Despite the tweaks in interface, the campaign in Ten Hammers ends up feeling a lot like the first game. You'll sweep through areas infested with enemies, eliminating them through suppression and flanking maneuvers, or in many cases, just using precision fire mode, which trivializes many encounters. This time there are buildings that you can get into and garrison for an elevated fighting position, which is another slight improvement over the first game. But for the most part, you're still killing all the insurgents you can find on a given level while moving through a linear-feeling map that offers a few wide-open expanses for tactical maneuvering. The AI-controlled enemies are not quite an improvement from the first game. They're definitely more active, though, as they move around a lot. However, this behavior seems inexplicably random. Sure, they'll smartly run from a thrown grenade, unless they're being suppressed. Sometimes they'll even flank you. But they'll often run away from a perfectly good bit of cover to another piece, just for the sake of it, and get gunned down as they're doing it. Sometimes they'll run straight at and past your position, and your squad will somehow miss while shooting at that enemy who's running into point-blank range. These lapses in AI are frustrating when they happen.
The game still does a great job at conveying the chaos of a pitched battle. The staccato report from automatic-weapon fire is nice and sharp, and you'll even hear muffled shots being fired in the background that do not correspond with your fire or shots from the enemy--this gives the ambience of being a small part of a larger conflict. You'll also hear quite a bit of cursing from men who are under your control, which ramps up along with some dynamic music as the shooting begins. If, for some reason you're opposed to excessive cussing, this game is probably not for you. But given that you're playing a war game where enemies vaporize into a red mist when a grenade goes off near them, cussing's probably not going to be the foremost concern on your mind.
Despite minor control tweaks, Ten Hammers feels a lot like the previous game.
The campaign should keep you occupied for about 10 to 12 hours, and once you're done with that, you can increase the difficulty, which forces you to be even more careful about your maneuvering. A new adversarial mode, playable for up to eight players over system link or online, is available. This mode is somewhat similar to the squad-maneuvering multiplayer in Brothers in Arms, as you'll still be controlling your troops in the same way as in the single-player game. But this time around, the two sides are not symmetric. The American troops move in fireteams and have better weaponry, along with the ability to heal wounded units at captured medical stations. The insurgent side moves around as single units, but has the advantage of numbers and the ability to recruit more from NPC civilians on the map. These matches provide an interesting complement to the single-player game, but given the limitations in control, it's not necessarily that compelling to play, as battles can boil down to who spots whom first. The two player coop mode from the original game also returns here, and allows you to play most of the campaign missions with you and a friend each controlling a fire team.
Full Spectrum Warrior: Ten Hammers provides some interesting control upgrades, as well as a longer campaign, plus an adversarial multiplayer mode to play online. However, the overall feel of the game is still very similar to the original, which should please those who liked the first one, but may turn off those who are looking for a bigger leap. Controls that are still overly abstract and unwieldy at times, as well as uneven AI, make for a product that ends up being much more interesting as a design idea than as an actual game.