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This was 1999 and Stahl, who had just come off Pandemic's Battlezone II: Combat Commander, was the first person assigned to the project. Ironically, FSW-developed by California's Pandemic, the studio also behind ( the original) Star Wars: Battlefront and Mercenaries -was originally inspired by the most outlandish Hollywood fantasy. Rather than big guns, battles were won using intelligent tactics and good positioning. A research and development project originally commissioned by the US Army, FSW demanded that soldiers, in-game, moved, behaved, and reacted as they might in real life. On the contrary, soldiers, as they appeared in 2004's Full Spectrum Warrior, was unerringly real. Single bullets could be fatal."īut they weren't always this way. " FSW demanded that soldiers, in-game, moved, behaved, and reacted as they might in real life. They are, despite games insisting upon fidelity with regards to visuals and recreations of ballistics, utterly unbelievable. Equipped with millions of dollars' worth of weapons and gadgets, hungry for a fight and practically invulnerable, video game soldiers, as of today, are as fantastical as anyone in Mass Effect or the Elder Scrolls. The job of a soldier, according to these games, is to kill hundreds of people-or sometimes robots-and single-handedly save the world. But rarely do they attempt to accurately represent the soldier's work.Ĭall of Duty and Battlefield, increasingly so over the past five years, depict the military by way of science fiction. More than spacemen, gangsters, and sword-and-shield-wielding heroes, video games love soldiers.
#Full spectrum warrior archive#
Archive 'Full Spectrum Warrior' screenshots via Games Press