traditional 1-map per war formats will ever be possible again.

None of the clan reps had too much other to say about the tournament other than they really appreciate the great sportsmanship shown by UF clans. Respecting all of the rules set forth by tournament staff, participating clan are able to play Socom 4 without having to worry about exploits, cheating, Grenade Launchers, or Double Rounding in Bomb Squad.

Time will tell as we see how the wars play out to determine the winner of the first Socom Endurance Campaign.

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