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Review: Brothers in Arms: Hell’s Highway
Radioactive IT
Review: Brothers in Arms: Hell’s Highway | Review: Brothers in Arms: Hell’s Highway |
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| by Mike Bantick | ||||||||||||||||
| Monday, 13 October 2008 | ||||||||||||||||
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But having experienced Hell’s Highway, I am thinking that I may have missed out on some classic, grown-up gaming in those lost episodes. And episode is an accurate moniker. Playing out like a chapter of HBO’s Band of Brothers series, the lengthy cut-scenes of this game tell the story of Staff Sergeant Matt Baker making his way along Hell’s Highway as part of the, ultimately doomed, Operation Market Garden in 1944. New-comers to the series (such as me) are catered for, with a good portion of the story telling being revived as flashbacks of Baker’s tale. Ghosts of comrades past litter Baker’s view as he struggles to keep his sanity throughout the campaign. As with many aspects of this game, the story line and the way it plays out, by and large it works. There are some jarring moments of voice acting and some minor issues with graphics textures that can dislodge the atmosphere, but overall the storyline and its presentation are pretty much smack on the money. It does highlight how much work there still is left to do in the video game industry, despite the graphically and audio progression, before we get to true cinematic displays of emotion. Which leads us onto the presentation: Once again, the answer is that the majority of the time BiA:HH looks great. Splatters of mud fill the screen, slo-motion kicks in when a head shot occurs, the war-torn towns, countryside and interiors are generally done well. Wooden cover can be blown away and destroyed vehicles are left suitably buckled and broken. The tacked on multiplayer part of the game suffers the most from a loss in graphical fidelity – playing out its single mode in a world similar to the original Medal of Honor. CONTINUED |
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