Preview: Brothers in Arms

  • A Tale of


    Brothers



    Texas-based Gearbox software and publisher, Ubisoft, promise to


    deliver a different World War II experience with their latest, first person tactical


    shooter, Brothers in Arms. Three and a half years in the making, Brothers in Arms will


    attempt to re-create the tension and drama of some of the most horrific moments of human


    history, while focusing on the better human qualities of friendship and


    loyalty.


    Exactly how Gearbox hopes to achieve these ambitious goals and the


    combination of technology and research used, to that end, is the main focus of this preview


    of a title, destined to dominate game's charts for the PC and XBox, with a PS2 version also


    very likely, in Q4 of 2004.


    The Basics


    Brothers in Arms tells the story


    of a paratrooper who never wanted to be squad leader, but is thrust into a position


    leadership during the largest amphibious invasion in the history of the world. His name is


    Sgt. Matt Baker and hes leader of 3d Squad, 3d Platoon, Fox Company, 502 Parachute Infantry


    Regiment, 101st Airborne.


    In BiA you become Baker and you must learn to lead your


    men. Baker discovers the meaning of brotherhood between soldiers and he has to deal with


    decisions about putting his men in harms way in order to get the job done


    Story


    Driven



    As the genre of real-war based games has evolved, developers have


    realised the need to use different aspects of the conflicts in order to better place their


    products. The choices have ranged from changing timelines (Iron Storm), to sacrificing


    realism for hectic non-stop action (Call of Duty). The most recent, and probably most


    interesting and exciting trend, is the combination of action with realism. Games such as


    Medal of Honor: Rising Sun may have referenced historical battles (Pearl Harbor) but have


    used these events merely to provide a basic background for the game.


    The recently


    delayed Shellshock Nam '67 however, has introduced a new concept, that of the shift from a


    heroic and flawless main character to a more human protagonist, one who is prone to mistakes


    and whose priority is to survive the conflict whatever the cost.


    Gearbox has, so far,


    been known mainly for its uncanny ability to help publishers and developers with ports of


    their titles. Half-Life, Tony Hawks Pro Skater, James Bond, Counter-Strike and Halo are


    just some of the games they have worked on. It was therefore necessary for the company to


    utilize its considerable skills and experience in order to help create a franchise title. In


    order to do this in the best possible way, Gearbox has gone to extreme lengths as far as


    resources and time, have been concerned.


    Extensive Research


    Gearbox


    co-founder Randy Pitchford provides a short list in order to give a sense of the immensity


    of the task and the dedication of the developers to providing an authentic


    experience.


    Heres a list of things that members of the development team have done


    for research. This is a partial list and Im a bit worried about talking about all of it


    because a lot of people and organizations have helped us and taught us because they believed


    in our sense of obligation to deal with the subject matter as authentically as we can, not


    because we did this research for marketability reasons:


    -Sorties to Normandy, France


    to walk the battlefields, map them out, gather photo source, etc. Of course, our military


    advisor had to go during the same time of year as the invasion on and around June 6. He


    spent a week there with a gentleman who is regarded by historians as the leading authority


    on the 101st Airborne during WW2.


    -Lots of time at the National Archives in


    Washington DC. Anyone whos done any research there knows the magnitude of this. They have a


    surprising number of large metal crates full of photos and maps and reports. On one visit,


    Brian located the actual crusty, old After Action Reports type written by S.L.A. Marshall in


    1944 that he used to document the paratroopers pivotal role in the D-Day invasion. Weve


    digitized the documents and are considering how to get them published (S.L.A. Marshall is a


    reference in just about every serious book about the invasion and I highly recommend his


    excellent book, Night Drop).


    -Examination and cataloguing of thousands of US Army


    Signal Corps photos and veterans photos.


    -Study of aerial reconnaissance photographs


    and military maps the same exact sources the soldiers used to memorize the battlefields


    and plan their strategies and tactics for each objective.


    -Working with a military


    expert, a historian, an airborne ranger and war history author that provided us with months


    of masters degree level courses in military tactics and war history.


    -A field


    training exercise managed by an active duty US Army Colonel that was designed to teach our


    development team combat tactics, formations, leadership and combat. We dug foxholes, marched


    to cadence, rehearsed battle drills, hand signals and formation calls and engaged in


    simulated combat of some of the battles from the game.


    -Visits to the following


    museums: National D-Day Museum and National WW2 Museum in New Orleans (excellent museum and


    is worth a visit for anyone interested in the subject matter); Lots of time at the Ordnance


    Museum in Aberdeen with Dr. Atwater as a host Dr. Atwater is amazing and he really cares


    about the importance of what hes doing He helped us digitize weapons that civilians


    normally would not have access to; Visits to several of the Museums in Normandy, France


    The history there is awe inspiring; A visit to the Patton Museum at Ft. Knox, Kentucky.


    Definitely worth a visit; Theres a museum at the military base in Ft. Hood, TX where pretty


    much every tank Ive ever heard of is parked in the fields we climbed all over these


    things taking photographs and examining every square inch; The Smithsonian Institute, of


    course. There are great public displays in the Smithsonian American History Museum; A bunch


    of other places that Im not able to go into detail on.


    -Amongst us, weve read more


    than 500 books on the subject of paratroopers, D-Day, US Army infantry tactics, weapons,


    uniforms and vehicles, the German forces, their tactics and equipment and many other


    subjects related to war. Ive personally read at least 100 books on the subject over the


    last three years and am now starting to feel a real command over the information and the


    subject matter. I bet I could teach a masters degree on the subject Short list of


    recommended reading: "Currahee!" by Donald Burgett, "Citizen Soldier" and "Band of Brothers"


    by Stephen Ambrose, "Voice of D-Day" by Gerald Astor and "The Longest Day" by Cornelius


    Ryan.


    -Extensive use of eyewitness accounts, personal and transcript interviews with


    veterans (even my Grandfather, Wid Fansler, a WW2 veteran who served in the US Army Signal


    Corps. Hes interesting because he signed up in 1939 - most signed up or were recruited


    after Pearl Harbor. He retired with a rank of Lt. Col.)


    -A bunch of us went to a


    CALFEX (Combined Arms Live Fire Exercise) and witnessed and recorded what the spectacles of


    warfare look and sound like. I was in NY in 1986 during the 4th of July celebration of the


    centennial of the Statue of Liberty (probably the most intense fireworks display of all time


    including the recent millennium craziness) that was NOTHING compared to what its like


    to watch a tank blow up another tank.


    Weve gone out to the gun ranges a bunch of


    times to fire the weapons and Foley the sounds. Anyone whos ever fired an M1 Garand (or any


    sighted rifle for that matter) knows why the blurry iron sights up close feels correct and


    why the sounds in Brothers in Arms feel so natural. Also, anyone whos fired an M1 Garand


    and a German K-98 back to back knows the advantages the standard US rifle team had over the


    standard German rifle team. Of course, then we have to think about the German MG-42 the


    German infantry squad tactics were centered around the machine gun


    Are you still


    reading this list? Think about this if youve read this far Each item on this list


    represents 100s of man-hours of effort towards the authenticity of Brothers in Arms The


    crazy thing is that I can say with sincerity that game or no game, the experience Ive had


    with this material was very much worth my time and is worth the study by anyone who chooses


    to dive into the material.


    GamePlay



    Authenticity, an immersive


    atmosphere, extensive research and a great storyline are definitely important aspects of a


    game but without the appropriate gameplay you might as well write a book. Thankfully,


    Gearbox knows all about combining a variety of elements in order to produce an immersive


    game, rather than just a big budget title.
    The company describes the game as providing


    fresh tactical team based game-play and something different than what gamers have


    experienced before.


    Consistent with its title, BiA will ask gamers to go beyond the


    limits of an FPS title and to consider tactics as well. Part of the theme of the game is


    that it's about Baker and his squad. You're a reluctant squad leader, based on a real guy


    called Harrison Summers. He was a member of what's called the 30 A Day Club, which means he


    got over 30 kills each day in action.


    This guy is a Sergeant, he's got a squad


    underneath him, so the game is to not only to lead these men but to gather them. When the


    paratroopers dropped into Normandy all over the place a lot of them found themselves alone


    and they had to regroup and accomplish whatever objectives they could.


    So this means


    two things for the game - it's fun to build up the squad over time but it also allows


    players to ramp the skills of learning how to command a squad, which is a little bit


    different from tactical games in the past which expect you to know everything right from the


    first mission.


    Squad based combat in Brothers in Arms is amazingly easy to command,


    but very robust. At the point in the game where youve finally gathered your scattered


    squad, youll be equipped with two teams. One team is an assault team and is designed for


    closing-in on and killing the enemy. The other team is a fire team and is trained to


    suppress and pin the enemy so that the assault team can do its work. These two teams are


    dependant upon each other and their power is under your control.


    Controlling them is


    simple. One button toggles between the teams. This is a lot like switching weapons, but


    youre switching teams. Another button issues a command. Its just one button to issue a


    command. You look at something and you press the command button and its all taken care of


    with the context sensitive system. If youre looking at the ground, the command is, Move to


    that position! If youre looking at an enemy, the command is Attack! You can hold the button


    down to see a little indicator that tells you exactly where youll be issuing your


    command.


    Squad combat should be about the idea of how you want to approach the combat


    problem. Not about how youre going to fight through the interface to find the right


    command.


    The game will also give players an extra advantage by offering the


    Situational Awareness View. This option will give the player inside knowledge of the area


    the soldiers already knew. During WW II soldiers studied aerial recon photos, had sand


    tables of the battlefield and therefore knew the terrain. As the player you don't, so the


    Situational Awareness View will offer a 3D view of the terrain with your units and sighted


    enemies clearly marked, useful for tactical decision making.


    The dual nature of the


    gameplay will allow players to resolve encounters without firing a single shot or to jump in


    and take out the Germans themselves. So the game can be played as a traditional first-person


    shooter or become a really tactical experience. Having good tactical awareness skills will


    be important since there are some tough missions. As the game progresses you will have to


    deal with increasingly more difficult and more powerful enemies.
    While playing you will


    always have to be aware of how your team is doing and of your casualties. Although trying to


    protect your team, you are bound to experience heavy losses. Gearbox has mechanisms in place


    so that mistakes made early-on will not cost you in later missions.




    Technology



    Gearbox has definitely gone out of its way to stress


    the levels of realism and authenticity involved in the game. According to the company this


    did not mean that it had to sacrifice technology but rather that exciting new features are


    used as an enhancement to the realism. One such example is the use of


    physics.


    Physics


    Achieving a realistic battlefield cannot be done if


    the effects of the weapons of war are not correctly depicted. Gearbox has hinted that a


    third-party physics engine will be used in order to re-create the effects of the devastating


    weapons used in WW II.
    The developers also claim that their version of the physics engine


    will be one of the first to include animals as well as humans and objects. So expect a


    variety of farm animal parts flying about you as you fight the


    Germans.


    AI


    Gearbox has written an entirely new AI system which they


    have called Situational AI. It allows designers to give the Germans commands in the same way


    players give the Allied troops under their control commands. So what the designers can do is


    understand what the player is doing and give the Germans the appropriate commands to


    reposition themselves.


    The soldiers behave like trained soldiers. They have standard


    operating procedures and battle drills that are designed to help soldiers respond to any


    situation. This is all engineered into the characters. As their commander, the player will


    not need to tell them exactly what to do, where to look and what they should do when someone


    starts shooting at them. They will know what to do. Players, as their leader will have to


    use the squad to fire and move-in on the enemy. Your team will know how to climb over walls


    and fire over obstacles, they know how to use the terrain for combat


    advantage.


    Multiplayer


    The Xbox and PC versions of Brothers in Arms


    will feature multiplayer action. Plans call for each online player being in command of a


    squad. So the player will be asked to use his fire team to out-manoeuvre the enemy online


    like in single-player missions.
    There will be 12 multiplayer missions, each mission being


    similar to a single-player mission in the sense that each side will have an objective to


    accomplish. Each of these 12 missions will almost be a different game mode because of the


    unique objectives in the missions.


    In one example of a MP mission, the Allies will


    have to take out an AA gun and the German team will be trying to shoot down bombers,


    therefore using the AA gun. Each side has competing objectives that cross over. According to


    Randy Pitchford, The other thing about multiplayer is it turns over very quickly, kind of


    like Counter-Strike.
    It's especially important that this is a tactical game. I'll make


    decisions about tactical manoeuvres at the beginning that'll affect how well I do. It's a


    bit like in RTS games where you make decisions about your build order and it screws you an


    hour later if you've made bad decisions. But we didn't want that to screw you an hour


    later so we've made multiplayer rounds really fast - no round is longer than 10


    minutes.


    Multiplayer on Xbox Live will support 16 characters, a combination of AI and


    human characters. Randy Pitchford again, We have a lot of options for setting multiplayer


    games up, like I can play me versus you and we could be on Live or we could be on LAN or we


    could be playing on split-screen and I could have me and you versus other people... You can


    set it up however you want to, any combination of split-screen and LAN together. Maximum


    number of players on split-screen is four.
    On PC we haven't yet done our bandwidth test


    but we're thinking we're going to be able to support a lot more players.


    Gearbox


    also promise a variety of extra content, including three new single-player missions, which


    for the XBox, will be made available through XBox Live, while for the PC will become


    available as free downloads.


    Final Thought



    Brothers in Arms seems


    to have a lot going for it. An experienced developer, unlimited resources and a true passion


    from the creators to offer something new in the genre. There are however, some points which


    Gearbox will have to concentrate on in order to avoid disappointment.


    The most


    important one is that the recent onslaught of WW II titles, leaves the company with the task


    of convincing gamers that this is something different. Many gaming enthusiasts may,


    justifiably, believe that they have seen all there is to see in WW II games and Gearbox will


    have to produce a title that truly escapes from those we have already seen tackling that


    conflict.


    Another point the developers should watch out for, is getting the


    combination of the elements of gameplay right. Many games have tried to combine two gameplay


    styles and most have fallen victim to the gaming equivalent of no-mans-land. If the


    chemistry of the gameplay elements is not exactly right, players could find themselves


    struggling with a title that is neither an FPS nor a tactical shooter.


    The visual


    aspects of the game are a part where the Gearbox experience has shone through and BiA looks


    stunning. Combined with the knowledge that the countryside you are seeing is identical to


    real-world locations, an exciting, immersive effect is created.
    The sounds, weapons and


    every other aspect of the game, are authentic and that is bound to create a large


    following.


    October 2004, is not that far away and time will soon tell how Brothers in


    Arms will fair in the increasingly competitive games market. Whatever its future however, it


    is a title we will be eagerly awaiting to try


    out.



    Official Site ||


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