I'm Stuey, current owner of NGGC (Next Generation Gaming Community) and former owner of GamingAhead, both of which were gaming ladder sites that I used to manage up until early 2009, each site had between 10,000 - 20,000 members.
First off, I'd like to just say I haven't been this enthusiastic for a game in a long time. I love what I have read so far and your vision for H-Hour is exactly what the SOCOM/tactical shooter fans need.
I received SOCOM 1 for my birthday shortly after it released and even though I couldn't play online yet, since my parents still had dial-up at the time, I still had an awesome experience being able to use the headset to issue commands to the AI teammates. Six months later, I finally convinced my parents to upgrade to cable internet. Little did I know, that shortly after logging in for the first time I'd be hooked to SOCRACK. I still vividly remember the first map that I played, The Ruins, to this day my favorite map in any of the SOCOM games. I picked up SOCOM 2 right when it released. It didn't try to change too much and followed the same formula as SOCOM 1, although with broken hit detection :P. It seems every release after SOCOM 2 got further and further away from the core SOCOM experience. Who would have thought that a game released close to 10 years ago had more innovative features than what is currently available on todays market?
Enough about my history, let's get into a few questions eh?
1.) Will players be able to interact with any of the maps? By that I mean, will you be able to blow up routes (e.g. blowing up the bridges on x-roads) or shooting out light bulbs/turning off power (e.g. Enowapi)? That's just one of those features that made each round so different. Or how about opening/closing doors? I can't believe that's something that was doable back in SOCOM 1, but now it's all of a sudden too difficult to implement.
2.) Will there be any clan ladder support? Basically an interface that allows clans to challenge other clans. I know it was tried in SOCOM 3 and Confrontation, but I didn't really like how it was implemented.
I met a lot of good people playing SOCOM and managing the gaming ladder sites. The SOCOM 1 and 2 ladders were active the entire time I managed the sites. I've been waiting for motivation to develop another ladder site for awhile and your vision for H-Hour has actually got me thinking about developing one from the ground up. The best part of managing those sites was the interaction with the SOCOM community.
Finally, I'd just like to say that the SOCOM community has been waiting for a true SOCOM experience for a long time, and I'm truly grateful that you realized that and I wish SOF Studios nothing but the best of luck going forward.
Stuey0812 karma
Hello David,
I'm Stuey, current owner of NGGC (Next Generation Gaming Community) and former owner of GamingAhead, both of which were gaming ladder sites that I used to manage up until early 2009, each site had between 10,000 - 20,000 members.
First off, I'd like to just say I haven't been this enthusiastic for a game in a long time. I love what I have read so far and your vision for H-Hour is exactly what the SOCOM/tactical shooter fans need.
I received SOCOM 1 for my birthday shortly after it released and even though I couldn't play online yet, since my parents still had dial-up at the time, I still had an awesome experience being able to use the headset to issue commands to the AI teammates. Six months later, I finally convinced my parents to upgrade to cable internet. Little did I know, that shortly after logging in for the first time I'd be hooked to SOCRACK. I still vividly remember the first map that I played, The Ruins, to this day my favorite map in any of the SOCOM games. I picked up SOCOM 2 right when it released. It didn't try to change too much and followed the same formula as SOCOM 1, although with broken hit detection :P. It seems every release after SOCOM 2 got further and further away from the core SOCOM experience. Who would have thought that a game released close to 10 years ago had more innovative features than what is currently available on todays market?
Enough about my history, let's get into a few questions eh?
1.) Will players be able to interact with any of the maps? By that I mean, will you be able to blow up routes (e.g. blowing up the bridges on x-roads) or shooting out light bulbs/turning off power (e.g. Enowapi)? That's just one of those features that made each round so different. Or how about opening/closing doors? I can't believe that's something that was doable back in SOCOM 1, but now it's all of a sudden too difficult to implement.
2.) Will there be any clan ladder support? Basically an interface that allows clans to challenge other clans. I know it was tried in SOCOM 3 and Confrontation, but I didn't really like how it was implemented.
I met a lot of good people playing SOCOM and managing the gaming ladder sites. The SOCOM 1 and 2 ladders were active the entire time I managed the sites. I've been waiting for motivation to develop another ladder site for awhile and your vision for H-Hour has actually got me thinking about developing one from the ground up. The best part of managing those sites was the interaction with the SOCOM community.
Finally, I'd just like to say that the SOCOM community has been waiting for a true SOCOM experience for a long time, and I'm truly grateful that you realized that and I wish SOF Studios nothing but the best of luck going forward.
Thanks for your time, Stuey
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