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Brothers in Arms: Road to Hill 30

Score: 88%
ESRB: Mature
Publisher: Ubisoft Entertainment
Developer: Gearbox Software
Media: DVD/1
Players: 1 - 4
Genre: First Person Shooter/ Squad-Based/ Strategy

Graphics & Sound:

The “Saving Private Ryan” craze is far from over. Thankfully, some of the true devotion to it is still hanging around as well, as is apparent in Gearbox’s Brothers in Arms: Road to Hill 30. While the graphics may not be award winning, they at least do have style. The lighting alone is as subtle as it is great. You’ll rarely notice the streaks of light coming through the branches of a tree (what with all the fighting going on), but when things calm down and you catch a glimpse of it, the game somehow feels more real. The various fog effects are also put to good use, making some battlefields nerve-rackingly obscured by low lying mists.

The sound does an equally well job of sucking you into the action. Dialogue from your squad mates not only helps make the game more convincing, but it is also a tactical help, as they report what is going on in their area. The music is reminiscent of “Band of Brothers” and “Saving Private Ryan;” very dramatic yet uplifting at the same time.

The real problems with the bells and whistles are the many bugs that players will more often than not encounter in the game. Some graphical glitches, like bodies flying off into the air after you shoot them, as well as looping sound issues won’t affect the gameplay, but will definitely be a thorn in the side of many players.


Gameplay:

Brothers in Arms: Road to Hill 30 is not a Medal of Honor or Call of Duty clone. You won’t be storming beaches or taking back cities. Brothers in Arms takes you to the rural countryside of Northern France and pits you against the Germans in a battle of infantry tactics. Instead of the grand scale levels of the aforementioned games, you face the enemy in fields and small towns, broken farms, and meandering streams. The fighting is up close and personal, but you won’t do it alone.

Where Brothers in Arms differs from other WWII games is in the non-playable characters. It’s almost not fair to compare it to older WWII games, as the gameplay here is a very different experience. Working with and giving orders to the men around you is crucial to everyone’s survival. As the sergeant of a group of a dozen airborne troopers, you must lead small squads to suppress, flank, and kill the enemy.

This is the core of the game. Mostly linear in nature, you go through more than a dozen missions trying to outsmart German infantry and tanks. You rarely are alone; usually you have two other squads with you, one outfitted for suppressing the enemy and the other geared up with grenades and small arms to assault them while they are being pinned by the first team.

Though this is the essence of Brothers in Arms, it unfortunately isn’t always given the chance to shine as much as it should. The middle part of the game is purely this kind of gameplay; you lead two squads against dug-in German soldiers. The beginning is slow to bring you into the real thick action, and the end degrades into run-and-gun action where the squad-based tactics are only a cautionary action that need not be taken. Had the game given you more than two squads, or provided you with bigger firefights, it would have really been magical. However, this isn’t to say that what’s there isn’t good. It just would have been better if there was more of it.

As you would imagine, the Artificial Intelligence is a crucial part of the gameplay. 95% of the time, the A.I. responds the way you intend it to. There are only a few issues with it, mostly when you are ordering tanks around and it does the unexpected like sit in the same spot when you continuously give an attack order. You’ll quickly realize if an order didn’t get through and the situation is easily remedied, but it is still a minor ache to deal with.

Where the A.I. is really lacking is in the enemies. The whole game you are maneuvering around them, but the only time they do any maneuvering is when they attempt a retreat. You’re never really faced with an opposing squad who is trying to outflank you, so you can idly sit back and take your time planning out how you will crush the two idiots who are stuck behind barrels, trees, fences, or whatever other static defense they never move out from. The only way you’re going to get that kind of action is through Xbox Live where you can play against another human who has their own squads to control.


Difficulty:

Issuing orders to your squads in Brothers in Arms: Road to Hill 30 is intuitive and easily learned. The challenge in each mission is surveying the battlefield and coming up with a sound plan to destroy the enemy. Rushing into the firefight will invariably get you killed. The fun part is figuring out the “puzzle” of the battlefield, deciding who to use where, and when to strike. There are a number of difficulty settings to choose from, and if things get really hairy, the game lets you heal yourself and your squad if it thinks you are dying too often. Thankfully, there are only a very few frustrating parts, namely when you have to fight tanks with bazookas. That is a difficult and tiring task, and it is much more fun to try to run around behind them and drop a grenade down their hatch anyway.

Game Mechanics:

Moving yourself around the French countryside in Brothers in Arms: Road to Hill 30 is a simple task. You’ve got your basic FPS movement setup, and you can carry up to two different weapons from an assortment of almost 20. The important aspect of control here is how you manage your squads. There are only three orders you need to worry about: move, shoot, and assault. Moving you squads is done by aiming a cursor on the ground where you want them to go. The A.I. is surprisingly good at getting into cover once your troops reach their destination, and it doesn’t need to be told to defend itself. However, if you want to concentrate fire on a target, you simply select the squad you want, aim at the enemy you want them to shoot at, and hit a button. You will know that they are suppressed by the circle above their heads. Red means that they are not suppressed, and this diminishes to gray the more they are fired upon. Once the circle is gray, the enemy will be less likely to pop their heads up and shoot, giving you the liberty to move out in the open.

Assault is handled in much the same way. This system is similar to that of Full Spectrum Warrior, where you order one team to suppress and another to run up the flank and assault. The team throws grenades and gets into hand-to-hand with the enemy on its own after you issue this order, and if the unit they are charging is suppressed, there is little the enemy can do to save itself.

Sacrificing reality for gameplay, you are given an overview map of the battlefield showing where the enemies are that you have spotted and where your troops are in relation to them. This is a great way to plan out your attack, but it is hindered by bad camera angles that can be obscured by dense foliage. Despite this, you will be constantly checking the overhead view to plan out your next moves.

Despite its drawbacks, Brothers in Arms: Road to Hill 30 is still a treat to play. It is a breath of fresh air, even from games like Call of Duty, which, though they make you feel like you’re in a movie, don’t really innovate in terms of gameplay. If you can get past its blemishes, Brothers in Arms will definitely entertain even the most jaded of WWII combat fans.


-Snow Chainz, GameVortex Communications
AKA Andrew Horwitz

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