Brothers in Arms: Road to Hill 30 (Windows)

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Brothers in Arms: Road to Hill 30

Windows - 2005

Alt names ブラザーインアームズロードトゥヒルサーティー, 브라더스 인 암스: 30 고지를 향한 길
Year 2005
Platform Windows
Released in Czechia, France, Poland, Russia, Slovakia, United Kingdom, United States (2005)
Czechia, Slovakia (2007)
Austria, Czechia, Germany, Slovakia, Switzerland, Worldwide (2008)
Brazil (2010)
Worldwide (2019)
Genre Action, Strategy
Theme Historical Battle (specific/exact), Licensed Title, Shooter, World War II
Publisher Buka Entertainment, Ubisoft Entertainment SA, ak tronic Software & Services GmbH
Developer Gearbox Software LLC
Perspectives 1st-Person, Behind view
4.4 / 5 - 10 votes

Description of Brothers in Arms: Road to Hill 30

Brothers in Arms: Road to Hill 30 (aka ブラザーインアームズロードトゥヒルサーティー, 브라더스 인 암스: 30 고지를 향한 길) is a video game published in 2005 on Windows by Ubisoft Entertainment SA, Buka Entertainment, ak tronic Software & Services GmbH. It's an action and strategy game, set in a historical battle (specific/exact), shooter, licensed title and world war ii themes.

External links

Comments and reviews

Shadrim 2020-01-05 0 point

This game is needlessly frustrating and definitely not worth playing, unless you want to experience a collection of the most annoying game "design" failures that befall and befoul uncreative and generic FPS games.

First, none of the utterly boring and generic movie sequences may be skipped, not even for those masochistic enough to try to play the game on a higher difficulty level, which makes playing through on a lower level mandatory.

Second, you will lose each and every found weapon on every level start and have to make do with what the game "designers" deemed appropriate. Sadly, this includes grenades and other anti tank weapons which you will sorely miss on the last level of this atrocity.(Spoiler: just run through the meadows and avoid the three tanks chasing you. When reaching the dead end, turn back to the start point.)

Third, the "AI" and level trigger points are absolutely ridiculous.
Be it your comrades who fail to squeeze through a 3 meter gap between a wall and a telephone post, running forth and back until killed, be it the spawn of a complete tank (Sturmgeschütz) directly in your back when leaving a freshly cleaned courtyard that is surrounded by 2 meter high granite walls.

Dont worry about AI buddies being killed in any level, they will respawn at the next level start until the "story" sees fit that they die.

Other design failures that appear in nearly every level are things like endless supplies of spawning enemies, totally irreal forced pathways (in the open instead of behind some cover) and sadly the repetitive flanking "leveldesign" that keeps appearing.
Whenever you see a blocked street, you can be sure that there is a hole in the hedge , wall or whatever nearby, leading to the flanking "tunnel" you will soon learn to detest. Do not bother sniping the enemies manning MG nests at such dead ends, just go with the flank as they endlessly respawn.

I made the mistake of buying this game, albeit at a reduced price.
It is still for sale, you have been warned. ;)

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