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LONG BLOG

Video Gaming Bits -- Full Spectrum Warrior

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Video Gaming Bits is a Tumblr series where I talk about a single aspect or memory of a game randomly selected from my collection.

Publisher: THQ
Developer: Pandemic Studios
Genre: Real Time Strategy, Modern Military Warfare
Platform: Xbox, PC, PlayStation 2
NA Release Date: June 1, 2004 (PC: September 21, 2004, PlayStation 2:  March 23, 2005)

Until I played Full Spectrum Warrior, I rarely used cover in shooters.  I grew up on run-and-gun games like Doom and Quake, so hiding for extended periods of time during combat was uncommon. If anything, movement was key for staying alive.

Full Spectrum Warrior isn’t a first or third person shooter. It is a real time strategy game built entirely around taking cover. In this case, all cover isn’t equal. Unless it’s a solid structure like a building, each object has limited durability. A crate will break down quickly where sand bags will last a lot longer. Planning every move is essential because recklessly running down a street will get your squad killed instantly.

Despite being in a different genre, I carried over a lot of skills I learned in Full Spectrum Warrior into modern shooters. Around this time, cover-based combat was starting to become a staple for both first and third person shooters. Having experience with a game that emphasized that mechanic really helped me out moving forward.

Have you had a new revelation about a game or genre from another unrelated experience?

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About Oculinone of us since 8:47 PM on 03.29.2012

Oculin, or Benjamin Yoder, was previously Editor-in-Chief at TheSpeedGamers and contributor at VGChartz. Now, he is simply a game blogger and weeaboo in denial.

Digging for gems in unknown or poorly received titles is what Oculin games for. He places a large emphasis on interesting ideas and entertainment value, versus polished mechanics.

Disclosure: The Pokemon Company International is a client of my current place of employment.