
It's no secret that the military has made use of video games as a training tool over the years, but it wasn't until Pandemic's Full Spectrum Warrior was released in the first half of 2004 that anyone thought a "realistic" military simulator could be a commercial hit. What made Full Spectrum Warrior stand out was its novel implementation of the command mechanic and a solid focus on tactics. For the sequel, Pandemic has upped the control options and improved the enemy AI, but the core game really hasn't changed much. There's some nice stuff here, but in the end you feel as if you've seen it all before.
In case you're unfamiliar with the original game, Full Spectrum Warrior differs from other war games in that you don't directly control the actions of your squad. Instead the player serves the role of commander, giving orders to two squads of four men each, with the occasional addition of a tank, armored vehicle, or local guide on a temporary basis. A key component of play is constant cover -- you never want to leave a squad exposed, as that ultimately leads to casualties.
For Ten Hammers, Pandemic has added a number of new movement options. These grant greater flexibility but at a higher risk. For example, a favored move was to use your two squads to flank an enemy enclave. But now you have the ability to split a single squad into two, two-man teams. This can be used for basic flanking, as well as setting up more complex attacks where you come at the enemy from all angles.
The catch to spreading yourself so thin is decreased firepower. With only two men at any given spot, the enemy won't feel as threatened and is less likely to stay under cover the whole time. Adding to the maneuverability of your squads is the ability to issue commands without being in direct control. This feature makes it easier to cover an advancing group of men.
Another new feature is the ability to take momentary control of a member of your squad. While it isn't direct control in the traditional FPS sense, it does allow for a bit more accuracy than the standard fire command.
Not every mission is entirely ground-based as you can enter buildings and climb to an upper level. By gaining the high ground with a squad, you have a decided advantage over enemies on the lower level. It's a low risk way to take out a problem encampment. Destructible items add to the environment, giving the war torn streets a feeling of realism.
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Posted: 30 Mar 2006