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Full Spectrum Warrior: Ten Hammers review

A classic case of mind over trigger


  • A fine military mental workout
  • Enjoyable narrative
  • Excellent multiplayer modes


  • It's fun-killingly hard
  • Why can't you save anywhere?
  • Nasty learning curve for newbies

Full Spectrum Warrior: Ten Hammers, the new iteration of the thinking man's shooter (read: the one where you don't really do any of the shooting yourself), outranks its predecessor in every way: better variety, better interface, better story, and better multiplayer. But it's all for naught because someone got the bright idea that Ten Hammers shouldn't be fun but instead be as hard as boot camp in Full Metal Jacket.

For those who haven't played the original, FSW is, at its heart, a training tool originally created for the U.S. Army. It was later converted into a (terrific) retail game that incorporated the Army's core training mechanics: moving from corner to corner in outdoor urban environments, using tactics and proper movements with a pair of four-man squads in order to outflank and ultimately defeat your opponent. It's not about having the fastest trigger finger. In fact, it's not about shooting at all - it's about strategy.

More Info

DescriptionWe're excited to jump back into a military shooter that tests our brains more than our reflexes.
PlatformPS2, Xbox, PC
US censor ratingMature
UK censor rating16+
Release date27 March 2006 (US), 1 January 1970 (UK)
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