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     Full Spectrum Warrior: Ten Hammers

When Full Spectrum Warrior was released last year it proved that military based Shooters didn’t have to follow the tried-and-tested Third-Person Control System, and that a strategic title had a place on home consoles. Although you never directly fired any shots, instead simply instructing your squad, Electronic Theatre ImageFull Spectrum Warrior was still strangely compelling and earned itself respectable reviews across the board. Given the critical and financial success of the original, the release of a sequel seems hardly shocking. Full Spectrum Warrior: Ten Hammers boasts improved control, vehicular combat and new Squad Management options, but is it enough to fix the problem of occasionally less-than-engaging gameplay that plagued the original?

As with the original, Full Spectrum Warrior: Ten Hammers’ presentation is of a good standard. Levels feature a cinematic approach similar to that used in many modern war films. However, it is not quite as polished as the original, specifically because of some minor graphical issues. As you might expect, despite a few minor changes, Full Spectrum Warrior: Ten Hammers’ gameplay is very similar to the original. Typically you take control of two four-man infantry squads, with each member fulfilling a Electronic Theatre Imagedifferent role, such as Grenadier or Automatic Rifleman, and must battle through several fairly realistic scenarios in a fictional location in the Middle East .

Just as in the original, players control their squad’s movement through a context-sensitive cursor. Cover must be used to advance and friends and enemies behind cover are considered invulnerable to gunfire. The strategic use of cover is critical to the success of any Mission as any sustained fire-fight will result in members of your squad becoming wounded and a liability to your squad. When an enemy is encountered in Full Spectrum Warrior: Ten Hammers, the game does a good job of encouraging the player to take realistic action rather than the typical gung-ho attitude that frequents most Third-Person Action games. Typically, on encountering an enemy, your team should be instructed to take cover behind a solid object and you can then take a variety of different paths to attack your foes. Your team can then be ordered to fire in the enemies direction, forcing them into cover and setting them up to be flanked by Electronic Theatre Imageyour second team. You can also attempt to flush them out with a grenade, advance under the cover of smoke or attempt a precision-shot. There are a variety of tactics you can employ for each situation but it is usually clear which approach would be most efficient.

Full Spectrum Warrior: Ten Hammers has introduced a few other features other than precision-shooting. On occasion players will be asked to control a third team; an armoured vehicle or indigenous scout. These are controlled in a similar manner to your infantry squads and can be used to support your squads through reconnaissance or superior armour and firepower, similar to the UAV and other support offered in Tom Clancy’s Ghost Recon: Advanced Warfighter. Infantry squadsElectronic Theatre Image can now be split into two-man Buddy Teams allowing even more tactical options. Full Spectrum Warrior: Ten Hammers also induces a solid Multi-Player element on XboxLIVE! that can be played Co-Operatively.

Despites it’s innovations, Full Spectrum Warrior: Ten Hammers doesn’t seem as good as the original, nor does the formula as fresh as it did last year. Although the Control System is quite good for a strategic console game, it still seems quite sluggish considering the amount of options available. The Levels are also not particularly inventive with most conflicts appearing to have a quite obvious path to take. There is also the fact that although you view the action from the third-person, the action seems quite distant, possibly due to the fact that the player never actually directly fires any weapons except the Grenade Launcher.

Although the character animation appears to have been improved since the original, the graphics are not as polished. This has resulted in many cases of Polygon Pop-Up and Cross Pollination, a sizable flaw in this otherwise well presented title. However, Full Spectrum Warrior: Ten Hammers still managed to present it’s self in a respectable manner, just not Electronic Theatre Imageas well as it could have done on a console nearing the end of it’s life. Most of the voice-acting however, is good and mostly believable. The gunfire and other sound effects are also of the kind of quality you would expect from a title of this status. Music is the usual militarily-themed orchestral Score, but is as forgettable as other titles of this ilk.

Full Spectrum Warrior: Ten Hammers earns itself some respect because of it’s original style of play. However, with its strategic emphasis it is definitely not a game for everybody. The added options have unfortunately resulted in the title seeming overly complex to play and as such gameplay can become frustrating. However, for those who can overcome the control barrier and enjoy a thinking man’s Military Strategy/Shooter game, Full Spectrum Warrior: Ten Hammers is well worth a look.Electronic Theatre Image

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G-man                                                                                                                                         Reviews Score Table Interpretation.

01/07/06

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