Although RC uses soldiers instead of teams. In fact it looks much like the mechanism used in Republic Commando. But don't think that it is breaking ground in this aspect. The teams consists of up to three soldiers or a tank. BIA uses an easy point and click system to control the teams.
It is the same setting as the first person shooters, but now you can control a given crew of AI soldiers. Brothers in Arms(short BIA) seems a logical implementation.
There was an obvious demand for a squad based game. Granted, Medal of Honor and especially Call of Duty already translated these new world war II realism into a game, but both of these where first person shooters. It was inevitably that Saving Private Ryan and Band of Brothers would see it's way into a video game. The game offers entertainment for the undemanding gamer, it certainly isn't a representation of world war II combat. The game is however hampered by a dumb AI, stale tactics, misrepresentation (again) of the Germans and their equipment and weak implementation of the first person shooter aspect. The movies, cut-scenes and conversations are excellent. The game let's you smartly control up to three teams, a team being a tank or a group of men. We wanted the Germans to fight like they wanted to win - especially the better trained, elite German units that paratroopers encountered as the invasion rolled on.Summary Brothers in Arms mixes a squad based tactical game with a first person shooter aspect. We wanted to make sure that the German squads would think and make more decisions for themselves, and we wanted the player to feel the pressure of them firing and moving. So, we were compelled to re-think our A.I. We discovered that players really wanted to feel that they were fighting for their lives out there in Normandy - that they were really fighting against these German troops. Specifically, we discovered that players were much smarter than we expected. This new system allows for amazingly dynamic and exciting fire fights. What this means is that in Brothers in Arms: Earned in Blood, the enemies will be looking or ways to flank the player and will try to counter any tactics the player uses against them. combat system that allows the enemies to better analyze and react to the player's movements. Besides an improved combat chatter system and a new situational conversation system, this game features a completely new enemy A.I. side, players will notice many improvements in Brothers in Arms: Earned in Blood. It worked very well, but it did have areas for improvement. We relied upon a system we called "situational A.I." that called upon our designers to plan out the enemy actions based on what we anticipated players to do. system in Road to Hill 30 to not be very aggressive. Army spent two years training the paratroopers who dropped into Normandy on the night before D-Day, and we expected our users to use these tactics with just a few minutes of instruction. These are real military tactics of fire and manoeuvre. You have to fix the enemy in place by suppressing them with your fire team's weapons, then you have to move your assault team around to the enemy's side to kill them on their exposed flanks while they are pinned down. We didn't simply create an accessible method to issue orders to squadmates we created a gameplay system that required you to use them to be successful. Be sure to check out the exclusive video, too! When we created Brothers in Arms Road to Hill 30, we felt we were really taking a risk by creating a true squad-combat game. Click the large images to track just how smart it is. Editor's Note: The images within are separate panels depicting how the A.I.