SOCOM: US Navy SEALs: Seacrest Landing

SOCOM: US Navy SEALs: Seacrest Landing is the second in the series of Sierra Nine Eight Four Studios-developed SOCOM games. Still a third-person shooter, the game follows Wraith, who, after a year of R&R, is facing terrorist attacks by a group calling themselves the American Liberation Army, who base themselves out of Seacrest County. Wraith will team up with the Most Wanted racer and the most experienced Seacrest County Police Department officer there to take them down.

Gameplay
Gameplay remains much the same between the two games. However, to equalize them somewhat while giving each character an edge over the other, if the Officer is carrying a set of guns, they will carry over between missions. Likewise, the last car Wraith has driven will also carry over between missions.

Wraith still specializes in running and gunning, with the attachments from Fireteam Bravo 3 available. A notable new feature is the ability to aim down the sights without carrying optics, which is useful for precise attacks or firing out of windows. Wraith will still have the support of Sandman, Raven, and Toro in his operations, and will be using the entire squad right from the start. The Most Wanted and SCPD Officer are only referenced by "Racer" and "Officer", and are never given names. They specialize in driving vehicles, and can still leave the car. New moves now include the ability to bail from a car while it's still rolling.

Command Equity is seperate between all three characters though it can be transferred if need be. If a main mission is complete, CE is earned for all accounts, with additional CE earned for the account used if bonus objectives were completed. Freegun, the sandbox gameplay mode, returns. Wraith is able to partake in three types of missions returning from the first game: Sabotage, which involves the destruction of the object (expanded so that anything can destroy it), Neutralize, involving the assassination of a certain target, and Disable, which involves disabling certain electronics. The Racer can perform time trials for CE, and can also partake in races. Finally, the Officer can chase down other racers and bust street races, mainly in safety's name. Each of those jobs earn CE. As well, enemies killed also earn small amounts of CE. Wraith can then spend CE at the quickly-built SOCOM Armories to purchase weapons and attachments for those weapons, as well as additional ammo. The Racer can go to Vehicle Dealerships to purchase vehicles using CE, and the Officer can request SCPD cars utilizing his CE.

A notable addition to gameplay is car combat. At the start of the game, this is more or less accomplished by using Nitrous and ramming cars or smashing into them. However, eventually the Racer and Officer will unlock weapons. Both of them will unlock a directed electro-magnetic pulse generator and spike strips; the Racer will unlock a speed boost that can catapult him up to full speed and a jammer to prevent the enemies from locking onto his car or calling in for backup, whereas the Officer will get access to a heavily armed assault chopper that can drop spike strips, and a roadblock made up of heavy SUVs. Each of them can upgrade cars with built-in machineguns to help in vehicular assault and homing rockets to attack armored vehicles and aircraft, as well as wheel spikes for close combat and bulletproof armor to decrease the damage taken.

Wraith can still drive cars, however, their Nitrous will recharge more slowly. He will not be able to repair cars, but he can carry them over between primary missions provided they survive. Wraith is not able to upgrade his cars either. However, his advantage is, as said before, the ability to utilize weapons and custom attachments. The Racer and Officer, however, primarily use their cars and can repair them. Though they can use weapons, they are not able to select their weapons: they are still able to recharge ammo through dead enemies. If they are armed up, they will keep their weapons and ammo between missions.

A preorder will unlock race car variants of several of the cars in-game, which will later be released as DLC.

Weapons and Vehicles
All of the guns are kept from Welcome to Paradise, but the Burnout: Paradise cars have been replaced with the cars from Need for Speed: Hot Pursuit.