There’s also way too much focus on lame corridor blasting, and every time the game tempts you with a cool-looking exterior - bang - the mission ends and you find yourself back in some linear hallway. In terms of open environments, even pap like Medal of Honor: European Assault at least attempted to immerse gamers in a living, breathing battlefield. It hardly helps that the AI of your German foes is horribly inconsistent. From range, these sneaky Nazis are adept at finding cover and pelting you with grenades, so you’ll need to do a lot of hiding yourself before leaning out with a tap on the d-pad to return fire. Close-up though, it’s a different story and enemies will frequently charge right past you, or fail to even spot you as you pop a cap right into the side of their dozy heads.
You’ll also find it’s entirely possible to break the game by simply charging the German hordes like some Kamikaze fighter. Mass virtual panic sets in while you set about cracking skulls en masse with your ridiculously overpowered melée attacks. Without any health pickups, the game adopts the now requisite Halo/Call of Duty health model, yet Hour of Victory somehow contrives to muck this up too, requiring that you actually stand still to heal. It’s a particularly pedantic and laborious system, and succeeds only in breaking up the flow of the action some more.
Then, when you don’t think things can possibly get any worse, along comes the nail-biting (if only because of the truly sadistic checkpoint set-up) token vehicle section where you escape from a Nazi castle in the tank equivalent of a three-wheel van. If being absolutely peppered by near-invisible Panzerschrek-toting foes and trying to perform a three-point-turn while lodged in a snowdrift is really what our brave granddads had to endure in the forties, then war really must have been hell.