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While the first FSW was considered somewhat revolutionary, it was something different and unique, only one sequel later the game seems a bit one dimensional and stale.
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Game InformerThe Full Spectrum Warrior series has given inspiration to "Brothers in Arms" and 360's "Ghost Recon Advanced Warfighter", but is still lacking some of its own. [Apr 2006, p.116]
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Ten Hammers maintains a good presentation and adds some minor control tweaks, but overall you're left with a strategy experience that feels very familiar if you played the first game.
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Edge MagazineIt’s on Live, though, that Ten Hammers truly explodes into life, the absolute requirement for tactics creating jumpy matches that outgun anything so far on Xbox or its baby brother. [Apr 2006, p.92]
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games(TM)A cerebral and unusual war game with issues that don’t, in the end, detract from its effectiveness. [Apr 2006, p.122]
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An unholy level of difficulty squelches the fun, and bullets will frequently find your grunts unless they're behind the most fortress-like of cover.
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Ultimately, the biggest flaw with Full Spectrum Warrior: Ten Hammers is polish. Everything here works decently enough, but it all feels like minor tweaks as opposed to major innovation.
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It’s a thinking man’s war game worth a shot if you’re in the mood for something different.
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Expectations are high for this sequel to the highly acclaimed ultra-realistic simulation shooter. Sadly it doesn't quite deliver, focussing instead on tiny changes to the overall formula.
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The strategy play can sometimes feel mechanical, but budding tacticians will undoubtedly love it.
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However, fans of the genre will appreciate the added commands and improved AI of the game. Whether these improvements are enough to purchase the second title in the Full Spectrum Warrior series will most likely be decided by a game rental first.
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The rigidly linear levels with obvious trigger points, the failure to evolve the basic gameplay and the newly random nature of the effectiveness of cover all conspire to devalue what was a novel and rather fun original.
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FSW: Ten Hammers is not a sequel for people who didn't enjoy the slow action of the original. The pace is exactly the same here, with slightly more player control and all of the same general ugliness you remember.
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Perhaps the weakest addition is a new targeting mode that allows the actual aiming of shots.
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While the tactical combat is still the best around, more casual gamers hoping for a military action fix may find it too frustrating, too inconsistent and too cold for their liking.
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Although Ten Hammers has some nice touches, it is nowhere near the gameit could and should have been. This is a case of great original, poor sequel syndrome, I’m afraid.
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Electronic Gaming MonthlyIt's spoiled by painfully awkward gameplay, lobotomized recruits (on both sides), and a million annoying ways to die. [Apr 2006, p.95]
Awards & Rankings
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70
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65
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#65 Most Shared PS2 Game of 2006
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User score distribution:
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Positive: 6 out of 8
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Mixed: 2 out of 8
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Negative: 0 out of 8
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ruelestradaJul 17, 2006
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TomasO.Jun 13, 2006Nice and interesting game, just needs more work on precision fire and some other controls.
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MikeW.Apr 26, 2006