The only thing that let me down in MOHAA was that it's entire concept was based around a movie-like linearity. The "feel of WWII" was only achieved through the visceral and frustrating nature of combat. That sense of bewilderment and confusion entangled with the gripping need for courageous decisiveness which I've read about in books doesn't exist. The game just naively pushes you from one battle into the next, betraying the fact that individual acts of heroism and not distanced dictation were in many cases what kept the Allied soldiers fighting.
MOHAA's singleplayer didn't rise at all above RTCW's IMO. Both were good, but not exceptional. Spearhead was in the same gameplay league but had much better presentation (More setpiece battles, better cutscenes, a few unique situations, etc.) Too bad it was extremely short.
I agree that the Omaha beach map was too heavily pimped, since it could have been much much more than a drastically simplified ripoff of Saving Private Ryan. Aside from the realistically copius amounts of blood and gore, we could have seen spectacular fire support from from the Navy on the way in and while we were stranded at the shingle, a couple of tanks perhaps providing cover but eventually getting blown up, getting off the ramp in 6ft of water and watching swirling bullet trails as you frantically try to inflate your Mae West (lifevest), engineers and SeeBees simultaneously blowing up rows of obstacles, more sidecommentary by fellow soldiers on how everything went wrong, etc. Basically, more of what really happened.
"Nothing livens up a robotic hymn of doom more than an amazing pair of jugs." - Brak