Full Spectrum Warrior: Ten Hammers

The good news with this sequel is the military-obsessed boffins behind Full Speccy Wazza have actually listened to the comparatively few criticisms they got after the release of the first game.

But the result is that this has left Ten Hammers feeling like a more complete, improved version of the original rather than a fully-blown sequel. It's still looking top draw soldiering to us, though, so it's not all bad.

In new flavour FSW, you're now able to burst into buildings to flush out those pesky snipers who'd keep you pinned down first time around.

Plus, controlling vehicles like the Bradley, while a little clumsy to begin with, gives you a full appreciation of how important and powerful armour is to modern warfare while making you feel like some sort of wrathful god.

We've had more time to get to grips with the precision firing and it's a step in the right direction, although we wonder whether more control could have been implemented - you're still relying more on your soldiers' skills than your own, narrowing the area of fire further rather than aiming traditionally.

Also a pity is the environment. This time it's a journey to the fictional middle-eastern country Zekistan where it's all kicking off in a rather confused way between coalition forces and different native factions.

The world they've assembled is atmospheric and seems authentic but for those who took the last tour of duty, the samey, dirty yellow environments will feel a bit too familiar.

The strategic nature of Full Spectrum Warrior brought to the Xbox table a new type of militarised gaming that made you think about every movement you made as the protection of your soldiers rose to the top of your list of objectives.

The heart of this game is to lead your soldiers responsibly and then deal with your enemies ruthlessly. The improvements made to Ten Hammers have, undoubtedly, made this a far more complete and believable tactical experience, if not the huge step forward we might have been hoping for.