Brothers in Arms: Road to Hill 30 - Full Campaign Gameplay

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Brothers in Arms: Road to Hill 30 is a first-person shooter video game developed by Gearbox Software and published by Ubisoft for Xbox, Microsoft Windows and PlayStation 2. It is the first game in the Brothers in Arms series. The game takes place during World War II and focuses on tactics. It was ported to the Wii in 2008, as part of the Brothers in Arms: Double Time compilation.

Brothers in Arms: Road to Hill 30 was used to recreate scenarios in a 2005 History Channel special, titled Brothers in Arms.

In most levels of Brothers in Arms, the player is given command of one or two separate 1-3 man teams, with the exception of several sections in which the player is not in command of any unit. There are two types of teams, which are automatically provided before each mission:

Fire team: Made up of soldiers with the M1 Garand and the Browning Automatic Rifle and used to fix the enemy with suppressive fire.
Assault team: Made up of soldiers usually with the M1A1 Carbine and the Thompson submachine gun and is good for flanking the enemy while they are pinned down by the player's fire team.

Additionally, some levels provide the player with a tank in lieu of a squad, providing players with heavy firepower and mobile cover. The player can man the pintle-mounted M1919 Browning machine gun on the tank for additional suppression.

Brothers in Arms is notable for its intuitive command system; teams and tanks can be ordered to move, lay suppressive fire, rally, find cover, and charge the enemy. The game stresses at multiple points the effectiveness of fire and maneuver tactics, known as the Four Fs actually used by the military during World War II, expressed in the game tutorial as "Find, Fix, Flank, Finish" describing the steps in suppressing and flanking an enemy.

The focus on team command rather than individual marksmanship is emphasized by providing the player with inaccurate aim. Brothers in Arms models weapons with erratic accuracy, and enemy fire can interfere with a player's aim to simulate the effects of suppressive fire. The relative lack of accuracy is designed to simulate the difficulty in hitting targets in a combat situation and to force the player to use team members to engage enemy units and provide better tactical opportunities.







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