Commando: Origin Review
Blog Andrew Joseph 09 Apr , 2025 0

Whether it's twisting your thumbs in the decades since Commando 3, or hiding calmly in the fence, waiting to knife the Nazis on the next stroll, if there are commando fans lurking the commando patiently. Those who wait and Commando: Origin fits that bill. When all your plans are blended together, slow, challenging and consistently satisfying, its brand of isometric stealth action is intact and never looks better. I've sunk nearly 60 hours in the past week and a half, just to see these tasks, if I return to some of these hours again, there may be dozens of hours with the intention of not hesitating, no soldiers are not mean. The only major problem is the various mistakes I have to get used to in order to continue to enjoy myself. Like the German snipers placed by Peskily, I learned some how to avoid them altogether, but I just had to find a way to neutralize them.
For those who skip basic training, Commando was a classic series of real-time strategy stealth during World War II'EM UPS, which dates back to the late 1990s. Imagine an elite crew, but usually the crab commando crawls around the enemy's belly, which is powered by a large number of mouse clicks, and you're mostly there. For modern comparisons, it's much like Ungentlemanly Warfare's ministry, shot only by drones (without Guy Ritchie's wit or Henry Cavill's perfectly curly cookie duster). Or the BBC rogue hero, 90% less sworn in and 100% less AC/DC.
But despite its cheesy but otherwise blushing approach may lack the thorough humor of those who craging the crackling British Special Forces Capers, Commando: Origins is arguably the best version of the series’ concept to date. It’s a familiar but modern experience for the grey veteran, and an intuitive and approachable experience for new players ready to fight a steady rising difficulty curve.
Where the eagle stares
Like any great stealth game, Origins is a game about tactics, which is a fatal puzzle. It basically boils down to analyzing every upcoming encounter, examining the vision cone of each enemy soldier, and finding a way to dispatch them that won't make the entire German army less likely to lower your lineup. I spent most of my time at Origin staring at the screen, investigating my prey like an ambush predator.
Each of the six commandos on your team has a unique set of tools and abilities. In most cases, Origins curates the characters available for each mission, customizing the movements for their skills. There are only two instances, and all six soldiers will be on the same battlefield at once, which is a shame because it is the real highlight. That said, if I had the chance, I might have used Marines’ throwing knife and harpoon guns that specialize in a lot of origins, so sometimes it would force me to expand my attitude, sometimes it could be wise, almost certainly making things stale.
Speaking of watching, I actually didn't miss the inventory management of previous games, although I don't think I'm going to remove the ability to pick up and use enemy weapons especially for the green beret. The argument here is that the origin is more about always doing thoughtful stealth—rather than anything spraying lead from the cleaned MP40, because there are any obstacles on it. Fortunately, thoughtful invisibility is the power given by the coolest part of Origin: the command mode. In a similar mode in late stage, the great Mimimi's Desperados 3 and Shadow Gambit: Cursed Crew, Command Mode allows you to freeze time indefinitely and line up for every commando for every commando. Back to real-time, they will execute your words at the same time. Determining the timing on a set of command mode instructions is powerfully satisfying, whether it is two crawling commandos stabbing a pair of distracted soldiers from the side, or a more complex and well-organized harp, blades, blades and bullets.
It's done well, it's all a very slow process, but it's a really helpful process when you figure out a solution that initially seems like too many well-positioned soldiers can't cope with. Maybe your first goal is impossible to kill quietly because he always sees his other comrades among other comrades, maybe very lineup always has a third, and so on. However, it was fun to find out who should be the first to fall down his throat and fall first on the Fairbairn-sykes combat knife. Some enemies will leave their posts to investigate strange sounds, such as sapper's whistle or broadcast of green berets, or check for the driver's burning cigarettes. Some people will only turn temporarily and face distractions, which gives you valuable moments to slide around them. Experimenting which routes and tools are most effective is a task involving the forced parts of my brain.
Opportunities are always there; it's just the fact that we find them – the fact that they don't get telegrams or marks makes every victory feel like you beat the developer. Once, I found a tiny gap in the landscape cone of four soldiers on a small staircase in the water. Not only did it allow me to not only wipe them off, but it also took the other three squads to the rear of my main target through the boat. Is that intentional? Probably, but maybe not. Whether the encounter you encountered in the precise way of Claymore Game Studios left us with no effort to leave Ajar to us or succeed in unpredictable actions, a development team may have never seen, and it is a good design. Either way, it is encouraged to explore every corner of the map for the best chance, and it can be completely baked.
In large part, this is because these levels are all very detailed dioramas, huge and dense, and everyone feels like I played a high-risk toy soldier game on that kind of minimap exhibit, you might see behind a glass in the War Museum. The mission is also carried out throughout Europe and North Africa, so the variety of backgrounds are great – from Scandinavian snow to lush fields and baked deserts.
The huge environment is also fully presented in three dimensions, where you can seamlessly enter the building, and I feel it is necessary to say that this should give you an idea of how long it has been since we already have the right commando game. You can do fine camera rotation in any compass direction, so it's easy to find safety at the right angle. That said, scrolling too fast sometimes introduces some temporary chopping, but it's a brief weirdness. Overall, this is really great.
Unfortunately, there is occasionally a little clumsiness when navigating particularly complex multi-layer structures. Throughout the activity, I encountered some enemies that seemed to share the floor with me, but were actually completely at a different level and should have been hidden at the time. I was also unfortunate enough to put down an incredible bear bunch because it wasn't on the same platform I wanted to leave and was shot by a solid container, obviously without real fun. In some cases, my orders were misunderstood, and my soldiers set out for unexpected areas and went straight into the enemy's sight, due to a noticeable disconnect between what floors are shown and which floors originate. think I want to click. However, these are not the main frustrations, and remediating them usually requires only some smaller zooms and a little polished camera. That, or quickly reload to prematurely the deceased.
Save Dyin's private
In the experimental world of tactical games like Commando, Quick Save is your friend – Origin is no exception. After doing some adventure and/or stupidity, the ability you can pick up directly actually gives us the freedom to try different approaches. No doubt, save quickly and really save my bacon (and soon!) – but, unfortunately, this basic feature seems to cause some of the most troublesome bugs of origin.
For example, the saving you made is loaded when one of your commando climbs up a wire or perched high on a climbable pole, which seems to cause the poor asshole to drag on the invisible level above the map, crawling or rubbing against the forgetting without consequence. Naturally, the solution is to simply resolve to never save when your one person climbs anything. However, that is not the end of my problem. After another reload, I noticed that my Marines were no longer on his boat, but walked back to the mark I placed on the water. This error eventually solved my problem, but my assistant just disappeared from the map and became unselectable.
This problem may become a burst of game, but the origins – seem to realize it has some technical mines for you to start – keeping the queues of fast savings a few times. In most cases, if something goes wrong, there is a good chance that you will lower the save slightly and you can recover as well. In this case, though, I'm sad that I no longer noticed that my assistant no longer exists. The only solution is to restart the task completely, losing over an hour.
Ranking these World War II “Towards Mikes” movies
Ranking these World War II “Towards Mikes” movies
A very strange question, one I can't tell if it's related to fast savings is the occasional instance of one of your commandos incorrectly detecting in the bushes that are no longer hiding in the bushes – and locked in the alarm state. They would then circle it and blow it to hell, to no avail. It's not bad because I was able to take advantage of it completely by stabbing all soldiers while it was assassinating all the unfortunate bushes, but it shouldn't have happened.
I don't necessarily refer to the enemy as smart people overall, and it would be great if they see more initiative in other modern stealth games. For example, they might want to drag their kaput partner to a predefined location, namely HITMAN. They are very dangerous to make up for their own dim light bulbs, though – they are enough to keep the toes when you think you've figured out their pattern. For example, they won't check the nearest hideouts in the same order after reloading, so you'd better have a backup plan or at least make sure no one is climbing onto the phone pole while watching.