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Medal Of Honor: Airborne (PS3)

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Medal Of Honor: Airborne

Medal Of Honor: Airborne
(Play Station 3)

 
 
 

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Medal of Honor: Airborne - Game Review (PC)


By Flaviu Volosciuc
Published: September 27, 2007
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Arsenal

Weapons are a very important feature in a fps game, and Airborne makes no exception. The player can carry three weapons and grenades. A side-arm (pistol), a primary weapon (ex. Thompson) and a secondary one (ex. M12 Shotgun).

The good news is that every weapon can be upgraded in three stages. For example the Thompson gains a pistol grip (which stabilizes the gun), a Cutts compensator (which ejects the muzzle gas out), and finally a larger magazine (increases the number of bullets per clip from 30 to 50). Every upgrade is received after you fill the bar of the gun which is displayed in the low-right corner. This bar is filled based on reward points obtained by every headshot, number of kills in rapid succession, or a melee kill.

Physics


Physics are very well represented in the gameplay. Each bullet that hits you will make the camera to shake, and every grenade that explodes near your will blur your vision and even throw you to the ground. The rag-doll effect is at its best proving again that the havoc engine can make wonders if it is used properly. A grenade thrown in the right spot can release "body fireworks".

A.I.

The enemy A.I. is 100% scripted, and in some situations really dump. Either he shoots from a fix position, either he runs like a madman from one cover position to another and in the end in the front of your gun.

The difficulty stays in their average number and in their tactical respawning positions. On every map there are several important positions which the enemy has to defend. If you die you get parachuted again. In this time you have to assume that the enemy has won the position you just attacked so although you have cleared half of your path, the enemy will be back in the same numbers.

As you have already figured out, most of the missions (except "The Flak Tower" are based on historical events. That's because the development team was helped by a historical advisor to ensure historical accuracy. The team really went far away with this idea recording real sounds from WWII weapons, vehicles and even the sound of a real C-47.



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