The most important aspect of the description of FSW is that it is the real thing, for all intents and purposes it is the same software package as that used by the army. If you expect an America's Army type of game you will be disappointed, FSW was created for training army personnel, not for U.S. Army recruitment purposes. This distinction is, at the same time, the most exciting aspect of the forthcoming game and the biggest challenge it will have to face. Restricted by its authenticity, Full Spectrum Warrior will feature enhancements, in order to become a fully commercial product, but most of the gameplay will remain true to the original. Full Spectrum Command was another similar title, developed for U.S. Army training of higher commanding officers and involves more high-level, book-learned command akin to moving symbols on a map. While Full Spectrum Warrior integrates intense action with elements of strategy and team management - the player is on the ground engaging in combat with his platoon. So gameplay in FSW will be anything but boring.
Pandemic Studios, developers of FSW, have spent over two years perfecting the game's AI and systems. According to Laralyn McWilliams, Lead Designer on FSW We're now taking additional time to make a fun, exciting commercial product that builds on that authentic Army base. The Army product is finished and in testing with the Army at Fort Bening.
Gameplay in FSW will be a challenging experience for even the more seasoned gamers out there. The title's military roots are clearly evident throughout the game and commanding your squad becomes a grueling test of character rather than a simple chance to show-off your rifle skills.
As soon as you undertake your first mission, you will realise that you are out of your depth, much like a young grunt facing his first, real combat situation. Your team members have no life bars, you rely on your team for sensory and data input, information which you receive from them, proves vital in the final outcome of your mission. According to McWilliams Another interesting aspect of the game is its emphasis on authenticity to Army doctrine and the Army approach. For example, teammates never point their weapons at each other, because a slip of the finger means killing a comrade. Similarly, if one of your soldiers is wounded, you get a new primary objective to aid him then get him to the closest evacuation site for treatment.
Although an action game at heart, FSW relies heavily on strategic decisions made by the player. You cannot simply blast your way out of a difficult situation, as you can in other games, that is why Pandemic describe it as a Tactical Action game. One such good example of the use of tactics is clearly evident in the importance placed on the way you deploy your squad. You have to constantly be aware of where your soldiers are and which trouble spots they should keep an eye out for. Another difference between FSW and other military action games is that a simple count of weapons or a description of special moves doesn't apply to its game play style. Your team has set weapons that a light infantry team uses: all M4s except the automatic rifleman, who carries a SAW. In addition, the grenadier has the M203 grenade attachment on his M4. Engaging in combat is a combination of telling your soldiers where and how to move, and telling them where and how to shoot.
Pandemic are experienced developers however and know that alienating your players from the get-go is not a great idea if you want your game to succeed. The game interface has been greatly revamped in order to accommodate modern gaming needs and some Head-Up-Display options will be available, including a compass and some indicators such as colour coded troop information. Although health bars will not be included for your troops, some in-game features such as cover for your troops will have an indicator to let you know when they are no longer of any use for you. None of these features are available in the military version of the game, where players have to use visual data in order to assess situations.
According to Pandemic, Unless you consider military games a genre (spanning such very different titles as Medal of Honor, Battlefield 1942, Commandos, and Secret Weapons over Normandy), FSW is in a genre by itself. In fact, playing FSW for a while changes the way you play other games, and even how you look at the world. Because it uses urban environments and requires you to learn Army tactics as you play, you find yourself looking down the street trying to figure out which corners to use, or whether you'll get better cover from the dumpster or the Chevy. We find ourselves playing games like Counterstrike and Halo using real Army tactics of cover and suppression fire, and moving in certain patterns and formations. As geeky as it sounds, being so immersed in making Full Spectrum Warrior has changed us as game players! Now a statement as ambitious as FSW is in a genre by itself, can only mean that the developers have taken due care to prepare gamers for the FSW experience. In that respect Pandemic have introduced a comprehensive, step-by-step training mode and a special replay option which is worth special mention. Every mission you play will be recorded, in full, in the background so that you will have the option of watching a complete mission for training purposes. Although this would have been an exciting feature on its own, the truly exciting part is that you will be able to step in at any part of the replay and try out a different strategic approach. It won't be easy though since enemies won't appear unless you had already spotted them. Another even more exciting aspect of the replay feature has to do with online play but more about that at the relevant section.
It is likely that gameplay in FSW will require a stretch by the players in order for them to familiarize themselves with the team's movement and procedure as well as the in-game commands. Although this learning curve may dishearten the more impatient gamers, the impressive graphics, coupled with the up-close view of the action and the tension created by FSW's authenticity, will keep most going until they have reached some level of competence in the game.
The sound in the game also helps the atmosphere of controlled chaos it is trying to create. Your team members talk back to you, creating a noisy background but one which contains important information once you get into the game. The weapon and explosive sound effects are very well made and take maximum advantage of the 5.1 surround capabilities while the soundtrack is dynamic and follows the on-screen action.
Online Play
Much of the promise of FSW lies in the fact that it will support XBox Live. Although details of the modes of online play are being kept as a closely guarded secret, we have managed to find out some details.
The game will definitely include a two-player co-op mode in which you and another player will take command of one of the two teams each. You will both comprise the squad and will therefore share a common goal. This mode will definitely create some interesting dynamics between the game partners and will rely heavily on successful team-work and communication.
The more exciting aspect of online play however, is that which includes the replay feature mentioned earlier. Players will be able to trade their saved mission replays over the XBox Live service. Although the exact limitations and the extent to which those replays will be used are not yet known but important factors it is possible to imagine that by creating a replay, players may be able to set challenges for others or to ask for alternative routes for a mission.
Expect further details on the online features of FSW as soon as we get them.
Controls
When a game as ambitious and complex as Full Spectrum Warrior gets to appear only on PC and XBox many are quick to criticize the console version of being oversimplified due to the lack of adequate control options. Some even go further, as in the case of Deus Ex : Invisible War and suggest that the PC version is dumbed down in order to accommodate the XBox version. FSW cannot be such a case, simply because without adequate controls the game will be unplayable. Since PC controls are not an issue here is a look at the console controls for FSW.
The left stick guides an indicator over the screen and is used in conjunction with the face buttons, which will be assigned a variety of orders, in order to guide your troops. The right stick will change your view, also giving you a chance to inspect your troops. Other buttons will allow you to zoom into certain areas and to target grenades.
There will also be a nudge feature which will allow the player to become one of the squad and to nudge one of the soldiers in order to modify their positioning in a formation. This will create a more customized feel for the game, allowing players to stray from the formations automatically adopted by the AI.
Although the controls are adequate for the game, the authenticity will create situations where you will be too busy thinking what to do next to find the right button to press. According to McWilliams It sounds simple and in fact controlling your soldiers is simple, but once you're in the environment and your men are in danger while the bullets start flying, players begin to sweat and panic. It's a very immersive experience.
Find out what Pandemic have done with Full Spectrum Warrior's AI by following the link below and to your right.