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Brothers in Arms: Hell’s Highway Trades Squads for a Single Soldier and Suffers for It

A lone soldier runs through war's fury in Brothers in Arms: Hell's Highway, a tale of smoke, steel, and ceaseless battle.

By mitch·4 min read
A soldier takes cover amid smoke and ruin as war rages around him.

Brothers in Arms: Hell’s Highway puts players back in the boots of a US Army paratrooper fighting through occupied Holland and Germany in 1944. The game drops the squad-based command system of earlier entries in the series and hands control to a single soldier, Sergeant Joe Hartman, who runs, shoots, and fights his way across a war that moves fast and rarely lets up.

The change is radical. Where previous games asked players to manage squads and coordinate fire, Hell’s Highway cuts that away and replaces it with a single man moving through chaos. That shift carries both strengths and costs.

Trailer, via Gearbox.

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Hartman’s War

Hartman is the lead character, and the game follows him from drop zone to final stand. He moves through fields, towns, and forests under constant threat, and the pace of the campaign reflects that urgency. Missions often feel like a push through enemy lines rather than a careful fight.

The game leans heavily on scripted sequences. Tanks roll into frame, soldiers appear from windows, and explosions mark the edge of the next objective. These moments are well staged, but they also make the player feel less like a commander and more like a passenger on a ride. The scripted approach shapes nearly every encounter, from the opening drop to the closing stand.

  • The pace rarely lets up, with enemies closing fast from all sides.
  • Missions are short, which keeps the game from losing focus.
  • The campaign is linear, offering little room to explore outside the main path.
  • Hartman’s personal arc is thin compared to the war around him.

The Gun Play

Shooting is the heart of Brothers in Arms: Hell’s Highway, and it holds up well. Weapons handle with weight, aiming feels precise, and the game rewards patience over trigger-happy fire. Cover systems let players lean out to shoot and pull back to reload or move, which gives fights a rhythm that older shooters lacked.

Multiplayer modes expand on the single-player gun play, letting players team up with friends online to recreate the feel of small-unit warfare. The modes include:

  • Team Deathmatch
  • Capture and Hold
  • Squad Assault
  • Domination

These modes give the game a second life beyond the campaign, though they share the same scripted feel found in the main story.

The Look of War

The game pushes the PS3, PC, and X360 hardware to show large-scale battles with tanks, planes, and soldiers in motion. Smoke fills the air, debris flies, and the sky darkens during bombing runs. The lighting is strong, and the scale of the set pieces is impressive for its time.

Character models are detailed, with soldiers reacting to gunfire and explosions in ways that sell the chaos. The presentation holds together even when the action gets frantic.

Sound of War

The audio design matches the visual chaos. Gunfire, engine noise, and distant artillery combine into a soundscape that makes the battlefield feel crowded. Voice acting is solid, though the script gives the characters little room to develop beyond their immediate objectives.

Music stays low-key, letting the sound of battle carry the mood. This restraint works in the game’s favor, since the guns themselves provide most of the tension.

What Holds It Back

The biggest problem is the lack of variety in mission structure. Missions tend to follow the same shape: move forward, take cover, move forward again, repeat. The scripted nature means the player rarely gets to improvise or find new approaches.

This repetition shows up most in the later hours, when the missions start to blend together. The game also asks a lot of the player in terms of pace. Fights can feel frantic, and some sections require near-perfect timing to survive, which can frustrate those looking for a more forgiving experience.

The campaign is short by modern standards, clocking in at a modest length that keeps the game tight but also limits the scope of what it can accomplish.

Multiplayer and Beyond

Online play is where Brothers in Arms: Hell’s Highway finds its best legs. Squad Assault, in particular, recreates the small-unit tactics of the single-player campaign with friends, giving players a reason to return after finishing the story.

The modes are simple but effective, and the multiplayer component remains a strong draw for players who want to keep playing after the campaign ends.

The Verdict

Brothers in Arms: Hell’s Highway is a solid shooter that trades depth for pace. Its single-player campaign is a quick, intense ride that doesn’t ask for much patience, while its multiplayer modes offer a longer shelf life. The game’s strengths lie in its shooting, its presentation, and its multiplayer, even as its scripted nature and limited mission design hold it back from greatness.

The game succeeds when it commits fully to its vision of a single soldier in a war without pause. It fails when it tries to be something larger than that narrow perspective allows. Taken as a whole, Brothers in Arms: Hell’s Highway delivers a competent, enjoyable package that falls short of the best shooters of its era but still holds up as a decent entry in the series.

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