I have to start this review off by letting you know that Full Spectrum
Warrior (FSW) is not an action game. If you are looking for a third person
shooter, FSW is not that game. You never even get to pull a trigger. In reality
it is much more akin to a strategy game that requires sound squad-based tactics
if you are to succeed at it. As a strategy game it provides a unique gameplay
experience and is an interesting change of pace as long as you have the patience
to fight your battles slowly and methodically.
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| Fireteam Bravo comes under fire. |
The main reason for FSW’s unique gameplay is that it began life as a trainer
for the U.S. Army. It was designed to teach military personnel the fundamentals
of MOUT (Military Operations in Urban Terrain) warfare and therefore is probably
the most realistic simulation of urban combat that you can play at home in your
underwear. In fact, you know you’re not playing your typical game right from the
start as the mandatory tutorial will take you an hour to complete. Even the
training has training. The Army believes in thorough preparation though, so once
you’ve completed the tutorial you’ll know how to use all of the controls and
have all of the tactical tools you need to succeed in the game.
The basics of the game are pretty straightforward. You are the omniscient,
disembodied commander of two squads, or fireteams, of four soldiers each. The
squads are identically configured and outfitted and each consists of a team
leader, a rifleman, a grenadier, and an automatic gunner. All of the orders that
you will give are team-based and you’ll never be able to split a team or command
an individual soldier to do something. You can order your team to move to a new
location, fire at targets in a particular direction, or to fire a grenade or
smoke, but they will actually carry out the orders without any control on your
part. There are some minor variations to these orders such as specifying that
the team watch for attacks from a given direction while moving or that they lay
down covering fire in a designated area, but overall you are working with a
pretty small command set.
Gameplay is an exercise in moving from one protected location to the next,
alternating between your teams as one moves and the other provides covering
fire. You have to remember that the game was originally developed as a training
aid and so it is designed to reinforce the use of proper tactics through
repetition. Each mission boils down to a series of enemy encounters designed to
make you use cover as you advance and to force you to use your squads to protect
each other until one of them can maneuver into a position to take out the enemy.
As such, the game almost plays out as a series of puzzles in which you need to
find the proper tactical answer to each. Play too aggressively or try to get
fancy and your squad will end up dead. This is an important fact to drum into
the heads of soldiers, but some gamers will find this a very limiting factor on
gameplay. If one of your teams or the enemy is in a covered position, they are
marked so with shield icons over their heads and they are completely safe from
fire. There’re no taking potshots at bobbing heads or hoping for lucky shots in
the game – being under cover is a tactical situation as far as the game is
concerned and your job is to take the prescribed course of action for each
tactical situation.
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