Commando games free download full version
Each mission is like a puzzle, a puzzle that you have to figure out. Your commandos need to be moved into position and you need to make use of their unique abilities to complete each mission. It is the kind of thing that sounds simple and easy, but it is so deep and engrossing that you will be hooked.
I love how even though the game is difficult, it is not unfairly difficult. I could probably talk about Commandos 2 Men of Courage for hours on end not get bored. This is one of my favorite games of the early s and I feel that it has aged like a fine wine. It is pretty much perfect in every way and it is so good that my main complaint is that I wish there was more of it! I will say that the PC version is the one that you want to play as the console version is not quite as good.
The whole Commandos success is a mystery to some. The insane difficulty for beginners and the repetitive gameplay motif of 'throw cigarettes, knock out the Nazi and hide the body' means that not everybody can appreciate this sequel, the pinnacle of the series and one of the best WWII games ever made. Don't be fooled into thinking it's an RTS, mind - that way lies disappointment.
Instead, Commandos creates a genre all of its own, often imitated with poor results, in which vast, intricate maps are filled with puzzles that can only be solved with observation, cunning and perfect timing.
The different skills possessed by each of your commandos the spy can distract, the thief can climb through windows and so on gives you plenty of options when trying to think yourself out of a tricky situation. Your closest ally, though, is the quicksave button: you will fail a dozen times each step of the way before getting it right. But then, that's half the fun. What really makes this a magnificent title though, is the detail that brings each scenario alive.
The scale might be tiny, but the levels feel huge, with Colditz Castle, the Eiffel Tower and other locations brought to life with flair and imagination. These design touches make each assignment exciting, like using bait in tropical waters to attract fish to camouflage you from enemy divers.
Forget Commandos 3 and get this for a fiver. A sweeping generalisation it may well be, but unlike us high and mighty tommy Englander pig-dogs, Germans seem quite comfortable pulling their cultural skeletons out of the wardrobe. Take the subject of war for instance; when it comes to computer games where Nazis get killed on screen, they love it.
Just to back up my point, the original Commandos has sold more than two million copies worldwide, , of which were bought by people with mullets.
That's a lot of mullets, I think you'll agree. Anyway, Commandos 2 is coming out and it looks great. As before, the aim is to get your covert specialists through the war alive, and at the same time save prisoners, blow bridges and generally disrupt the German war effort from behind enemy lines. Returning for a second tour of duty are the characters from game one, each of whom will have been through some extra training, meaning they'll have new skills to make use of - such as being able to swim underwater.
Three new characters will be making their debut a thief, a lady called Natasha and, maybe, a dog , as will a number of walk-in parts from regular soldiers, which players will be able to control, albeit with limitations.
The idea, it seems, is to give players a few characters at whose loss the game doesn't have to be restarted. Obviously, such troops, though handy in firefight, shouldn't be relied upon to do a commandos work.
The intelligence of the Germans has been beefed up considerably, with a noticeable difference in behaviour between the German ranks. Officers will point and shout and will always graciously let his NCOs into a room before himself - usually into a hail of bullets - fun to watch if nothing else. Pyro are aiming for approximately 70 to 80 hours of gameplay, so the number of missions could change from the planned 12, but considering the size of the levels one even accurately maps the entire grounds of Colditz Castle that seems unlikely.
As well as the Colditz mission, there is plenty that borrows from the war movies of our youth. There's a nod to the final battle of Saving Private Ryan, a few choice moments from Where Eagles Dare, plus a rather famous bridge across the river Kwai hopefully your task is to blow it rather than build it.
Vehicles will be more integral to success this time around, and there'll be more of them. Taking control of the tank will of course be the highlight, and if you manage to crew it with two of your men, you can make short work of any retreating Germans. Watching the turret cannon recoil while the tank rolls back on its tracks is truly a work of art in terms of animation.
Commandos 2, though some months away, is certainly worth getting excited about. The fact that you can choose which characters you want to take on each mission, as well as start each mission in a number of different places, just goes to show how much Pyro has listened to fans of the original game.
We are promised an easier time of it this time around, with a rich and fully interactive environment to play toy soldiers in.
If you're British, you're going to love it. If you're German, as I partially am, you're going to love it even more. Gott im Himmel! There's no doubt about it -Commandos: Behind Enemy Lines was a bloody hard game.
If you played it, you can no doubt imagine the scenario: studying the map for hours on end before making a single move; setting up a multiplicity of cameras to capture the viewpoint from every conceivable position; painstakingly mapping out the perfect route in your mind; then moving your soldier slightly more than an inch to your right five seconds later and getting filled with more holes than an explosion in a sieve factory.
Ho hum, time to start again unless you constantly used the quicksave key, you lily-livered scum. Commandos required almost perfect timing as you navigated your team of hardened warriors past countless dangers in order to complete your objectives. To some, it was strategy heaven, to others it was as exciting as defragging the hard drive - but bollocks to that lot, eh? 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. The demo allows you to play the first two missions of the game. Antony Peel. Software languages. Author Pyro Studios. Overall, Commandos: Behind Enemy Lines is a terrific game. Like every game, it has a few bugs, but if you like games that force you to think and act, you will love Commandos.
Graphics: The graphics are terrific, although the characters are very small. If you've run out of bombs, you can use the oil truck to shoot the fuel tanker just as it passes between the two north-eastern oil rigs - this will destroy them both. Once you're done, escape to the west.
This mission requires the spy to kill the guards around the Green Beret's and sniper's hideouts so that they can escape. Once they're free, it's just a case of carefully killing all the guards and freeing the hostage. There is no real strategy, except to be quiet and reach the escape truck. Use the Green Beret to climb up the dock wall and kill the four guards, then swim your marine up to the main entrance and wait for the supply boat to open the gate. Once you're through, kill the guard by the cannon and open the gate.
Get all your men into the boat and move them to the main entrance, then use the marine's scuba gear. The marine gets out of the boat but everyone else stays in.
Use the marine to kill the two guards on the small pier just north of the entrance, and at the same time use the sniper he can shoot from the boat to kill the guard on the south-western point of the main dock. The rest of the guards are quite tricky, but you can use any remaining sniper bullets and the beartrap to kill them. As soon as you can, get your marine into the sub and blow up the large boat with the sub's torpedo. The alarm then goes off, so use your sapper to blow up the fuel tanks quickly.
You can use the large cannon on the southern dock to destroy any patrol boats. This should secure your escape. Once again, there is no real easy strategy to this mission - just be as quiet as you can. The decoy combined with the beartrap makes an effective weapon, and the marine is also useful for sneaking out of the water and killing the guards on the beach.
The Green Beret can climb on to the central mound and sneak up behind some of the guards, and the sniper can shoot from the boat, although you need to save some bullets for the guards on top of the cannons. The mission becomes easier as soon as you have control of the tank. All you need to do then is use the barrels and your bombs to destroy the guns. Avoiding the five-man patrol, you need to work your way up to the tall building in the north-west where the spy's uniform is.
Once you have the uniform, get your sniper onto the flat area on the roof. From here you can kill the General in the garden below.
The alarm then goes off and you need to get into a few gunfights to reach the enemy HQ on the east side. As soon as you have reached the HQ, move a car in front of the HQ and shoot the engine from a distance.
You may find it helpful to kill the patrol that is guarding your escape truck before you blow up the HQ. The key to completing the first part of this mission is to study the timing of the five-man patrol - you have to be patient, as their patrol is quite long. Try not to set off the alarm at the start of this mission, and save one sniper bullet for the end of the mission. Work your way down to the spy's uniform on the other side of the railway. Once you have it, use your spy to kill as many guards as possible without setting off the alarm.
As soon as you can, move your sniper down the east side of the river bank until you have a clear shot at the detonator on the east side of the bridge.
Next, move your spy behind the enemy sapper on the west side of the bridge, and swim your diver next to the small island in the middle of the river under the bridge. You need to kill the enemy sappers simultaneously, so start by killing the two on the centre island with the diver, then use the spy to kill the west-side sapper, and as the east-side sapper approaches his detonator, shoot him with the sniper before he reaches it.
You can then escape in the truck. Use the spy to go through the enemy camp and open the bridge. Then use the spy and the Green Beret to clear the area just above the bridge.
Use gunshots to lure guards over to your position and use the rocks as cover - try not to get too close to the camp as you will set off the alarm. Move your men next to the crane outside the camp and then close the bridge to block off any guards. Next, use the spy to open the taps on the oil tanks. When no one is looking, shoot the oil - it will ignite and block off any reinforcements. Before you release the prisoners you may want to clear the top area. To do this, use your diver to swim to the top-right area and work his way left; you could also use the spy to distract some guards to make the diver's job easier.
You can then release the prisoners and escape. Start the mission by shooting off a couple of rounds to lure the guards over. The alarm goes off, but only a few guards come over. Clear out the area above - you can use your pistols to a certain extent, but don't fire near the enemy barracks by the train tracks.
You can, however, fire near the smaller barracks close to your original position as there are only a few men in it. Use the diver to transport the driver to the other side of the river. You need to kill some guards on the top island to get the boat. Next, move both diver and driver down to the tank in the corner. Once you have possession of the tank you can take out as many guards as necessary in order for your diver to ferry the sapper over to the bottom island and collect the explosives.
Once you have them you can blow up the bridge and escape in the truck. You need to work your way down to the small bay in the bottom-left of the top area. This is best achieved by moving in an anticlockwise direction from where you started the mission. Place a decoy over an open beartrap to lure in and kill guards in areas where they will not be spotted.
You may find it helpful to blow up the enemy barracks in the top-left corner - this will, however, make your mission more difficult. Save at least two bullets for the dogs in the lower sections, and another two bullets for the gunners on the river banks.
You need to clear the lower-left area of the map before moving upstream to the bay next to the rail tracks. Once you have crossed the tracks, use your last sniper bullet to kill the dog in the kennel, then climb the wall with the Green Beret so he can flick the conveyor belt switch. The conveyor belt will now have changed direction, so the rest of your team can use it to get into the base. Use the barrels and your bombs to blow up the missiles and, if you wish, to blow up the enemy barracks to stop enemy reinforcements.
Use the Green Beret to scale the wall to his north and kill as many guards as necessary so that you can crawl along the outer wall without being seen. Make sure you kill the guard on top of the enemy HQ. Crawl along the outer wall killing the guards on the way. Once you reach the east side of the wall, kill the guard above the underwater gate and the patrolling guard just north of there.
You can then use the sniper to kill some of the guards on the topmost wall, but save one bullet for the man on the large cannon. Climb the Green Beret down the ladder into the shooting range and open the underwater gate.
Move your diver into the shooting range and lure as many guards as possible. Once you've cleared that area, take out the guards on the southern exit and clear the area to the left.
You can then kill the guards on the western exit and gain access to the spy's uniform. Use the spy and the Green Beret to clear the eastern area to gain access to the tank.
Remember to use the sniper to take out the man on the cannon. Use the tank to destroy the missiles, enemy barracks and as many guards as you can.
This should make it easier for the sapper to reach the enemy HQ and blow it up. You can then escape in the tank. Commandos Behind Enemy Lines is one of those games that is ignored by many, but loved by a few. This is a truly amazing game and when it was released in the late 90s, it was a game I spent a great deal of time with.
For some reason, it has been kind of lost to time and it is a title that not many people talk about, well I am here today to try and showcase just why you need to play this game. Commandos Behind Enemy Lines tells the story in a very interesting way.
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