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?