SOCOM II: U.S. Navy SEALs is a third-person tactical shooter video game for the PlayStation 2 and a sequel to SOCOM: U.S. Navy SEALs. The game was developed by Zipper Interactive in collaboration with the Naval Special Warfare Command and published by Sony Computer Entertainment. SOCOM II was released on November 4, 2003.
SOCOM II shows how graphics evolved from their ancestors of SOCOM I. SOCOM II is a third-person tactical shooter for the PlayStation 2 that combines the elements of strategy, health, reflex and hand-eye coordination. There are 12 different single-player missions: split equally between Albania, Algeria, Brazil and Russia. There are 5 different ranks that can be played in the game: Ensign, Lieutenant, Commander, Captain and Admiral. The player starts with the first three ranks unlocked, but must finish the entire single player game on Commander to unlock Captain and on Captain to unlock Admiral. Players can unlock new models for multiplayer, as well as movies, music, concept art, and credits by completing certain objectives. For example, beating the Albania missions on Commander unlocks Pius skin for multiplayer. Each mission has Primary Objectives, Secondary Objectives, and Hidden Bonus Objectives. Players have to complete all the Primary Objectives to win the mission, and Secondary Objectives are optional, but add to the overall score for the mission. The Hidden Bonus Objectives usually help make other missions easier. For example, finding a map in one mission means the player will not have to work to find that place in the next mission. A letter grade is received at the end of each mission based on 4 categories of score: Stealth, Accuracy, Teamwork, and Objective Completion.
In single player, commands can be administered to the rest of the team. This can be done using either the command menu or a USB headset. The menu features new command options, enabling the player to order their teammates to drop to the ground and hold position when outdoors. The artificial intelligence for both sides has generally improved during single player play. Terrorists, for example, will now side-strafe and lie prone in foliage. Zipper stated that they integrated some tactics from the online portion into the new AI, while squadmates who are in the "Fire at Will" state will take down the opposing force in an efficient manner. There are a few problems such as when teammates run into walls because the player has gotten too far ahead.