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Medal of Honor: Airborne is a World War II first-person shooter computer game and the 11th installment of the Medal of Honor series. It was developed by EA Los Angeles and was released worldwide on the PC and Xbox 360 in early September 2007. A PS2 and Wii version was set to be released but was cancelled in 2007.[1] A PlayStation 3 version was released late November 2007.[2] The game takes place in the European theater of World War II, and is the first in the series to focus only on paratrooper activities.[3]
In the single-player mode, the player takes on the role of PFC/CPL Boyd Travers, a fictional paratrooper in the US 82nd Airborne Division.[4] Missions include various insertions into Italy, northern France, the Netherlands and Germany, each one beginning with a jump behind enemy lines, and success requiring completion of given objectives. Airborne also features a multiplayer mode available for online play, where users have the choice of fighting for the Allies and parachuting down to the battlefield, or fighting for the Axis and starting on the ground, defending the position from enemy paratroopers.
The game uses a massively improved version of Unreal Engine 3.[5] Airborne employs a nonlinear gameplay style whereby the player can start the game anywhere in the map by directing where they land, as opposed to previous linear FPS games where the start point and direction is already laid out, such as Allied Assault
Development of Airborne started in late 2004[7] when the game designers wanted a new game that would "really revolutionize the Medal of Honor scene".[8] The idea of a paratrooper-based gameplay came up and as such a free-roaming environment was needed, which became the key focus of the game. Each mission starts with a jump and the developers wanted to make the experience as nonlinear as possible, with no starting points and as such the scenario unfolding in a different way each time, as opposed to previous World War II FPS games where there is a set starting and end point.
The development team even had an actual historical advisor, who is an enthusiast on the Airborne forces and weapons of World War II, attempting to ensure historical accuracy and authenticity. Each audio sound in the game was recorded from hundreds of real WWII-era artifacts, including real weapons, tanks, items, and one of the last remaining airworthy C-47s in the world.[9] The audio element of Airborne is immensely detailed, even going as far as recording two sets of sounds of boots stepping across different surfaces, one for American boots and another for German boots.[10]
Allies about to advance on an Italian position in Operation Husky
Airborne was developed in close consultation with the Medal of Honor community, via forums and summits.[11] Certain community leaders who run Airborne fan-sites were invited to a multiplayer preview summit in July 2007, and many problems were identified that would hamper the game's popularity within the MOH community, the most important ones being lack of a dedicated server and issues with mouse lag and low frame rate. As a result of the summit, the most critical issues were able to be fixed in time for the game's release,Medal of Honor Airborne cd keys, and the other issues in time for the first patch.[12]
A single-player demo was released on August 23, 2007, featuring the first half of Operation Husky.
Airborne uses a heavily modified Unreal 3 engine. The game's core development was started with EA's acquired Renderware engine, but it made the switch to the Unreal 3 engine in early 2006 which delayed the game by over a year.Medal of Honor Airborne store,Medal of Honor Airborne Serial, The engine was specifically designed for DirectX 9 and 10 PCs, PlayStation 3 and the Xbox 360,Medal of Honor CD Key,Medal of Honor keys, and supports many rendering techniques utilized within the graphics capabilities of Airborne, including HDRR, per-pixel lighting and dynamic shadows.
[edit] AI awareness
Because of the non-linear gameplay style of Airborne, the developers had to build an entirely new artificial intelligence system to deal with the many ways the player can interact with or approach the computer-controlled allied and enemy soldiers (NPCs), and for them to react to the situation accordingly.[15] With "Affordance A.I.", the characters have an awareness of enemy approach patterns, and also features of the terrain and urban infrastructure that provide a tactical advantage, such as cover, high ground and open doorways. This allows AI characters to take intelligent combat actions based on their surroundings, as opposed to the scripted movements of previous linear FPS games. However, as players played through the levels, many said that the A.I began a scripted sequence of reactions; e.g., being in the same positions every time and/or using the same advantages even when the player takes the enemy on from a completely different angle. These scripted reactions left many gamers somewhat unimpressed by the supposed "Human A.I".[15]
Airborne uses two systems to guide the physical and emotional reactions of the AI characters to what is happening around them. "E-cap" (emotion capture) is used to create more human-like emotions on the characters' faces by blending textures to give the appearance of facial expressions,Medal of Honor Airborne product key, wrinkles and tension. A "procedural awareness system" gives every character an emotional state such as defensive, nervous, hysterical, etc, and also an awareness of their surroundings and other NPCs, for example an AI soldier that started to move forward would jump back for cover if an ally next to him was shot.[16]
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