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THIS YEAR WE HAVE seen a few great title expansions and/or sequels released, taking us beyond the excitement of the original game. Ten Hammers is the sequel to Full Spectrum Warrior that introduced us to the reality of war from a team perspective. Now, we get to see what has developed since the original and experience the reality of war, Full Spectrum style, for a second time.
One technical aspect that worked well for Full Spectrum Warrior was that it was developed from an original simulator utilised by the US Army. Nowadays, unless you have some form of authenticity backing your game development, you're going to find it hard to sell this kind of game, let alone beat the competition. Keen gamers will always be willing to pay for something if it boasts authenticity and realism. But then again, what game in the military genre doesn't? That's definitely something the game developers should think about. Thankfully, FSW re-evaluated the look and feel of strategy and real-time military tactics and gave the ever-demanding public something they hadn't really seen before. Is it enough to sell a sequel?
At first glance, Full Spectrum Warrior: Ten Hammers looks a lot like the original. Graphically, it doesn't jump out and grab you. The environments and maps, however, have been beefed up rather nicely. The maps in FSW were pretty standard given that your team of men were stuck in the desert with sand dunes to roll around in. FSW: Ten Hammers goes one better by giving you more ground to cover and different environments to deploy your teams into.
As well as better environments to run around in, you also get to play with some better toys. Whilst the weapons may have stepped up in calibre, the essential gameplay element hasn't changed. FSW and FSW: Ten Hammers are games designed for people who like to think and strategise as well as shoot. It's not an FPS game and was never designed to be one.
Whilst the graphics and environments could have done with a little more development, the key feature of Ten Hammers is the expansive area of deployment and engagement using two teams. As with the original game, your main objective is to use the men in your team as a collective, tactically utilising their strengths to either weed out the enemy or work your way around their defences. Ten Hammers pushes the boundaries even further this time around, giving you more control of your units and adding to the challenge by giving you the ability to execute commands from within each of your teams. Sounds technical? Well, we did say it was a thinking type of game, and not just point and shoot. The strongest gameplay element FSW ever had going for it was exercised with even more precision in the sequel.
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