games >> BIA road to hill 30.

by Alsajoso » Tue, 27 Jun 2006 20:10:49 GMT


Anyone got this game running under Vista yet?
I have installed it and updated it to the latest patch. Click on the
shortcut to run it and nothing....
BIA.exe *32 shows up under running processes but that is all!!!
Have tried running it in XP compatability mode with no joy.
Any ideas?

Games I have got running....
UT2004 both x86 and x64 bit versions
Halflife2
Halflife
Farcry both x86 and x64 bit versions
Quake 4
Doom 3
Desert rats VS Afrika Korps.
C&C Generals.

I will update this list as I start wading through my games library.....




Similar Threads

1. BIA (Brothers In Arms, Road to Hill 30)

2. Review: Brothers in Arms - Road to Hill 30 (long)

Review: Brothers in Arms - Road to Hill 30
-----------------------------------------------------

Instructions for mixing a Brothers in Arms cocktail:
Take 1 part "Call of Duty". Combine with 1 part "Full Spectrum
Warrior". Mix in Unreal graphics engine. Tweak with bloom lighting and
blur effects and other minor additions. Sprinkle with a dash of
realism. Serve while boasting about how revolutionary the game is, but
not until a year has passed after the bars down the street have
released similar drinks.  That's Brothers in Arms in a nutshell (or a
cocktail glass).

Brothers in Arms - Road to Hill 30 is -surprise surprise- yet another
World War 2 first-person shooter. Produced by Ubisoft and Gearbox
(producers of the Half Life add-on "Opposing Forces"), it is a
multi-platform game whose most prominent feature seems to be a massive
marketing campaign. Slightly less important are several "new" features
added to the first-person-shooter genre, such as tactical command of
squadmates and being based on real historical events.

Astute readers may have already detected a hint of cynicism in this
review. It's not that I think Brothers in Arms (henceforth BIA) is a
bad game; it just seems a year or two late, and I have a hard time
getting excited about it. Everything from the gameplay to the graphics
to the setting  
has a "been there, done that" feeling to it. Had BIA been released in
2003, it would truly have been revolutionary. As it is, it feels like
little more than a rehash of other good games that lacks any
originality. 

Take, for instance, the graphics. They're okay, but hardly
outstanding. The game utilizes a tweaked version of Epic's Unreal
graphics engine, so it is easy on the eyes, but it doesn't equal the
graphics of any of the latest games (e.g., Doom, Riddick, Half Life 2,
etc.). BIA lacked any sort of jaw-dropping moment when the graphic
intensity just knocks you aback; aside from the addition of bloom
lighting and (lots of) waving grass, the game barely surpasses the
visuals of "Call of Duty". This probably has more to do with the art
direction, as the latest Unreal engines have proven quite capable.
Nonetheless, the graphics don't really stand out.

The sound is equally mediocre. The weapons fire is acceptable and
presumably authentic, but that's pretty much true for dozens of other
World War 2 games that have come out in the years past. The soundtrack
is the sort of forgettable orchestral theme that so often accompanies
this sort of game. Some of the other sound effects -such as
explosions- lack body, and there's a noticeable lack of that
full-featured cacophony of sound we've come to expect from modern-day
war games. Extraneous background sounds and Foley obviously got the
short end of the stick, so the gameworld sounds bare and empty. The
voice-acting is average at best; there's a lot of shouting but little
in the way of convincing emotion.

Similarly, the art design fails to stand out in any way. The character
models are all high-poly, decently textured and well animated, but
that's par for the course these days. On the other hand, the NPCs
don't have a wide variety of animations, which makes them seem stiff
and unalive (the conversation animations were almost comical in their
retro-ness; the mouths barely moved and the NPCs for the most part
just stood stiffly besides one another). The texturing was acceptable
-in fact, a touch above what you find in most "multi-platform" (read:
console port) games these days, but often lacking in variety.

The level design was fairly linear and very reminiscent of the
standard fare found in "Call of Duty" or "Medal of Honor", but without
any of those magnificent set-pieces like CoD's awesome Stalingrad
assault. Set largely in the hedgerows of Normandy, there wasn't much
diversity to the environments; it was largely bushes & fields or small
provincial towns. Of course, this is exactly the sort of thing you
would expect to see in that part of France, so it's hard to complain
except that we've seen it so many times before. The levels are average
sized -perhaps three or four skirmishes each- and take about twenty to
thirty minutes to get through. There are only a few large open areas;
for the most part you follow a twisty path between hedges or
townhouses. At various points this path branches to allow you to flank
an intervening opposing force, but invariably the branches rejoin
before the next split, so progression is for the most part very
linear.

The plot is -like much of the rest of the game- pretty unoriginal:
airborne soldier drops into Normandy and fights his way through hordes
of German soldiers as part of the D-Day invasion. Of course, as the
game is reputedly an accurate re-telling of the 101st's advance
through Normandy, one might argue this story is the real original and
other games are the copies... except those other games came out first.
There's some attempt at including various sub-plots such as how the
characters deal with the deaths of their friends and the camaraderie
of soldiers, but this doesn't go very far and falls flat largely due
to the unconvincing voice-acting.

The hook of the game -the thing that is supposed to set Brothers in
Arms apart from the score of other WW2 first person shooters- is the
tactical command of up to six other squadmates (or three squadmates
and a tank). Alas, BIA once again came late to the scene with this
idea, and games like "Freedom Fighters" or "Full Spectrum Warrior"
beat them to the punch. And once again, BIA failed to bring anything
new to the concept; it never surpassed and sometimes was inferior to
what had come before.

To be fair, BIA's command interface was fairly straightforward; you
use one key to toggle between your two squads, and then use a command
key which brings up a floating icon. Place this icon on the ground and
the selected squad runs to that location; click this icon on an enemy,
and you direct the squad's fire at that target. You can also command
your squad to "fall out" (e.g., take cover) or "fall in" (e.g., follow
you), as needed. However, I found the default key-mapping made
commanding the troops a bit more difficult than I'd like (often I'd
order the troops to run into enemy fire when I accidentally hit the
"command" key when I meant to hit the "zoom in view" key). However,
after re-mapping the commands in options my control of the situation
markedly improved.

BIA also boasts a "situational awareness" mode, which pauses the game
and displays a zoomed out top-down view of the terrain, showing maybe
a 100 feet around you. Nominally this is so you can get an idea of
where the enemy is and how best to flank them; however, given how
small and linear the levels were, I found this information to be
completely obvious from the normal view-point. Furthermore, you cannot
give orders in the "situational awareness" mode, nor can you use it to
watch how the enemy soldiers move and react to your orders, since it
pauses the game. Both of these design decisions made the situational
awareness" mode functionally useless to me and in the end I rarely
used it.  

In design, the gameplay of BIA is supposed to be all about the four
"F"'s of WW2 close-quarter combat: Find the Enemy, Fix the Enemy with
suppressing fire, Flank the Enemy, and then Finish them off. You are
supposed to order one squad (your "fireteam") to a position where they
can shoot at the bad-guys while you lead your second squad (your
"assault team") around the corner to take out the enemy from the
flank. 

In practice, I rarely bothered with this rigmarole due to deficiencies
in the AI. Even from a flanking position the friendly AI had
difficulty taking out enemy soldiers cowering beneath suppressing
fire; by and far I did most of the killing in the game. Furthermore,
despite an obviously valiant attempt by the AI programmers, the
squaddie's AI was exceptionally poor at making use at cover; I'd order
my soldiers "move to right behind this conveniently placed fieldstone
wall" and inevitably one soldier would decide to stand IN FRONT of the
wall. 

Therefore, I usually just stuck my squads somewhere safe, ordered them
to suppress the enemy, and snuck around and killed the bad guys
myself, therefore for the most part ignoring the "hook" that was
supposed to make Brothers in Arms so special. In essence, BIA played
out just like "Call of Duty", except without the impressive set pieces
and character (ironically, I felt more attachment to the anonymous
friendly AIs in CoD than I did with my "buddies" in BIA, probably
because I had to spend so much work shepherding the squads in Brothers
whereas I could let the AI cheerfully sacrifice themselves for me in
COD).

In any event, the "tactical command" element of Brothers in Arms
largely fell flat for me, and ultimately I played the game largely
like any other first person shooter due to the various deficiencies in
keeping the squaddies alive. This was made more difficult with the
inaccurate (and some argue unrealistic) weapons waver, which made it
harder to shoot the enemy soldiers, although this did not bother me as
much as it seems to bother other people.

(I did get the very strong impression that Gearbox originally wanted
the game to play more like the tactical puzzle-game "Full Spectrum
Warrior", but later in development bumped up the action aspect of the
game when FSW wasn't as well received as it might have been because it
wasn't the first-person shooter people expected it to be. Had Gearbox
gone one way or another -a full tactical game like "Full Spectrum
Warrior" or a "true" action shooter, the game probably would have
stood out from the crowd. As it is, the compromises made to satisfy
the needs of both genres made the game less exceptional than it could
have been.)

The enemy AI -while more reactive than in "Full Spectrum Warrior"- was
less dynamic than it could have been; to some degree they shifted fire
in reaction to various flanking maneuvers on the player's part, but
rarely retreated and never advanced (except for scripted movements
when they initially ran into position). They stayed in one position
and the player maneuvered around them. BIA also utilized in several
areas that hobgoblin of poor game design, endless enemy respawns. Game
designers rely on respawns when they can't write compelling situations
or code good AI, and therefore instead rely on brute force to rack up
the difficulty level.

Another failing of BIA's gameplay is that it ultimately becomes very
repetitive: move forward to enemy position, situate squad to suppress
enemy and fix them in place, maneuver around to flank, repeat ad
infinitum. Things become marginally more intense in the few levels
that you have tank support (tanks can only be taken out by panzerfaust
rocket-launchers, anti-tank emplaced cannons or other tanks), but only
marginally so (you use the tank to kill the machine-gun nest that's
covering the rear approach to an anti-tank weapon, use the squad to
take out the anti-tank weapon, and then repeat).

One area that BIA does stand apart from other recent WW2 shooters is
that it, amazingly, has gore. It is not a significantly bloody game
-units don't show damage when they get shot and bodies disappear after
they are killed- but there is some blood and a few (fixed) instances
of torn up corpses. This is markedly different from games like Call of
Duty, which are clean and sanitized. Brothers in Arms also has some
adult language, probably to make it feel "more realistic".

Speaking of realism -another supposed hallmark of the game- I found it
rather lacking. Oh, not the situation or setting; there are some great
comparisons of the real-life locations versus the digital
representations, and they are very similar. But as far as gameplay
goes, it's pretty much like any other shooter; it's an arcade version
of the war.  This, of course, makes the game more fun, but it goes
contrary to the "true to life" marketing of the game.

Although the game is of average length -perhaps 20 hours- the
developers decided to increase this by tossing in various
"unlockables" that can only be achieved by finishing the game on its
various difficulty levels. These include various movies, animatics,
photos and historical data, as well as cheats and -annoyingly- the
"authentic" difficulty level. Given how linear the game is, there
would be little reason to replay the game otherwise.

BIA supports multiplayer via Internet and LAN. Once again, this is an
area that goes unreviewed, as I have no interest in these game modes.
But it's nice to see it's there , although there doesn't seem to be a
much desired co-operative mode.

Brothers in Arms was possibly the buggiest game I have played in a
good while; not only did I experience a couple crash-to-desktops
(something I very, very rarely experience), but there were also
several scripting bugs when the AI would get "stuck", essentially
stopping the game. 


In the end, I was disappointed with Brothers in Arms. Not because it
was really that bad a game, but because it failed to live up to its
potential. In almost every area it was matched or bettered by
competing products, some of which were released a year or more ago.
Had it been released in late 2003 or early 2004, it would have been an
instant classic, but the bar has been raised since then. For sheer WW2
action exhilaration, we have Return to Castle Wolfenstein, Medal of
Honor, and Call of Duty. For the tactical combat aspect, we have games
like Full Spectrum Warrior and Ghost Recon. All these games are as
good or are better than BIA. And unfortunately, it can't help but be
compared to these games because it borrows so many of their aspects.
Nor does it help that it uses the most overplayed setting in gaming
history. And that's a shame because -I'll say it again- it is not a
bad game. It just fails to stand out and one has a great sense of
ennui whilst playing. Brothers in Arms isn't a game to be avoided, but
nor is it a product that one rushes out to get. It's... average.


Completely Arbitrary Numerical Score (CANS)
(for those who like this sort of thing): 
345/500 (just above average)


System Specs:
Athlon AMD 3000 XP (Barton)
1024 MB RAM
PNY Verto GeForce 6600 GT w/128 MB (AGP)
Windows XP
Brothers in Arms was played at acceptable frame rates at 1280x1024
resolution, with all settings at highest, anti-aliasing off and
anisotropy at "2"; 




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-- 
Patrick Maloney
New York State Workers' Compensation Board

(Remove REMOVE from e-mail address to reply)

7. What setting is better in MP: 30 FPS, VSYNC or NO VSYNC

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The new issue of Retro Gamer is out today and features an article 
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cheers
Matthew


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