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REVIEW: FULL SPECTRUM WARRIOR
Full Spectrum Warrior (FSW) was originally developed as a simulation environment for the U.S. Army to use for training team leaders and officers in commanding squads to fight in an urban environment. The intent was to provide experiences that mimic real life situations. The extensive character depth was no accident; it was created to give players a personal involvement with each soldier in their command. The Army also required the simulation to be playable on consoles, so that it could be shipped out with units to Iraq and other hot spots without needing heavy or expensive equipment.

The decision to convert the simulation environment into a game for broad retail distribution surprised no one, as it was a huge hit in the Army and people had fun playing it. To change the simulator into a game environment, several aspects of realism were removed (such as bullets ricocheting off of the walls) to make the gameplay more enjoyable. The developers added on-display icons to inform players of the status of situations. In the simulator environment, no helpful hints were provided; soldiers were expected to figure out what was happening on their own. In real life situations and in the heat of a battle, soldiers are seldom provided with helpful clues for success. Gamers, on the other hand, benefit from the hints provided in these heads-up displays (HUDs).

Full Spectrum Warrior

  Overall Score  

Storyline 9.0


Graphics 8.5  

Audio 8.0  

Special Effects 8.0  

Gameplay 7.0  

Control Scheme 6.5  

Replay Value 6.0  

Bugs and Glitches 7.0  
 
Release Date:

September, 2004

Developed by:
Pandemic Studios
Published by:
THQ
Platform:
Xbox




STORYLINE

SCORE: 9.0



The FSW story takes place over three days as two groups of small infantry teams from the U.S. Army go through a series of missions of fighting terrorist forces in an urban environment. Each team encounters various hardships, such as being surrounded by enemy forces and being outgunned. The best weapon in a team's arsenal is the collective wit and cunning which the soldiers use to overcome the enemy and to aid other small teams. Throughout the missions, they must follow various orders from HQ and are expected to succeed without suffering any casualties.

Each soldier in the game has a unique background history and story, which is introduced at the start of the game. The soldiers' backgrounds range from a NYPD cop to first-generation Americans born to Cuban immigrants. Among them also is a soldier from a suburban middle-class upbringing who lost his mother to cancer at the age of 10. This soldier provides the comic relief; he's always cracking jokes and making street references during combat, sometimes at the worst possible moment.




GRAPHICS

SCORE: 8.5



FSW’s graphics immediately surround you to create a sense of being immersed in the environment, and this quickly pulls you into the game. The game creates realism and a compelling atmosphere through the depth of each character model, the look of the environments and the situations presented as the characters animate as they breath, move around, fire weapons, or simply scan the environment. Each team member has an authentic and distinctive look, which is created by the characteristics of the face, body, uniform, weapons and accessories.

Overall, everything appears smooth and detailed to provide a high degree of realism. The only exception is some textures lacking in walls, floors, and patterns that don’t look very real. The lighting is detailed and shadows are cast in real time, affecting every item in the game including characters, buildings, and vehicles.



In this screen capture, the Bravo team takes formation on top of a pile of rubble. Notice the difference in each character’s ethnicity and gear.

Landscapes
The entire game takes place outdoors; all the environments are distinctively dry and covered with dust and sand. The setting appears to be in the Middle East, but only a fictional country, Zekistan, is mentioned. It has a tree-less landscape, though you see occasional shrubs. There are no signs of life or activity-- no shops, traffic, civilians, bugs, animals, or green plant life. All the buildings are distinctively old and abandoned. The soldiers run into the remains of stone buildings, abandoned market stands, and broken down cars full of bullet holes and broken glass.

Buildings
The sand plastered and abandoned buildings are pretty generic and the scenes look surprisingly similar. The same goes for the interior shots, which are rare. The only inhabitants of these dust-covered abandoned villages are bad guys shooting at you.


Dilapidated buildings in the abandoned town. Taking cover from enemy fire behind buildings, cars, and other objects, is critical to success.


Vehicles
No vehicles move beyond tanks and transport for the soldiers. Cars are only broken-down heaps that litter the streets and provide the teams with cover. The tanks look pretty good, though you rarely get up close and personal with the behemoths. All tanks are up to military standards – because, well, this game was designed for the military. It’s an armchair general’s dream.


Notice how well the lighting is implemented and the details of the beaten-down look of the vehicles.

FSW vehicles and buildings. MetaVR vehicles and buildings. Click to see a close-up.
FSW vehicles and buildings.   MetaVR vehicles and buildings. Click to see a
  close-up.

Characters
As described earlier, the characters are well detailed. The individual differences among them range from skin color and facial features to each character’s different assortment of gear; the gear corresponds to the character’s role in the squad. The characters animate their actions smoothly and are life-like. They take cover following standard military procedure and each member carries out his part of the task. They also animate small movements well when they are idle, as evidenced by their scratching themselves, panning from side to side, and their obvious breathing movement. When they pull their guns from a relaxed to ready position, there are no signs of awkward or jerky motions. However, whenever a character opens his mouth, only the lips move; no other areas of the face are aligned or engaged appropriately. But there are relatively few close-up shots of a soldier’s face due to the fact that the camera doesn’t work well, as described later.

The uniforms look realistic and include proper camouflage, which varies from character to character. Each character carries different equipment strung across his belt and wears an individualized helmet, for example, the NYPD cop has NYPD on the back of his helmet. Some characters wear goggles, which they keep on top of their helmet. Other characters wear eyeglasses.


Three members of your team are kneeling here in a waiting position. Notice each character has a distinctive face and individualized gear.

Far Horizon
Generally, there aren’t any far horizon shots because the gameplay takes place in a restricted urban environment. The scenes that are shown at broad distances are fine.

Audio
Sounds are as realistic and engaging as the graphics, and they add to the game’s realism. The constant gunfire from hostile forces creates an intensity that makes you almost fear going out in the open. You definitely feel as though you are in the environment with the team. You hear constant exchanges within the team varying from orders and responses to jokes and comments on the situation at hand. Soldiers swear when they have been shot and cuss in general conversation, which adds realism. Soldiers also shout comments when they successfully shoot at the enemy, such as “Ha, I got one”.

Voice-overs for the soldiers are generally well done and convincing. Sometimes they can get annoying though, as they are often repetitive. Overall, the constant stream of conversation adds to the fun and will make you laugh.

Special Effects
As you would expect, the grenades created quite a spectacle. Particles fly up from the ground, area debris is thrown about, and the effect is to ensure the player moves away from the area. Gunfire looks pretty good with muzzle flash and casings that make sounds when they the ground. Smoke grenades take a while to create a smoke cloud, which is a realistic effect as the smoke slowly dissipates. In other games when smoke grenades are thrown, the smoke appears instantly, which isn’t realistic. RPGs make a similar grenade explosion, a huge explosion with dust, debris and particles flying which looks convincing. The effects of the tank fires are similar, if more intense.


Smoke clouds slowly dissipate in a realistic way.



GAMEPLAY

SCORE: 7.0



FSW is a unique blend of a real-time strategy game (in which the player takes a force and strategically manages its activities, while not actively participating) and a shooter game. In FSW the player directs the team by giving the soldiers orders such as to move to another location, fire, or take cover, and then watches what ensues. Using both teams, you have to navigate obstacles strategically and figure out solutions to a situation. One team can fire at an enemy so it will take cover, and while doing so the other team can move up and flank the enemy and not worry about getting shot. In this situation, you could just throw a grenade and blow the enemy to smithereens, but you have very few of these luxuries to take advantage of.

Other situations include your sending teams in to clear the streets of hostile forces so the other U.S. Army forces can get through without encountering the enemy. To accomplish these goals you must think on your feet and find the best way to tackle each one. You use real military procedures to move the soldiers from cover to cover down the streets, eliminating enemies as they move. The best cover you can find is a corner where you can peer around but stay immune to enemy fire. Other objects you can use for cover are cars, abandoned market stands, and other structures that litter the streets. However, this type of cover can be torn apart by incoming bullets and will not last long in the path of an enemy's .50 Cal. Of course this situation also applies to your enemies. You spot a terrorist taking cover behind a car? No problem, you just shoot the car until it falls apart and he is left in the open. Unfortunately this approach uses a lot of bullets. Cover plays a huge role in the game dynamics.

Your team is an intelligent group. The soldiers get into a proper formation that fits the situation at hand, and you don't need to instruct them to return fire when they are under attack.


When bullets fly and there is no cover close by, the soldiers on your team hit the dirt to save their own hides. You don't have to micromanage every thing they do; that would not be fun now would it?

You are not completely alone; you can call for recon, and have a plane scan the area and mark on your GPS the locations of enemies. I never really used this feature though, because it wasn't all that helpful to me.

This repeating formula of moving from cover to cover, locating the enemy, defeating the enemy, and moving along again gets old -- fast. It may cause some gamers to give up on the game out of boredom. The gameplay often turns into a cycle of trial and error. You learn what doesn’t work, get killed, and try again by doing something different. This repetition is mainly because the gameplay path is linear. There is usually only one way to solve the problem presented to you, which can be frustrating to say the least. Also, the one hour training session that teaches you everything and leaves nothing to be discovered on your own is boring. Most players will be bored waiting to get into the action. The session is definitely a realistic aspect, but this is a game and a one hour of training is boring!

The gameplay is definitely targeted to strategy fans with a love of all things military.





CONTROL SCHEME

SCORE: 6.5



The control scheme is fairly basic, which is good in a strategy-oriented game. You move the left control stick to control a cursor with four circles that indicate where your team will take position and then press the A button to confirm; there are variations for more advanced moves. You use the other face buttons to choose grenades, cancel an order, create a fire sector to direct at an area, and answer an incoming order from the communications backpack. The right analog stick controls the camera, but unfortunately it handles awkwardly and has a tendency to not cooperate. This is not good when you’re trying to get a good view of the action. The right trigger zooms the camera in and out but it doesn’t zoom far enough. The left trigger creates a fog-of-war effect that blurs out the areas that your troops cannot see. The controls are easy to figure, out but controlling your camera will likely drive you crazy by the end of the game.




REPLAY VALUE

SCORE: 6.0



As mentioned before, the linear gameplay elements create no reason for you to play through the campaign again. However, FSW does feature online play where one player controls one team and another player controls the other throughout the single player campaign. It’s not really innovative but it provides a few kicks to be had with your friends for an hour or so. This game will likely not spend much time in your Xbox disc drive.




BUGS AND GLITCHES

SCORE: 7.0



When I got up close to the American flag on one of the soldier’s uniforms, I discovered that it flickers. The flickering might be a problem with collision detecting, but it's very odd not to fix such an apparent flaw in the visual department. Also, sometimes clipping occurs due to the poorly utilized physics engine. For example, the arms of characters protrude through walls at times, and enemies die in strange positions.




OVERALL

SCORE: 8.0



The linear game experience and trial-and-error routine combined with a questionable camera might frustrate many gamers to no end. On the other hand, the unique gameplay style, enticing graphics, and sounds that all bring you into the environments with unparalleled authenticity on the Xbox will easily win the hearts of military and strategy games fans.

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