Graphics
It is inevitable that we compare the PS2 graphics to PC graphics. Since the PS2’s introduction in the GeForce2 era, PC graphics have experienced exponential growth in performance and capability. That said, the PS2’s graphics remain competitive but it is starting to show its age. The shimmering of polygons is slightly distracting on the PS2 when compared with the anti-aliased PC graphics, even in 480p mode. Still, SOCOM II’s environments have increased in polygon complexity and now contain more vivid textures.
Shrubs and bushes in the environment are still made up of a plane of 2D graphics instead of a true 3D bush. This can make battle within the tall grasses a little more difficult. Water effects in SOCOM II are reasonable, but again are becoming limited by the PS2. Fog is used very effectively in SOCOM II to prevent any pop-up and does add to the richness of the scenery.
![SOCOM II: U.S. Navy SEALs Review [ As outdated as these textures are,<br>they still look great from a distance @ 640 x 480 ] > View Full-Size in another window.](images/02-s.jpg) As outdated as these textures are, they still look great from a distance
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![SOCOM II: U.S. Navy SEALs Review [ You never actually go underwater in the game @ 640 x 480 ] > View Full-Size in another window.](images/03-s.jpg) You never actually go underwater in the game
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Compared to SOCOM I, SOCOM II’s characters have more detailed facial expressions and textures, so not all enemies look like each other. Some of the 3D errors from SOCOM I, when parts of your body would be rendered past a wall or when you could see through a wall because of imprecise 3D calculations are improved.
The flashbang effect in SOCOM II is also significantly cooler. In the past, a Counterstrike-esque flash to white and then fade was used. In SOCOM II, the flashbang effect has a high-contrast burnt film look. Remember when Gran Turismo introduced the sun flare instead of the lens flare? SOCOM II’s flashbang effect is going to set the ball in motion for cooler and cooler effects in the future (imagine motion blur). In addition, the residual effects of flash bang are more prolonged with your field of view not normalizing for a few seconds.
![SOCOM II: U.S. Navy SEALs Review [ The effect is much cooler in motion @ 640 x 480 ] > View Full-Size in another window.](images/04-s.jpg) The effect is much cooler in motion
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![SOCOM II: U.S. Navy SEALs Review [ Maybe in Socom 3, they’ll<br>add motion blurring @ 640 x 480 ] > View Full-Size in another window.](images/05-s.jpg) Maybe in Socom 3, they’ll add motion blurring
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Pixel shader-like effects are used for thermal vision and a new nightvision mode. Both of these effects are similar to the style used in Splinter Cell. Where SOCOM II goes further is implementation of pupil lag. When you go to night vision mode, it initially starts off very bright before your character’s eyes get used to the light. Likewise, when you go off night vision, everything is black before your character’s pupils have a chance to adjust to the low light conditions again. Very cool. Memory limitations have your opponents “fading out” after some time though rather cooling down.
![SOCOM II: U.S. Navy SEALs Review [ The nightvision noise effects<br>also look cooler in person @ 640 x 480 ] > View Full-Size in another window.](images/06-s.jpg) The nightvision noise effects also look cooler in person
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![SOCOM II: U.S. Navy SEALs Review [ Though Splinter Cell on the Xbox looks better @ 640 x 480 ] > View Full-Size in another window.](images/07-s.jpg) Though Splinter Cell on the Xbox looks better
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![SOCOM II: U.S. Navy SEALs Review [ Your more dangerous enemies<br>have thermal vision too @ 640 x 480 ] > View Full-Size in another window.](images/08-s.jpg) Your more dangerous enemies have thermal vision too
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![SOCOM II: U.S. Navy SEALs Review [ Now that’s a terrorist @ 640 x 480 ] > View Full-Size in another window.](images/09-s.jpg) Now that’s a terrorist
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It is clear that SOCOM II takes the PS2 hardware to its limit. This is still better than some 3D games on the market today, but it isn’t the best. Compared to SOCOM I, you will have little trouble agreeing that the graphical environments are better. What is more difficult is trying to break which individual improvements have made the most difference.