They didn't get this sequel rammed up the commission pipe, did they? Thankfully, to ease things a tad for the less cerebral among us, the skills exclusive to each member are available to all others in a reduced capacity, meaning that losing one doesn't mean having to start all over again not to say you shouldn't keep all your men intact. Whatever the case, there are some new cases joining the original line-up Green Beret, spy, driver sniper, sapper, dance instructor and marine.
First off there's an obedient dog by the name of Whisky, aiding you in your continuing assault against the march of fascism. As can probably be guessed, Whisky doesn't have much in the way of special abilities, but he is able to act as delivery boy, shuttling weapons and equipment between team members without attracting that bully Hun's attention.
Of course, it isn't long before the other side is fighting back, placing freshly mown lawns and other dogs' arses in the way of our wily canine's destinations. Oh, and call us sick and wrong, but the chance to strap a barrel-load of explosives on to the dog's back and throw his favourite ball through the window of the nearest Nazi mess hall sounds like a winning tactic.
But you don't have to worry your pretty little heads about inflicting such cruelty on poor old Whisky, animal lovers: chances are he'll never make it past Level 6's 'Sausage Factor mission. Of course, if you're going to have a dog in the game, you're best to balance it out with a bit of skirt as well, aren't you? Step forward Natasha Nikochevski, seductress extraordinaire. Natasha has the enviable ability to turn the enemies' heads in her direction as she pouts and glides, distracting Jerry as our boys sneak past and give them a right good shoeing Natasha letting fly a hefty kick to the Fuhrers as well.
Mind you, with the war going on as long as it did, what with every man being locked up for months on end with nothing but a company of sweaty, grunting males, they might as well have sent in a walrus wearing a blonde wig for precisely the same effect. Or, if we're to believe the more extremes of anti-Nazi propaganda, they could just send in the dog see, boys and girls, didn't we tell you that a barking bomb's the only humane way to an honourable end for our loveable hound?
Then there's Lupin, the thief who sneaks about in the shadows avoiding the guards' detection far more easily than anyone else on the team. He'll be used for picking pockets and getting past locked doors then.
And let's not forget the chance to give minor commands to NPCs, setting up ambushes and decoys to aid you in your violent crusade. From the footage we've seen, the animation of each character is looking mighty impressive.
While die cartoonish look of the original is still retained, the models have been given a thorough working to ensure that they look as realistic in their environment as possible. The backgrounds, too, show a higher level of artistic detail than we've seen before. The Sim City alike ability to rotate the landscape through degree horizontal increments is a welcome inclusion for those who were irritated when inconveniently placed structures obscured the action.
Even better, though, is the news that the all-new interior locations are fully rotatable through a full degrees. Ignoring the fact that the rooms seem to reside in an existentially lightless void, it's a nice touch and should allow you to traverse the claustrophobic confines of bases and barracks with much greater strategic precision. It also helps that the resolution has been upped to today's cosmetic requirements of x instead of the shoddy x today's resolution equivalent of Brian May.
Besides, it's a good job that the resolution's been increased because the playing areas are reportedly far bigger in size than before not that they weren't big enough to do the job last time. Although to level this out, instead of the 24 missions of the first, the number's been halved to a dozen though Pyro promises that just as much time will be spent playing the game.
The PC Speculate-O-Tron keeps its fingers crossed which is a bit hard for a machine, believe me that the large areas don't lead to sloppy play dynamics as the lengthy missions drag on interminably. Still, early days, eh? It was always a surprise that the original Commandos was such a big hit.
It never relied on a flashy campaign or over-hyped enthusiasm to sell it. Whether it's just because it's a good game or whether it's got anything to do with the post-post-WW2 generation's unconscious desire to re-enact the glory and machismo of war in a disillusioned, slack society is anyone's guess or someone qualified to write about the subject at least.
Whatever the case, it all looks rather delicious. While most improvements seem to be generally cosmetic, here's hoping that the large interactive environments and additional characters lead to something truly special in the play department.
We've already had one data disk looking remarkably similar to the original, we don't need another. However, from the looks of tilings the sequel promises to be much more than that - and we haven't even mentioned the new weapons, realistically modelled vehicles, new AI and obligatory multiplayer mode.
That should even the odds quite a bit when Commandos 2 is released in a couple of months. Spain is probably thelast place you'd expect to find a World War II classic. After all, during the conflict, the country was recovering from the ravages of a Civil War that had left the nation physically and spiritually broken, where brother had slain brother and neighbours condemned lifelong friends to the firing squad.
And while Franco's dictatorship had friendly relations with Hitler, Spain never became personally involved in the war. Gonzo Suarez, the project head and main visionary behind Commandos, pointed out to me that Spain benefited greatly during WWII, perhaps referring as much to the success of the first game as to the consequences of this being a neutral country in such a devastating war.
The original Commandos: Behind Enemy Lines was a huge sleeper hit - to borrow a Hollywood term - in that surprised everyone by sitting at the top of the charts for 15 weeks in the UK and selling consistently throughout Europe. What makes it more extraordinary is that it was an extremely difficult game aimed at hardcore strategists that somehow managed to cross over to the average garnet. People bought it not really knowing what to expect, became completely addicted and started telling all their friends about it.
That gives a game a longevity that all the adverts in the world can't buy. They really like their strategy games hard and thorough over there, although when the German press first saw it they looked so serious and tight-lipped I was convinced they hated it. But when the reviews came out it was clear they loved it. It's been a long journey for Gonzo though, who started out working in advertising and cinema 24 years ago, up until the rime a Spectrum landed on his lap in I made about six games with them and went independent in , around the time the industry fell apart in this country.
According to Gonzo, the consequences of that crash can still be felt today, and it was only in that he was able to start work on Commandos. But even then it was an uphill struggle.
Most of the talent has gone abroad and there's very little investment, so it's quite hard. There's only really three big teams in this country and, after 17 years, I'm practically the grandfather of the industry. Most of the people who were working when I started out all retired in the early '90s. One of the toughest things making this game was to build a good enough team and make sure we brought all the best people.
There are people who are great programmers, but have no experience making computer games, so you have to train them up. But because there's only three teams, at least what little talent there is isn't completely diluted. But Gonzo is nothing if not tough. His heavy build and strong features go hand-in-hand with the fact that he used to be a boxer. I love contact sport. You can never foresee what's going to happen and you can only work with what's in front of you. That gives your life a more vital rhythm.
Gonzo doesn't speak English, so he stands behind Jon Beltran - the talented lead programmer - telling him what to do. He is a natural leader and strides through the press room like a general briefing foreign troops.
He also seems a little nervous, and his eyes twinkle while Jon translates everything he says. He looks like an excited father as he shows off the myriad of details the game possesses and manages to stun even the most cynical of journalists present. Commandos 2 is just what a sequel should be. Ir rakes the idea of the original and catapults it to a whole new level. Gonzo shows us the thief climbing walls, peeking through windows, hiding under beds and stealing from Nazi soldiers.
He shows us the commando, swinging from cables and diving underwater among schools of fish. He shows us the sniper aiming from a window inside a building, soldiers in the street and officers sitting in a room in another building.
He shows us all the vehicles you can drive and the massive, detailed maps of the missions, including a full replica of the Eiffel Tower and a stunning recreation of Colditz. Later I asked him how they managed to capture so much detail and whether they had the chance to visit all the locations in the game. We did get to see Japan, but that was only because there was a conference there.
Wherever we could, we took digital photographs, but most of the research was done back in the office. We have about 40 square metres of World War II books, so we were very well informed. And, of course, whenever you need to find out a niggly little detail, there's always the Internet.
One thing that Gonzo is quite keen to make clear from the start is that Commandos 2 is nowhere near as difficult as the first game, which was never designed with mass appeal in mind. The new game has three difficulty settings, so die-hard fans of the original's near-impossible gameplay will still be able to play in that style, while most of us switch to an enjoyable challenge.
That isn't to say that playing on the lowest setting is a breeze. Once you do you'll want to play on the medium difficulty setting at least. Someone who's just spent the best part of Pound on your game is usually willing to spend that time learning. Not every game has to be pick up and play.
I tried out the first mission, and can confirm that even the easiest setting is quite a challenge. It's also incredibly addictive and involving.
You'll be happy to know that you can now save at any stage too, so the nerve-wracking frustration we all experienced with Behind Enemy Lines should be a thing of the past. This game is clearly geared to a much wider audience. And there are few subjects able to command as much attention as World War II. Shooting Nazis has always been acceptable, but you can't get away from the fact that there's a massive entertainment industry built around one of the biggest atrocities in human history.
If you think about it. Star Wars is crammed with atrocities and is considered apt children's viewing. Our files is totally safe and protected by Avast.
Here with the players online, show that you occupy a leading position in the rating table. You may find it difficult missions, where you need to destroy buildings. There will be a large number of enemies. In the game, you can encounter snipers, different techniques, the enemy will not spare you, and can crush your character forever. At the game you can improve your weapons. In battle, you can use missiles and drones.
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We have also a number of categories to help you find out what you love. Every day we're trying to choose only the best games and that's the reason why you always enjoy a lot of fun with us. Email Address. Send Close. There are many things wrong with Commando that make the game much inferior to the arcade original. For starter, the control is very limited: you can only shoot in 4 major cardinal directions, meaning that you need to run around in circles and time your shots to shoot diagonally.
Levels are repetitive to the extreme, and all you do is run around and try to fend off an entire army by shooting and throwing grenades, which were just flashing white squares that are difficult to see. About the only thing Quicksilver did right with this game is that it is a lot of fun to find secret entrances to new area. But then again, THAT is in the original arcade game.
Overall, a sub-par conversion that could have been much, much better. The poor CGA graphics doesn't help, either and there are already many other games during that period that utilized CGA more effectively, e. Tau Ceti and Alley Cat.
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