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When you can complete the final map (the Paris one) by beelining towards the tank and clearing out every enemy in 5 minutes, which is not a speedrun strat but something genuinely faster and easier to do, it says everything there's to say.
BEL and BtCoD aren't perfect, but they're at least far more puzzle-like and tight in their design, and going loud is an option you carefully consider rather than do it for the heck of it.
Sorry to hear you don't like the modernized loot version.
We think this will result in a better mission design and player experience.
We also shared some info about this in our blog.
5) Modernized Loot System will take over Inventory System
Starting in the Closed Alpha, players shared that they miss collecting ‘loot’ and having a backpack with an inventory system in place. This feature would add depth and more options to gameplay. Following this feedback, we went back into discussions and research for potential approaches.
After careful consideration, we’ve opted for a modernized loot system that aligns with our vision of staying true to the Commandos series’ core, prioritizing stealth rather than giving the player the ability to just blast into enemy territory. What does this mean for Commandos: Origins? Some enemies have ‘lootable’ items such as ammunition and first aid kits when they are eliminated or killed. You can also find loot, such as collectibles and uniforms, in certain locations in the environment. Once you pick up an item, this is directly available for the selected Commando via his abilities without needing an additional inventory (i.e. backpack).
Cheers
Also, searching through every enemy body for lootables would slow down the gameplay. Missions already take between 1 and 2 hours to complete, so if you even tried to search every body, you'd never finish the game.
Playing on such large maps changes the gameplay somewhat, and this Commandos game seems to follow the style of C1, which probably suits a game of this size much more..
If they make another Commandos game, I'd suggest still adding back pack and inventory but not looting bodies. Perhaps items could be obtained from boxes, creates, cupboards, safes etc, and still have the back pack.
And that one game that has it, had also some weird UI and gameplay issues and went overboard with the inventory by adding hunger and alike so that you have to carry bread to eat.
All other games are perfectly fine without an inventory.
The value behind looting mechanics lies not in playing the mini-game of inventory-management-tetris, which for some is a positive side-effect, but in facilitating a more diverse, sandboxy game-play, in which tampering with provisions (and other supplies) or going loud (perhaps arming other allies) are also viable options.
Naturally, the game's design should account for these options, and there should be adequate consequences. If I remember it right, raising the alarm in one night-time fort mission in Desperados: Wanted Dead or Alive would result in several guards taking permanent positions in front of the main gate, complicating entry for characters who could not climb walls.
Judging by the demo of the upcoming Commandos as well as the developer comment above, we are in for a game in the style of Mimimi - a stealth-strategy game with a maximum of two approaches to every strictly contained situation because every operative only brought two bullets along. While this is definitely not the worst way to go about it - those games were decent in their own right - the question whether such a style is appropriate for the evolution of the Commandos series is up for debate.
And they hated him for he spoke the truth. Also 2 and 3 had 'forced combat' segments which are a huge no no for this genre.
That's basically desperados lll loot system..
Rather than add challenge, it turned a good third or so of the game (already very short, with least missions in the series unless you count BtCoD which was an expansion) into "play the map wrong, figure out the approach, restart and speedrun it". Add the missing Driver (and Natasha / dog, if you're being particular), only one mission with Marine and it's a solo one, gear that's literally useless because it's just a carryover from 2 (the inventory system included)... At least they removed immortality and made alarms a problem again (in, like, 4-5 missions total out of 11, and the first Stalingrad map barely counts as a mission since it's a minute long, while the last two Central Europe ones are on the same map).
Probably should stop going off-topic so much. In any event, the inventory was a gimmick that, combined with an awful UI and a bunch of other things and systems added for the heck of it (like making lots of actions previously exclusive to certain characters shared, which may have made sense logically, but in terms of gameplay it stripped away most of having to use the characters in tandem because, for example, only two could carry bodies before), turned missions into a slog, especially when you *had* to loot ammo and weapons because of the aforementioned forced combat segments or because you had the Sniper around, which meant enemy snipers and ammo for him.
I do think BEL/BTCOD had the opposite problem where they were too strict at times. (Having to save several sniper bullets or you get softlocked by sea mines at the end of the first BTCOD level is a particularly big one.)
Personally I don't mind the combat levels as the occasional gimmick level.
That said, while I don't mind this game going for a more simplified inventory, a Commandos-like having a more complex inventory like C2 should probably have the amount of ammo/items you find dictated by difficulty.
Desperados 3 kinda did this but it felt like a last-minute addition.
The biggest issue with 2's combat levels was the lack of convenient control. Having to manage a blob of soldiers as well as either leaving your guys in sentry mode that locked them in place and made them easy targets or controlling them manually but needing to do a lot of micromanagement as a result was not a pleasant experience.