GB
  
You are currently viewing the United Kingdom version of the site.
Would you like to switch to your local site?
6 MIN READ TIME

Commandos: Origins

The 1913 book Little Wars contains a wonderful photograph of its author HG Wells – resplendent in a boater and white trousers – lying on his front on a well-kept lawn as he carefully aims a tiny cannon. He looms over a miniature castle and row of houses, while a column of toy soldiers marches along his flank. It’s an image that perfectly captures the feeling of playing the Commandos series: of war recreated as a dinky diorama, a playset for the curious-minded.

This pleasure has long been denied to us. It’s been 27 years since the release of Commandos: Behind Enemy Lines, and new entries in the realtime tactics series petered out long ago, after an ill-advised left turn into firstperson shooters. But now it’s back. Publisher Kalypso has positioned Commandos: Origins as a sequel to the Commandos series, although essentially it’s a reboot, retelling the story of the original protagonists – Green Beret, Sapper, Sniper, Marine, Spy and Driver – with new maps and a handful of tweaks to the formula.

The basics remain exactly the same as in 1998. The aim is to sneak around behind enemy lines in World War Two, quietly stabbing Nazis as you work your way towards an objective such as freeing Resistance prisoners or blowing up a radar station. In addition to bespoke means of silent assassination, each Commando has unique abilities. The Green Beret can bury himself in sand, for example, while the Spy can don a Nazi uniform and walk unhindered through the enemy ranks (although officers will see through his disguise).

Unlock this article and much more with
You can enjoy:
Enjoy this edition in full
Instant access to 600+ titles
Thousands of back issues
No contract or commitment
Try for 99p
SUBSCRIBE NOW
30 day trial, then just £9.99 / month. Cancel anytime. New subscribers only.


Learn more
Pocketmags Plus
Pocketmags Plus

This article is from...


View Issues
Edge
June 2025
VIEW IN STORE

Other Articles in this Issue


EDGE
Let’s just make the computer handle it. No, not like that
Some technology trends emerge, make an awful lot
EDGE
EDITORIAL Tony Mott editorial director Alex
Knowledge
Pending resolution
The demise of Monolith Productions highlights a rising threat – both real and imagined – of gameplay patents
People versus the machine
This year’s GDC focused on human solutions, boutique development, and the state of AI
Donkey throng
Asses.masses is a seven-hour game played by an audience of hundreds
CAN YOU DIG IT?
An invitation to burrow deep and face your fears
Soundbytes
Game commentary in snack-sized mouthfuls
ARCADE WATCH
Keeping an eye on the coin-op gaming scene
THIS MONTH ON EDGE
Some of the other things on our minds when we weren’t doing everything else
Dispatches
DISPATCHES JUNE
Dialogue Send your views, using ‘Dialogue’ as the subject line, to edge@futurenet.com . Our letter of the month wins an exclusive Edge T-shirt
Trigger Happy
Shoot first, ask questions later
The Outer Limits
Journeys to the farthest reaches of interactive entertainment
European unions
By chance rather than design, Hype this month
Hype
FBC: FIREBREAK
Can Remedy go multiplayer without losing Control?
BLADES OF FIRE
MercurySteam forges ahead with a steely fantasy adventure
PATHOLOGIC 3
Terminus Est
STEEL HUNTERS
Replacing tanks and warships with the joy of mechs
NINJA GAIDEN: RAGEBOUND
Dotemu’s spinoff goes back, sideways and somewhere new
CONSUME ME
WarioWare meets diet culture in IGF’s Grand Prize winner
ROUNDUP
MARIO KART WORLD Developer/publisher Nintendo Format Switch
Features
NEW DAWN
A trip to silent Hill reinvigorated Bloober Team the Polish horror studio is ready for its homecoming
Q + A : MACIEJ ANTOSIEWICZ HEAD OF CINEMATIC S AND MOTION CAPTURE
F rom the outside, Maciej Antosiewicz ’s domain
PERFECT PITCH
Sifu’s developer moves the goalposts with Rematch
RICHARD GARFIELD
The creator of Magic: The Gathering on card games, videogames and gameshows
THE MAKING OF . . .AMNESIA: THE BUNKER
How a gun, a generator and a pocket watch cranked up Frictional’s horror
SANTA RAGIONE
An Italian studio’s quest to insert unusual stories in unexpected places
Nothing new under the sun?
Are the rules of 3D action adventure games now set in stone? Play Assassin’s Creed Shadows , South Of Midnight or The First Berserker: Khazan , and you may come away with that impression. Shadows turns out to be a pleasant surprise overall, thriving as an open-world game in a way that wasn’t apparent in E 408’s hands-on test. If its moveset being split between two characters gives you different ways to approach its missions, however, the ways in which you fight or sneak largely follow well-trodden paths.
Half-Life: Alyx
Back to City 17 for Half-Life 2: Episode 3 by another name
Call Of Duty: Black Ops 6
progress report on the games we just can’t quit
Play
Assassin’s Creed: Shadows
A ssassin’s Creed: Shadows ’ dispiritingly long, non-interactive
Post Script
Diversity and exclusion?
Atomfall
The jay is a beautiful, rather spooky bird,
Post Script
The delicious apocalypse
Blue Prince
A s far and wide as the Roguelike
Post Script
The key ingredient for greatness: is it a mystery?
South Of Midnight
With a raging hurricane ripping a house from
The First Berserker: Khazan
W e spot the pressure pad on the
Promise Mascot Agency
W ho would have thought running a mascot
FragPunk
At the beginning of each round of FragPunk
Despelote
Your instinct might be to look up the
Play
“Sí, se puede” (literally ‘Yes, it can
Sonokuni
While the majority of the game is viewed
Koira
K oira is the story of two creatures
Chat
X
Pocketmags Support