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The following article is just a series of 'random thoughts' on an early beta version of Spec Ops 2: US Army Green Berets, and should not be considered a review. All items mentioned here are subject to change at a later date.
Zombie's upcoming game, Spec Ops 2: US Army Green Berets
is looking very promising. This new game incorporates many new features and overall
improvements over the previous Spec Ops titles. Zombie really listened to user feedback
and added many of the features we requested.
Menus
After booting the program, you are presented with the main menu. The AVI intros were
included on the CD I received, but weren't 'hooked in' yet I presume. I have purposely not
watched them as I want to be surprised when the retail version is released.
The main menu, sporting new background graphics and mouse interface, has options for new game, training, options and to quit.
If you instead opt for training, you have a choice of obstacle course, target range, shoot house or tire house, all there to help you hone your military skills.
The game options screen will once again allow audio and video setup, control setup, and gameplay toggles.
The quit option is a revolutionary feature created by the wizards at Zombie that lets you exit the program and return to your Windows desktop if you decide you can't hack being a U.S. Army Green Beret anymore. :)
Its ALIVE!!!
The first thing you may notice once you start a mission is your weapon now has a laser
sight mounted to it. The second thing you'll probably notice is that you now see your
shells eject from your weapon when you fire (in 3rd person mode.) Looking down at the
ground, you can see the spent casings. And while you're looking down, you will also see
footprints which is another nice touch. Shot objects will display bullet holes now, which
was another requested feature (mine in fact. :) Spray your M4 at a wall or truck, and be
treated to an array of visible bullet holes in the surface. The bullet holes,
casings and footprints do disappear after some time, presumably to keep the framerates as
high as they can be, and I see no problem with that. And also, the terrain would look
pretty messy after awhile if that wasn't done. :) (And even Quake3 removes surface
damage.)
Interface
The game can be played in 3rd-person view as before, but there is now a real 1st-person
view. Auto-aiming is gone in 3rd-person mode as well, so its up to you to aim your Ranger,
but you know exactly where you're aiming with the use of the laser sight. You can
also manually set the camera view to where you want it during gameplay, so there should be
more than enough camera flexibility to play the game in any view that you're used to.
The use of scopes, binocs and night vision goggles have been redesigned for SO2. No longer will the entire screen 'zoom' in scope or binocs mode or highlight in green for the NVGs; you will now get a 'tube' effect while using them, and it looks a lot better. Using binocs gives you the 'double tube', and the scope and NVGs use a single tube effect, just as you'd expect.
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| new NVG mode (Korean mission) |
new binocular mode (target range, ranger 2 looks on) |
new sniper mode (Pakistan mission) |
Another nod to realism is in the reaction animations programmed into the game. Jump/fall off a ledge, and your ranger will fall forward slightly and crouch, and take a few seconds to steady himself and stand back up. Very nice touch. There is a nice "oof" sound effect to go with it as well. This is much more realistic than the "Quake-style" of running off a 10 foot ledge, and hitting the ground at a full run. Jump off that ledge and you're a sitting duck for a good 2 seconds.
Take a bullet hit, and your body will recoil from the impact. If the hit wasn't fatal, you'll see a red splotch of blood on your uniform, and you'll begin to drip blood from where you were hit. If you then run around, you will leave a trail of blood behind you. The drops of blood also disappear after a time, again, we presume to keep the framerate high. Think of it as the blood drying. :)
Explosions from grenades now feature particle effects, instead of the 2D sprite animations of before. I honestly can't decide which I like better. :) Realistically, the isn't much of a 'fireball' from a grenade as was shown in SO1 & RTB, so the particle effects explosion in SO2 is a bit more realistic. We still don't have ground deformations yet though.
Some missions now feature changing time of day. You may start the mission at dusk, but as you progress, the world will turn to night. Another nice touch.
Another cool thing is the new ability of your rangers to climb both ladders and fences. The first time I saw Ranger 2 climb a fence on his own totally blew me away! :) But being able to grab the high ground in a tower will really come in handy during gameplay, and certainly in multiplayer! Another great addition to an already great game.
Conclusion
Zombie has a great many new & improved features, plus many new missions
and locales in store for us when they release Spec Ops 2: U.S. Army Green Berets this
fall. Look for it!
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