Brothers in Arms: Earned in Blood is not a
Medal of Honor or
Call of Duty clone. You won’t be storming beaches or taking back cities.
Brothers in Arms takes you to the rural countryside of Northern France and pits you against the Germans in a battle of infantry tactics. Instead of the grand scale levels of the aforementioned games, you face the enemy in fields and small towns, broken farms, and meandering streams. The fighting is up close and personal, but you won’t do it alone.
The story in Brothers in Arms continues from the last game and puts you in the role of "Red", one of the troopers previously under your control in the last game. The story is told retrospectively, meaning that cut-scenes involve "Red" talking about what happened, and then diving into that action. While the concept of this type of storytelling is a good one, the premise is being beaten to death. WWII is a historically important aspect of human nature and should be exposed to everyone. However, the capitalistic "sequel vultures" have sunk their talons into this series, and the Brothers in Arms franchise has been spoiled and left for dead.
The premise of Brothers in Arms is this: you lead two teams of Army Rangers to flank and suppress German troops. One team is geared to suppress, the other to assault. As the sergeant, you must issue orders to both teams in the most tactically sound way in order to attain victory on any given map.
The problem is that this is exactly the same premise as the previous Brothers in Arms game, with nothing new added. As you progress through the linear storyline, you invariably find squad after squad of German soldiers hunkered down behind walls, hay bales, or other defensive structures. To get past, you tell one team to shoot while you lead the other around the flank for the kill.
Perhaps I was too ambitious in my previous review of the first game in this series, asking for nothing but the opportunity to order these two teams around a battlefield. As the first game didn’t offer enough of that one feature, this game offers too much of it. The act of commanding these teams to perform the same objective over and over again quickly turns into a grind of the worst sort.
The AI hasn’t been updated either. Though still mostly solid, the same annoying instances pop up again and again. 95% of the time, the AI responds the way you intend it to. There are only a few issues with it, mostly when you are ordering tanks around and it does the unexpected like sit in the same spot when you continuously give an attack order. You’ll quickly realize if an order didn’t get through and the situation is easily remedied, but it is still a minor ache to deal with. The enemy also reacts like dazed children. They will watch you circle them and then be surprised when you turn up behind them.