Commandos: Behind Enemy Lines is a unique game. Mechanically, it looks a lot like an RTS and controls like one, with a lot of mouse clicking and hotkeying. There's a big catch, though: you don't make anything. Nope, zilch, nada. Instead, you are supplied a limited number of men and are given the task of sabotaging the enemy's central facilities, while considerably outnumbered. Thus, the focus is not on outgunning your enemy, but rather undermining them with smart tactics, stealthy kills and careful yet quick maneuvers. With that out of the way, why my title? To put it simply, I feel like the sequels to Behind Enemy Lines change the formula in ways that loses the appeal for me. To elaborate, I've seen parts and pieces of them through playthroughs, and they seem to tend wayyyy too much towards making all characters powerful. And that seems like a good thing on the surface, especially considering how weak some characters, notably the sapper and the driver, were in Behind ...
Duke Revier's Grand Game Emporium