A lot of us have friends at work. Maybe not the sad old guy who sits in the corner and smells a bit like cabbage, but generally we socialise with our workmates. But would you fight for them? Take a beating for them, or worse? In most cases I’d doubt it. Brothers in Arms: Road to Hill 30 is all about the soldiers of World War II who would have answered yes to those questions, and a hell of a lot more.
You play as Matt Baker of the 101st Airborne, and control a squad of men across the Normandy battlefields during and following D-Day. If you saw the excellent Band of Brothers TV series and thought it would make a good game then you obviously weren’t the only one, in all but name, Brothers in Arms is Band of Brothers: the game. The main theme for the game is “realism”, and it oozes it from every recreated farmhouse to mortar crater. All of your fellow squaddies are very well modelled and detailed, and lots of little set-pieces (like inane banter about whether Superman could beat up Batman) help make the game feel more realistic and less scripted.
The best way to describe the gameplay is to label it “Full Spectrum Warrior meets Call Of Duty”. You play in first-person view, but every inch of the ground you advance is really a set-piece in tactical manoeuvring. For example a MG-42 (German machine gun) nest will block the road ahead, so you have to outflank it using both your fire teams-one to suppress the enemy while the other nips round the side and caps them in their flanks. The controls for movement and attack is done with the left trigger, and although takes some getting used to is incredibly helpful when moving your guys back into cover or taking down an enemy moving between cover - the commands in FSW would have been too slow to do things like that.
Another good element is to sometimes have a tank as your second fire team. This means that not only can you hide like a coward and order the tank to assault infantry positions if you wish (although you have to watch out for anti-tank weapons), but you can also use it as mobile cover, if you need to get down a road which has a machine gun covering it. This is useful, as it keeps your soldiers out of trouble, which they, unfortunately, frequently get themselves into.
The tactical element has borrowed some of the best bits from FSW, such as the suppression indicators above enemies (shows how much they’re hiding), but it also has a couple of small snags. If you can’t see an enemy shooting at you, you can go to Situational Awareness view, which is basically a 3D overview showing the location of you and your enemies. This does help you plan your attacks, but a free-moving map system would have been more useful, as then you could see the surrounding area as well as your position and the enemies’. Also, only being able to order your men to where you can see in your line of sight is a bit of a pain, as sometimes you need them on the other side of a fence or building, and you’ve got to order them a little bit around at a time, or just go there yourself.
The AI is probably one of the most frustrating problems with this game. I know there were a lot of losses in WWII but I also know our soldiers definitely weren’t as dumb and command-dependent as the ones in BIA. One thing I liked about FSW is that when you moved the command cursor towards cover it showed where the men would be via little yellow circles. BIA really needed this.
After you’ve ordered your men to move to another area of cover, they’ll run to the point like chickens evading a combine harvester. This kind of random pattern gets annoying when there’s a squad of infantry ready to shoot you round the corner, and half of your men get shot because they didn’t hug the wall on the way to cover. Sometimes they don’t even go to the cover at all; they stand out in the open and fire on the enemy, and obviously die if they’re outgunned. The amount of times when I’ve had to kill myself and restart the stage because I don’t have enough men to complete the mission was more than the amount of times I died legitimately, and that’s just not right. For such a top-shelf game with incredible attention to detail in some areas, it’s a shame Gearbox let themselves down with such a big oversight.
But this game is not all-bad, not by a long shot. Apart from a few niggling problems this game is the best WWII FPS I’ve played, and if the AI was up to standard, it would be a contender with FSW for the best strategy game I’ve played. This game shatters the myth of the “one man-army” games of old (and fairly recent), and shows that a game can be realistic yet enjoyable. Instead of having fire indicators or anything arcadey, small hints like the sound of bullets hitting the dirt in front of you, followed by clefts of turf spattered onto the screen let you know you’re a little too close to the action. This is what makes the game great - nothing seems out of place for the period, including icons and options (compass, map etc) in the game, as well as on the screen. Everything feels 1944. And dirty.
As with all first person shooters on Xbox these days BIA comes with Xbox Live play, for 4 players. 4 players might sound small but the good thing is that you all get a squad of A.I troops you can order around the same way you do in the single player. The Xbox Live mode is co-operative objective based. 2 players are the allies and 2 are the Germans. The objectives change from map to map with the likes of delivering orders to a certain point or destroying something like a bridge or AA gun. I’ve had a few problems getting to play the game, either joining a game and having to wait 10 minutes for the one playing to finish or joining a game and then the host leaving, but when you do get into it with the right crowd it’s an interestingly different first person experience, quite unlike any of the others around at the moment. Like I said it plays like the single player with you ordering your troops to put covering fire or charge in but a lot of the time your team mate will think he’s playing Doom 3 or Halo 2 and just charge in guns blazing. Get a good team mate and you can have some really good tactical shoot outs.
The sound is top-notch, with the orchestral score combining with the “whizz” of tracer rounds and “whoosh” of mortar shells create a truly immersive, if scary, experience, and also helps you to spot where the most heavy action is in-game.
So overall with a solid single player and slightly different Live game BIA survives the onslaught. More real than the rest of the WW2 competition, but better than Call of Duty? The jury’s still out for me…
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