Commandos: Behind Enemy Lines Introduction:
"Commandos: Behind Enemy Lines," a real-time tactics video game released in 1998, was developed by Pyro Studios, a Spanish company, and published by Eidos Interactive. In this game, players assume control of a team of six Allied Commandos, embarking on various missions set in wartime Europe and Africa, where they employ small unit tactics. Mission objectives can range from sabotage and assassination to rescuing captured allied units. Players have access to a comprehensive mission map, enabling them to strategize and plan their approach before execution.
The game achieved significant commercial success, selling over one million units worldwide. GameSpot Spain even hailed it as Spain's most successful game by 2001. "Commandos: Behind Enemy Lines" marked the beginning of the Commandos series, which maintained the same gameplay mechanics. It was followed by the expansion pack "Commandos: Beyond the Call of Duty" in 1999 and three sequels: "Commandos 2: Men of Courage" in 2001, "Commandos 3: Destination Berlin" in 2003, and "Commandos: Strike Force" in 2006.
Gameplay:
In the game, players assume the role of an Allied officer entrusted with leading a group of commandos through twenty missions. The mission briefing consists of two parts: the first provides context for the mission's location, and the second, using the mission map, outlines objectives, critical information, and escape routes. Each mission assigns a specific subset of commandos, and the mission is considered failed if any of them die in action.
Each commando possesses unique abilities and equipment for dealing with enemies and accomplishing missions. For example, the Green Beret can manipulate objects, climb surfaces, distract enemies, and silently eliminate foes with a knife. The Marine can operate underwater, use a harpoon gun, pilot ships, and wield a knife. The Driver can handle vehicles, tanks, and mounted guns and can provide medical aid. The Sapper is skilled in explosives, wire fence cutting, and trap setting. The Sniper uses a rifle for precision shots and can provide medical assistance. The Spy can disguise as enemy officers, divert soldiers, and administer lethal injections. Additionally, all commandos carry handguns as a last resort for self-defense. The game prioritizes stealth and meticulous planning over direct gunfights, as commandos are easily overwhelmed if detected.
Final Words:
Enemies in the game are classified into different ranks, including soldiers armed with rifles or sub-machine guns, sergeants armed with pistols, and officers with pistols. Some missions feature enemy tanks and armored cars. Enemies are typically on high alert, manning guard posts and conducting patrols, either individually or in groups of three or four. Players can monitor an enemy's line of sight during a mission to plan their actions. An enemy's field of vision is depicted as a green cone in front of them, with close range and long-range sections. Being spotted in the close range will alert enemies, while being seen in the long range requires standing to be noticed. If spotted, enemies will order the commandos to halt and may open fire if met with resistance or hostile actions. Suspicious activities, such as footprints, dead bodies, or gunshots, prompt immediate investigation by enemies. In most missions, triggering an alarm makes completion significantly harder, as more soldiers deploy from garrisons, marked by flags, to patrol the area. Raising an alarm often leads to mission failure.
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