
SOCOM U.S. Navy SEALs: Confrontation
~ the obit ~
Confrontation arrived on 14 October 2008 with nothing in it for a person sitting alone. There was no campaign and no bot match, and the disc did nothing at all without a connection. What you bought was access to sixteen-player squad warfare on seven maps, several of them redrawn from the PlayStation 2 games, and the retail package included a Bluetooth headset because talking was not optional. Zipper Interactive, which had made the franchise, was busy on MAG. Slant Six Games got this one.
The tactical shooter I played was Counter-Strike, on a cafe machine in Ankara somewhere between 2002 and 2005, with the talking done out loud across the room instead of through a headset. Console online play was not a thing you did in Turkey then, and SOCOM's whole culture, a squad of strangers whispering callouts into a microphone in an American living room, belonged to a setup that essentially did not exist here.
That culture is why the franchise mattered. SOCOM on the PS2 in 2002 shipped with a headset in the box at a time when console players did not speak to each other, and it is a large part of why they do now. Confrontation was the attempt to carry that forward onto the PS3, and it went to Slant Six, a young Vancouver studio whose only previous entry in the series had been a PSP game.
~ the rap sheet ~
| Born | 14 October 2008 in North America, on Blu-ray and on PSN |
|---|---|
| Bundle | sold packaged with the PlayStation 3 Bluetooth headset |
| At launch | seven maps, and features missing that the manual promised |
| Peak | after the 9 January 2009 patch, when online players rose by half |
| Killed | 28 January 2014, announced 17 July 2013 |
| Lifespan | 5 years and 3 months of live servers |
| Made by | Slant Six Games, published by Sony Computer Entertainment |
| Killed by | Sony retiring the PS3 online back end |
~ the launch ~
It shipped unfinished. Reviewers found lag and a matchmaking bug that crashed consoles while people sat waiting for a game to start. Worse, a list of advertised features was simply absent from the product, some of them described on the box and in the printed manual. Seven maps was thin for a release with no other content in it. The Metacritic average landed in the mixed band and the community message boards read worse than that.
~ the patch that saved it ~
Slant Six kept working. Version 1.30 arrived on 9 January 2009, fixing the frame rate and the invisible gun glitch and adding trophy support along with several of the features that had been missing since launch. The effect was measurable rather than rhetorical: online players went up by fifty percent and players per hour by a third. At least one outlet republished its review with the score raised from 7.5 to 8.5, which is a rare thing for a game to earn after the fact.
The repair worked and the reputation did not follow. For the remaining five years of its life Confrontation was still described in most places as the SOCOM that launched broken.
~ the day it died ~
On 17 July 2013 Sony announced that the servers would go down on 28 January 2014, alongside SOCOM 4 and Zipper's MAG. Six months of notice is more than most publishers give, and it did not change what happened on the day. A game with no offline mode does not degrade when its servers close. It stops being a game.
~ what came back ~
In 2021 a group of players reverse-engineered the back end and got matches running again on private servers, seven years after Sony pulled the plug. It is a small population on hardware most people have boxed up, and it is also the only reason anything is left. Nobody at Sony had to approve it and nobody at Slant Six could have. Slant Six laid off its last employees in June 2013, a month before Sony announced the shutdown date.
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other gaming: Dead by Daylight Mobile, Coleco Industries, Windows Reversi, Sega 32X
also died in 2010-2014: Plasa.com, (Lil) Green Patch, Google Baraza
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