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There's no one there; everyone's gone. All those who spent years
plundering this war for its spoils have moved on. Sure, the armies
of Treyarch are still honouring the call in the east, seemingly
duty bound to do so for infinity, but no longer are there battalions
waiting in the wings of Europe, the virtual battlefields have become
no-man's-lands, the digital bullets and distorted dramatisations
of history have disappeared. All apart from those of Sgt. Baker
and his men, who still see the lights on the stage and hear the
colossal overture in their ears as they prepare to enter once again
at the height of the din, this time onto Hell's Highway, which they
hope will lead them right up to the Devil's front door. Their conflicts
are still very real and there are stories still to be told, because
while this latest episode reaffirms Brothers in Arms' success as
an affecting and cerebral first person shooter series, it's also,
most definitely, an incomplete one.
Of
all those profiteering from the gold mine of World War II material,
it's unsurprising that Hell's Highway developers Gearbox Software
are likely to be the last to retreat, or that they've changed little
from previous campaigns. Theirs is definitely a franchise with high
aspirations for a videogame, one which attempts to salute the casualties
of the heat of war (lives, friendships, trust and sanity) as firmly
as its cold mechanics - and in this third instalment of the series
they're striving to intertwine these two strands tighter than a
barbed wire fence.
In
maintaining Brothers in Arms' contrary position to that of other
WWII games, the setting for Hell's Highway isn't some great Allied
victory but instead 1944's failed push through Holland, codenamed
Operation Market Garden. Similarly, its central protagonist isn't
some superhuman Nazi-smasher, cutting single-handedly through the
German lines with machinegun in hand and an endless supply of dry
one-liners on the tip of his tongue, pausing only to take a congratulatory
telephone call from Mr Churchill himself. Instead it's returning
American G.I. Joe Average, Sgt. Matthew Baker of 101st Airborne
Division, leading his men into the verdant, sheep-filled Dutch countryside,
the lambs to Field Marshall Montgomery's slaughter.
Despite
beginning with a 'previously on Brothers in Arms' sequence, which
serves to confuse more than recap, the opening to Hell's Highway
clearly establishes the title's desire to achieve a parity between
gameplay and storytelling. The single player campaign is divided
into chapters that are rationed out equally between playable levels
and major cut scenes, with the first of the latter including a single
three and a half minute tracking shot that walks you around the
101st's camp, introducing you to the ensemble cast. Gearbox seem
to appreciate that nowadays any new treatment of WWII will be inherently
littered with clichés and have therefore simply cherry picked their
favourite cinematic techniques to create something akin to a cross
between the great war films of the past and modern classics like
Saving Private Ryan and Band of Brothers. Flashbacks, narration,
and an inspiring orchestral score have all been conscripted, while
the camera is constantly put to work, one minute sweeping across
an epic war scene, the next narrowing its gaze to focus on Baker's
physical scars while hinting at the mental ones that the story soon
reveals to be more like gaping wounds. The tone is often sombre
and the humour, when it comes, is appropriately black and generally
well placed; the whole tale is told with a sincerity, dedication
and sense for drama that just isn't present in other games of Hell's
Highway's ilk.
Unlike
these, Hell's Highway isn't some wannabe Flanders fragfest; it wants
you to connect to the main character on an emotional level. Thankfully,
Baker is a sympathetic if not overly charismatic lead and filling
his boots again becomes a tale of worn soles and shoulders carrying
an invisible weight much greater than the standard issue pack. This
is very much his journey through a world turned upside down by war,
a place where friendly towns are now filled with silence and fear,
and the quiet of church graveyards is shattered as bullets punch
short but decisive epitaphs in the stones. The beautiful city of
Eindhoven, once resplendent in the sunlight, has become a carcass
burning in the darkness.
While
the story sections do their best to tackle the game's central theme
of leadership, their non-interactive nature means they can only
carry this idea so far, and it's left to the gameplay to achieve
the sense of empathy that Hell's Highway is striving for. At any
given time you can have up to three squads under your command, each
with their own unique strengths. Thanks to the design of the control
system, which allows you to cycle through your teams with the circle
button and order them into position or direct them to fire on specific
enemies by navigating the context-sensitive command ring, the basic
training in the find 'em, fix 'em, flank 'em and finish 'em system
of dealing with opponents that you received in the first level quickly
becomes second nature; the squads become the physical facilitators
of your tactical mind. Almost every skirmish sees you digging in,
planning your tactics and learning to view the realistic, destructible
environments as your friend; the stone wall off to your right may
initially be providing cover for some German soldiers who are quickly
shredding the picket fence that you're sheltering behind, but a
couple of suppressing bursts from your team will allow your assault
squad to sneak down the German's side and finish them off, leaving
you free to move your bazooka team into their position for a protected
shot on the sandbagged machinegun emplacement up ahead, and what
began as an irritation turns into the key to your victory.
Such
a fixed framework to the combat could easily have become repetitive,
so it's to the developer's great credit that it doesn't; by constantly
altering the variables - the number of squads you have, the landscape
and conditions you're fighting in and the current position in the
story - Hell's Highway continually feels like a fresh challenge.
The difficulty slowly ramps up as you progress, throwing enemies
at you from different angles, denying you the luxury of time and
making your ability to read situations and strategise vital to your
success. The game also helps you to realise what type of a leader
you are: the inspirational kind who commands from the front or one
who sits back, acting on percentages rather than emotions. Some
subtle level design choices suggest that the developer believes
a balance of the two is the best option, but whatever tactics you
choose, watching them pay off is extremely satisfying; whereas once
the Germans were the aggressors, outnumbering and outgunning you,
now their stragglers cower behind cover, making occasional, half-hearted
attempts to return fire before finally throwing in the towel completely
and making a desperate attempt to flee. In its best moments, such
as when you are on your own, ghosting around a bombed out hospital,
or leading your squads through the derelict factory district of
Eindhoven, Hell's Highway undeniably succeeds in getting story and
gameplay to join forces but, despite rallying so passionately around
this ideal, it isn't a perfect marriage - and the blame for this
can be almost evenly distributed between these two supposed allies.
On
the gameplay side, the controls are unnecessarily awkward at times,
with the cover system too clumsy and the aiming ring for grenades
seeming to almost contentiously object to being placed anywhere
it might actually cause suffering to the enemy. Just as unfortunately,
the brains of your men appear to have abandoned their posts and
deserted en masse, resulting in your squads regularly getting themselves
stuck, finding it impossible to shoot through windows or other gaps
and taking the most idiotic routes in front of cover rather than
behind it. This is an offence for which you really should have them
shot, if the Germans hadn't already taken care of this for you.
These flaws certainly land a hit on the game's push for immersion,
as does the lack of any option to remove the colour-changing dots
from above enemies' heads that identify whether they're firing freely
or suppressed, as well as the missions where you relinquish control
of Baker in favour of a tank, which have been included to provide
some variation but feel like you're driving the Army Surplus Special
from Wacky Races.
Hell's
Highway's position on the depiction of the visceral imagery of war
is also hard to pin down. Are the slow motion moments when you see
a headshot pop an enemy's skull like a ripe melon or an explosion
send decapitated limbs sailing through the air a device to try and
highlight the contrasting feelings of exhilaration and guilt the
a soldier may have in such situations, or nothing more than an olive
branch to the immature shooter crowd? And why, after all of this,
do we see Baker lining up an unwitting German soldier in the crosshairs
of his rifle in one of the cut scenes, only for the camera to cut
away as the sound of the shot rings out? There are times when the
story plays its emotional cards in a heavy-handed manner or without
enough impact, with such moments usually the result of lifeless
facial animations and voice acting so wooden that you fear the poor
character who delivered the lines will spend the rest of the war
in a convalescent hospital having the splinters removed from his
mouth.
Due
to the game's intense focus on Baker and his men, the overall failure
of Market Garden is also virtually lost. Your continual successes
in each of the levels stands in stark contrast to the wider outcome
of the operation, making the single player campaign seem more like
a victory than a defeat, and when you do finally reach its end,
you can't help feeling that from both a narrative and gameplay standpoint,
it's one chapter too long. The penultimate level ends with a real
fire and brimstone last stand of a battle, where you and your men
are fighting for your lives, and what comes after its ferocity is
a major anticlimax.
The
central example of the strained relationship between the gameplay
and story comes each time one of your men is shot in action. Such
an event would appear to be the perfect opportunity to bring together
all the big themes and deliver possibly the ultimate example of
what leadership is all about. In the heat of battle it's down to
you to make a spur of the moment life or death decision. Do you
risk your own life and the lives of the other men under your control
- individuals who the story has brought you to care for - in a possibly
futile attempt to save just one of your number, or do you leave
them and move on? Throw in a mini-game involving some desperate
field triage and it sounds like the kind of idea that Brothers in
Arms would revel in, but the game includes nothing of the kind.
Instead, all that happens in this situation is that you lose the
use of that soldier for a while until he pops up again later on,
usually after the next cut scene.
It
is this single scenario, which is repeated time and time again throughout
Hell's Highway, that brings to light the quiet conflict going on
within Brothers in Arms' tale of war. Ideas such as the one above
are missing because, as much Hell's Highway blends story and gameplay,
it is also constantly carrying out an uncomfortable balancing act
between the two and, in situations where conflict arises, the former
has to overpower the latter to ensure that the pre-planned structure
works in the long term. The result is that there are no alternative
histories in Hell's Highway and, for a game whose story contains
a strong line in questions over whether or not we are all bound
by fate, it's ironic that the very narrative raising these issues
is so preordained that there are no greater consequences to your
actions than a visit to the continue screen.
Brothers
in Arms: Hell's Highway does come with a multiplayer mode for up
to twenty players featuring squad-based combat and specialist abilities
for each soldier, but while it's perfectly competent, it doesn't
feel like Gearbox's heart is really in it. Hell's Highway is all
about its single player narrative, which, just like the river crossings
that Sgt. Baker and his men are trying to capture, is by its very
nature as rigid as it is strong, and while this does create issues
for the game, these are in no way sufficient to excuse failing to
experience what the game has to offer. In the future, when people
look back on this period in videogame history, Hell's Highway will
stand as a fitting memorial to some of the best work that developers
were accomplishing in the WWII genre, even if its dream of a perfect
synergy between story and gameplay may have been a bridge too far.
Reviewed by James Hamblin for AceGamez (All Rights Reserved).
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