Brothers in Arms: Earned in Blood

Description

Brothers in Arms: Earned in Blood is a tactical first-person shooter set during World War II, following Corporal Joe ‘Red’ Hartsock of the 101st Airborne Division as he leads paratroopers through the Normandy campaign starting from the eve of D-Day. Players command fireteams or tanks, emphasizing cover, suppression fire, and improved AI to navigate the challenging Bocage terrain in missions based on real historical events.

Gameplay Videos

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Brothers in Arms: Earned in Blood Reviews & Reception

metacritic.com (85/100): While Brothers in Arms: Earned in Blood feels a bit too much like its predecessor in many ways, that’s like saying “The Godfather 2” was a bit too similar to “The Godfather.”

imdb.com (70/100): Great effort, but could have been better.

gamespot.com : Brothers in Arms is a fun action game while it lasts, which isn’t very long at all.

Brothers in Arms: Earned in Blood Cheats & Codes

PC

Edit ‘EiB.ini’ or ‘bia.ini’ in the game’s System folder (e.g., ..\BrothersInArmsEiB\System) using Notepad. Under [Engine.Console], change ConsoleKey=0 to ConsoleKey=192. Optionally, under [Engine.GameInfo] add bCheatsEnabled=True or set bEnableDebugConsoleAndMenu=True. Save and mark the file as read-only. In-game, press ` (tilde) to open the console and enter codes. Alternatively, enter ‘2ndsquad’ as profile name at profile creation to unlock all levels and extras.

Code Effect
2ndsquad Unlock all levels, movies, infinite ammo, supersquad
god God Mode
fly Fly Mode
walk Walk Mode
ghost No Clipping Mode
allweapons All Weapons
allammo Tons of Ammo
invisible 1 Invisibility On
invisible 0 Invisibility Off
killall Kill Everything
loaded Get Everything
unloaded Remove all items
supersquad God Mode for squad
oldmovie Old Movie mode
blindai [0 or 1] Toggle blind AI
deafai [0 or 1] Toggle deaf AI
blindenemies [0 or 1] Toggle blind enemies
deafenemies [0 or 1] Toggle deaf enemies
summon gbxInventory.PickupWeapUSBar Gives BAR
summon gbxInventory.PickupWeapUSBazooka Gives Bazooka
summon gbxInventory.PickupWeapUSColt1911_ Gives Colt1911
summon gbxInventory.PickupWeapDEFG42_ Gives FG42
summon gbxInventory.PickupWeapDEFG42Sniper Gives FG42 Sniper scope
summon gbxInventory.PickupWeapDEK98_ Gives KAR98
summon gbxInventory.PickupWeapDEK98Sniper Gives KAR98 Sniper scope
summon gbxInventory.PickupWeapUSM1_ Gives M1
summon gbxInventory.PickupWeapUSM1Carbine Gives M1 Carbine
summon gbxInventory.PickupWeapUSM3A1_ Gives M3A1
summon gbxInventory.PickupWeapDEMP40_ Gives MP40
summon gbxInventory.PickupWeapDEP38_ Gives P38 Pistol
summon gbxInventory.PickupWeapDEPanzerfaust Gives Panzerfaust
summon gbxInventory.PickupWeapUSSpringfield Gives Springfield Sniper Rifle
summon gbxInventory.PickupWeapDESTG44_ Gives STG44
summon gbxInventory.PickupWeapUSThompson Gives Thompson

PlayStation 2

Create a profile named ‘2ndsquad’ (US version) or ‘BAKERSDOZEN’ (EU version). During gameplay, pause the game and enter the password.

Code Effect
2ndsquad Unlock all levels and rewards (US version)
BAKERSDOZEN Unlock all levels and rewards (EU version)
Infinite Ammo Get 999 Bullets (repeat if needed)
Old movie Game has a Grey Hue
Super Squad Squad are more resistant to bullets

Xbox

Create a profile named ‘2ndsquad’.

Code Effect
2ndsquad Unlock all levels and rewards, authentic difficulty, infinite ammo, super squad

Brothers in Arms: Earned in Blood: Review

Introduction

Imagine leaping from a C-47 into the chaos of D-Day, not as a lone Rambo-esque hero, but as a squad leader whose every command could mean life or death for your brothers-in-arms—then fast-forward to the brutal hedgerows of Normandy, where one wrong flank spells annihilation. Brothers in Arms: Earned in Blood (2005), Gearbox Software’s rapid-fire sequel to Road to Hill 30, thrusts players into this tactical crucible, elevating WWII shooters from arcade run-and-guns to cerebral simulations of infantry combat. Released a mere seven months after its predecessor, it builds on a legacy of authenticity inspired by real events and HBO’s Band of Brothers, earning praise as one of 2005’s top tactical experiences. Yet, its iterative nature sparks debate: is this a bold evolution or a glorified expansion? My thesis: Earned in Blood masterfully refines squad-based tactics and narrative intimacy, cementing Gearbox’s WWII trilogy as a high-water mark for historical fidelity in gaming, even if its familiarity tempers revolutionary impact.

Development History & Context

Gearbox Software, fresh off Half-Life: Opposing Force and Road to Hill 30‘s critical acclaim, doubled down on their “tactical shooter” formula under executive producer Randy Pitchford. Directed by Brian Martel, with writing and cinematics by Mikey Neumann, production producer Michael Wardwell, and military advisor John Antal (a U.S. Army veteran ensuring historical accuracy), the team aimed to deliver “the game we wanted to make first time around but couldn’t quite nail,” as 1UP noted. Neumann’s script drew from Col. S.L.A. Marshall’s interviews with real paratroopers, framing the story as post-D-Day reflections.

Technologically, it reused Unreal Engine 2 with Havok physics and Bink video, constrained by last-gen hardware (Xbox, PS2, PC). This enabled fluid squad commands but limited graphical leaps—no next-gen shine amid 2005’s Call of Duty 2 and Battlefield 2 spectacle. Development’s brevity (seven months) stemmed from shared assets, allowing focus on AI upgrades and multiplayer. Ubisoft published amid a saturated WWII market (Medal of Honor, Call of Duty), positioning Earned in Blood as a thinking man’s alternative. Gearbox’s vision—emphasizing “Four Fs” (Find, Fix, Flank, Finish)—challenged arcade norms, influencing tactical design in an era dominated by twitch reflexes.

Key Creative Personnel

Role Contributor
Executive Producer Randy Pitchford
Director Brian Martel
Writer/Cinematics Mikey Neumann
Military Advisor John Antal
Art Director Matthew VanDolen

This lean team, overlapping 119 credits with Road to Hill 30, prioritized iteration over reinvention, a pragmatic choice in mid-2000s crunch culture.

Narrative & Thematic Deep Dive

Framed as Sgt. Joe “Red” Hartsock’s interview with Col. Marshall (15+ days post-D-Day), the plot unfolds in flashbacks across three acts: pre-Hill 30 “missing days” under Sgt. Matt Baker; commanding 2nd Squad post-Bloody Gulch (Carentan defense, Baupte link-up); and the hellish assault on Saint-Sauveur-le-Vicomte with 82nd Airborne’s Seamus Doyle.

Plot Structure

  • Act 1: The Missing Days – Hartsock (voiced authentically) teams with Doyle (82nd), Paddock, Friar; secures St. Martin church, Foucarville half-tracks, Barquette Locks, Château Colombières. Fills Road to Hill 30 gaps, humanizing scattered paratroopers.
  • Act 2: New Squad – Promoted, leads remnants: Cpl. Franklin Paddock, Pvt. Dean “Friar” Winchell, Pfc. James Marsh, Cpl. Jacob Campbell, Pvt. Will Paige, Pvt. Derrick McConnell. Clears Carentan train station, Baupte, hedgerows.
  • Act 3: The Decision – Allies with Doyle for St. Sauveur; loses finger, witnesses Paige/Doyle deaths. Ends with flares signaling 50th Infantry.

Themes probe war’s toll: brotherhood (“We fight as one unit”), fate vs. choice (Hartsock’s cynicism: “Carentan was a joke compared to St. Sauveur”), leadership’s burden. Dialogue shines—raw, profanity-laced banter (“Red” loses ring finger, Friar patches amid chaos)—evoking Band of Brothers. Characters evolve: Hartsock’s gruff arc from Baker’s subordinate to haunted sergeant; Doyle’s tragic optimism. Reviews lauded this (D.I.C.E. nominee for Story/Character), with GameSpy calling it “character-driven” like The Godfather Part II. Minor continuity errors (e.g., jump order discrepancies) aside, it’s exhaustive historical fiction, blending real battles (Bloody Gulch) with emotional depth rare in shooters.

Gameplay Mechanics & Systems

Core loop: Command two teams (fire/assault, or tank) in open-ended levels through bocage/urban Normandy. Discourage Rambo via no prone/jump, limited aim sway, low health—force suppression (pin enemies with fireteam) then flanking (assault team). UI: Intuitive—V-key toggles Situational Awareness (top-down map); mouse/analog for move/fire/suppress.

Key Systems

  • Combat Innovations: Enemy AI leaps—repositions under fire, counter-flanks (GameSpot: “toughened up”). Player grabs ammo from squads; new weapons (Grease Gun, FG42); tanks/vics.
  • Progression: No RPG trees; squad “hotness” (effectiveness) rises with survival. 17 chapters + skirmish (co-op/PC patch, Xbox Live).
  • Multiplayer: 2-16 players; co-op skirmish, Defense mod—rare for era (IGN: “unique”).
  • Flaws: Squad pathing/AI glitches (stand exposed); linear flanks despite openness; short campaign (~8-11 hours). PS2 port: Weak AI, framerate dips (IGN 5/10).
Mechanic Strength Weakness
Squad Commands Precise, realistic Pathing bugs
AI Dynamic flanking Ally stupidity
UI Clean SA map Controller unwieldy (PS2)

Tactics shine in urban shifts (tense CQB), but repetition frustrates (PC Gamer: “same story retold better”).

World-Building, Art & Sound

Normandy’s bocage—hedgerows, ruins, chateaus—immerses via Unreal Engine 2: detailed foxholes, destructible cover, dynamic weather (rain-slicked mud). Urban Carentan/St. Sauveur adds tension—ruined mills, bridges. Art: Gritty realism (bloodshot eyes, dirt-caked faces); 327 credits yield authentic gear (M1 Garand sway).

Sound: Immersive—zippy bullets, MP40 cracks, screams (coarse language amps maturity). Score (David McGarry) evokes Saving Private Ryan; VO (Troy Baker et al.) delivers pathos (“We earned it in blood”). Atmosphere: Claustrophobic suppression, killzone ambushes—contributes to “this is war” feel (Games Master).

Reception & Legacy

MobyScore 7.9/10 (183 collectors); Metacritic: PC 84, Xbox 85, PS2 71. Critics raved (GameSpy 100% Xbox: “best console shooter 2005”; 1UP 9.5: “subtle evolution”); players 3.7/5. Commercial: Solid (Steam/GOG $3.99 sales); GameSpy #4 Xbox GOTY.

Critiques: “Expansion pack” (GameSpot 8.7: “similar experience”); PS2 woes (GameSpy 3/5). Reputation evolved: Cult classic for tactics; influenced Brothers in Arms: Hell’s Highway (next-gen), squad shooters (Door Kickers). Trilogy bundle endures; mods/co-op persist. In WWII glut, it pioneered authenticity, predating Hell Let Loose.

Scores by Platform

Platform Metacritic MobyGames
PC 84 7.9
Xbox 85 8.2
PS2 71 6.7

Conclusion

Brothers in Arms: Earned in Blood distills WWII infantry to its essence: fragile squads, lethal flanks, haunting bonds. Gearbox’s polish—smarter AI, richer story—elevates a sequel into essential companion, flaws (iteration, brevity) notwithstanding. In gaming history, it anchors the series as tactical WWII pinnacle, bridging arcade past and sim future. Verdict: Essential for strategy fans—9/10. Replay on PC; its blood-earned legacy endures.

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