Market reaction to SOCOM: U.S. Navy SEALs demonstrates the broad appeal of its authentic military gameplay and underscores consumers' commitment to online gaming on PlayStation 2. More than 30 percent of all users are active online, racking up around 8.5 million player hours since the beginning of the year alone. In the past week, online gameplay exceeded 1,000,000 hours just for SOCOM: U.S. Navy SEALs. On a daily basis, between 50,000 and 60,000 people host online sessions, with up to 13,000 users playing simultaneously for three hours on average. Currently only available in North America, the global company is preparing to release SOCOM: U.S. Navy SEALs in Europe, Japan and Korea.
"With the USB headset bundled in with SOCOM: U.S. Navy SEALs, PlayStation 2 consumers are provided with a unique tool to begin their online experience for SOCOM and many more online titles to come," said Jack Tretton, executive vice president, Sony Computer Entertainment America. "This strong demand demonstrates the popularity and mass appeal of SOCOM while reinforcing the fact that millions of consumers are making PlayStation 2 their first choice in online gaming. Due to the engaging multi-player gaming experience found in SOCOM, we expect demand to remain high and continue to be a driving force for sales of the Network Adaptor for PlayStation 2."
"Due to the solid gameplay and revolutionary features such as 16-player gameplay and voice-chat, SOCOM has been one of the driving factors leading people online with PlayStation 2," said Pete Roithmayr, vice-president, EB Games. "Since its release, SOCOM has been flying off our shelves and influencing sales of the network adaptor while establishing a new standard for online console games and proving that online gaming is definitely in high demand for the next era of software titles."