Wednesday, December 17, 2008 at 1:45 PM | 0 comments
GTA IV PC Hands-On: Video Editor and More


Grand Theft Auto IV on the Xbox 360 and PlayStation 3 was an undoubted triumph. The best game in the long-running series received high review scores from across the industry, and the sheer quality of the game made it easy to forget that the PC is where it all started for the franchise.
Thankfully, Rockstar has not forgotten this, and the team at its Toronto offices has been working very hard, by the looks of things, to make sure that the series' PC homecoming doesn't disappoint those fans who might have been disgruntled to see the console versions hitting shelves first.
At first glance, the game looks brighter, sharper, and more vibrant, with the development team looking to take advantage of the increased flexibility presented by the PC platform. The aim is to ensure that the game not only looks good on top-end hardware--at a maximum resolution of 2560x1600 pixels--but also runs perfectly well on three-year-old machines, according to the Rockstar staffer taking us through the demo. Recommended and minimum specifications for the game are yet to be released.
That having been said, the game features a wealth of options that allow you to optimise your machine's performance based on what you want the game to do. As well as the normal detail, lighting, and other technical settings, it's possible to change traffic density on the fly. If you know your computer struggles around really busy junctions, you can keep your settings at such a level that it keeps frame rates up most of the time and just lowers traffic density either across the board or as you enter more built-up areas. It also allows those with higher-spec machines to push the traffic levels in Liberty City up much higher than the default values on consoles, which does add an extra dimension to the city, with built-up junctions feeling even more chaotic than before.
The rig that we got to play on was running the game at 1920x1200 pixels. The work done improving textures, objects, and lighting was all immediately apparent. Trees look much better, close-up detail on surfaces look better, and above all, the lighting looks immeasurably better. The lit-up ads on the tops of cabs now really stand out as you drive through the shadows of trees, the neon displays around Star Junction have a new vibrancy, and shadows all seem much sharper, as well as more lifelike.
One other thing worth mentioning from a technical standpoint is the control scheme. It's possible to use either a mouse-keyboard combination or a joypad--or to use both, as switching between the two is seamless. Even the onscreen help prompts change simply by determining which input system you're using, without needing to change any options or settings.
Other than these relatively minor--though impressive--changes, the main point of this demo was to show off the new in-game movie editor, which is promised to integrate seamlessly with Rockstar's online services. GTAIV on the PC automatically buffers between about 30 seconds and three minutes of recent game data, depending on how much action there is going on onscreen. Simply pressing F2 saves the buffer as a file for later editing. This means that as soon as you've done something you thought looked cool, all you need to is press F2, and it'll be ready for you when you pop into the editor later on.
The editor itself is accessed via a new menu in Niko's phone and looks to have some serious potential for budding Scorseses. Entering the editor makes you leave the game proper, so you do need to make sure you've finished whichever task you were in the middle of when you captured your video before unleashing your inner cinematographer.
Opening up the editor, the controls seem very simple. The most important selection initially is the camera: You have the option of the default game view, which is exactly the view you saw as you played through the segment, the view from any of various nearby targets, several fixed angles--to Niko's right, say, or head-on--as well as a free camera. The free camera has some limitations, though. If you're within about 10 metres of Niko then it really is free, with views possible from any angle from any position inside the area. If you go out of that 10m-or-so circle, you're limited to being pointed at Niko, but you can pan and zoom out quite some distance nonetheless.
Setting up sequences of shots is just a matter of setting markers on certain frames, then telling the editor where you want the camera to be at each marker and how to transition between them. This means that you can easily set the camera to pan 360 degrees around Niko in the time it takes him to draw his weapon; for greater effect, you can even add filters to the shots or slow down time. In our time playing with the demo, we managed to get the camera moving through a shot-out cop car window as Niko gunned down the policemen hiding behind it, before swinging behind him as he loaded his rocket launcher. In our half-hour, we managed to make a fairly compelling vignette from part of a bank heist and could really see the enormous potential in the tools.
You also have complete control of the sound in any given clip, turning voices on and off at will. You can add any song on the soundtrack over the top and even push the SFX volume up to make the most of those explosions and gunfire in those dramatic moments. We were also told that it will be possible to pull clips together into longer segments, despite the limit on initial capture length.
All in all, GTAIV looks set to arrive home before Christmas in some style. Keep an eye on GameSpot as the release approaches for details on the recommended specifications, launch details, and more.
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Tuesday, December 16, 2008 at 1:38 PM | 0 comments
New Xbox Experience Hands-On


We've seen the New Xbox Experience twice this year, at E3 2008 where Microsoft first announced the update and later at a press briefing in San Francisco. We got the opportunity to install the New Xbox Experience on a console here in the GameSpot offices three weeks before the update's official launch on November 19. We've already written about most of the new features in past previews but we can now post screenshots of everything now that Microsoft PR isn't controlling the flow of pictures.
The new dashboard interface expands out to take advantage of high-resolution displays, and menus now display more information through graphics rather than through text.
Games and movies show up with full box cover art instead of nondescript text listings.
The new menu system is a little disorienting at first when we tried to overcome years of trained menu navigation, but we got accustomed to the new menus after a few sessions. It also helped that the new Xbox Guide is a miniaturized version of the old bladed menus. Whenever we got lost, we pulled up the Guide like a trusted map.
It might take some exploration, but you'll find everything eventually.
Avatar selection screen
Players can select and customize their own virtual avatars. The system randomly generates several starting models to choose from, and you can further customize your avatar from there.Character customization options include physical features such as height, weight, hairstyle, and hair color. Adjustable facial features include eyes, eyebrows, mouth, lips, facial hair, and even make-up.
Accessorize!
The customization menu offers several clothing and accessory options and you can also save several outfits to make it easier to swap looks.
Take a gamer pic of your avatar after you finish. Use the analog sticks and left bumper to strike a pose.
We didn't have access to the fancy 2.0 Themes we've seen in past screenshots, but the default Xbox 360 theme looks pretty nice.
Microsoft also wants to make it easier for players to socialize with friends on the console. Xbox Live parties allow players to join up to 7 of their friends in a group with shared chat.Groups can participate in activities such as a Photo Party where party members can upload photos in real time for everyone to enjoy.
The update also includes the debut of the Community Games channel where Xbox Live users can download games developed by the XNA developer community. We only saw three games in the channel this week: Culture, Netters, and Net Rumble but we expect that list to grow rapidly at launch.
Installation progress bar
Our preview build allowed us to download games to the console hard disk. The transfer process took less than 10 minutes for The Orange Box. The primary benefits are decreased load times and less noise from the optical drive.The Netflix channel was also fully functional in the update. The channel allows Xbox Live Gold subscribers that also have Netflix subscriptions to stream Netflix video content directly to the Xbox 360. The available content is limited to whatever is saved in your "instant queue," so you won't be able to watch regular DVD movies or television shows unless they have a streaming instant play option in Netflix.
We found the free Netflix application in the video marketplace. During the installation process, the program generated an activation code that we entered into the Netflix Website to associate our Netflix rental account with the Xbox Live profile. The channel will display all the items you have in you instant queue on the Netflix Website. New items added to the list from the Web page show up in the Xbox 360 channel seconds later.
We were pleasantly surprised by how much content was actually available in the Netflix instant watch catalog, particularly current television shows. Older movies such as Bad Boys were only available in standard definition, but newer television shows such as Heroes and 30 Rock both streamed in HD, or as high-definition as streaming Netflix content can get. The frame rates in HD were satisfactory, but we did notice some choppiness and ghosting artifacts in scenes with fast-moving action.
Overall the New Xbox Experience looks polished and we look forward to its official November 19 launch. The Primetime channel won't be ready then, but it should appear as an update in 2009.
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Monday, December 15, 2008 at 1:35 PM | 0 comments
Xbox 360 hard drive game installation testing
We spent more time investigating the hard disk game installation feature included with the New Xbox Experience. We pulled The Orange Box, Command & Conquer 3, NBA Live 09, and Star Wars: The Force Unleashed out of the GameSpot game library to measure installation times and to see how game load times improved with hard drive installations.
We found that installation time varies depending on the size of the game which isn't surprising because the installation process copies the data from the DVD to the hard drive--bigger games are going to take longer to rip. Installing the 4.7GB Orange Box disc took 6 minutes and 57 seconds while it only took 5 minutes and 35 seconds to get Command & Conquer 3's 3.6GB onto the hard drive. The Force Unleashed, weighing in at 6.6GB, extended out the installation time to 9 minutes and 47 seconds and it took 9 minutes and 7 seconds to install NBA Live 09's 6.3GB of data.
The load time benefits are fairly respectable, but you're not going to see anything close to instant game loads. Getting Orange Box from the dashboard to the game's start menu took 30 seconds when playing from disc, but only 25 seconds when launched from the hard drive. Command & Conquer 3's game launch time improved the most, dropping from 33 seconds to 17 seconds. NBA Live 09 only improved by 8 seconds, going from 45 seconds to 37 seconds. The Force Unleashed yielded a larger percentage drop, going from 33 seconds to 25 seconds.
We tried a few game-specific activities to see how the hard drive installation can help after we get through the initial game launch. The hard drive didn't seem to help much when we started playing Half-Life Episode 2 and Team Fortress 2. It took the same amount of time, 35 seconds, to load Episode 2, Chapter 1 from disc as from the hard drive, and getting into Team Fortress 2 only improved from 45 seconds to 42 seconds. Command & Conquer 3 wasn't much better. The hard drive only cut a second off the time it took to launch a new skirmish. Loading a saved skirmish was also only a second faster. The drive helped The Force Unleashed cut the time it took to load a saved game down from 25 seconds to 22 seconds, and NBA Live 09 needed the same amount of time to launch a quick play game from disk and from drive, about 27 seconds.
We can't make any definitive statements with such a small game sample size, but it looks like Microsoft's Albert Penello, director of marketing for Xbox, wasn't kidding when he told us that the main hard drive installation benefit will be reduced noise from not having the optical drive spin up. The hard drive did seem to make launching games faster, but in-game actions such as loading saved games our starting quick play sessions didn't improve much if at all. For all those kids wondering if they can play games from the hard drive without the game disc, sorry to destroy your pending Blockbuster schemes, but the console still requires the game disc to be in the system before launching the game from the hard drive.
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Sunday, December 14, 2008 at 10:26 AM | 0 comments
MotorStorm: Pacific Rift Review
Motorstorm: Pacific Rift is a rush, which should come as no surprise to fans of its predecessor. It's rip-roaring fun to speed through fields of sugarcane and race dangerously close to a cliff's rocky edge in your buggy all while avoiding the deep treads of a monster truck ramming you from behind. This is the Motorstorm experience, first delivered in last year's fun--but stripped--off-road racer. Pacific Rift is more of the same from a gameplay perspective, but it throws in twice the number of tracks, a new vehicle type, and a more fully featured multiplayer experience. But it's not all about quantity: Some of the new courses are dazzling and, in many cases, far exceed the quality of the original's courses. A few nagging issues remain, but for the most part, you'll get your money's worth out of this great sequel.As in the original Motorstorm, you begin each race by choosing a vehicle type and then dashing through an expansive off-road course against up to 11 other vehicles. Because each vehicle has its own strengths and weaknesses (motorbikes are quick to turn but vulnerable to crashes; big rigs are relatively slow but can plow their way through thick underbrush), courses feature a number of different routes to the finish line. It's up to you, through trial and error, to figure out which route best suits your chosen vehicle. You'll also use that knowledge to your advantage while avoiding the ferocity of your opponents--and exercising yours upon them.

Describing tracks as intricate actually sells many of them short. There are 16 of them in all, eight more than in the original's release, and some of them are mind-bogglingly clever. Perhaps the best of these is Sugar Rush, a high-speed romp through a sugar plantation that takes you through a cluttered factory and into its lush fields. The ramps are narrow while the turns are sharp, and the robust physics may cause a crate or random tire to get in your way where there hadn't been one before. It's also a tough course with multiple potential paths, and one in which a single mistake within the factory's claustrophobic spaces can cost you the race. On Beachcomber, a sprint across the white sands of a Pacific island getaway is complicated by marshes that get muddier as vehicles drive through them, soaring jumps, and thick vegetation. Even some of the less complex courses, such as Cascade Falls, are a joy to navigate thanks to the varied scenery, a great sense of speed, and significant differences between the branching paths. The high quality of these tracks makes other tracks look downright simple, such as the straightforward race through rocky gorges and mossy caves known as Razorback, or the minimalist watery environs of Colossus Canyon.

Some of the courses turn the spotlight on Pacific Rift's boost function. You can give yourself a kick of speed using nitro boost, but you can't use it too liberally, lest you overheat and explode. A few courses take you near burning pits of lava that further increase this risk but also scatter sprinkler showers about the track, letting you cool off your seared mudplugger. The Scorched track makes brilliant use of this mechanic, combining seemingly endless forks and burning straightaways into a fun ride. Of course, you'll not only struggle with the challenge of the courses themselves, but also with the aggressiveness of other drivers. Using a shoulder button, you can ram into other vehicles, which is a particular delight when behind the wheel of a big rig or monster truck. It's less exciting when you're driving a defenseless ATV and must cope with a crowd of vehicles at a course bottleneck--or dealing with an AI that ignores the best route for its vehicle in favor of forcing you over a cliff.

You will run into some other frustrations, though these aren't frequent and are a by-product of Pacific Rift's loose physics model, which usually makes for rough-and-tumble fun but can be a little too sensitive for its own good. You might crash for no apparent reason when hitting the bottom of a ramp or simply driving from one surface onto another, even when it looks like a clearly even transition and is one you've made a dozen times before without issues. Vehicle handling is also loose, which makes for impossibly high jumps, but also means that making contact with so much as a pebble could cause your buggy to launch into a series of somersaults. This is the case even with large vehicles, such as the new top-heavy monster truck, which feels less solid than you might imagine. These issues are generally avoidable if you have an error-free race, but it does bring a philosophical discrepancy to the forefront: Many of these design elements encourage crashing, but they also demand racing perfection if you want to finish in the top three--a dichotomy with which the game never quite comes to grips.

Fortunately, there are more ways to play than in the original Motorstorm. The Festival takes you through a series of races in which you earn points to advance ranks, and they become tougher as you push through them. Your vehicle selection is usually limited in these contests, which is a great way of introducing you to each vehicle and its preferred routes, though you may wish you had a wider selection if you prefer big rigs but are forced into a buggy. These aren't all simple races, either; In Eliminator races, the racer in last place will explode after a period of time until the field is narrowed to a single survivor, while another race variant may eliminate you if you crash a certain number of times. In Speed challenges, you need to race through a series of checkpoints, but they require a bit of trial and error because you only see one waypoint at a time, which may not give you enough time to make adjustments. Besides, at these times, you are a lone driver, and Pacific Rift is clearly at its best when you face a full pack of challengers.The AI is a challenge, but it can't compare with the thrill of competing with like-minded racers online. Standard and Eliminator races are available, in ranked and unranked variants, and you can even invite friends to a party prior to racing. While the game's official site and other sources indicate support for 16 players, Pacific Rift actually supports 12 drivers. The whole thing is a riot, whether you're aggressively bumping into bikers with your big rig or jumping in a racing car and leaving everyone in your dust. If you'd rather hang out with buddies, you can also take advantage of Pacific Rift's split-screen mode, which supports up to four players. It's fun to race this way, and the frame rate keeps up rather well, even if the segmented screen makes it harder to enjoy the scenery.

And boy, that scenery is beautiful. The green cliffs of Raingod Spires are lush, and such details as a lingering mist set the humid mood. Riptide showcases gorgeous lighting effects and colorful seaside shacks, while the sight of distant waterfalls warms the background. Splatters of mud, splashes of puddles, and a subtle whooshing effect instill a great sense of speed on almost every track. It also performs better than the original Motorstorm: The loading times have been decreased, and moving through the vehicle selections in the menu is no longer agonizingly slow. The sound effects remain top-notch. Engines emit strident growls, and details from the audio cues when boosting to the thuds of your slow-motion crashes are dramatic, as well as just plain awesome. The soundtrack is a collection of boisterous licensed rock from Nirvana, Queens of the Stone Age, and a variety of other bands. You won't always be paying much attention to the music when rushing past your challengers, but like the game, most of it is loud and rowdy.

With such games as DiRT and Pure competing for your attention, Pacific Rift has much larger shoes to fill than before. It's good, then, that the core Motorstorm racing model is so much fun and there are more ways to experience it now. However, the track design is its greatest success; the intricacy and variety of the courses will keep you coming back to explore the possibilities and test your mettle. Aside from a few remaining quibbles, Motorstorm: Pacific Rift is a notable improvement over the original and a blast to play.

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Saturday, December 13, 2008 at 10:22 AM | 0 comments
Spider-Man: Web of Shadows Review
There have been a number of Spider-Man games in recent years, and they have often been as frustrating as they have been fun. In this latest outing, however, developers Treyarch and Shaba Games have gotten it right. Freed from the confines of a movie license, Web of Shadows is a game that, while not free of blemishes, is a superpowered blast from start to finish.The terrific introduction throws you right into the midst of a crisis. The forces of SHIELD have occupied New York and are fighting a losing battle against a massive symbiote invasion. Amid the chaos, Spider-Man is desperate to find Mary Jane. After a quick tutorial that has you swinging across the city pummeling symbiotes, you encounter MJ, and it's clear that all is not well between Peter and her. As she chastises him for using his black symbiote suit, a mysterious figure emerges from a nearby explosion, extends its symbiotic tendrils to envelop Spider-Man, and everything goes dark. Then the game flashes back to four days prior, when Venom assaulted Spider-Man and part of the symbiote that gives Venom his power attached itself to our hero, giving him greater, more destructive strength. This lets you pick up cars and hurl them at Venom, which is as spectacular and satisfying as it sounds. With Venom defeated, everything seems normal again in New York, and Spidey has more run-of-the-mill problems to deal with, like full-scale gang wars. But we know the crisis that looms on the horizon. It's a great setup that pulls you in and makes you eager to keep playing to find out how things get so bad and how it all ends.

The game slows down a bit at this point as Luke Cage takes Spider-Man under his wing to show him some swell moves that will come in handy when dealing with those gangs and everything else Spidey will face. The combat system is simple and accessible enough to let you pull off gorgeous, powerful moves just by button mashing, but it has enough depth that skillful players who familiarize themselves with the countering system and the variety of attacks at Spidey's disposal will get more out of it. Particularly fun is the webstrike, which has you zip up to an opponent and kick off of him into the air, from where you can webstrike the next opponent, chaining together a series of attacks. Some situations make especially good use of this move; at one point, for instance, Spidey must clear a series of snipers on rooftops surrounding a city block in a roof-hopping, webstriking tour de force. As you progress, you earn experience points that you can spend on useful new combos. You can also switch between the red suit and the black suit at any time, but the differences between them, aside from the aforementioned car-throwing ability of the black suit, are relatively minor.

Swinging and zipping your way across Manhattan is easy and tremendously liberating, and Spidey leaps, soars, and dives through the air with a preternatural grace. It's such a joy that you may want to spend some time swinging high above the city enjoying the sense of freedom and ignoring the crimes happening far below, of which there's never any shortage, should you feel like breaking some skulls. A few of the game's more thrilling moments have you putting your webswinging skills to good use as you pursue villains across the city; though the chase sequences aren't especially challenging, the breathless sense of speed (and, in one case, the wake of destruction the villain you're pursuing leaves behind him) makes them a lot of fun.While Treyarch's movie-based Spider-Man games tried to shoehorn a lot of content into the game using side missions that made much of the action seem peripheral, here, everything ties in to the game's excellent story, resulting in a cohesive, compelling experience from start to finish. As in past games, you'll swing around the city to take on various missions, which are given here by a selection of characters from the Marvel universe. Whether you deal primarily with heroes or with villains depends on some choices you make. From time to time, you'll have to decide whether to do the moral thing or to give in to the temptations of Peter's dark side. These choices don't have much impact, though, because the missions you undertake are largely the same regardless of whom you're undertaking them for, though there are a few different endings to the game that vary based on whether you're more aligned with the red suit or with the black. You can also call on an ally for support at almost any time, and whether you're joined by a hero or a villain will also depend on the decisions you make, but you probably won't feel the need to use this feature much.

There's an excellent variety to the missions and to the enemies you fight that keeps things from growing stale. You'll take on easily dispatched thugs, hulking mechs, and enemies who fly around on Green Goblin-esque gliders. Combat against airborne enemies is especially thrilling, because the camera generally does a terrific job of circling around to stay focused on the action, creating a dizzying sense of altitude as you see the city spinning below. There are also a number of great boss fights, including a fight with Vulture that has you swinging from flying enemy to flying enemy to reach him, and a knock-down, drag-out brawl against Wolverine, who doubts your identity and so will periodically quiz you on obscure bits of Spider-Man lore to determine if you're the real Peter Parker, which is a nice bit of fan service for hardcore Spider-Man fans.

It's in the game's final act, though--when New York is once again the symbiote-infested, SHIELD-occupied city glimpsed in the game's introduction--that the missions become outstanding. Pockets of humans need to be rescued from buildings and rooftops throughout the city, and there's a real sense of desperation as you accompany SHIELD APCs and hovercraft and fight to protect the civilians from oncoming swarms of symbiotes that you can see approaching even through walls, thanks to your handy spider sense. The symbiotes are relentless and a bit creepy, and the feeling of dread is enhanced by the gloomy red sky and the desperate skirmishes taking place all over the city between SHIELD troops and symbiotes.

Red skies or blue, the city looks beautiful, especially when you're swinging high above it. You can see the skyscrapers of Manhattan stretching far off into the distance, with light reflecting convincingly off their surfaces. The city still looks sharp when you're on the ground, though it's not especially detailed and doesn't have the amount of activity you'd expect. You'll occasionally see odd things, like people walking up against walls or vehicles with their front wheels on top of the car in front of them, which can be distracting, but they don't happen often enough to severely impact the experience. The Xbox 360 and PlayStation 3 versions look nearly identical, though we did encounter a few instances of screen tearing on the PS3, which seemed to be absent on the 360.The sound is generally good, with some strong performances from the voice cast. Spider-Man delivers his so-bad-they're-funny (sometimes) one-liners with great geeky charm, while also giving a sense of the inner conflict he's experiencing in his struggle with the black suit. The music is sweeping and cinematic, but the best accompaniment to Spidey's swinging is the whistling of the wind you hear when there's no music at all. The sound has its technical issues, though; music and dialogue will sometimes cut out for a moment, and dialogue during cutscenes occasionally gets out of sync with the action.

Web of Shadows doesn't break the mold of earlier Spider-Man games, but its cohesive, engaging story, varied missions, and consistently thrilling action sure make it a big improvement for the series. The campaign is a good 12 hours long, and the gameplay is solid enough to hold up to a second play-through if you want to find out how it ends when you choose a different path. There are a number of minor technical issues, but they're far outweighed by the sheer enjoyment of the gameplay. Web of Shadows delivers nearly everything you could want in a Spider-Man game.

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Friday, December 12, 2008 at 10:11 AM | 0 comments
Brothers in Arms: Hell's Highway Review

The first two games in the Brothers in Arms series distinguished themselves among the crowd of WWII shooters on the strength of their smoothly integrated first-person squad control and gritty, moving portrayal of a band of Allied soldiers. Brothers in Arms: Hell's Highway sticks to these strengths, and commanding your squads through Nazi-occupied territory is more thrilling than ever thanks to the vibrant, beautiful scenery and the brutal, exhilarating action. Sergeant Baker (your character) and his squad are all nuanced, sympathetic characters, though the story doesn't quite live up to the promise of its protagonists. Despite a few irregular beats, Hell's Highway is an exciting, intense shooter that is sure to quicken your pulse.

This go-around finds Sergeant Matt Baker and his crew carrying the memories of their fallen brothers and welcoming replacements into the fold. As they get set to drop into Holland as a part of the ambitious but doomed Operation Market-Garden, you meet the men whose lives you will be responsible for. The story isn't so much a narrative as it is an exploration of the relationships between soldiers; it's a mature look at the way bonds can be forged and broken in the emotional furnace of war. Through engaging cutscenes and lively battlefield communication, you'll find yourself developing an attachment to these characters. Many great moments, both comic and tragic, resonate with an admirable emotional clarity that unflinchingly evokes the turbid reality of war, where triumph and tragedy walk hand in hand.Unfortunately, some of these potentially great moments will fall flat if you're not well acquainted with old characters like Leggett, Allen, and Garnett. Hell's Highway often tries to lean on emotional pillars created by traumas from the first two games (both released in 2005), but the "previously on Brothers in Arms" segment isn't solid enough to support these references, and the framework crumbles a bit as a result. As the game progresses you'll gain the knowledge needed to prop up these references; this makes a second play-through more appealing, but it's a shame this understanding isn't established earlier.

Once on the battlefield, your comrades become potent weapons at your command. Hell's Highway offers a tutorial on the proper way to manage your squads, and you'd best pay attention, since going it alone will get you into trouble in a hurry. Strategy boils down to firing on German positions to keep them suppressed, then flanking around to a better angle and finishing them off. Your men are capable soldiers and will shout advice at you if you seem to be stagnating. They will also do their fair share of killing but are still occasionally liable to run on the wrong side of a wall when ordered to a different position. It hurts to lose one of your men in battle, regardless of the fact that he'll be patched up at your next checkpoint. You are their commander and they are entrusting their lives to you, a weight expertly transferred to your shoulders by Sgt. Baker's cutscenes and voice-overs. Hell's Highway motivates you strategically and emotionally to be a smart leader, and it's surprisingly engaging to focus on something other than yourself in a first-person shooter.

Battles become even more complex as you take more squads under your command and incorporate machine gun and bazooka units. The former is excellent at suppressing enemies, while the latter can destroy sandbag barriers and elevated enemy positions in houses and towers (particularly awesome). As you get the hang of squad command, you'll begin wielding your men as extensions of yourself and moving through battlefields as an elite, coordinated unit. Taking apart and dispatching a field full of entrenched German units is immensely satisfying, and this feeling of power is what makes Brothers in Arms so rewarding.

Despite the focus on squad combat, Hell's Highway demands a strong individual performance from you. Oftentimes you'll be the lone flanking unit, and you'll have to shoot accurately and make smart use of cover to survive. There are also sections where you go it alone, and you'll have to be nimble to both suppress and flank the Nazis yourself. Fortunately, you are a crack shot and can hit half-exposed German helmets from a substantial distance if you can find enough time to pop your head out and aim down your sights. When you score a particularly impressive shot or throw a well-aimed grenade, the action camera will kick in to highlight your success. The camera will zoom in on the Germans and the action will slow down dramatically, treating you to a gory display of flying limbs, severed torsos, or burst skulls. It's a bit overblown, but you'll probably be too busy roaring triumphantly to care.Realism is abundant throughout the game, though, thanks to the excellent audio and visual design. Each gun has a variety of unique sounds, and nearby explosions cause your ears to ring, drowning out all other battlefield noise. Bullets smack into cover you've hidden behind and whistle by your head disconcertingly, while tables and fences splinter and break in ways that both sound and look realistic. Your comrades are also quite detailed, though occasionally their facial textures will load a bit late, leaving you with a blurry, expressionless facsimile that can vitiate any emotional involvement you may feel. As you venture through the Dutch countryside and into more-populated zones, the landscape will change, but the superb level of detail will be constant throughout, only periodically marred by a lackluster texture or two. The different landscapes do have a certain sameness to them, as each tries to allow for squad-based tactics, but on the whole these battlefields provide fantastic arenas for combat.

There are a number of multiplayer maps as well, and each supports up to 20 combatants. Two teams face off in successive standard capture-the-territory contests, respawning only at the beginning of each round. The twist is that each squad member has a certain role, from squad leader to weapons specialist to tank operator. Squad leaders can call in aerial recon, while weapon specialists travel with protective squads and deal their own unique brand of destruction. Well populated matches are lively and intense, as fully-manned teams work together to stay alive, back each other up, and thwart their opponents. Add in a vocal squad leader, and there is ample potential for exciting battles. However, there are still plenty of lone wolves roaming about, and whether players will fully embrace the squad mentality remains to be seen.

What is certain now is that Brothers in Arms: Hell's Highway is another rousing entry in a great series. The beautiful landscapes complement the gritty combat, and thoughtful cinematic techniques breathe life into the engaging characters. Despite the somewhat spotty story and sundry oddities, Hell's Highway is a game you should consider playing twice. The unlockable "authentic" difficulty mode removes all the heads-up display elements and really allows the visual design to shine. The story resonates more powerfully because you know the characters well, and the renewed challenge ratchets up the intensity. With so many exciting elements, Hell's Highway provides ample motivation to don the Allied uniform once more.

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