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When I first played Commandos back in , I had no preconceptions. It just showed up as a demo in a stack of demos, and happened to be the game I chose to play on a rainy afternoon. It's taken three years to get the sequel ready, but my patience has paid dividends.

In fairness to Spanish developer Pyro Studios, three years isn't that long to wait for a game in this industry, and given that it took me about nine months to wrap up the first game, and there was a mission pack, the intervening period wasn't even that long.

The problem with truly great games though, is that you hang on every word, every screenshot and every glimpse you can get of the game. Every time Eidos unleashed another slew of screenshots I found myself lusting after the sequel, wanting ever so much just to sink my teeth back into the nit and grit, the trademark engrossing gameplay of Commandos.

So it does feel like we've been waiting a long time. The good news is that for Commandos fans the game has certainly been worth the wait, and it's as intimidating and downright insurmountable as before, if not more so.

The game draws on plenty of movies to bring you the ultimate 'behind enemy lines' experience, and fans of films such as Where Eagles Dare and Saving Private Ryan will spot a number of references.

The world Pyro Studios have built for the sequel is very believable, and as you guide your tiny task force of allied operatives deep into enemy territory, you truly appreciate how much more challenging and sophisticated an experience Commandos 2 is compared to its predecessor. The maps themselves are equally believable. At first sight the screenshots we have been peering at for the last three years look decidedly similar to the original game, but the difference is in the detail.

The levels are still pre-rendered, but everything is minutely detailed right down to the door handles and bits of rubbish littering the streets of a sacked French town. The character models are in 3D this time around, and rotate and scale beautifully. It's actually quite interesting to note just how well Pyro have modeled them despite the overhead viewpoint. Getting the look of movement right from the side is hard enough, let alone from four separate isometric viewpoints. All this said, there are only ten main missions in the game.

Whereas Commandos offered a number of smaller missions to get you started, the sequel offers only a couple of supposedly helpful tutorial missions, but really it assumes that you will be hooked from the get go, chucking ten extraordinarily complex and exciting missions at you for the single player game. You start out with your team of operatives already entrenched under cover with an enormous list of objectives. These can include just about anything from sabotaging warships and other vehicles to assassinations and intelligence duties.

The game will take perhaps forty or fifty hours to overcome if you don't rush things, and that's despite the relatively small number of missions on offer. Once you have completed the game once you will want to go through it a few times on higher difficulty levels too, although you might want to pace yourself!

The higher difficulty levels help the guards to react quicker, and feature different volumes of activity and such, and frequently this means changing your strategy. Things are difficult regardless though - there is no 'easy' mode.

The closest thing is the tutorial mode, which offers little or no actual guidance, but just gives you fewer objectives. By assuming that players know the score already, Pyro have made Commandos 2 a little frustrating for the newcomer, and that's going to give them trouble, particularly in the PlayStation 2 version, but if you're prepared to hold off on drawing your own conclusions for a couple of hours while you get the hang of things, your patience will be rewarded.

Commandos 2 is essentially just a bigger and better version of the original, but then sequels aren't supposed to innovate; they are supposed to quench the thirst for more.

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. The Empire wipes out whole worlds, killing millions of people.

And what about the storm troopers that our heroes so merrily blast away? How many of them are young men of Luke's age who don't really want to be there? Of course, the evil Empire is closely based on the Third Reich. I asked Gonzo why he thought people are fascinated by such a horrific war. All wars are horrid, but when a human being is put in such an extreme situation, he is in touch with himself in a way that most people never experience.

That is what fascinates people. Saving Private Ryan, despite the rubbish beginning and ending referring to the modern-day flag-waving and gushing sentimentality of the old man visiting the graves with his family really shows you both the horror and the fascination of the war. Another reason it's such an attractive period is that suddenly our western civilisation couldn't understand how, being so developed culturally and socially, something like this could happen.

It's like a trauma that has affected our whole society. He also reminds us that this was the first great war to be properly documented in all its aspects. Then there are all the photographs, the books written by experts and survivors. This is a good situation when you're making a game, as you don't have to worry about introducing the player into a world, and you can take advantage of all that general knowledge to establish a believable context for the gameplay.

Commandos 2 really tries to capture that sense of adventure you get in great war films like The Great Escape and The Dirty Dozen. In fact, the unfinished code used for the presentation gives it all away in the names of the levels. Another thing it tries to do is bring to mind those derailed models you can't play with because they're made of lead.

When you bring those two things together, you start to get a sense of what Commandos is all about. The first game was more of an extremely hard puzzle, while this one looks more to the grand adventures of those films.

Gonzo refuses to be draw n specifically on which films he has borrowed from, but he does explain that the Invasion mode is heavily based on Savin Private Ryan.

In this mode you are given command of a group of soldiers outside your core of characters, which you can give orders to. You can tell them to cover a certain area, lie down and wait and effectively set up ambushes. I really wanted to put that in the game.

I'm only sorry we won't have time to do some sort of versus mode based on that, where one player could hold the village while another one tries to invade it. After taking a chance with the first one several other publishers turned it down. Eidos is keen to turn this into a blockbuster title. But were Pyro under any pressure to produce a sequel or did Gonzo really want to do it?

His answer is unequivocal. I've already spent five years doing Commandos and I'm ready to move on to something different. I love my job but, after 17 years, I'm also tired of it, so I only want to work on new things that really excite me.

I've no desire to work for two and a half years on a title that doesn't interest me. I wouldn't be capable of doing a job just for the money. It's not that I don't like money, but I don't want to work on shit.

You should only work on things you love, that are worthwhile. Even if you fail, it's better to fail doing something you want than have success with something you don't. This is a man who wants to make a difference to the games world. And I like people who take a chance and risk their reputation on something original.

You can't live in the shadow of your successes. Rut I still want my next game to have the same sense of depth as Commandos and 1 want it to lx? Thai's the secret of a great game: depth and replavability.

It should have a coherent and well-developed world you can play in, even if it isn't realistic. Because you're only ever as good as your last game or, if you're very lucky, your game before last. Sunday, 11 August Information :.

Commandos 2 game fullversion free download. At the beginning of each mission, the player is assigned a small number of commandos in order to complete the objectives.

Each man has unique abilities and weapons. The game comprises a total of 21 missions: 2 Training Missions, 10 Main Missions and 9 Bonus missions. They destroy the base's anti-aircraft guns and torpedo warehouse before escaping in the submarine.



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