- Release Year: 2005
- Platforms: PlayStation 2, Windows, Xbox
- Publisher: ak tronic Software & Services GmbH, Buka Entertainment, Ubisoft Entertainment SA
- Developer: Gearbox Software LLC
- Genre: Action, Strategy, Tactics
- Perspective: 1st-person
- Game Mode: Co-op, LAN, Online Co-op, Online PVP, Single-player
- Gameplay: Real-time strategy (RTS), Shooter
- Setting: Historical events, World War II
- Average Score: 81/100

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.
ign.com (88/100): great
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.