PC
X360
PS3
Brothers in Arms: Hell's Highway Brothers in Arms: Hell's Highway
Ubisoft / Gearbox Software
Type: Tactical FPS
Release date: September 25 2008
| Making Of #3 |
1 Week |
640x360 |
73 MB |
| Making Of #3 |
1 Week |
1280x720 |
235 MB |
| Making Of #3 |
1 Week |
1280x720 |
329 MB |
| GC08: Gameplay |
2 Weeks |
640x360 |
143 MB |
| GC08: Gameplay |
2 Weeks |
960x540 |
241 MB |
| GC08: Gameplay |
2 Weeks |
960x540 |
232 MB |
| Teamwork trailer |
3 Weeks |
640x360 |
30 MB |
| Teamwork trailer |
3 Weeks |
640x360 |
26 MB |
| Teamwork trailer |
3 Weeks |
640x360 |
29 MB |
| Making of #2 |
4 Weeks |
640x360 |
52 MB |
| Making of #2 |
4 Weeks |
1280x720 |
163 MB |
| Making of #2 |
4 Weeks |
1280x720 |
345 MB |
| E3: Walkthrough |
7 Weeks |
640x360 |
105 MB |
| E3: Walkthrough |
7 Weeks |
1280x720 |
378 MB |
| E3: Behind the scenes |
7 Weeks |
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46 MB |
| E3: Behind the scenes |
7 Weeks |
1280x720 |
114 MB |
| E3: Destructible cover |
7 Weeks |
640x360 |
15 MB |
| E3: Destructible cover |
7 Weeks |
1280x720 |
43 MB |
| E3: Tanks |
7 Weeks |
640x360 |
12 MB |
| E3: Tanks |
7 Weeks |
1280x720 |
36 MB |
| E3: Behind the scenes |
7 Weeks |
1280x720 |
137 MB |
| E3: Destructible cover |
7 Weeks |
1280x720 |
48 MB |
| E3: Tanks |
7 Weeks |
1280x720 |
41 MB |
| E3: Walkthrough |
7 Weeks |
1280x720 |
458 MB |
| Developer diary |
10 Weeks |
640x360 |
71 MB |
| Developer diary |
10 Weeks |
960x540 |
129 MB |
| Developer diary |
10 Weeks |
960x540 |
164 MB |
| Destructible cover |
11 Weeks |
640x360 |
16 MB |
| Destructible cover |
11 Weeks |
1280x720 |
43 MB |
| Destructible cover |
11 Weeks |
1280x720 |
48 MB |
| Ubidays: Trailer |
> 3 Months |
640x360 |
15 MB |
| Ubidays: Trailer |
> 3 Months |
1280x720 |
41 MB |
| Ubidays: Trailer |
> 3 Months |
1280x720 |
112 MB |
| April 2008 trailer |
> 3 Months |
640x360 |
25 MB |
| April 2008 trailer |
> 3 Months |
1280x720 |
73 MB |
| April 2008 trailer |
> 3 Months |
1280x720 |
97 MB |
| Ubidays: BiA3 press presentation (HD) |
> 3 Months |
1280x720 |
217 MB |
| Ubidays: BiA3 press presentation |
> 3 Months |
640x360 |
241 MB |
| Ubi Days: Direct feed trailer (MP4) |
> 3 Months |
1280x720 |
55 MB |
| Ubi Days: Direct feed trailer |
> 3 Months |
1280x720 |
73 MB |
| Ubi days: Trailer |
> 3 Months |
960x540 |
22 MB |
| BIA - Very short Teaser |
> 3 Months |
1280x720 |
13 MB |
| E3 demo |
> 3 Months |
640x360 |
28 MB |
| E3: Comparison |
> 3 Months |
640x360 |
9 MB |
| E3: Comparison 720p |
> 3 Months |
1280x720 |
26 MB |
| First trailer extended |
> 3 Months |
640x360 |
20 MB |
| First trailer ext. 720p |
> 3 Months |
1280x720 |
58 MB |
| First trailer |
> 3 Months |
640x360 |
9 MB |
| First trailer 720p |
> 3 Months |
1280x720 |
25 MB |
| 4 images |
3 Weeks |
4 |
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| E3: Images |
7 Weeks |
4 |
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| 2 images |
11 Weeks |
2 |
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| Ubidays: Images |
> 3 Months |
17 |
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| 5 images |
> 3 Months |
5 |
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| Images and characters |
> 3 Months |
7 |
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| 3 images |
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| 5 images |
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| 4 images |
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4 |
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| 5 images |
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5 |
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| 5 Images PC PS3 X360 |
> 3 Months |
5 |
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| Game Convention images |
> 3 Months |
3 |
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| Game Convention images |
> 3 Months |
3 |
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| E3: Images |
> 3 Months |
11 |
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| Ubi Days: Images |
> 3 Months |
3 |
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| E3: 4 images |
> 3 Months |
4 |
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| One image |
> 3 Months |
1 |
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| 4 images |
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4 |
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| 2 images |
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| 1 image |
> 3 Months |
1 |
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| Two images |
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2 |
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| 1 image |
> 3 Months |
1 |
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| 1 image |
> 3 Months |
1 |
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| First image |
> 3 Months |
1 |
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| Third Making Of of BiA: HH |
1 Week |
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| GC08: BIA:HH gameplay |
2 Weeks |
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| GC08: Ubisoft's game medley |
2 Weeks |
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| Images of BIA: Hell's Highway |
3 Weeks |
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| Second BIA:HH Making Of |
4 Weeks |
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| E3: BIA:HH images and videos |
7 Weeks |
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| Brothers in Arms: HH trailer |
10 Weeks |
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| BiA HH: Destructible cover |
11 Weeks |
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| Ubidays: BiA 3: Images & trailer |
> 3 Months |
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| Images of BiA: Hell's Highway |
> 3 Months |
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| Brothers in Arms HH: It's back! |
> 3 Months |
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| Images of BiA: Hell's Highway |
> 3 Months |
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| Images of Brothers in Arms 3 |
> 3 Months |
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| More images of Brothers in Arms 3 |
> 3 Months |
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| Images of Brothers in Arms 3 |
> 3 Months |
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| Images of Brothers in Arms: HH |
> 3 Months |
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| GC07: Brothers in Arms images |
> 3 Months |
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| Ubidays: BiA3 presentation |
> 3 Months |
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| Ubidays: Brothers In Arms: Hell's Highway images |
> 3 Months |
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| Ubi Days: Brother in Arms trailer |
> 3 Months |
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| A teaser for Brother In Arms 3 |
> 3 Months |
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| Brothers in Arms HH trailer demo |
> 3 Months |
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| E3: Brothers in Arms 3 images |
> 3 Months |
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| E3: Brothers in Arms comparison trailer |
> 3 Months |
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| Brothers in Arms HH extended trailer |
> 3 Months |
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| Another two BiA3 images |
> 3 Months |
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| Brothers in Arms 3 images |
> 3 Months |
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| Brothers in Arms 3 images & trailer |
> 3 Months |
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| BiA3: One more image |
> 3 Months |
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| One Brothers in Arms 3 image |
> 3 Months |
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| First image of Brothers in Arms 3 |
> 3 Months |
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Since 1108 Days
2006-04-29 00:59:41 Update: Extended "HD" movie and Another BIA Xbox 360/PS3 gameplay screen
New 720p Picture
New "HD" extended video: at Gametrailers
[Post edited to add new media link and to make 720p picture a link]
Since 1108 Days
2006-04-29 01:02:49
this seems to be an xbox 360 screen : *notices the lack of AF*
Since 953 Days
2006-04-29 01:03:15
sweet.... but i think you will get told off for starting ANOTHER BIA thread, when there is already one listed...
Since 1045 Days
2006-04-29 01:18:13
when will they ever enable AF?
Since 1108 Days
2006-04-29 01:23:02 In reply to mojovonious (2006-04-29 01:18:13)
Mr. Bad Cop Since 1064 Days
2006-04-29 02:03:33 In reply to hasanahmad (2006-04-29 01:02:49)
HAHAHA
---
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.
IS WRONG
Since 1215 Days
2006-04-29 02:23:51 In reply to Acert93 (2006-04-29 02:03:33)
HAHAHA
---
Did you agree with me? Yes, No? Visit http://www.lebato.blogspot.com and see if we agree on something.
Since 1108 Days
2006-04-29 02:25:55
i mean even the ATI 9800 at 16xAF, developers should stop being lazy and apply AF to every texture!
Since 1080 Days
2006-04-29 03:32:23
wow i have no idea wat u guys are talking about.....i just reckon it looks great
Since 868 Days
2006-04-29 03:52:06
IGN Weekly Episode 9 is up and it features BIA Footage.
http://media.games.ign.com/articles/693/693580/vid...
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"Use Humlilty to make them Haughty"-Sun Tzu
Since 976 Days
2006-04-29 04:01:58 In reply to hasanahmad (2006-04-29 02:25:55)
But i don't think its a huge deal, the game looks great..
Mr. Bad Cop Since 1064 Days
2006-04-29 05:05:33 In reply to Jollipop (2006-04-29 04:01:58)
Further, lets compare this to a 7600GT, which also has 22.4GB/s of bandwidth. The 7600GT doesn't have significant problems running a game like Quake 4 at 1280x1024 with 4xAA and 8xAF -- nearly 70fps. The 360 is only rendering most games at 720p @ 30fps. While the 512MB is shared with the CPU, high end PCs have ~6.4GB/s of bandwidth and most games don't push that even. Anyhow, so while the 360 takes a hit (lets say 6.4GB/s) for the CPU, leaving 16GB/s of bandwidth for texturing, the 360's memory is not impacted by color, z, alpha, etc as these are ALL done on the eDRAM. So much of the bandwidth hit taken from CPU usage is easily reclaimed through all the backbuffer, the biggest bandwidth client, all being isolated on the eDRAM.
PC GPUs have been doing AF with very minor penalties for years. ATI has been doing this since the 9700 back in Fall 2002. So
* AF does not require signigicant system memory bandwidth
* The 7600GT has less effective bandwidth than Xenos, yet 8x AF is routinely used with marginal penalty
* AF in general has been a minor penalty for years
That leaves a number of other alternatives
* Xenos is broken. Unlikely for a number of reasons, one primary one is AF IS used at times
* XDK is not mature yet in this regards
* Developers are struggling with stable framerates (see how GRAW turns off Vsync at times) and every extra frame or two is worth it; combine the rushed deadlines...
* Dev time... last feature turned on, but cannot be done globally enabled since it needs to be turned on by surface
* PC devs are lazy and just used to throwing the switch
Who knows. It could be a number of reasons, but right now no one with inside info is talking, and a lot of the conjecture is pretty weak.
What seems to be pretty well established though is games are not using it universally, but it DOES appear to be used to a degree. It is annoying (I love AF) but jumping to the conclusions some do is hasty. Of course with E3 and the PS3 around the corner expect more and more of this.
---
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.
Since 1108 Days
2006-04-29 06:52:57 In reply to Acert93 (2006-04-29 05:05:33)
Further, lets compare this to a 7600GT, which also has 22.4GB/s of bandwidth. The 7600GT doesn't have significant problems running a game like Quake 4 at 1280x1024 with 4xAA and 8xAF -- nearly 70fps. The 360 is only rendering most games at 720p @ 30fps. While the 512MB is shared with the CPU, high end PCs have ~6.4GB/s of bandwidth and most games don't push that even. Anyhow, so while the 360 takes a hit (lets say 6.4GB/s) for the CPU, leaving 16GB/s of bandwidth for texturing, the 360's memory is not impacted by color, z, alpha, etc as these are ALL done on the eDRAM. So much of the bandwidth hit taken from CPU usage is easily reclaimed through all the backbuffer, the biggest bandwidth client, all being isolated on the eDRAM.
PC GPUs have been doing AF with very minor penalties for years. ATI has been doing this since the 9700 back in Fall 2002. So
* AF does not require signigicant system memory bandwidth
* The 7600GT has less effective bandwidth than Xenos, yet 8x AF is routinely used with marginal penalty
* AF in general has been a minor penalty for years
That leaves a number of other alternatives
* Xenos is broken. Unlikely for a number of reasons, one primary one is AF IS used at times
* XDK is not mature yet in this regards
* Developers are struggling with stable framerates (see how GRAW turns off Vsync at times) and every extra frame or two is worth it; combine the rushed deadlines...
* Dev time... last feature turned on, but cannot be done globally enabled since it needs to be turned on by surface
* PC devs are lazy and just used to throwing the switch
Who knows. It could be a number of reasons, but right now no one with inside info is talking, and a lot of the conjecture is pretty weak.
What seems to be pretty well established though is games are not using it universally, but it DOES appear to be used to a degree. It is annoying (I love AF) but jumping to the conclusions some do is hasty. Of course with E3 and the PS3 around the corner expect more and more of this.
I dont think its a bandwidth issue. We know AF can be applied, its not as if AF is not applied. for example in oblivion the walls and trees and buildings infront have AF but the road does not. The grass has AF but the pavement does not. I think it has much to do with developers trying to get HDR and AA working properly, then getting the game optimized for 6 threads, then optimizing for the GPU. All the games except Quake IV and Ridge Racer use HDR and AA at the same time. I dont think the developers have started to use memexport function. If u notice in PC the Oblivion loads all the textures from the hard drive and memory while the 360 does it on the memory only and PC can only match 360 with a 7900 or X1900XTX, in GRAW, the PC version has much worse performance even though its being developed on a PC, which is currently more efficient in programming than 360 as no developer has optimised multithreading or multiparallelism.
Since 927 Days
2006-04-29 07:05:42
you guys gotta be kidding. oh no look at that grass! you know what actually bugs me? the fact that when he shoots that bazooka the window frame is gonna stay intact.
Mr. Bad Cop Since 1064 Days
2006-04-29 16:37:25 In reply to modifiedbears (2006-04-29 07:05:42)
* Players can destroy key NPCs, assets, etc... and block/destroy objectives, thus destroying scripting and gameplay
* Accurate deformation takes a lot of horse power and geometry manipulation whereas it seems devs have gone more toward the pixel shader "fake it" route with a lot of faked geometry
* Physics is still in its infancy where they are mainly "physics effects" and few "physics gameplay"
* Lighting/Shadowing models need to be pretty much completely dynamic on all objects to look good and dynamically adjust to the destruction and havok the player creates... of course unexpected destruction could cause all kinds of glitches and bugs
* Play / Bug testing such games would be very, very difficult with a very questionable end product in terms of gameplay
* Totally free and dynamic deformity would not work for online games (too much information to pass over the internet), especially for physics-gameplay effects where objects that are destroyed remain as such. Ruble shape, position, weight, etc... x 10,000 objects would bring servers and broadband connections to their knees
At least those are the arguements I have heard. Personally I hope someone like the Red Faction devs give it a go anyhow. I want completely open ended gameplay!
---
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.
Since 1407 Days
2006-05-01 03:39:21
http://xboxygen.com/upload/Gallery/baker_shadows_w...
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http://www.xboxygen.com
Since 868 Days
2006-05-01 04:08:55
That pic looks good
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"Use Humlilty to make them Haughty"-Sun Tzu
Since 1108 Days
2006-05-01 05:10:49
2 more XBox 360 screens *notice, after the explosion, the bike standing besides the wall falls on the floor
http://ps3media.ign.com/ps3/image/article/703/7034...
http://ps3media.ign.com/ps3/image/article/703/7034...
He can also
ban your ass!
Since 1093 Days
2006-05-01 05:32:55
So it made the building vibrate..but did not damage it :P
Since 1795 Days
2006-05-01 07:09:55
Hmm, where have I heard that before...
Since 1045 Days
2006-05-01 07:29:13
THe game looks great in the screens, but in the one with the one soldier crouched, the shadows look blocky. I thought UE3 softshadowing eliminated the blocky looking shadows.
Since 1079 Days
2006-05-01 12:16:12
It looks to me like the americans are firing at their own team... Where have I heard that before?
Since 970 Days
2006-05-02 23:37:53
There is an extended version of the previous trailer of BIA3 and is nearly 2 mins long.
I can't find a fucking download link for this game anywhere, it's supposed to be on gametrailers.com but they seem to have it removed again.
Anyway here is an stream link, it begins the same as the old trailer but from about 1:20 there's some new footage.
http://www.insidegamer.nl/xbox360/brothersinarmshe...
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There is no next-gen!
Since 1079 Days
2006-05-03 00:06:01
Wow. Brilliant find jato. Still not actual gameplay, but the ingame graphics are amazing.
Since 970 Days
2006-05-03 00:13:19
Well, it's not a brilliant find at all actually, it's all over the net!
but everywhere I go I get redirected to the same vid on Gametrailers and that is not the extended version (anymore).
It appears they have removed it again apparantly.
Edit:
Finally found a download! download it here(no HD however):
http://playerone.be/playerone/nl/list.php?lst=vide...
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There is no next-gen!