Brothers in Arms: Road to Hill 30

Brothers in Arms: Road to Hill 30
Developer(s)Gearbox Software
  • Randy Pitchford
  • Brian Martel
  • Patrick Deupree
  • Steve Jones
  • Brian Martel
  • Jeramy Cooke
  • Mike Neumann
  • John Antal
Composer(s)Stephen Harwood
SeriesBrothers in Arms
EngineUnreal Engine 2
ReleasePlayStation 2
  • NA: February 15, 2005
  • EU: March 18, 2005
  • NA: March 1, 2005
  • EU: March 18, 2005
Microsoft Windows, Mac OS X
  • NA: March 15, 2005
  • EU: March 18, 2005
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Brothers in Arms: Road to Hill 30 is a first-person shooter video game developed by Gearbox Software and published by Ubisoft for PlayStation 2, Xbox, Microsoft Windows and OS X. 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 also used to recreate scenarios in a 2005 History Channel special, also titled Brothers in Arms.


In most levels of Brothers in Arms, the player is in 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:

Additionally, some levels provide the player with a tank in lieu of a team, providing players with heavy firepower and mobile cover. The player can also 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 is emphasized by providing the player with an inaccurate aim. Instead of having almost perfect accuracy with weapons in games like Call of Duty and Medal of Honor, 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 as well as forcing the player to use team members to engage enemy units and provide better tactical opportunities.

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