Mike Bantick
Monday, 13 October 2008 08:06
Opinion and Analysis
Page 2 of 3
Influences are strong in the BiA:HH core game-play. Baker must make use of a variety of squads, directing them in a similar manner to Full Spectrum Warrior or Ghost Recon Advanced Warfighter games, making full use of their capabilities to achieve the levels goals.

Each game level is nicely designed with cover, flanking routes and multi levels that, with only the gentle persuasion of burning debris or similar to nudge the player in the right direction, makes each encounter reasonably fresh. From time to time however, the game-play can become a little “samey” as Baker utilises the same tactic over and over.
Dig-in behind cover, have one team provide suppression fire against the enemy, to allow Baker and/or the Assault team to out flank and pick off the hunkered down Nazi’s. Still that is the nature of the game, and each time Baker succeeds an associated – but short-lived – sense of achievement follows before the next encounter.
Order giving can become difficult if Baker has not chosen a good position to direct his squads, this is where the map button, and the location of ‘recon spots’ become important. It is a good game-play mechanism, employed in similar games before this one, meaning that the player must juggle to actions of troop direction with his own personal safety impulses.
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