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Look out for a dedicated multiplayer review in our online section very soon.īack in the 70s, war comics were all the rage. It will be interesting to see whether such a thinking tactical game, which is based around beating recognisable Al patterns, will take off in multiplayer. You can choose to play with either the Allied Forces or standard commandos, the former offering eight types of troops to choose from: gunman, rifleman, medic, engineer, bazookaman, grenadier, paratrooper and submachine gunner. The online games carry both deathmatch and CTF options, as well as co-op against Al opponents. So What’s All This Multiplayer Lark Then? The single-player game is as addictive as ever, but offers little new and can’t touch C2įor variety, detail, immersion and imagination. In the end, C3 feels more like an expansionpack than a proper sequel, the fact that it took me only threeĭays to complete it (compared to the seven or eight it took to finish C2) strengthening this argument.
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Nearly every problem and every level looks impossible at first glance, until a bit of deep thinking and a lot of trial and error (you’re likely to wear the quicksave and quickload buttons out) lets you figure out a way, leading to laps of honour around your room when you succeed (well, at least in my room).
Most of the time the mix between tear-your-brain-out difficulty and satisfaction is just right though. The difficulty level is on a par with Commandos 2, although the introduction of some timelimited objectives is not at all welcome, pushing frustration levels over the edge. On top of that, the sniper, thief and diver are all underused, after being so cleverly deployed last time.
No beautiful female soldier and, most disappointingly, no dog. There are other niggles, such as the objectives not always being clear and the need for more shortcut keys. The level works well, and provides the one note of difference from what is otherwise a retread of old ground. You can even get a character to grab a giant machinegun from its tripod and wander around in pure Rambo style. For once, stealth is cast aside and it’s full-on action. This is a massive and very clever map, where you have to use the same tactics the Allies employed in real life: get lots of footsoldiers massacred to make slow but steady progress. The only thing that comes close to being that memorable is the Omaha beach landing. Where are the gorgeous Pacific islands, with their exotic plant life and piranha-infested sky-blue waters from the previous game? Or the architectural marvels of Far Eastern missions and incredible recreations of the Eiffel Tower and Colditz Castle? But there’s nothing here to compare to the incredible beauty and variety of that game, and the colours and buildings all end up looking a bit samey, despite the three campaigns being set in Stalingrad, Central Europe and Normandy.
Still, Commandos really is all about gameplay over graphics, and C2 managed to be breathtaking by the sheer detail of its levels. Even here though, should you get up close to aĬharacter (for example, when looking through a window to see a soldier standing right in front of you) you are treated to some shockingly low-res textures. The only noticeable improvement is the new interior 3D engine, that allows more zooming and rotating than before. The graphics are disappointing in that the resolution is still fixed at 800圆00 and there’s very little to distinguish it from the previous title. The only real novelties here are slight improvements in the Al and more weather effects (plus the online mode, of course).
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In case you’re new to the series, Commandos is less a strategy game than it is a mindbending series of puzzles, where you have to figure out a way of completing missions while coordinating stealthy attacks, distracting guards and timing your actions to perfection. The announcement of a multiplayer mode seemed a clear indication that Pyro were going to push the concept as far as they could in this last instalment (for more on this see the Axis Vs Allies panel), but as we're concentrating mainly on the single-player campaigns in this review, the answers to the above questions would have to be 'sort of’ and 'not really'.
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Was this going to be just a last attempt to extract some more cash from one of the biggest-selling PC series in history? Could a rudderless team come up with enough surprises to match the infinite little touches of genius that marked C2 now the visionaries had left? When the main men behind the awe-inspiring Commandos 2, Spanish duo Gonzo Suarez (lead designer) and Jon Beltran (lead programmer), left Pyro Studios to form their own company, quite a few eyebrows were raised at the prospect of another sequel.