Full Spectrum Warrior: Ten Hammers
Ionawr
12
You've seen it a hundred times before: "the most authentic and realistic [insert topic] eve isk ever!" We all want that to
be true, but know it's just a handy sound-bite to slap on the back of the box. Even with our cynic dials whacked up, we still
hope that there's going to be gargantuan amounts of fun attached to all this realism.
Take the 2004 Full Spectrum Warrior; that was pitched in much the same way and came out as one of the most interesting and
fun games of the year. Originally conceived as a military simulator for the US Army, Pandemic soon realised that it was
actually a really entertaining little urban warfare concept that played out like a puzzle eve isk, as opposed to your typical
squad combat affair.
On the face of it, Ten Hammers is an incremental update to the original, sticking firmly to the successful formula with some
control and AI tweaks. Once again, you're put in charge of arranging two squadrons of four men around various dangerous
fictional Middle Eastern war zones. Like any war eve isk, it's all about eliminating hostiles, taking out key installations,
destroying tanks, calling in air strikes, rescuing key personnel, and generally staying alive - you know the drill. But, just
as with the original Full Spectrum Warrior, it's very different from the strategic shooter herd. In this case, you never
actually take direct control of individual men. You can't even fire a single bullet in anger yourself, but simply point a
four-blob formation cursor (also used to good effect in Brother In Arms) to where you want the whole squad to stand, click
it, and then sit back and watch them take position, take cover and await further eve isk. Sometimes you'll get it badly wrong
and reel in horror as they all get picked off by a previously unseen sniper, but it's a game that challenges you to plan,
cover all options and out-think your foes in ways that few games ever have before.
Although shooting is still important, it's only a small part of the process. Most of the game involves making true strategic
decisions that most military-minded eve isk throw out of the window - things like making the best use of cover at all times,
directing a fire sector for everyone to aim at, outflanking the enemy, lobbing frag and smoke grenades, flushing out Tangos
and moving on until you reach your objective way point - real strategy moulded into a real-time action game. At no stage do
you ever do the shooting, but all the while you effectively act as tactical commander and give the word as to where and when
they point their weapons - a guiding hand placing and shifting the pieces in a fascinating eve isk of war chess.
The original had some basic limitations, though - some of which conspired to make it feel like a brilliant work-in-progress
concept that hadn't been fully implemented. Some have been partially addressed in Ten Hammers, others not at all, while some
all-new ones have been thrown into the mix to make the game possibly more realistic but definitely far less fun than the
charming original.
On the plus side the eve isk doesn't exclusively take place out of doors now, and you can enter buildings to get the sort of
vantage point your enemies routinely enjoy - albeit only some of them - but it's the most minor concession to progress
possible. The vast majority of the time you'll still curse as enemies pour out of buildings with doors left ajar that you
can't enter (explained away as 'Safe Houses' with swords on the door that you must destroy in order to stop the respawning -
I ask you), and spit fury at enemies eve isk on rooftops that you can't get anywhere near. Worse still, the buildings you
can enter generally just give the AI another opportunity to seal your doom thanks to some depressingly psychic AI which
manages to get the perfect bead on you the instant you happen to stray past an open window - even though it's obvious that
they wouldn't have been instantly aware that an enemy was about to appear.
And while it's perfectly believable that the urban war zones of the Middle East are all based in flat environments (without,
ahem, having done our research on that), it means the entire game takes place in non-undulating zones - a limitation of the
creaking engine more than anything. Could it be that the eve isk simply wouldn't work as well if it were placed in more varied
locations?

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