Commandos 3: Destination Berlin
Commandos 3: Destination Berlin is an absolute, top-down shooter with a high degree of strategy, and we're very proud of it. It's got all the guns and weapons you'd expect, so don't be surprised if you see that and run around with the blades in your hands.
It's got a surprising amount of tactical depth, because the game does something very different with the action in this movie: you're in control of both Allied commandos and the US forces, and you're commanding a squad of up to four different units, each with their own personalities, strengths, and weaknesses. You've got individual tanks to choose from, more grunt units to employ, and more powerful units, such as heavily armored snipers that can destroy tanks, and even a single gun for cover. But that's all there is to it.
So why is the game so severely compromised?
Because every unit in the game has unique strengths and weaknesses, making them more effective and actually more effective in combat. The real problem is that we never really built on the systems that it was trying to build for, or for that matter, the systems that are already present in the movie. This is a real shame because the system really does make it very approachable, and if the game was built with that in mind, it really feels like it was built with that in mind, rather than based on what we were building from the ground up. And that's a real shame, because the very concept of playing a massive war game that revolves around enormous numbers of troops in huge and fragile urban environments makes the whole experience so much more interesting than the game itself.
There's also the fact that, when playing in a squad, you have to take the roles of a tank and a bomber. We chose the role of the driver because of that role, and the fact that you're not controlling a tank because you're controlling a one-man unit, rather, the tank is all about having a lot of firepower. It's very counter-intuitive, because you have to worry about what you're doing and when, and then you have to really focus on not getting into a lot of combat.
GS: How does the in-game control system work? How much control are you going to have over the entire squad?
TC: It's all about knowing when to retreat, when to attack, when to defend. In this game you can go into cover, or to take a potshot to the head.
GS: Are there any other aspects of the game that weren't incorporated into the development of the game, such as the commander role?
TC: There's going to be a number of different commanders, and they all have different fighting styles and each one has a different set of abilities. They all have different offensive tactics, so you can approach each commander differently.
GS: What was the most challenging part of adapting World War II combat for this game?
TC: It was a really hard thing to process and I did think it was quite difficult, because there are not so many technical aspects of the game, so it wasn't all the difficulty. The only problem was that the AI was quite sophisticated and had the ability to reflect the environment on the screen in real time.
GS: How many different types of unit types are in the game?
TC: In terms of types of units, we went through a lot of different tactics with the same units, and then in order to really break up the gameplay, we had to narrow the scope down to more combat units. We have a lot of combat units, but they all have different capabilities. There are a few of them, but there are only a few that are in the game and one that is more than a unit type that is very similar.
GS: What did you think of the game's battle system?
TC: It's always a good idea to try to make the player think a little bit about their units and make them do their best work. We were really impressed by the amount of attention we received from the AI. The system does a good job of guiding the player through battles, so that players don't have to feel like they're the only opponent in a battle.
GS: How many units do you have to have to keep track of during the battles?
TC: The units in the game are small, and they will take some time to learn. One small problem was that we needed to be sure that there would be plenty of combatants, so the most basic and basic unit would be the battle-hardened and the crew. There are a couple more units that can be added to a team, but that's just not the case. We have a number of different units that can be added to the team, but there's a lot of information to be gleaned. The combat systems in the game really shine in the way they actually use strategy.
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