Medal of Honor Airborne™ is the latest video game from EA's acclaimed Medal of Honor franchise, credited with pioneering the WWII first-person shooter genre after its debut in 1999. This is the first game in the Medal of Honor™ series to be released on next generation platforms.
While building on the key tenets of the franchise including historical accuracy and authenticity, Medal of Honor Airborne is set to redefine the series by introducing players to an entirely new way of experiencing a WWII FPS - notably the fully interactive Airborne experience.
Step into the boots of Boyd Travers, Private First Cl*** of the 82nd Airborne Division and engage in battles throughout Europe. From rocky beginnings in Sicily to war-winning triumphs in Germany, each mission begins behind enemy lines, with an intense and fully interactive airdrop. View the entire operation from the air, and then control your parachute to choose your landing spot. On the ground, gather your senses and ***ess the terrain. A wide variety of authentic, customizable weapons are at your disposal, each with distinct characteristics. Choose your path in this free roaming FPS environment.
Hope its better than MOH European assault, that one sucked big time. I more looking foward to the new BIA, Brothers in Arms Hell's Highway. In my opinion best WW2 game and story line.
The Medal of Honor Airborne development team continues to ensure that the ideals and integrity of the prestigious congressional Medal of Honor are accurately reflected in the game. The producers sought counsel from numerous expert sources to make certain the game is historically accurate and as true to the WWII Airborne experience as possible. Serving as a military spokesperson for Medal of Honor Airborne, Capt. Dale Dye, who has worked as the Military Technical Advisor for the last 7 Medal of Honor games, will help to create a truly authentic experience.
Key Features - The JUMP will fundamentally affect how the game is played.
Start each mission with a fully interactive airdrop into enemy territory. Your landing spot can dramatically change the way each mission is played out.
- NON- LINEAR Missions in a free-roaming FPS
Experience the intensity of a cinematic, story-driven game with the freedom of NON-LINEAR missions in a free roaming FPS environment.
- A wide variety of historically accurate CUSTOMIZABLE WEAPONS are at your disposal.
Develop skills on your personalized weapon with field modifications that remain persistent throughout the entire game.
- Medal of Honor Airborne will present the MOST BELIEVABLE HUMANS in a game.
Utilizing the very latest technology to deliver truly believable humans within the gaming environment.
- Dynamic Online play
This is the trailer: <object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/Hbom1P5EAOA" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object>
this is a nice movie take look <object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/3EpyfsF_fHk" type="application/x-shockwave-flash" width="425" height="350"></embed></object>
Q: When is Medal of Honor Airborne going to be released? A: August 28th, 2007
Q: What platforms will Airborne be released on? A: PC, XBox360, and PS3
Q: What is Airborne about? A: In Medal of Honor Airborne, you play Boyd Travers, paratroo per in the 82nd Airborne Division. You'll make intense jumps during the largest US Airborne operations in history to fight back fascist tyranny.
Q: When does the demo come out? A: We've not released any official details about an Airborne d emo yet.
Q: What is the ESRB Rating for Airborne? A: Medal of Honor Airborne is not yet rated.
Q: What are the system requirements? A: System requirements have not yet been released.
Q: What's the story on MP? Game Modes? Sever info? A: We're not discussing details of Multiplayer as of yet.
Q: What engine are you building the game with? A: We're using UnrealEngine3
Q: When will you release some vids & screenshots of the game running in UE3? A: The gameplay trailers that you've seen are showing the game in UE3. Additionally, the "...Anywhere" trailers are all in-game. Pretty much anything you see of this game out there is in-engine.
Q: What weapons will be available? A: We've release info on a few weapons, but full details are t o come in the future.
Q: How big a part did the community feedback play in this t itle? A: The development team is always asking me what the community thinks about this or that idea. Much of the feedback and discussion that appears on these boards makes it's way to developers in one form or another. Additionally, I've been on the phone several times with certain "community leaders" who run sites and are in a position to have their fingers on the pulse of the community opinion, and we discuss the sorts of things the community are looking for, what we can achieve, and what the community expects from this game and this team.
Q: Did any of the Idea's put forth, "by the community" make it into the title? A: Some ideas stick, some don't. Some are things that EA alrea dy had planned. The community feedback has been invaluable, though, and the developers always try to take that into consideration when adjusting things.
Q: How serious is EA taking the MP side of the game? A: We have a very passionate, dedicated, hard-working group of guys here who are making a solid, fun MP experience.
Q: Will players be able to unlock upgrades for their weapon s like extra ammo or different sites? A: There is a skill-driven weapons upgrading system based on r eal field modifications.
Q: What kind of control will you have over the drop? A: Each drop starts in the plane, where you'll be seated with the rest of your stick. You can look around at this point to see what's going on. The Jumpmaster will give you the command to stand up and hook up, which is automatic, and then everyone starts jumping out of the plane. You have motion control now (though it's cramped quarters), and you move to the door and jump out on your own. If you take too long, though, the trooper behind you could get impatient and push you out. Once in the air, you'll be able to steer your chute forward, back, left and right. You can also slow your descent by flaring the chute. There will be "safe" landing zones marked in the battlefield with green smoke, but if you're feeling brave you can just as easily steer into the thick of things right away.
Q: Will the be wind on the drop? A: There will be some times where you might encounter wind whi le dropping from the plane.
Q: Will there be downloadable content and achievments for X Box360? A: Yes, but as you might expect, details aren't being discusse d just yet.
Q: Will players start off in the plane, or will they have t o get on the plane and fly to their dropzone? A: Players start off in the plane with their stick, relatively near the drop zone. No one wants to wait a couple hours in the plane to fly to their destination
Q: Will there be any ponds or lakes in single player campai gn and if so can you land in them or what will happen if you land in it? A: There is water in the game, but not in areas you can land. Water was a big no-no for Airborne troops, and almost always spelled death for any trooper who found himself landing in the water (tangled up in a chute with 100 pounds of gear on). The simplest solution to maintain fun gameplay is to simply not drop where there is water.
Q: Are there glider landings in Airborne? A: No. In Medal of Honor Airborne, you enter each mission from the door of a C-47. Since the airdrop is one of our primary (and most fun) innovations, it was important that we give people as many opportunities to perform the jump as possible.
TotalAirborne: We visited the EALA studios for an in depth look at the single player version of, what we believe to be, a game that will blow Medal of Honor: Allied Assault out of the water – that’s right, we said it.
Doing It Right
Before we grind into the details of the game, we think it’s important to note that the game we played at EA was an Alpha build. This means that the game still hasn’t hit the most rigid testing phase and is still actively being developed. From my experience, this is one of the most polished Alpha builds that I have ever set my eyes on. It looks like Pacific Assault put a little fire under EA’s whatcha-muh-call-it and we’re finally seeing the community involvement that we’ve been waiting for since the days of begging for an SDK for Medal of Honor: Allied Assault.
Speaking of the SDK, we were informed that it will be released (in download form on the EA website) along with the game. As the game runs on the Unreal Engine, there won’t as much need for documentation as before – though there will be some form of documentation that will progressively be built upon subsequent to the game’s release.
We played the game for hours, took a break, then played some more. After a very involved Q&A session, we spent a significant amount of time answering questions that the developers had for us. We were also given the opportunity to give them our 2 cents about the game (things we liked, didn’t like, etc). As every single one of us are gaming connoisseurs, it wasn’t long before we got very specific with the needs of the community, to the point where we suggested a Realism Mode (or “very hard mode”), that sits alongside Easy, Medium and Hard which basically removes crosshairs, removes the health displays and makes getting killed a lot easier than before. Will they implement this? Who knows, at least we had a chance to voice this and many other community suggestions directly to the developers.
Graphics & Environment
As many of you have seen by the screenshots, the visual quality of MOHA is what you would expect from a game in our time -- dynamic lighting, high quality textures, great particle effects and thick smoke that truly obscures your view.
The cities are gorgeous, with architecture accurately modeled as seen in the mid-20th century. What did stand out of place, however, was the moon highlight on the buildings. It makes the buildings seem plastic, in a way. There were also some places on the maps where the lighting simply didn’t look right (too bright, or too much ambient light in such a dark environment) – though we hope this will be cleared up by release time. With all of the elements put into place, the game has a great feel. You truly do get the feeling that you’re in the middle of a chaotic war zone and that’s the best you can ask from the visual effects team.
The first map we played on was exceptionally smooth, however in the maps that followed we experienced some slow frame rates (20-30 fps in some cases) as well as considerable mouse lag. We voiced our concerns on the issue and EA told us that these maps are still being optimized. Seeing as we were playing on some monster EA rigs, I predict quite a few people won’t be able to max out their graphical quality – though if you’re not sporting a monster rig yourself, how often do you crank up the latest games to all super high?
Since the system requirements have yet to be released officially, we won’t speculate.
The maps in the game are considerably large, but we expected something more. Because the game is focused on the airborne, you would think that the paratroopers wouldn’t land directly onto their objective every time. The scale of the game’s features supersede the scale of the maps in this case. When jumping out of the plane, you often notice the different in quality between the map itself and the impassable terrain around it. At times it feels like you’re landing on a chess board inside of the game. It also acts as a reminder that the player is contained in a boxed in environment.
Additionally, the single player version of the game will feature 6 “Operations”. “Operations” are what EA refer to as maps in this game because each operation has multiple objectives that you need to play through. What this really means is that there are 6 relatively large maps with many different objectives and a large variety of ways that you can play through each map (we’ll get into this more in the Gameplay section below).
Special Effects & Audio
The audio was my favorite aspect of playing the build. Nearly every piece of terrain that I set foot on had a very specific sound to it. It added so much immersion to the game that I could be playing on the Quake 2 engine and I wouldn’t even notice. As soon as battle erupts, you find your ears going full throttle trying to keep with the barrage of gunfire, yelling and ambient background noise.
The weapon sounds are powerful enough for you to feel them, but not so loud as to drown out the rest of the battle. I have never heard of a Thompson fire in real life, though I’m convinced it sounds as realistic as possible given that the development team have released a trailer video on the official site showing how much effort was put in to create believable audio.
The only quirk that we ran into was regarding positional audio. It seemed that in many cases you couldn’t tell from which direction an enemy was shooting or shouting. At times you would be getting hit and couldn’t tell where it was coming from based on sound of the enemy’s weapon. Once again, since it’s an Alpha build we expect this issue to be resolved by release. We were told that many of the bugs we experienced were already fixed.
Other special effects definitely stood out in this build. One of our favorite things to watch were the kinetic deaths, which are like ragdoll physics 2.0. If you shoot an enemy in the shoulder, his shoulder will fly backwards and he’ll need to adjust. No longer will you put 3 bullets into an enemy, severely draining their health, yet they will stand their unphased.
Another aspect we really enjoyed watching was how characters continue their movements shortly after they are killed. For example, if an enemy is running across your screen (from left to right) and you perforate his stomach which your SMG, his body will continue movement even after the character has died. The result is an SS trooper getting shot and running face first into a wall!
The special effects continue further to immerse you into the game.
If a grenade explodes within a close radius of your body, a nasty ringing noise will occur for a period of 5-8 seconds.
If you move your mouse quickly across the screen, you’ll actually notice a motion blur. This isn’t noticeable unless you look for it, but the effect really enhances the feel of the game on a subconscious level.
When shooting at objects such as walls, puffs of smoke will explode around the room for brief periods. This may seem common, though the effect is a lot more engaging when you’re in closed quarters combat with a squad of German troops.
I brought up the console an keyed in a noclipping cheat (don’t judge me!) and flew quite high in the air. To my surprise, the planes that were in the sky – flying above our heads and dropping troops were actually planes! It seems as though they randomly generated outside of the map and flew in during the battle. The German anti aircraft batteries were shooting in the direction of those planes. Just knowing this fact adds to the emersion of the game.
Gameplay
The gameplay of MOHA single player was fantastic. Anything that you don’t like about the game will probably be able to be fixed with an SDK – but all of the primary gameplay elements were fun, intense and very addicting.
To help you fully appreciate the gameplay, I will split this section up into little subsections. It’s important to understand that this entire game is based on dynamic gameplay. There isn’t a single scripted sequence anywhere in the game. This means that the battle has to unfold in a believable way without using triggers to kick off events in certain moments. Challening? You bet it is. They pulled it off remarkably.
Let’s start with the AI.
Many games attempt to redefine the genre by adding new features to their game that push the industry forward. For MOHA, that feature is their “Affordance AI”. It’s definitely the most progressive part of MOHA and, if understood correctly, makes for a very exciting gaming experience.
When we were given our initial presentation of the game, Executive Producer Patrick Gilmore asked us to imagine if he would create a map of the presentation room were sitting in. So, in comparison, imagine that you modeled the room that you are currently sitting in. After the objects in your room are placed, you would designate certain objects as points of cover. Ultimately, if the mapper has done his job correctly, the AI would recognize which objects to duck behind and which not to. They would move from cover to cover and you will never see a single enemy troop simply standing out in the open firing at you. The thing that adds more spice is that the AI also plans its attack route based on your location. So, if you’re sitting behind your computer desk (in cover) the AI will try to outflank you by using cover to the left or to the right of your immediate location. If you are outnumbered, you’ll quickly find that you have been outflanked in multiple directions in a matter of seconds.
One thing that’s lacking with affordance AI is the detection system. The AI only detects you by the sound of your rifle and by the sight cone that it uses to see. Once you are within a certain distance from the enemy, it seems that they notice you every time. The unfortunate part to this is that you can’t really sneak up on the enemy and take them all done down in one burst to start out the action. The game does not centralize the enemy in any location. There are usually a set of chokepoints scattered around the map. Other times there simply location that are good for a battle because it’s easier for the Germans to hold position in that location. The only reason that you’ll find enemy troops in these sections is because the affordance AI recognizes that location as a good place for a battle. If you were to remove a couple pieces of cover, the AI would reconsider and choose a better location. It’s for that reason that the battles seem infinitely more realistic than other games – the place of the firefight makes sense!
Affordance AI also handles how the game deals with objectives. So now, we move onto objectives.
When you jump out of the airplane you have a rather large radius of where you can land on the map. Let me be clear, you cannot land everywhere on the map. There is still a limitation of how far you can pull the parachute – though this limitation isn’t noticeable. You’ll still have plenty of places to land.
After you make your landing, you have a choice of objectives that you can take. For example, destroy an anti aircraft gun or capture some documents. You can complete these objectives in any order that you like.
The AI is given instructions by the mapper of which objectives are the most important. It then balances its forces based on the importance of the objective. When asked about respawns, they noted that it’s strongly based on the map but you will not see that many respawns for the most part. In the maps that we played, when you killed the enemy – no more would come.
On the other hand, since allied forces are constantly landing, you will see a consistent stream of airborne troops land on your location when you run out of friendlies. This adds a great immersion factor to the game. The paratroopers land around you throughout the entire level.
Movement is one aspect of the game that I think could be improved on. When you are drop out of the airplane and land on the ground, the screen jitters and shudders all over the place. You feel like a 180 pound guy with 200 pounds of gear landing and falling – it’s awesome! The second you get on your feet though, it seems like you’re doing more floating than running. There is a minimal shake while running, but it doesn’t feel like you’re human anymore.
When you switch weapons, they seem to get pulled out way too fast. Normally when throwing a grenade, or pulling out a rifle, you would think that the soldier would need use more of his body to do so. Instead, it seems less fluid and more like Counter-Strike the first.
The good things about movement are your stances. Because you’ll often be on the assault, you cannot lay down (prone). Prone is unnecessary as you’ll never be in a situation where it’s a solution to a problem. You’re able to crouch, sprint and walk.
You will be unable to strafe left and right or move forward while you have your sights up. When the sights are up, your left/right keys become left lean/right lean and your forward key becomes a “peek up” key. This is particularly useful when you are behind cover and need to peek up to get some shots and peek down. No more getting sniped in the head while crouched behind an object trying to shoot! You’ll be able to peek up for as long as you like, take some shots then quickly drop back into cover.
And now we move on the weapons systems.
Medal of Honor: Airborne will feature the following weapons from what we saw:
Every one of these weapons can be upgraded. Additionally, you can gain upgrades for grenades (which is just more grenades). EA encourages everyone to play through with a single weapon until it’s fully upgraded. Many of the weapons start out with some disadvantages, but by the time it’s fully upgraded all of them are equally effective in taking down the enemy in their own way.
Some examples of the upgrades for various weapons are:
• Better Sights
• Shoulder butt stock.
• Taped Magazines (when you reload, you don’t have to reach for a maga)
• Better Scope
• Pistol Grip
• Dagger on your MP40!
• And much more…
There are grenade indicators for whenever one drops by your feet. You have two options in this case: a) run, b) kick the grenade back! You can kick a grenade back in the enemy’s direction or out of the way. To avoid this happening to you, simply cook the grenade and it will explode before anyone can kick it back.
On an unrelated note, while we’re on the subject of useful goofy things, while you are dropping in your parachute you will be able to land on top of an enemy and kick them in the head! It’s a lot of fun and we had a little contest on who can do it better.
While getting shot, you’ll notice that the health system is a great blend between the traditional system of getting shot then looking health packs and the new age health regeneration system.
You have 3 squares of health on the screen. As you get shot, the red filling inside of a square lowers. Once the square is empty, the next square begins to drop. Once all 3 squares are empty, you are dead. To get a square back to full, you need to find a med pack. The regeneration part kicks in if you are above half of a square. So if the square is half full or higher, the health regenerates until the square is back to full (it does not move onto the next square). Complicated? No. I’m just terrible at explaining things sometimes.
Besides that, your hud consists of your ammo count and a compass. The compass will have a toggle if you want to turn it off.
The compass points out enemies in a very interesting way. If you are looking in the direction of the enemy and he fires at you, a red blimp will flash on the compass of where the shots came from. This blimp then disappears in a few seconds until the next shot is heard. That way you don’t get an unfair advantage and can still gain some use from the compass.
Conclusion
I have to tried to keep this article short, see how far that got me? And I still haven’t covered it all. Unfortunately, we were not allowed to ask any questions regarding the multiplayer version of the game. Consider this preview as strictly single player and remember that the game is still in Alpha! Who knows what EA will throw at us on release and we’re all shaking in our space boots for the multiplayer summit.
We’re very excited about Medal of Honor: Airborne and are convinced that this will be the game that tops Medal of Honor: Allied Assault in the WW2 FPS genre. For all of you Allied Assault fans looking to relive the past… taking it from me, you will. The only question is, will your wives and girlfriends stay? Planet Medal of Honor: Medal of Honor: Airborne will take place over five campaigns: Operation Husky, Avalanche, Neptune, Market Garden, and Varsity. How you enter these missions, however, is where Airborne is different from any other game. Each mission will start in a C-47 high above the landing zone (which is practically half of the map depending on where you want to land). As you get to the door, you will make your jump of destiny (unless of course you take too long and the guy behind you kicks you out). On the way down, the player has full control of where they want to land. By flaring the shoot, you can slow your descent or of course you can just rocket toward the ground.
Airborne features three different types of landings. The normal/basic landing has the player easily touching down by flaring up the shoot. The best landing is referred to as the “greased landing” and has the player flaring last minute, hitting the ground running and bringing up the weapon in a split second. The last and worst landing is the “botched landing.” To put it simple, you don’t want to experience this landing because if the enemy is around, it is all over.
Although the airdrop is a great and fun feature, the real fun starts once you hit the ground. Depending on the landing area, you will either be emerged in chaos and gunfire or eerie silence. This game really plays with people’s nerves simply because an enemy can come from anywhere. This isn’t a last-gen game where the enemy simply comes from in front or behind and you can just run through plowing them over. They can be in the windows, on roofs, on the ground, behind you, below you, and hell…maybe even in you (I kid). The point is: you cannot let your guard down in Airborne or you will experience a very fast death.
As you fight alongside your allies during a mission, more allies will drop in randomly. When and where they land can never be known for certain. However, there is nothing more awesome when you are getting your ass kicked in a firefight to see Allied troops drop in the distance behind the enemy. The allies in Airborne are human and can and will die…they will also save your life.
As the game progresses, EA has implemented a weapon upgrade system. By doing certain things (five kills in a row, for example) you can earn awards. When an award is earned, the game goes into slow motion for about five seconds. At first, I did not think I would like this; however, I changed my mind quickly. For one, it gives you a chance to read what award/upgrade you had just earned and secondly, it makes you feel like an ultimate bad-ass.
The weapons in Airborne are loud, powerful, and very fun. You feel a sense of authority when firing the weapons as opposed to feeling like you have a pea shooter in your hands. As the bullets start flying, so do the enemies. Since Medal of Honor: Airborne has a physics engine, the designers had to give “weight” to the bullets. So, if you shoot an enemy in the head, for example, his head will snap back and then his body will react (like falling off of a balcony).
The enemies and allies in Airborne are controlled by the new affordance engine. The affordance engine was created in-house at EA and is basically a revolutionary way of controlling the AI. The way it works is that objects in a map are given a value. For example, sandbags might be given the value of “3” and a wall a value of “5.” The engine looks at these values, and determines that the wall is better cover than the sandbags. It will then be communicated to the AI and they will act accordingly.
Along with the weapon upgrade system, a number of other little fun things have been put into the game. Every mission will have five landing zones that are expressed with a white parachute on them. If you land on it, you will earn an award. Some of these are extremely hard, but we had an absolute blast trying to do it. In what seemed like no time at all, we had all wasted an hour away just airdropping and trying to hit these targeted landing zones. Speaking of wasting away time, we spent another hour trying to kick Nazis in the face. Yes, that is right. On the way down, if you are good enough to maneuver close enough to an enemy, you can use the melee attack and kick him directly in the grill causing an instant death. I can only imagine the YouTube videos that will spawn from this feature.
In the end, we all left very impressed and reassured that Airborne is the start of something new…of something great.
FPSAdmin: Game time! Blackhat had us all load up the new level, Operation Avalanche. In this level, we’re dropping at night into Italy. There’s objectives all over the place, a fuel dump, radio tower and ammo dump. In real-life, Paratroopers can land in a widely swathed area, it’s just the same in Airborne. You’ll notice after you land that a few others will always land with you to help you in battle.
The first drop into the new level, I landed near the green smoke, which marks the area where paratroopers are meant to land – there’s ammo and health here in large quantities. From this point, you can literally go in any direction and find some action.
In Airborne, you are the paratrooper. You can jump to roughly 80% of the locations in the map and engage the enemy where you land.
Unlike typical “scripted” FPS games, where designers are quite literally “directors” of the action, Airborne’s AI is completely aware of the situation around them. This enables AI to change their actions as the players movement changes. This effect is called the “Affordance Engine”. In less technical terms, this means, cover your ass at all times, because the BOTS ARE SMART!
What does all this mean? Simply put, the AI can “hear” and “see” you as you move about the maps as a real enemy soldier would. If you are trying to be sneaky and decide to reload your weapon when you near a group of Germans, they will hear you and open fire while your clip is in your hands. Don’t sneeze! If you open fire on Germans facing the other way, they will turn-around, take cover and return fire.
Notice I said the Germans will “take cover”. Unlike a linear game, where the AI waits for you to pass a certain point (or trigger), and the enemy just sits there waiting to be picked off (think run-and-gun), Airborne’s AI acts as though they won’t be respawning ever again and they fight for their lives!
On my last visit to EA, I covered all the levels and missions that would be in the game. The levels are still there but some missions have been combined. Gone are the Pathfinder missions, but rather than scrap those portions of the game, EA chose to merge the activities into other levels.
Last time around, we also saw the beginnings of the weapons upgrade system. This time, that system was complete and refined. Weapons upgrades are given out as you prove your efficiency with your weaponry.
In Airborne you’re able to carry two weapons and a side-arm. Each weapon has three upgrade options. Efficiency is measured in several things: head-shots, three-in-a-rows, and five-in-rows. Rack up lots of them and upgrade your weapon. Each time you get an upgrade, you get a medal that shows on screen (opaque so it doesn’t interfere with your gaming) so you can keep track of your progress with each weapon. Yes, even the pistols can be upgraded!
The affordance system and weapons upgrades are two of the coolest features of this game. Now I’ll touch on some of the other
Other features:
Peak-and-lean: Peak-and-lean is meant to replace prone mode (prone mode is not available). What this means is, you can take cover behind a object, then peak around it in any direction, left, right, up and down. I personally think that prone is an important feature; My first instinct when underfire is to drop to my belly.
Nade Kick: If an enemy nade drops in front of you, you’re able to kick it away before it blows. Or, as a strategy, you can drop your own nade in front of you and kick it away towards the enemy.
Nade cook: Nuff said, it’s possible.
Nade short toss: tap the action button instead of pressing and you do a short toss. A nice feature from the old MOH games.
Melee Kick: Huh? Yep – As you drop from the sky you can steer toward an enemy and kick their face in (one “shot” kill), pretty sweet.
Airdrop Achievements: Each map has five spots, marked with a downed parachute that are particularly tough to reach. As you drop, you can flare your chute to slow your decent, and also steer left and right. Steer for one of the downed chutes and land yourself an achievement. Some are on small windowsills, some are on church steeples and others are on statues or other architectural objects.
After we played the game for about an hour, Blackhat had a competition for us. He put each player on the big screen and had us each try to land on a certain achievement spot. It’s not easy! In fact, we got so into that and melee kicking that we spent at least an hour just trying to do those two things.
Other features that deserve a mention:
- The game supports HD, in fact, the opening screen said “EA HD” and we played on wide-screen monitors.
- “Rag-doll” physics are in full effect. Chuck a nade into an MG nest and watch the kinetic movement—that is, the bodies fly in the right direction and flop all over the place rather than just dropping dead.
- Health system: I touched on this last time around. You get four “pills” each with life in them. If you get hit enough to make a pill go away, it’s gone. Grab health to regenerate a pill that’s gone away. If one of your pills is low, take cover and it will regenerate.
- The HUD: The HUD is nice, not overly busy (well, it was HD…). I like how they’ve decided to show your ammo status. You have an outline of the weapon shown on screen filled with green, as you fire off rounds, the green goes away until you deplete your clip. Reload and the green comes back. Very nice touch!
- Yes there's iron-sights, it's not toggleable -- in other words, you press and hold the right mouse button to be in iron-sight mode.
- Yes there's sprint (currently infinate)
I think that Airborne will be a great game. I’m really looking forward to seeing the other levels and what comes in the multiplayer version. The good news is, the MP producers have an excellent pool of features and maps to build on.
Operating System
Windows XP SP2
Processor
2.8 GHz Intel Pentium 4 or AMD Athlon XP 2800+
Memory
1GB RAM
Video Card
NVIDIA Geforce 6600GT (Some slower GPUs with higher model number's also not recommended.)
ATI Radeon X1300PRO
Video Card Memory
128MB RAM
Now all you vista users that insist it has better performance for gaming..
Operating System
Windows Vista
Processor
3.0 GHz Intel Pentium 4 or AMD Athlon 64 3800+
Memory
1GB RAM
Video Card
NVIDIA Geforce 6600GT (Some slower GPUs with higher model number's also not recommended.)
ATI Radeon X1300PRO
Video Card Memory
128MB RAM
____________________ I love the smell of Napalm in the morning!
got this off ss forum that thay got off ea forum thay say thay are what it will take to play airboroune
im getting little confused it says 3ghz p4 but only a 3800+ amd so does that make the amd a better chip as a 3800+ is what 2.2ghz
Medal of Honor Airborne PC Minimum Requirements
Operating System
Windows XP SP2
Processor
2.8 GHz Intel Pentium 4 or AMD Athlon XP 2800+
Memory
1GB RAM
Video Card
NVIDIA Geforce 6600GT (Some slower GPUs with higher model number's also not recommended.)
ATI Radeon X1300PRO
Video Card Memory
128MB RAM
Operating System
Windows Vista
Processor
3.0 GHz Intel Pentium 4 or AMD Athlon 64 3800+
Memory
1GB RAM
Video Card
NVIDIA Geforce 6600GT (Some slower GPUs with higher model number's also not recommended.)
ATI Radeon X1300PRO
Video Card Memory
128MB RAM