

The left side of the screen controls movement, while the right aims and fires. Upgrading historyīrothers in Arms 3 does a fair job mapping traditional shooter controls to touchscreen. Once the organically acquired upgrades and purchases ran dry, this created the need to mundanely grind through the linear levels or hand over real cash. These other limits to progression ranged from needing special weapon ammo such as rockets, to upgrading under-leveled primary guns – after all M1 Garand’s were famous for their upgrade options (I am pretty sure that’s not true).

This, however, never proved a huge limiter for me as I never seemed to run out of energy before I ran into some other road block.

Energy limits play, with every campaign and raid mission costing some amount of the currency to play (this slowly recharges over time or can be purchased in-app). One other feature of note is Brothers in Arms 3's pay-to-play model. Gameplay is mostly unchanged for this, however it does mean you spend more time dealing with enemies on multiple flanks making you move around your circle of protection to remain protected. While many conform to the same funneled structure, some pin you down behind cover waiting for reinforcements. The raid missions do mix this up a little. Indeed trying to move backwards feels wholly unnatural, with the game’s one-way action always forcing the camera’s perspective. It has you run from one piece of cover to the next, and while each element of protection may not lie along a straight line, your progress through the level is essentially linear as you dash along taking out your foes. At its core most of Brothers in Arms 3 is just running down inhospitable corridors.
