{"id":24951,"date":"2025-10-14T18:34:34","date_gmt":"2025-10-14T16:34:34","guid":{"rendered":"https:\/\/seamarnautica.com\/?p=24951"},"modified":"2025-11-05T10:49:13","modified_gmt":"2025-11-05T09:49:13","slug":"history-of-the-series-commandos-part-1","status":"publish","type":"post","link":"https:\/\/seamarnautica.com\/?p=24951","title":{"rendered":"History of the series &#8220;Commandos&#8221;. Part 1"},"content":{"rendered":"<p>\u201cGreetings! Initially, these reviews should simply be called \u201cReviews for a series of games of Commandos, but in the process of writing them, I decided to call them\u201c History of the Commandos series \u201d. I want to say that I did not do this before and have no experience in writing the stories of the series, so perhaps these series stories will differ from the fact that you are used to seeing. So I hope for your constructive criticism. Pleasant reading!&quot;<\/p>\n<p>The Spanish Game Industry cannot boast of world famous games. Yes, there was a period when Spain was one of the largest manufacturers of computer games. This period even has the name &#8211; &quot;The Golden Age of the Spanish Industry of Computer Games&quot;. In this &quot;Golden Age&quot;, the period from 1983 to 1992, Spanish companies created games for 8-bit computers and became one of the largest manufacturers of games in Europe. But when in the early 1990s, the offensive of the era of 16-bit technologies began, the Spanish game industry fell into decay. Spanish companies tried to adapt to new technologies, but they never managed to move on to 16-bit and decided to focus on an almost frozen 8-bit market, which led to financial problems. And because of economic problems, all this led to the closure of large gaming companies in the early 90s. After this crisis, the development of the Spanish gaming industry went on decline, there were very few gaming companies left, there were no investors ready to invest in the opening of new. Many employees of former companies have left the field of gaming industry. The next few years, the Spanish game industry will be in the decline. But everything will change in 1998 with the release of the first game from the series \u201cCommandos\u201d-\u201cCommandos: Behind Enemy Lines\u201d.<\/p>\n<h2>The beginning of the path<\/h2>\n<p>In 1996, brothers <b>Ignasio Peres Dolset (<\/b><em><b>Ignacio P\u00e9rez Dolset)<\/b> <\/em><em>And <b>Javier Perez Dolset (<\/b><\/em><em><b>Javier<\/b><\/em> <em><b>P\u00e9rez Dolset)<\/b> <\/em><em>decide to establish a new gaming company in Madrid. They join them <b>Gonzalo &quot;Gonzo&quot; Suarez (<\/b><\/em><em><b>Gonzalo<\/b><\/em> <em><b>Suarez<\/b><\/em> <em><b>Girard<\/b><\/em><em><b>)<\/b> <\/em><em>As a partner and the founder. So is based &quot;<\/em><em><b>Pyro<\/b><\/em> <em><b>Studios<\/b><\/em><em><b>&quot;,<\/b> <\/em><em>One of the most successful Spanish gaming companies.<\/em><\/p>\n<p><em>&quot;<\/em><em><b>Pyro<\/b><\/em> <em><b>Studios<\/b><\/em><em><b>&quot; &#8211;<\/b> <\/em><em>One of the most successful Spanish gaming companies. Unfortunately, it belongs to the type of &quot;company of one game&quot;. In addition to the series &quot;<\/em><em>Commandos<\/em><em>&quot;, The company was no longer remembered, but also, besides this series, released two more games:&quot;<\/em><em>Praetorians<\/em><em>&quot; And &quot;<\/em><em>Imperial<\/em> <em>Glory<\/em><em>&quot;. We will learn in detail about the history of the company directly in the blog itself.<\/em><\/p>\n<p><b>Ignasio Peres Dolset &#8211;<\/b> founder and director of the company <em>&quot;<\/em><em><b>Pyro<\/b><\/em> <em><b>Studios<\/b><\/em><em><b>&quot;.<\/b> <\/em><em>Designer &quot;<\/em><em><b>Commandos<\/b><\/em><em><b>:<\/b> <\/em><em><b>Behind<\/b><\/em> <em><b>ENEMY<\/b><\/em> <em><b>Lines<\/b><\/em><em><b>&quot;<\/b> <\/em><em>And <b>&quot;<\/b><\/em><em><b>Commandos<\/b><\/em><em> <b>3 &quot;.<\/b> <\/em><em>Is a very big lover of books and films on military topics. According to him, he read more than a hundred books on military topics, including about the Second World War, the history of which he studied well. This played a key role in choosing a setting for the first game of the company. In 2009 he was the producer of the animation film &quot;Planet 51&quot;.<\/em><\/p>\n<p><em><b>Javier Perez Dolset &#8211;<\/b> <\/em><em>Founder of the company &quot;<\/em><em><b>Pyro<\/b><\/em> <em><b>Studios<\/b><\/em><em><b>&quot;.<\/b> <\/em><em>Apparently, he did not accept the actual role when creating games, since it is not mentioned anywhere. The only thing<\/em><em>,<\/em> <em>What can be said with confidence, this is that he took part in the formation of the idea and setting of the game. Now, CEO of the company &quot;<\/em><em>Zed<\/em> <em>Group<\/em><em>&quot;.<\/em><\/p>\n<p><em><b>Gonzalo &quot;Gonzo&quot; Suarez &#8211;<\/b> <\/em><em>Co-founder<\/em> <em><b>&quot;<\/b><\/em><em><b>Pyro<\/b><\/em><em><b>Studios<\/b><\/em><em><b>&quot;.<\/b><\/em> <em>Gam -designer<\/em> <em>And<\/em> <em>supervisor<\/em> <em>projects<\/em> <em>&quot;<b>Commandos Behind Enemy Lines, \u201cCommandos Beond Call of Duty\u201d<\/b> <\/em><em><b>And<\/b><\/em><em> <b>&quot;Commandos 2: Men of Courage&quot;.<\/b> <\/em><em>Before that, he worked in <b>&quot;<\/b><\/em><em><b>Opera<\/b><\/em><em><b>Soft<\/b><\/em><em><b>&quot;,<\/b> <\/em><em>One of the largest companies during the &quot;Golden Age of the Spanish Game Industry&quot;. Played a key role in the development of games of the series. Thanks to his great experience in the game industry, he was able to effectively lead the project. Made a huge contribution to the development of the Spanish gaming industry. It was he in 2008, was the main initiator of the creation in Spain <b>&quot;Associations of video games&quot;<\/b>. Also suggested to the ministry<\/em> <em>Cultures to recognize video games by the official layer of Spanish culture, which, as a result and<\/em> <em>It was done. In his free time he is fond of photography.<\/em><\/p>\n<p>The company consisted of 17 developers. And only two of them had real experience in the gaming industry. The head of the project was appointed by Gonzalo Suarez as the most experienced among all. Other key figures in the team were the leading programmer <b>Hon Beltran de Heredia (Jon Beltran de Heredia)<\/b> and artistic director of the project <b>Jorge Blanco (Jorge Blanco).<\/b> And this young team of developers faced an almost impossible task. Without experience and with a small budget of $ 1 million, to create a game that could compete with other market games.<\/p>\n<p><b>Hon<\/b> <b>Beltran<\/b> <b>de<\/b> <b>Eredii<\/b> <b>&#8211;<\/b> Leading project programmer <em>&quot;<b>Commandos Behind Enemy Lines, \u201cCommandos Beond Call of Duty\u201d<\/b> <\/em><em><b>And<\/b><\/em><em> <b>&quot;Commandos 2: Men of Courage&quot;<\/b><\/em>. In an interview, he said that he considered himself a very bad leader, since he had no experience in this matter. He was chosen by a leading programmer only because he was the most experienced among all other company programmers. And his incompetence in the form of a leading programmer, he wanted to compensate for his hard work. According to him, during the development of the first game of the series, he was so overdue that he knew all 250 thousand lines of the program code of the game by heart. But after a while and the success of the games of the series, we see that he was an ideal leader for the \u201cCommandos\u201d series.<\/p>\n<p><b>Jorge Blanco &#8211;<\/b> The artistic director of the series <b>&quot;<\/b><b>Commandos<\/b><b>&quot;.<\/b> It was he who determined how the first game of the series will look and thanks to him, the games of the series have excellent graphics, which even now pleases the eye. Unfortunately, I could not find detailed information about Jorge Blanco. But everywhere in the credits it is mentioned as one of the creators of the original idea of \u200b\u200bthe series. Also in one of the interviews, it is mentioned as one of the founders of Pyro Studios and the Commandos series itself.<\/p>\n<p>The concept and idea of \u200b\u200bthe game were ready immediately. Ignasio Perez and Gonzalo Suarez unanimously decided to make a game in the genre of strategy and in the setting of the Second World War. Ignasio Perez was a great fan of literature and films on military topics and studied the period of World War II very well. Gonzalo Suarez also looked warmly at the idea of \u200b\u200bsetting about the Second World War. So very soon they came to the conclusion that this setting is suitable for them for the game. And with the genre everything was even easier. The strategy was just the most popular genre at that time and gave a huge scope to create something new.<\/p>\n<blockquote><p>\u201cAt that time, the strategy was the most popular genre and gave a lot of opportunities to create something new. It was a central idea from the very beginning-to do something original, which could have a chance in the market. I have always been a big fan of World War II, a big fan of films and military games. &quot;Commandos&quot; were the result of all this.&quot; &#8211; Ignasio Perez, founder of PyroStudios and the creator of the original idea<\/p><\/blockquote>\n<p>And here you need to make a note. When it is said that the strategy was the most popular genre in those days<i>,<\/i> This refers to step -by -step strategies. Despite the fact that, starting in 1997, strategies in real time began to become more and more popular, step -by -step strategies remained the most popular genre. This was due to the commercial successes of such games as <b>&quot;<\/b><b>X<\/b><b>&#8211;<\/b><b>Com<\/b><b>&quot;<\/b> And <b>&quot;<\/b><b>Jagged<\/b> <b>Alliance<\/b><b>&quot;<\/b>. But Ignasio Peres was <b>Very<\/b> ambitious<i>.<\/i> He wanted to make not only a competitive game, but at the same time, their game was supposed to differ in its originality and most importantly, it should have a graphics that much superior to other strategic games of that time. In this regard, they completely abandoned the classic tyl system, which was then the standard for almost all games of this genre. Also, the gameplay of the game was supposed to be completely in real time. And all this required its own playing engine, which could have mastered all this. The engine was eventually created, it supported the innovative artificial intelligence of the game and advanced graphics. But he had one minus that complicates the development of the game several times, but more on that later.<\/p>\n<p>With the very idea of \u200b\u200bthe game, the developers figured out. What about the gameplay component of the game? Here everything has already decided Gonzalo Suarez. From the very beginning, he wanted to create a game where the player will manage several \u201ccreatures\u201d and perform different tasks. &quot;Creatures&quot; quickly turned into soldiers, and those, ultimately, turned into a detachment of an elite unit. As a result, the player had to manage six characters, each with his own skills, uniting which you can perform complex tasks.<\/p>\n<blockquote><p>\u201cI liked this idea because I suddenly imagined a little boy who could play with the dioramas of soldiers. If we bring the child to the exhibition of the Diors of World War II, he naturally wants to play with soldiers, but he will not be allowed to play with these little models.&quot; &#8211; Gonzalo Suarez, project manager and game designer of the game<\/p><\/blockquote>\n<p>The easiest was behind. The idea of \u200b\u200bthe game was ready. Ahead of the developers were 18 months, without exaggeration, hellish work.<\/p>\n<p><b>Developers team in the credits &quot;<\/b><b>Commandos<\/b><b>:<\/b> <b>Beyond<\/b><b>Call<\/b><b>of<\/b><b>Duty<\/b><b>&quot;. I liked this idea to act in military topics. It turned out quite lamp.<\/b> <\/p>\n<p><b>Developers team in the credits &quot;<\/b><b>Commandos<\/b><b>:<\/b> <b>Beyond<\/b><b>Call<\/b><b>of<\/b><b>Duty<\/b><b>&quot;. I liked this idea to act in military topics. It turned out quite lamp.<\/b> <\/p>\n<p><b>Developers team in the credits &quot;<\/b><b>Commandos<\/b><b>:<\/b> <b>Beyond<\/b><b>Call<\/b><b>of<\/b><b>Duty<\/b><b>&quot;. I liked this idea to act in military topics. It turned out quite lamp.<\/b> <\/p>\n<h2>Development<\/h2>\n<p>Before we begin to delve into the history of the development of the first part of the series, it should be understood that the developers acted without any insurance. They had to get on the target the first time. All due to the fact that there was no budget to create a prototype of the game, it was necessary to immediately create the game itself and hope that everything would work the first time. In fact, it was a \u201cjump of faith\u201d, because indeed, there was no guarantee that they would succeed. They worked, relying only on their idea and intuition.<\/p>\n<p>Their new engine also complicated the work of the team. Although the engine supported everything they wanted, starting with artificial intelligence, ending with high-level graphics, but unfortunately, they could not integrate at least some cards editor into it<i>.<\/i> Because of this, I had to create the entire map of the missions manually, which several times complicated the development and took a lot of time.<\/p>\n<p>According to the team members, these 18 months of development were hellish<i>.<\/i> They almost always worked overtime, leaving the office very late. Weeks could work without days off. But no one complained about such conditions. Each of them understood why he was doing this, and understood that all this is worth that. After all, each of them deep down felt that this business would change their whole life.<\/p>\n<blockquote><p>\u201cThe main team worked for months at 10 hours a day and 7 days a week. Sometimes we allowed ourselves to \u201crelax\u201d and not work on Sunday. How great it was to have a weekend on Sunday. You must do such a job only for the sake of doing your life. All participants understood this, so no one spared about it.&quot; &#8211; Hon Beltran de Eredi, leading project programmer<\/p><\/blockquote>\n<p>And after a whole year of development, the first mission of the game was ready. What was the relief of the team when the game successfully passed the first gameplay tests. Everything worked as it was on paper. The game was interesting and exciting. According to Ignacio Peres, he immediately realized that this game was special. And thanks to this, now the company had a demo version of the game that they could present to the publishers, in the hope that someone will sponsor the development.<\/p>\n<p>But to their great disappointment, many publishers refused them. No one wanted to invest in such an adventure. And if we take into account that then in Spain the game industry was generally in a crisis, they had no chance. But again, a miracle happens (in general, the history of the development of this game, except miraculously, cannot be called). All one person decided, with a very loud name in the game industry of that time (and now also has influence)-Jan Livingston (the founder of Games Workshop, which is engaged in the spread of the role-playing games &quot;Dungeons &amp; Dragons&quot;).<\/p>\n<blockquote><p>&quot;Commandos was sold by accident. We turned to the British publisher &quot;Eidos&quot;. There was a feeling that people from Eidos accepted us only because of decency, showing no interest in the game. But it so happened that we taught them how to play Commandos when Jan Livingston suddenly entered the door and said: \u201cThis game looks good. We need a strategic game in our catalog. Buy this game \u201d &#8211; Gonzalo Suarez in an interview with Deusexmachina<\/p><\/blockquote>\n<p>Jan Livingston from the first minutes of gameplay fell in love. And convinced the authorities of &quot;eidos&quot; to take a chance and bet on it. One word Yana was enough for &quot;eidos&quot;. Pyro Studios and Commandos found a publisher.<\/p>\n<p><b>*Note.<\/b> According to Gonzalo Suarez, they founded Pyro Studios only after the conclusion of the transaction with Eidos. That is, they worked for a whole year without an official studio. According to the same Suarez, they first wanted to create an idea and find the publisher. What is it, if not an adventure?<\/p>\n<p>Now that they have a publisher, the development has gone more smoothly. She was still difficult, but now it was clear that the game would definitely come out. And after 6 months of hard work, June 24, 1998, Pyro Studios releases its first game. A game that will become the face of the Spanish game industry of that time. <b>&quot;<\/b><b>Commandos<\/b><b>:<\/b> <b>Behind<\/b> <b>ENEMY<\/b> <b>Lines<\/b><b>&quot;.<\/b> <\/p>\n<h2>&quot;Commandos: Behind Enemy Lines&quot;<\/h2>\n<p><b>&quot;<\/b><b>Commandos<\/b><b>:<\/b> <b>Behind<\/b> <b>ENEMY<\/b> <b>Lines<\/b><b>&quot; &#8211;<\/b> This is a real-time strategy with the elements of Stals Expulis in the setting of World War II. The player will manage a detachment of saboteurs called &quot;Commandos&quot;. There are six soldiers in the detachment, each with their own unique skills. And the player will, using these skills, fulfill the missions in the rear of German troops, starting with the sabotage of their logistics<i>,<\/i> ending the murder of important persons in German command. Now, let&#8217;s start a deeper review of the game.<\/p>\n<h2>Characters<\/h2>\n<p><i>\u201cThe end of 1940. The countries of the axes capture all Western Europe. And only the La-Chanch was able to detain them for a while. Germany unites its troops for invasion of the UK. But in the English command there is a person who did not come to terms with the position of playing only a defensive role. His name is Colonel Dudley Clark. His plan, create a special detachment consisting of a handful of exclusive people. People are so skilled that they could own any type of weapon and equipment. People who are able to hit the enemy in the most dangerous tasks. People who are able to change the course of war. These people were destined to make a story.&quot; &#8211; <b>background of the game in the introductory video<\/b><\/i><\/p>\n<p>As already mentioned, we will control the command of &quot;Commandos&quot;. We will have 6 commander (the members of the detachment are also called the Commandos) in the detachment: Green takes, sniper, marine, sappers, driver and spy. These people are the best of the best. They can carry out tasks that are beyond the power of whole armies. They will apply a small, but very sensitive damage to enemies. Each commander is unique, but when they are alone, they will not achieve much. Their skills must be united in order to achieve the result and you have to do this, that is, players<i>.<\/i> Now, let&#8217;s get to know the members of our detachment better.<\/p>\n<h2>Green takes<\/h2>\n<p><b>Jack<\/b> <b>O<\/b><b>\u2019<\/b><b>Hara<\/b> &#8211; He &quot;<b>Butcher&quot;<\/b>, &quot;<b>Baby&quot;<\/b> or &quot;<b>Green<\/b> <b>Beret&quot;<\/b>. A native of Ireland.<\/p>\n<p>The leader of the detachment. Is just a huge mountain of muscles and a real murder machine. Very undisciplined, which is why he has a problem with the authorities and reluctantly fulfills orders. At the same time, is a nightmare in reality for enemy soldiers. Give him a knife and send him to the enemy barracks, and he will cut all there. Yes, so that no one will hear.<\/p>\n<p>In the game it will be precisely the character that you will manage most of the time. The arsenal has a knife and a pistol. With a knife, it can silently kill enemies, than you will do half the game. Also, it is one of the two members of the detachment who can drag the corpses of enemies and hide them. <b>This is one of the most important skills in the game.<\/b><\/p>\n<p>In the inventory it has a kirk and a &quot;bait&quot;. &quot;Bait&quot; is such a small device that makes the sounds of interference and can be controlled remotely. When turning on, attracts the attention of enemy soldiers, from which they begin to go to the sound source. A very useful thing, can distract enemy sentries for a short time so that they leave their posts.<\/p>\n<p>Kirka, in turn, is used so that our brave green beres can climb the walls. But that&#8217;s okay, banal use. Interesting begins on the surfaces covered with snow or sand. Our beret can hide himself under snow or sand becoming, literally invisible to enemies, but at the same time, naturally sacrificing the opportunity to move.<\/p>\n<p>Here they are already beginning to clear which ligaments and combinations can be between different equipment of the green beret. I will give only one example. Put the &quot;bait&quot; and turn it on. At this time, we dig ourselves under the snow next to the bait. The unsuspecting enemy soldier approaches the source of sound and does not return from there anymore.<\/p>\n<p><b>The enemy sentry explores the source of sound without even suspecting what lies under his feet, like a predator waiting for a suitable time to attack, Green takes.<\/b><\/p>\n<h2>Sniper<\/h2>\n<p><b>Sir<\/b> <b>Francis<\/b> <b>T<\/b><b>.<\/b> <b>Woolridge<\/b> &#8211; Also known as &quot;<b>Duke &quot;<\/b>, &quot;<b>Hawk&quot;<\/b> or &quot;<b>Sniper&quot;<\/b>. Comes from the English aristocratic family.<\/p>\n<p>Sniper is the most cold -blooded member of the detachment. Even in the most dangerous situations can maintain a clear mind and tranquility.<\/p>\n<p>Armed with a silent rifle with a sniper sight. Useful when it is necessary to remove opponents who are on the towers or other heights, where the green can not get. The only disadvantage is the limited cartridges of the rifle that cannot be replenished during the mission. Therefore, you have to carefully choose the victims for the sniper. In addition to the rifle, it is also armed with a gun, but the sniper very rarely needs it due to the fact that it very rarely enters into close contact with the enemy.<\/p>\n<h2>Marine<\/h2>\n<p><b>James<\/b> <b>Blackwood<\/b> <b>&#8211;<\/b> He &quot;<b>Fin&quot;<\/b> or &quot;<b>Marine &quot;<\/b>. Australian marine engineer and diver.<\/p>\n<p>Another member of the <a href=\"https:\/\/win-bitcasino.co.uk\/bonus\/\">https:\/\/win-bitcasino.co.uk\/bonus\/<\/a> detachment with interesting skills and indispensable in sea missions. Is the most slowly moving among members of the commander. This is not surprising, given how many useful things that are useful to the mission, he drags in his huge backpack. Also, judging by his replicas and by the way he reluctantly pronounces the word \u201csir\u201d, mandatory after each sentence, has problems with subordination.<\/p>\n<p>Let&#8217;s start unpacking his huge backpack. The inventory has a gentleman&#8217;s set consisting of an army knife and a pistol. And out of interesting things, also armed with a manual harpoon. Harpoon &#8211; silent long -range weapons, with a very short range. Very useful when the opportunity to kill the enemy is absent with a knife.<\/p>\n<p>And now it will be the most interesting. Marine is equipped with scuba dummy and inflatable boat. He can use an aqualanga to plunge into the water and cross unnoticed water surfaces. This skill makes it the most mobile commandos. He can cross a very large distance along the river\/sea and end up in the rear of the enemy. One of the most useful skills in the game.<\/p>\n<p>As already indicated, the marine has an inflatable boat with it. It is needed in order to transfer other members of the detachment from one shore to another, because as it turned out, none of them can swim. <\/p>\n<h2>Sapper<\/h2>\n<p><b>Thomas<\/b> <b>HANCOCK<\/b> <b>&#8211;<\/b> He &quot;<b>Inferno &quot;<\/b> or &quot;<b>Sapper&quot;<\/b>. Englishman.<\/p>\n<p>The only member of the detachment that can use explosives and grenades. Will participate in each mission where you need to sabotage enemy bases.<\/p>\n<p>From an interesting one, has a trap with it, which can install on the ground. When it gets into the trap, the enemy soldier will immediately die. Also has manual grenades. She can kill a crowd of enemies in an instant, but her explosion in this case will attract the entire German base. Therefore, use only in the most extreme situations.<\/p>\n<p>Also has two types of explosives. One with a timer, the other with a remote trigger. Everything is clear here. Explosives with a timer cannot be controlled. If you installed them, then within ten seconds there will be an explosion. And the second type of explosives is already more multifunctional<i>.<\/i> You can install them and then, already safe, blow up explosives.<\/p>\n<h2>Driver<\/h2>\n<p><b>Samuel<\/b> <b>Brooklyn<\/b> <b>&#8211;<\/b> He &quot;<b>Tire&quot;<\/b> or &quot;<b>Driver&quot;<\/b>. American engineer.<\/p>\n<p>Where are we without an experienced driver who will wait for us in a safe place<i>,<\/i> to quickly take off your legs, after we are in a vanity. The driver, as it is easy to guess, knows how to drive any ground vehicle: trucks, tanks, cars. He also knows how to use any stationary weapon of the enemy, like stationary machine guns or artillery guns. Also has a submachine gun in the arsenal. Effective weapons when you need to enter an open shootout with enemies. Also has a first -aid kit with it, with the help of which you can restore the CP to your fighters.<\/p>\n<h2>Spy<\/h2>\n<p><b>RENE<\/b> <b>Duchamp<\/b> <b>&#8211;<\/b> He &quot;<b>Terrible &quot;<\/b>, &quot;<b>Koshmarik &quot;<\/b> or &quot;<b>Spy&quot;<\/b>. French agent who perfectly owns German.<\/p>\n<p>The most interesting commander. The spy, thanks to his skills, opens up many ways to deal with the enemy.<\/p>\n<p>Its main skill is the introduction into enemy rows. He can steal the uniform of a German soldier and continue to calmly walk around their base. He also, being in enemy uniforms, can distract the patrol over himself, thereby facilitating the work of the rest of the commander.<\/p>\n<p>Has a fatal poison syringe with him, with the help of which he can silently kill enemy soldiers. As well, like a green beret, it can drag and hide corpses<\/p>\n<p><b>The spy distracts the attention of the patrol, thereby giving the green bir the time to install explosive barrels. The game does not implement the mechanic of the sound of steps, so the enemies cannot hear the steps of our commandos.<\/b><\/p>\n<p>Here are such interesting personalities we will manage the whole game. Each of them, the best in their own business. And it is precisely these people to change the course of the war. <\/p>\n<h2>Gameplay<\/h2>\n<p><b>BROTHING MISSIONS. It explains to us that we need to blow up the enemy cruiser, who moored for repair. It sounds easy, but it took me an hour and a half, and maybe more.<\/b> <\/p>\n<p><b>BROTHING MISSIONS. It explains to us that we need to blow up the enemy cruiser, who moored for repair. It sounds easy, but it took me an hour and a half, and maybe more.<\/b> <\/p>\n<p>Finally move to the most interesting. Gameplay here is a stealth explosion with a view of the top. Before the start of each mission, they will hold a briefing and explain our goals. Also, during briefing, we can give us useful tips on how to more effectively fulfill missions. But don&#8217;t worry if you miss something. We will have notes where you can see the goals of the mission and useful tips.<\/p>\n<p>The interface here is very convenient and occupies a minimum place. The icons of the faces of our commander will be visible on the upper left corner. By clicking on them, you can choose a particular commandos. On the upper right corner, there will be additional tools to control the camera. There is also a map, which, if desired, can be hidden or, on the contrary, open. And finally, in the lower right corner there will be the inventory of the commando we have chosen. Everything there is also compact and any equipment can be used when pressing it with the mouse.<\/p>\n<p>I really liked the interface. He does not take up much space and at the same time, the most necessary before his eyes.<\/p>\n<p>At the beginning of each mission, our commandos will land in a \u201csafe zone\u201d where enemy soldiers cannot get out. And you will quickly understand that the time of stay in the safe zone must be used wisely. I assure you that already starting with the fifth mission, you will spend at least 10 minutes to think about the whole plan for the assignment. Where to start, which route to choose, how to silently remove sentries. It is also worth noting that the game is not a linear. There are no scripted events and all enemies act only, relying on their AI.<\/p>\n<p>You will also quickly understand that none of your plans will work perfectly. You may not notice one sentry on the tower and you will have to start all over again. Well, now<i>&#8211;<\/i>T<i>O<\/i> We know about that sentry. Now everything will go like clockwork. And you just have to hesitate for only seconds and whose soldiers you tried to kill, manages to shout at the last sigh \u201cAchtung! Eindringlinge! <b>&quot;<\/b>. Immediately in the entire base of the howls and you are a dozen rifles under the sight<i>.<\/i> Well, okay, let&#8217;s say, you still could kill this poor fellow. Great! Ah, you forgot to calculate the time during which the enemy patrol makes a bypass of the perimeter. And you notice how the patrol is already returning to your direction, and at this time you do not have time to hide the body. And I&#8217;m not exaggerating now. You will have to consider everything to the smallest details. Especially all this applies to the latest missions. You need not only to calculate the time to kill a soldier, but also in order to have time to hide the body. And all this forms the whole gameplay of the game. Try to fulfill the mission silently and carefully planning everything. Saving and loading will be your best friends.<\/p>\n<p>And if suddenly you are mistaken somewhere, and the enemy will increase the alarm, in 80% of cases you will have to start with the last conservation. After all, when anxiety rises, the enemy is sharply added to the number, which complicates the passage of the mission 10 times. So the game pushes you to pass it silently, because your commanderds in open shootings die very quickly.<\/p>\n<p><b>The machine gunner on the tower does not notice our fighter because he is in the far area and in the position of &quot;lying&quot;.<\/b><\/p>\n<p>The game has such a feature as an overview of enemies. You can see the range of viewing of any enemy soldier. The viewing range is divided into two areas, near and far<i>.<\/i> If you are in the long area of \u200b\u200bthe review, then the enemy will not notice you if you crawl, but if you get to full growth, as the siren will work right there. And if you suddenly managed to get into the near view of the review, then the enemy will notice you at any position and will open fire immediately. Obstacles such as fences, rocks, trees and buildings will help you go unnoticed, because the enemy naturally does not see anything through them.<\/p>\n<p>Overview of enemies plays an important role. You will have to consider to what place the sentry sees and act accordingly. You will not want to go where the enemy review is reaching. Let them not see your commandos at least, but they will notice strange traces in the snow. If enemy soldiers notice at least some strange detail, they will begin to act more wary.<\/p>\n<p>I&#8217;ll give you a case that happened directly during the passage. It costs a sentry, looks mainly on the eastern direction, but very rarely, from time to time it turns west and looks there for a few seconds. I did not pay much attention to him, because I mainly killed enemies on the western side of the map. But at one moment, because of my negligence, this very hourly edge of the eye noticed my green beret. Fortunately, I managed to react and immediately lay down to the ground and crawled out of his review zone. And what happened next, I was very surprised. The sentry did not go in my direction, apparently thought what seemed to him. But now he began to turn around every 3-4 seconds and carefully monitor the place where he noticed my commandos for a second. Needless to say, now the passage of the mission has become more complicated several times?<\/p>\n<p>And such trifles and set the tone for some non-linearity of passing the mission. After all, it is worth you to leave a mark on the snow somewhere, the enemy patrol will certainly want to examine this place and for a while will be in increased combat readiness. It is worth you for a split second to seem to enemies on the eyes, and they will no longer be so calm at their post, now and then looking nervously in all directions. These are not the guards of Skyrim who are ready to lower everything into the wind.<\/p>\n<p>Let&#8217;s talk about enemies. There are very few of them here. Wikipedia shares them in several types, but personally for myself, I wrote them in three groups: sentry, patrols and military equipment.<\/p>\n<p>Sentry are soldiers who must protect some kind of site or object. They do not move (with the exception of some) and mainly simply look in one direction. But if you are somewhat alerting them or even worse, to raise the alarm, then they will begin to look in almost all directions. It is not difficult to kill them, since they do not move and you can rush to them without any problems.<\/p>\n<p><b>Inside the camp, all enemies are sentences. They do not move and they need to be killed in a certain order.<\/b><\/p>\n<p>Patrol &#8211; will soon turn into your biggest problem. A patrol is a small detachment of enemy soldiers at the head of which the officer stands. The number of patrols from three to seven people. They have two features. Firstly, the review of their officer is more advanced. He turns his head much faster, which complicates the task in the area where he is. Secondly, it is very difficult, it is almost impossible to kill imperceptibly. It is worth you to get to them from behind and try to kill one of them, as the other soldiers will immediately notice you. These features make patrols very dangerous. You will have to remember their route, as well as know how much time they spend on one bypass of the perimeter before returning back. And act, based on these data. <\/p>\n<p><b>Patrols (red circle) mainly have a very long route. And you will have to carefully study it and try to remove the sentries yet there is no patrol. We see that our spy (in the German uniform under cover) successfully eliminated all the sentries until there was a patrol.<\/b> <\/p>\n<p><b>Patrols (red circle) mainly have a very long route. And you will have to carefully study it and try to remove the sentries yet there is no patrol. We see that our spy (in the German uniform under cover) successfully eliminated all the sentries until there was a patrol.<\/b> <\/p>\n<p>Military equipment &#8211; these can be coastal ships, tanks, and armored cars. They are found in very rare missions, but pose the largest threat. I do not understand military equipment, but if you say something to you the names &quot;SD.KFZ.231 &quot;and Panzer (II, III and IV), then it is they who will meet us in some missions. They patrol the area and are armed with very dangerous machine guns. And the tanks will even send your commandos to the air. You will need to get rid of them first.<\/p>\n<p>The enemies here are not so diverse, bend the same and have the same weapons. But for me it does not seem a big problem. Indeed, during the game, you perceive them as just another obstacle in your path from which you need to get rid of. Of course, it would be pleasant to diversify their appearance, but let&#8217;s lower it to the low budget. And now, we will talk about missions and go even more into the gameplay of this game.<\/p>\n<h2>Missions<\/h2>\n<p>The game offers us to pass 20 missions, where each subsequent of them will be more difficult than the previous. Naturally, until we go through the current mission, the next one will not open. There will be a briefing in front of each mission, where they will talk about the current situation in the war and on the map will clearly show our goal.<\/p>\n<p><b>Before each mission, we will have such a briefing with photos from the front and a visual demonstration of our mission on the map.<\/b> <\/p>\n<p><b>Before each mission, we will have such a briefing with photos from the front and a visual demonstration of our mission on the map.<\/b> <\/p>\n<p>The initial missions will not differ in any uniqueness. These will mainly be missions like &quot;sabotage&quot;. But if you go through the tenth mission, believe me, the game will sparkle with new colors. Here you have the liberation of the Union pilot with the subsequent aircraft of the aircraft. Here you will blow up the enemy\u2019s base, hijack the enemy tank and leave, betraying the fire everything in your path. You will also have to save the hostages, kill a high -ranking German general right during his morning walk and conquer the impregnable fortress. The initial missions resemble a puzzle that mainly has one single correct solution. This is true. The cards in the initial missions are small and the enemies are placed there in such a way that it immediately becomes clear that in order to kill a soldier \u201cA\u201d you will have to kill a soldier \u201cB\u201d. Roughly speaking, it resembles GO style games (Hitman Go, Lara Croft Go).<\/p>\n<p>But starting with 11 mission<i>,<\/i> Each player will differ. You can go through the mission by killing the sentry on the tower, and your friend, on the contrary, will not even pay attention to it. You can distract the enemy patrol with a sound bait and shoot them from behind, and your friend, in his passage, will decide to remove them quietly with the help of a harpoon. No passage will be like the rest. Your first and second passage will be very different from each other. The same also affects your commander and then<i>,<\/i> How did you dispose of them.<\/p>\n<p>As it has been noted more than once, each commandos is unique and you will have to unite their skills to achieve the goal. And this also affects the variability of the passage. You and only you decide how to go through this mission. You can distract the attention of the patrol to the spy, so that later, from the driver\u2019s machine gun, shoot them all. But if it is too noisy and dirty for you, you can kill them with the help of a harpoon of the marine, but keep in mind, this requires a certain dexterity of hands. There are a bunch of ways to get rid of this or that enemy, and again it all depends on you.<\/p>\n<p>It is also worth noting that some missions are direct borrowings or references to military films. We already know about the love of Ignasio Peres for military literature and cinema, so this is not surprising. For example, a mission where we should blow up the bridge was taken from the film &quot;Bridge over the Kwai River&quot;. And the mission, where we should blow up the German villa, was taken straight from the movie &quot;Dirty Dozen&quot;. There are also references or borrowings from such films as \u201cSquad 10 from Navaron\u201d, \u201cWhere the Eagles nest\u201d, \u201cThe Parts of the Island of Navaron\u201d.<\/p>\n<p><b>The covers of the films that were inspired by the developers.<\/b> <\/p>\n<p><b>The covers of the films that were inspired by the developers.<\/b> <\/p>\n<p><b>The covers of the films that were inspired by the developers.<\/b> <\/p>\n<p>Judging in general, the missions here turned out to be very, very very fascinating. And the most recent missions are so difficult that next to them, any boss with \u201csecero\u201d or \u201cDark Souls\u201d will seem like a light walk.<\/p>\n<h2>Graphics, sound and so on<\/h2>\n<p>Let&#8217;s talk about the technical side of the game as briefly as possible. The game works like a clock. For the whole game I did not meet a single bug, nor bugs in the program code, no sound and graphic. Everything worked as it should and how it was conceived. Naturally, there are so -called glues, but they are harmless and if you learn to use them, they will even play into your hands. The development team deserves a separate praise for this.<\/p>\n<p><b>Concept art of the game.<\/b> <\/p>\n<p><b>Concept art of the game.<\/b> <\/p>\n<p><b>Concept art of the game.<\/b> <\/p>\n<p><b>Concept art of the game.<\/b> <\/p>\n<p>The graphics seemed to me not at all outdated, although many here can argue with me. It can be seen that the developers did not throw words into the wind when they said that they wanted the most advanced graphics among other games of this genre. The game is made in isometric style and has graphics 2.5D. The models of buildings and characters here were drawn by hand and it was very pleasant for me to look at them, and they did not cut their eyes at all. And when we are talking about graphics<i>,<\/i> Naturally, it should be borne in mind that the game came out already in 1998, and even after 20+ years it still looks very beautiful.<\/p>\n<p>And finally, we will discuss the sound accompaniment, or rather its absence. In the game, unfortunately, there are no music during missions. All that you will hear throughout all missions<i>)<\/i> &#8211; These are the phrases of your commandos by the type \u201cso accurately!&quot;, The phrases of German soldiers, an embossed sound, as well as the sounds of weapons. It can be seen that the studio did not have enough budget to make at least some musical accompaniment. This is a huge minus, which at first will very much upset you. And then, you simply will not have time to pay attention to this due to the complexity of the missions that require maximum concentration.<\/p>\n<h2>The success of the game<\/h2>\n<p>Here it is<i>,<\/i> June 24, 1998. &quot;Commandos: Behind Enemy Lines&quot; first appears on the shelves of gaming stores. Developers and publisher of course believed that the game would pay off<i>,<\/i> But no one counted on such success. The game shot and became the world bestseller! She broke all the records of the Spanish gaming industry by typing unthinkable indicators for Spain.<\/p>\n<p>So that you understand what circulation the game dispersed, just take a look at the forecasts of the publisher and developers. Gonzalo Suarez, the project manager, said that he would already be glad if the game reaches 100.000 thousand copies sold. The publisher of the game &quot;Eidos&quot; counted on 180.000 thousand copies sold. Ignasio Perez, the head of Pyro Studios, was the most optimistic, he predicted 400.000 thousand copies. As a result, over two million copies of the game for the full price were sold, just space numbers for the Spanish game industry. \u201cCommandos: Behind Enemy Lines\u201d became the best -selling second game in the world for 1998, lagging behind only Tomb Raider. The game received very high marks. She leads in sales in more than 17 countries.<\/p>\n<p>So that you understand how unexpected such success was, you need to focus on the year of release. 1998 is considered one of the best years for the gaming industry. It was in this year that the first parts of eminent gaming franchises saw the light. Competitors \u201cCommandos: Behind Enemy Lines\u201d were on the market, for a minute, \u201cStarcraft\u201d, \u201cHalf Life\u201d, \u201cMetal Gear Solid\u201d, \u201cLegend of Zelda: Ocarina of Time\u201d and the previously mentioned Tomb Raider. Yes, some of them were released at the end of the year, but I think this does not overshadow the achievements of the game Commandos.<\/p>\n<p>The publisher himself played a significant role in this success. &quot;Eidos&quot; had a very good distribution network and the game scattered like &quot;hot pies&quot;. Also, players were attracted by high -quality graphics for those years, a pleasant interface and game setting. The setting of World War II attracted even those people who were not particularly carried away by games. Also, the gameplay, although it was very difficult, it was a very protracting. All this together led to such a success of the game.<\/p>\n<blockquote><p>\u201cI think we have reached an audience that did not often play games. This happened because the setting of World War II attracted people who did not often play games. I also think that game mechanics worked for this audience. It is true that Commandos was very complicated, but here we mean the difficulty in its passage, but the game interface itself was quite simple, which made it possible to easily get involved in the game. In those days, strategic games had large and complex interfaces with thick manuals: it was difficult to learn how to play with them, but it was very easy to play with a simple interface in Commandos: the difficulty, as I said, consisted in passing the game. This attracted new players, as well as fans of strategic games.&quot; &#8211; Ignasio Perez, head of PyroStudios<\/p><\/blockquote>\n<p><b>Advertising of the game and publisher &quot;<\/b><b>Eidos<\/b><b>\u00bbIn game magazines.<\/b> <\/p>\n<p><b>Advertising of the game and publisher &quot;<\/b><b>Eidos<\/b><b>\u00bbIn game magazines.<\/b> <\/p>\n<h2>Personal opinion about the game<\/h2>\n<p>It is worth recognizing that I first treated the game quite skeptical. After all, the game of 1998, I thought, probably she is boring and with a bunch of flaws. I am gladly informing that I was mistaken. &quot;Commandos: Behind Enemy Lines&quot; is a wonderful game that with each next mission offers you more and more tests<i>.<\/i> I can even say that recently, I have not received such pleasure from games as I received from the commando. After the passage of each mission, it became pleasant in my soul, and I really blossomed when I saw the window the end of the mission. After all, I just spent 4 hours to pass it. And after a thousand conservations and downloads, I finally did it. I myself have never played the game of the game, but I think that the players of these games feel the same when killing the boss after 8-9 hours of Fayt.<\/p>\n<p>In the game, your best friends will be hot keys and as I have repeatedly said &#8211; saving and loading. You will persist after each successful action<i>,<\/i> Even if you just moved from one shelter, to another. Believe me, you will understand what I mean if you start playing this game.<\/p>\n<p>And you can\u2019t do without hot keys, because in the last missions, you will have to have time to do everything in a few seconds. Enemies will move more, look more on the sides and you will not have time to click the mouse button for equipment in the inventory. Sometimes you even have to have time to kill the enemy and hide the body in just 5 seconds! At these moments, you should make a mistake somewhere, like an enemy soldier who raised the alarm or your fighter, who did not manage to drag the body to a secluded place, learns several unpleasant facts about his mothers.<\/p>\n<p>The only, very unpleasant disadvantages, for me there were a lack of musical accompaniment during the missions and do not care enemy soldiers on each other. I mean that you can cut the entire enemy base, and the patrol that just returned will not even notice this. This upset me a little, but I think this is criticism from the category.<\/p>\n<p>Otherwise, \u201cCommandos: Behind Enemy Lines\u201d is perfectly played even after 20+ years. And I can recommend it to lovers of hardcore strategies who want to strain their brains and check the dexterity of hands.<\/p>\n<h2>&quot;Commandos: Beond Call of Duty&quot;<\/h2>\n<p>Naturally, after such stunning success, the developers thought about the sequel. But the first thing they asked from Eidos was to create a pack of missions called \u201cCommandos: Beond Call of Duty\u201d. The idea of \u200b\u200bsuch a pack was expanding and adding to the game everything that they did not add or simply could not add to the main game. And again, the developers worked so well that \u201cCommandos: Beond Call of Duty\u201d is perceived by many as a separate game, and not just as a pack of mission.<\/p>\n<p>I will not review everything that has changed in the Beyond Call of Duty, but I will only go through the most important changes. The most important change, in my opinion, is the new composer of the series. Pyro Studios invited the composer <b>Mateo Pascual (Mateo Pascual)<\/b> To create music for the game. I believe that this person, one of the best things that happened to the Commandos series. He solved one of the problems of the main game, namely, the absence of at least some background music. Yes, there are not many compositions for Beond Call of Duty, but each of them is written cool. And his true talent, Mateo will show in the second part of the series. I liked his composition for the second game so much that they played in my repita for several days.<\/p>\n<p><b>Mateo (Mateo) Paskual &#8211;<\/b> The composer who was invited to work on commander: Beond Call of Duty. After that he worked as a composer for all studio games including Commandos 2 and Commandos 3.<\/p>\n<p>Games &amp; Symphonies perform a soundtrack from &quot;Commandos: Beyon Call of Duty&quot;<\/p>\n<p>Gameplain game has not changed<i>,<\/i> But the functionality of our commandos has expanded. Now, every commandos has a small stone with him, which can be abandoned to distract near the enemy. Also, now from the body\/corpse of an enemy soldier you can take a pack of cigarettes. They can also be used to distract enemies, but unlike a throw of stone, enemies will leave their posts in order to choose them.<\/p>\n<p>Also, now it was added the opportunity to stun enemies without killing them. Previously, our commandos were armed only with a knife and eliminated enemies only by murder. Now, you can stun enemies and chase them into handcuffs. Stunning has a number of advantages compared to murder. Firstly, our spy can now put on the form of any stunned enemy, whether he is a peaceful head of stations or an enemy officer. More about this a little later. Secondly, stunned opponents can now be controlled. They can be freed and, under the barrel of a gun, make them go distracting their comrades. Naturally, all this can only be crank up in a limited area, because it is worth sending our captive too far from our fighters, as right there, he will raise the alarm.<\/p>\n<p>As I have already noted, the functionality of our commandos has expanded significantly. The most important are the changes in the spy. Now, our spy can put on the form of any person during missions. If he was the head of the zoo, a simple soldier or officer. This greatly simplified sabotage missions<i>,<\/i> But there is always one, but. Enemy officers can now expose our spy if he is dressed in the shape of a civilian or a simple soldier. So, it\u2019s better to still try to get the uniform of an officer, but this is not so simple. Also, there is a \u201cGestapo\u201d, I think this name is familiar to many. Gestapo can expose our spy in any uniform, which makes them very dangerous.<\/p>\n<p>Some Commandos updated the arsenal and equipment. Most of all poured the driver. He was given a baton for stunning, as well as a rifle for distant fir. But in fairness I will note that it is absolutely useless. I always try to pass the missions silently, therefore, an extra reason to attract attention to me. But still, it is better to have it with you than not to have, is it so?<\/p>\n<p>And I note briefly that they added a new character &#8211; Natasha. It appears in only one missions and its functionality is similar to the spy. She can walk around the enemy camp without hindrance, and if necessary, distract someone<i>,<\/i> using natural charm and sexual outfit.<\/p>\n<p><b>Very interesting mission in the zoo. To quietly get inside the zoo, you will have to go through the corral with the lions.<\/b> <\/p>\n<p><b>Very interesting mission in the zoo. To quietly get inside the zoo, you will have to go through the corral with the lions.<\/b> <\/p>\n<p>Now let&#8217;s move on to missions, to the strongest side of the addition. This pack of missions offers us only 8 missions, but they are very well made. Each of them is very exciting. You will have to save the prisoner, which is kept in the zoo, steal some detail with an unexploded bomb by landing<i>,<\/i> Escape from a concentration camp, simultaneously looking for who is a mole among the captives. Unlike the original game, where some missions could seem a little boring or monotonous, here every mission, I am not afraid of this word, unique.<\/p>\n<p>This uniqueness is facilitated by new interactive capabilities on the map. Added more objects with which you can interact. You can hide in the stomach of a dead elephant (fu!), move the trolleys on the map in order to create an artificial barrier from enemy eyes and free ostriches so that they begin to attack enemy soldiers (it was fun!). Interactive added a lot, although not all of them are equally useful, but this is such a small plus for level design.<\/p>\n<p>Graphically, the game also made a jerk. Not in terms of graphics, but in design. New models of soldiers and buildings were added. Buildings in Greece will differ from the same buildings in the Netherlands. Some soldiers now have different models, in some missions, models for civilians were added, like a zoo caretaker or prisoners of concentration camps. Also added new types of ground and water\/marine equipment.<\/p>\n<p><b>I really liked the modeling of Dutch buildings very much. After so many missions where the environment was destroyed, it was pleasant to stare in such a cute town.<\/b><\/p>\n<p>And finally, I will say about some unpleasant moments in this addition. The most critical is the redistribution of hot keys. I have already mentioned that it is impossible to play this game without the use of hot keys<i>,<\/i> Now imagine<i>,<\/i> that you played the original game for several weeks and are completely used to them. And in a pack of missions, for some reason, the breeds decided to redo them, while not adding the opportunity to reconfigure them themselves. This directly enraged in the initial missions until I got used to the new hot keys.<\/p>\n<p>The second minus is already less critical. Unfortunately, the actors of the voice acting of some commandos changed and some of them are so disgusting! Green beret no longer sounds like an undisciplined soldier, at the marine, the voice became some kind of tender. In a word, the voices have become worse and do not correspond to their images. But this is a very subjective pickup.<\/p>\n<p>Otherwise, \u201cCommandos: Beond Call of Duty\u201d I really liked the Mission Pack. I can even say that I liked it more than the main game. It is felt that the developers tried to add everything that they could not do in the main game. The developers, using all their experience gained during the creation of \u201cCommandos: Behind Enemy Lines\u201d and the possibilities that Eidos provided to them were able to create a very cool addition that shows the maximum capabilities of their engine and the main game.<\/p>\n<h2>Conclusion<\/h2>\n<p>The young Pyro Studios, consisting of 17 young developers, was able to create a game that can be said to revive the Spanish Game Industry of that time. They showed that having a zeal to work and the desire to create something worthwhile, you can create miracles. As I said, the first part of Commandos is played perfectly even after decades, and I can recommend it to everyone who loves tactical and strategic games.<\/p>\n<p>And after such success, Eidos gave the go -ahead to develop a sequel. And Pyro Studios created the second part, which is considered the best in the series. But we will talk about her next time. Thanks for the reading!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u201cGreetings! Initially, these reviews should simply be called \u201cReviews for a series of games of Commandos, but in the process of writing them, I decided &hellip; <\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[105],"tags":[],"class_list":["post-24951","post","type-post","status-publish","format-standard","hentry","category-blog-316"],"aioseo_notices":[],"aioseo_head":"\n\t\t<!-- All in One SEO 4.9.9 - aioseo.com -->\n\t<meta name=\"description\" content=\"\u201cGreetings! Initially, these reviews should simply be called \u201cReviews for a series of games of Commandos, but in the process of writing them, I decided to call them\u201c History of the Commandos series \u201d. 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