PC - Brothers in Arms: Hell's Highway - LongPlay [4K:60FPS - RayTracing GI] "Remastered" 🔴

Опубликовано: 13 Март 2026
на канале: Levan
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PC - Brothers in Arms: Hell's Highway - LongPlay [4K:60FPS - RayTracing GI] "Remastered"

"What is certain now is that Brothers in Arms: Hell's Highway is another rousing entry in a great series. The beautiful landscapes complement the gritty combat, and thoughtful cinematic techniques breathe life into the engaging characters. Despite the somewhat spotty story and sundry oddities, Hell's Highway is a game you should consider playing twice. The unlockable "authentic" difficulty mode removes all the heads-up display elements and really allows the visual design to shine. The story resonates more powerfully because you know the characters well, and the renewed challenge ratchets up the intensity. With so many exciting elements, Hell's Highway provides ample motivation to don the Allied uniform once more. " _ GameSpot

Metacritic -79%

Well graphic wise it is a huge improvement over Unreal 2 games, however when it comes to teams AI it is a huge drawback they are way dumber and the story is wired to say the least, cursed gun my A22 this is not summer camp story this is WW2.
Another problem is the amount of loading's there are so many loading that Half life 2 is smoking nervelessly in the corner.

TimeStamps
00:00 - intro
Mission 1: Lost - 0:25
Mission 2: Operation Market - 15:42
Mission 3: Five-Oh-Sink - 27:45
Mission 4: Written In Stone - 57:23
Mission 5: Operation Garden - 1:17:52
Mission 6: Baptism Of Fire - 1:44:09
Mission 7: The Rabbit Hole - 2:06:47
Mission 8: Black Friday - 2:24:28
Mission 9: Hell's Highway - 2:48:33
Mission 10: Tooth And Nail - 3:11:43

I would recommend you to use low settings on RTGI shader, to get best results.
The shader ads a lot of depth to the graphics looking really forward what this shader will bring to games when it will mature more.
I'm using a shader that was created by Pascal Gilcher that works with reshade, if you want to grab this shader you need to become a part of his patreon community.
  / posts  
reshade
https://reshade.me/

Why i use RayTracing Global Illumination in the title?
This is the information i base my title on:
"Marty McFly's shader is hooked to informations provided by ReShade (depth buffer). The end result is a Screen Space Ray Tracing calculation, just like Unigine SSRTGI (Ray Traced Global Illumination), which indeed is a form of Ray Tracing."
https://reshade.me/forum/shader-discu...
If you don't agree with that statement you can discuss it over that page.

Useful information on pc game wiki
https://www.pcgamingwiki.com/wiki/Bro...


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