Brothers in Arms: Road to Hill 30
Brothers in Arms: Road to Hill 30 is a Video game of subjective shooting, developed by Gearbox Software, left on PC, PlayStation 2 and Xbox in 2005.
This play uses like weaves scenaristic the Second world war, and more precisely the Bataille of Normandy. It is before a whole Jeu of subjective shooting but gives a important role to the Tactique.
History of the development
In spite of criticisms, the play is seen allotting an extension ( Brothers In Arms: Earned In Blood ), and a second opus ( Brothers In Arms: Hell' S Highway ) is under development.
Ports
A version PSP was planned for March 2006.
Synopsis
The scenario takes again the known framework of the Second world war where the player incarnates Matt Baker, a member of the 101 {{E}} American airborne division parachuted the day before the unloading Allié. He tells his history through the missions suggested and the eight days longest of his life, since his parachuting until the catch of Carentan.
Gameplay
The play tries a more realistic approach of the war compared to the other videoludic productions. Thus, the player belongs to a team of a dozen men to with dimensions of which he fights during the eight days following the unloading, each one having its own history and its character. The play creates a feeling of attachment of the player with respect to his virtual fellow-members so that the loss of one of those assigns really the player. If the play achieves this feeling with more or less success, it opens a way towards another frame of mind of the war games. Realism reinforced by certain aspects of the play, as for example the fact that the damage of only one ball can be fatal whatever the character.Brothers in Arms proposes a system of orders which makes it possible to manage two teams (one of fire support and one of attack), under the command of the character of the player, with the possibility of consulting a tactical chart which summarizes the general situation of the battle field: the state of the men and their site, as well enemies as allied.
A new concept lies in the posting of moral of the enemy soldier. A red round indicates that the soldier is avoided the combat, whereas a gray round indicates that it is destabilized.
The system of aiming wants to be also realistic. One needs a certain skill to kill an enemy because to acquire a precision of shooting requires drive and the play does not post a reticle of aiming. Certain players called besides into question the difficulty of the aiming, considered to be too random, because in reality, rifles such as M1 have a good precision.
All in all, this system was shown to be too repetitive, the action of the play, it, being turned towards semi-realism than towards a pure simulation of combat.
Artificial intelligence
Brothers In Arms uses few Script S, which distinguishes it from the other war games of the time which chose an expansion of script in each level for a percussion immersion (the first time at least) and the characters not-players thus are only guided by their IA. A at the very least intelligent IA which will try tactical engagements against the player but, if it is seen blocked the road, will seek to safeguard themselves and to hold its position.
Graphics
Based on stereotypes authenthic of the US Army, the decorations represent the countryside of Normandy accurately. Textures use a palette which points out off that of Band Brothers : a “diluted” style, i.e. a reduction in the clearness of the colors (colors of the darker uniforms and blood for example) in order to propose the time 39-45.
System of orders
The interest of Brothers in Arms lies in its system of an individual and collective nature. Since the character of the player is section head, it can give precise instructions to its men. Several types of orders are available such as being put at cover, shooting suppression, constant shooting. It is possible to move its troops by the same system: one can align his section along a wall, or other, according to the desired strategy. It can happen that one of its men is made kill, involving a sanction in the final score of the part (represented by passages of rank).
The armament
The developers as wanted as the weapons are most authentic possible according to the rank or of the situation. The precision of these weapons, often criticized by the players, is supposed to also reflect the material of the time.Parachuted the D-day day before, the equipment is reduced. No the air support nor terrestrial. The team has only at disposal of rifles M1, the Thompson and the BAR and of the grenades. It is however possible to collect the weapons of German.
A tank will be able to support the player at the time of certain missions.
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