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.
The bad news is that this has left Ten Hammers feeling like a more complete, improved version of the original rather than a fully-blown sequel. But it still looks like top draw soldiering to us. 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.
Controlling vehicles like the Bradley are a little clumsy to begin with, but they give you a full appreciation of how important and powerful armour is to modern warfare. Plus they make 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, because you're still relying more on your soldiers' skills than your own. This narrows 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 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.
It's not a huge step forward, but Ten Hammers builds on the solid tactical foundations of the last game and fills in the gaps with building infiltration and vehicle control, making it a worthy advancement for the series.