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.

It's fun to find out who should be the first to fall down the throat and fall to Fairbein – Domino on the Sex Battle Knife.

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.



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