Medal of Honor Airborne




Minimum System Requirements

Processor : Core 2 Duo
Graphics Card : Built-in
RAM : 2 GB
Setup Size : 15 GB
Genre : First person shooter
Release Year : 2004

Medal of Honor Airborne


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Medal of Honor Airborne is a World War II first person shooter video game, developed by EA Los Angeles, and released worldwide on mobile phones in August 2007, on Microsoft Windows and Xbox 360 in September 2007, and on PlayStation 3 in November 2007. It is the 11th installment of the Medal of Honor series, and uses a modified version of Unreal Engine 3,[6] In the game’s single-player mode, players assume the role of an American paratrooper in the US 82nd Airborne Division who is airdropped with his squadrons and fights against hostile forces across six large missions that take place during the latter half of the European theater of World War II,[7] while in its online multiplayer mode, players can choose to fight as Allied soldiers that parachute into the battlefield, or as Axis soldiers who defend on the ground.

Unlike previous games in the series that employed a linear style of gameplay in its single-player mode, in which the start point and direction is already laid out, Airborne employs a more nonlinear gameplay style in both modes, in that players can start their game anywhere in the map that they land in and complete the majority of a mission’s objectives in any order.[8] The game has received more favorable reviews for the PC and PlayStation 3 versions,[9] than its Xbox 360 version. While the game was planned to have versions made for PlayStation 2Wii, and Xbox, these were later cancelled,[10] with the first two consoles having Medal of Honor: Vanguard as an exclusive title between them instead.


In both modes of gameplay, players have access to three different categories of weapons that they can use in battles, either selected before or acquired during a game – Main Weapons, covering rifles, sub-machine guns, auto/assault rifles, shotguns and anti-tank weapons; Side-arms, which have infinite ammo and are mainly used as a back-up when out of ammo for main weapons; and grenades. Traditional game mechanics for the game such as crouching and “cooking” grenades, are complemented with the ability to lean out of cover to take shots at enemies, while players may also engage opponents in close combat. Like many games in the Medal of Honor series, players have a health bar, divided into four units, that begins to deplete when taking damage; if the player avoids taking any damage, the current unit of health being depleted will regenerate in time, but any units lost will require the player to find first aid kits. The HUD allows the player to keep track of what weapon they are using, the amount of ammo they have in it and on hand to reload it with, how many grenades they have, and a compass that keeps track of where allies and enemies are, along with markers indicating which direction a player is being damaged from and where active grenades have landed.

What makes Airborne unique in the series is the ability for players to choose where they land as a paratrooper on the battlefield in both modes. Once a player begins descending onto the map they are fighting on, they can direct where they will begin from, controlling the speed of the descent, thus giving greater flexibility and strategy on how they deal with enemies, with the added ability of being able to kick enemies they land upon.


In the game’s main campaign, players assume the role of a fictional paratrooper working alongside other members of an American airborne division, to complete a series of objectives within each of the campaign’s six missions. The player is given a briefing on each mission’s initial objectives, as well as a map of where they will be operating, including the location of heavy enemy concentrations (marked red) and safe landing sites (marked green). In this mode of gameplay, players can equip two main weapons, designated as primary and secondary weapons, and chose what loadout they have before beginning a mission from a selection of Allied and Axis weapons; additional weapons can be unlocked by either taking those dropped by enemy soldiers during a mission or reaching later missions where they become available in. During missions, weapons earn experience from killing enemies, with the amount per kill greatly increased from performing headshots, melee and multiple kills. Once a weapon earns enough experience, it receives an upgrade that improves how effective it is for the player, with upgrades ranging from increased damage, a higher rate of fire, and reduced weapon recoil. Each weapon can be upgraded three times, and has its own set of upgrades; once it is fully upgraded, the weapon’s icon on the interface changes to reflects its fully upgraded appearance.

When descending by parachute into a mission’s battlefield, the type of landing the player makes affects the speed at which they can begin to fight – “Greased” landings, by moving forward before touching down, allow the player to be ready instantly to fight; “Flared” landings allow the player to land safely, but require a little time to be combat-ready; “Botched” landings, by coming in too hard, cause the player to be more vulnerable to attack as they recover and become combat-ready. The player can also perform a “Skill” drop, by landing safely and in a specific way, at a site designated by a white parachute (i.e. landing through an open doorway); each mission has a set number that the player can find on when on the ground, and which they can attempt at any time when their character is descending down onto a mission’s battlefield. Once in a mission, players do not face enemies with randomized appearances and weapons, but rather a predetermined selection of enemy types; while the player faces the weakest kind to begin with, more difficult and challenging opponents are introduced as the game progresses.

Each mission the player undertakes consists of two phases. In the first phase, gameplay is non-linear; in addition to choosing where they wish to land, players can decide the order in which objectives are completed, though they are restricted to landing and moving within the area of the map that is accessible to them. If the player is killed during this phase of a mission, they re-spawn in the air, descending down to the battlefield once more, and can thus take advantage of this to put themselves in a more favourable position to complete an objective. Upon completing the objectives outlined in a mission’s briefing, the game’s second phase begins and focuses on a more scripted and linear path, with objectives unlocked in sequence and a new area of the map becoming accessible. In this phase, the player no longer can parachute back down to the mission’s map, instead re-spawning to the last checkpoint they reached.