The AI of both Allied team members and Nazi soldiers is remarkable (they get dopier on the easy difficulty levels). Nazis duck, run, hide, and plan attacks against you. Some of these attacks are implemented with real lethal cunning, yet sometimes they just run in front of your weapon and wait to be shot. They will surprise you quite often by the things they do... without giving away too much (the example cited next is an obvious one), expect to have your own grenades thrown back at you a lot.

Ever since the release of Valve's Half-Life, much ado has been made about the interaction with NPCs, and how scripted events can enhance the overall storyline of a title. This reviewer has played just about every single to come down the pike, and although and titles of its ilk have their excellent points, MOH: AA was able to provoke an emotion that no NPC or scripted event has been able to achieve in the past... fear. You will start several missions as one member of a squad or team, and you will have the pleasure (?) of watching all of your friends die in front of you. Most of the time these events are scripted to happen this way, leaving you as the lone survivor who must accomplish the mission without anyone's help, but there will be many times throughout this title that you just may find yourself replaying the mission in an effort to find out if it is possible to save any of them. During the Omaha Beach invasion (this level drops you, directly, into the first twenty minutes of Saving Private Ryan. This thought will probably be repeated in many reviews you may read of this title, but there is a reason for that... it's absolutely true), your first objective is to get off the damned Higgins boat (the beach barriers sticking out of the sand provide the only shield against the enemy's turrets... just a tip) before you're ventilated, and believe you me, this is not easy. When you eventually do make it to a point on the beach that provides temporary cover, look around. The fallen soldiers are whimpering, the medic to your right administers a health aid to you, and the other soldier to your left is shaking in his boots... literally. He stares back at you with an expression of sheer, stark terror that has to be seen to believed... and all of this is taking place amongst all the gunfire, explosions, and chaos that this little marvel of sound design (persistent wailing, cries of "What do we do, Sarge?", "This is a slaughter!", and "What are we doing here?" echo through the scene both near and far) can throw at you. It took ten minutes, and the death of the quivering soldier to my left, before I touched the mouse again. Yes, this is a computer game you're reading about. Even when the danger is fictional, when lives are destroyed because you goofed, it's a shame.