EA's latest installation of Medal of Honor introduces a new, non-linear style!
Medal of Honor is, without a doubt, a true pioneer in the WWII FPS genre. The original 1997 PS1 title actually resulted from the abundance of computer graphics created for the Tom Hanks/Steven Spielberg tear-jerker 'Saving Private Ryan.' Dreamworks intimate involvement with the project is evident to anyone who has ever played the game's impressive opening sequence. It depicts the Normandy landing in a spectacularly realistic fashion that was far ahead of its time. Despite the breathtaking realism, however, the sequence maintains an epic, almost cinematic feel.

Unfortunately, Dreamworks' involvement with the franchise would prove to be short-lived and the quality of MOH titles declined steadily over time. The original was followed by a steady stream of formulaic sequels, on almost every conceivable platform (Gameboy and cellphones included!) that offered little in the way of new gameplay options. As a result, leadership in the genre fell to competitiors like Call of Duty and Brothers in Arms that provided a far more realistic and intriguing experience. EA will seek to remedy this sad state of affairs in late 07 with its latest MOH offering, MOH: Airborne.
EA is attempting to revive this stagnant series by introducing a number of innovative, new gameplay mechanics. The most significant difference from past MOH titles is that each mission begins with an interactive parachute jump. That allows you to begin each mission from any point on the battlefield, and should make for far less linear gameplay.
MOH: Airborne will allow players to experience 5, historically accurate, missions of the United States 82nd Airborne. It follows the evolution of U.S airborne forces, beginning with Operation Husky, the start of the Italian campaign and the very first airborne operation in U.S. military history, and concluding with Operation Varsity, in Germany, warfare's largest ever use of airborne forces. Needless to say, as with all MOH titles, great pains have been taken to ensure historical accuracy. Numerous military experts were consulted, including Captain Dale Dye, who has served as Military Technical Advisor on the last 7 MOH titles. EA has even go so far as to send a sound crew to record the engine of an actual C-47 Dakota transport, the planes that shepharded American airborne troops into combat.
As mentioned, EA hopes to reinvigorate the series by introducing a slew of innovative new gameplay features. The most significant deviation from the tried-and-true MOH formula is the ability to control the descent of your parachute and, thus, begin at any point on the battlefield. In Airborne, players will first view maps on the plane and select suitable rally points for their squads. Then they will control their descent onto the battlefield, dodging enemy flak on the way down.
Players have the option to land anywhere they desire, and there are three types of different landings. First is the 'greased' landing. The player starts to free themselves from the chute before hitting the ground and gets a running start on the competition. In the second, normal type of landing, players take, you guessed it, a normal/average amount of time to get free of the chute. In the 3rd, botched landing, players land awkwardly and are forced to spend extra time cutting themselves free of the chute.
The ability to begin missions from any point is an enormous departure for the series, and one that radically changes the gameplay. Rather than being funneled from point to point, the game offers a far less linear experience. The player can land on a water tower and start sniping, meet up with the squad for a coordinated attack, or land directly on an enemy position to initiate an immediate, and likely extremely difficult, firefight. As Airborne's Executive Producer, Patrick Gilmore, explained to Gamespot "The choices made in the air will dramatically affect what kind of gameplay occurs once you hit the ground. The player will have full control of the parachute and will be able to drop into the encounter wherever they choose - this allows missions to play out in a new way every time."