En er is een hands-on preview van IGN,
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May 05, 2004 - At THQ's pre-E3 event late last week, the company once known for its pool, fishing and other backwoods country games gave us a taste of a different side, a gory, militant, and goofy look at games. After seeing and playing The Punisher and watching the demo for Destroy All Humans, we were able to get our hands on what is surely the company's most ambitious title to date, Full Spectrum Warrior.
Designed by the red-hot developer Pandemic, Full Spectrum Warrior is a tactical, realtime strategy game shown from the ground level, from a third-person perspective. Players take control of two teams, Team Alpha and Team Bravo, they're set in a Middle-Eastern city, and they're given missions ranging from rescuing, clearing enemies, progressing from point A to B and in general taking out all militants in the area and securing it. The story takes place during a single day, like the TV show 24, and your squad is part of a coalition force that's told to capture a city in a war-torn country. You're part of a multinational force, so you soldiers run into soldiers from other parts of the world, from Pakistan, Britain and others. There are other details, but the most important part is that THQ is giving gamers insight into how a city assault is undertaken.
The game is intuitive in many ways, yet it takes time to master the wealth of options and gameplay abilities. Players should really play through the extensive six-part training program, which goes over everything in minute detail, and then sets the two teams up in situations that grow increasingly difficult and challenging. Your squad is introduced to you, each one with a particular gun, job, voice and tenor, and even personality. Players use analog sticks to direct the camera and to lead their squad. The green cursor a comprises a constantly changing set of circular slots that, as they're led around the city and placed in various spots, such as against buildings, cars, corners, and the like, reconfigure to form the most authentic formation that US soldiers would use in a real life situation.
If you're part of the armed forces or if you've played any of the Tom Clancy games, you'll see each part of the squad lining up to cover themselves, the leader in front, two gunners covering the sides, and one in back covering the rear, providing cover for possible attacks. Once players set the cursor and press a button, the team takes off to that position.
If the coast is clear, the team will set in place and await your orders. If enemies are nearby and the squad starts taking fire, you'll see bullets hitting them and blood and small chunks flying. By hitting the B button, players can instantly send their team into a cover position, an intelligent response to the fire. The team gets your command, recognizes where the direction of the fire, and hides behind whatever obstacle is nearest, cars, bend up metal, buildings, whatever is closest.
The first few missions we went on had us simply transporting from one hot spot to another. Players can switch between each of the two teams at any time, and in real military form, once they've reached a level of skill, players can have the two teams alternating across difficult stretches of terrain successfully. The game is all about tactical and strategic positioning, so when once going, it feels more like a real combat situation in relative realtime-strategy terms, and less like a shooter. Players do indeed shoot, or at least they give the command to, but they don't actually press trigger to fire. Instead, they give the command to fire, and the squad member replies in turn.
The HUD shows up nice and neat on the left-hand side of the screen in the shape of a cross, with a letter in place for each position in your squad. By pressing the Dpad at any time, players can switch to any character on that particular squad. The rear guy is the grenadier. Players learn quickly to use his strengths via a simple arching system, which shows players how far distance of any grenade. Using this guy is very satisfying. Once you hit a car or a destroyable object, the exploding grenade will tear that thing apart. The graphics show the game's superb particle system at work, with bits of metal, plastic and rubber blowing across the screen.
Two other superb aspects to the game are its visuals and camera systems. The game is by all standard criteria, gorgeous -- in a modern civil structure kind of way. It's got this mixture of realistic and almost water-color style art design on the characters, and a ton of purposeful blurring that keeps the close-up details in focus and the long-distance objects blurry. Along with the excellent particle system including body parts, flying debris and bullets, the lighting system is also top-notch. Players are constantly battling shining light and the perfect balance of light and shade with the building shadows casting light down upon you and your crew.
Then there are the cameras. The camera swivels around players, always taking the last guy in the row to swivel out from so players can gain access to the world around them. The camera, however, is smart and realistic. There is no fog of war, there is only the line of sight that you would have if you were in battle fatigues and looking down the street. What's amazing, however, is the simplest of things. When your team runs from point A to point B, the camera follows the team running in a close-up third-person perspective, only it's like a hand-cam, providing that decisive feeling of being there, as it bounces along with the crew.
In all, Full Spectrum Warrior is a bad-ass military shooter/RTS/action game that absolutely demands to be played. The game looks to be challenging, very strategic, and amazingly deep. Also, it looks as if the replay value is ridiculously high. Once players finish the game on normal, they'll definitely want to finish it on a harder notch, and then jump onto the game's co-op multiplayer modes and coordinate with their partners for online madness.
We'll have more on Full Spectrum Warrior in the near future.
Douglass C. Perry