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Commandos: Origins News

Interactive Trailer - Sniper and Marine Await Your Command!

Interactive Trailer - Sniper and Marine Await Your Command!


Commandos!

When asked who you preferred for the mission between Sniper and Marine, we had very interesting results.

On social media, 36% chose the Marine and 64% the Sniper.
On Steam and Discord, 58% chose the Marine and 42% the Sniper.


Apparently, there is no clear favorite! We should let you choose for yourselves!

The Sniper and the Marine await YOUR commandplay the Interactive Trailer for Commandos: Origins to experience the diverse paths in the game.

Will you advance through “Operation Rapture” with stealth or charge in guns blazing?

The choice is yours, recruits!

[previewyoutube][/previewyoutube]

Commandos Origins – First Live Stream

Commandos Origins - First Live Stream

[h2]March 20th at 4.30 CET (8.30 am PDT)[/h2]

Commandos!

Tune in on March 20th at 4.30pm CET ( 8.30 am PDT) as Gordon will play the first missions of Commandos Origins in a livestream.

Witness the first meeting between the Green Beret and the Sapper in a village outpost in the African Dessert during a surprise atttack by German forces.





You can watch it directly here on steam or on YouTube.
https://youtube.com/live/Zv_0nVthusw

Green Beret needs your expertise

Green Beret needs your expertise!




🔥 A covert operation is being locked and loaded, but the Green Beret needs YOUR expertise!
📃 Mission parameters: Infiltrate a dark, isolated coastline under the cover of night.
Which Commando will you deploy for this critical assignment?
🕵️ The Sniper – Precision and stealth from afar.
🦈 The Marine – Boots on the ground, ready for direct engagement.

Let us know in ⁠the comments!
There is no right or wrong answer – but there are consequences you'll discover when the mission goes live.
Stay sharp, recruits!

Commandos: Origins – Behind Development Lines Again

Commandos: Origins – Behind Development Lines Again


As the release of Commandos: Origins on April 9th draws another week closer, we have sent our spy behind development lines again to gather the latest intel for you.

This time we have some insights into the Command Mode and the first ever look on a cutscene, and more, so let’s dive in.

First things first! We start out with an exciting new gameplay feature:

[h3]The Command Mode[/h3]
Our devs at Claymore Game Studios were polishing up the new addition to the Commandos series! What is “Command Mode”, you ask?
It's a brand-new feature in the Commandos series, offering completely new tactical opportunities by allowing players to queue actions across multiple characters. One example of this is being able to kill two guards who can see each other, without needing to distract one of them first. Additionally, the system will support the player executing the actions independent from each other and in any order.



Now that we’ve had a look at one of the gameplay aspects coming to Commandos: Origins, let’s shift our focus to another crucial aspect of immersion:

[h3]The Cutscenes[/h3]
Up second in this week’s Insight Series is a preview of the intro cutscene of Commandos: Origins.
One of the things you usually add once the game is feature complete and stable are the cutscenes. They are of course planned out from an earlier stage but have now received their final touch ups to match all the changes that might have resulted from development. Besides the intro scene, every mission will include cutscenes depicting the outlook of the map and the situation – for smooth mission progress.

Art Director Thilo told us more about them: “Cutscenes are the narrative heartbeat of our game, seamlessly bridging the gap between gameplay and story. While the strategy game camera provides players with an overview, we want to get closer to our characters with our cinematic camera in cutscenes, creating a stronger connection to our iconic cast and a truly immersive experience.”

To give you a glimpse at the results of the teams work, we have the very first preview video for Cutscenes for you - Enjoy!
https://youtube.com/shorts/kuvUkBB2U7U


A compelling narrative and impressive cutscenes deserve strong voice performances, so let’s move on to our next highlight:

[h3]Voiceovers[/h3]
For our third topic today we are looking at voiceovers and showcasing the English voices of the Sniper & the Spy.
We've paid close attention to your feedback regarding the voice-overs, and will deliver final voice-lines in English, German, French, Spanish and Chinese.

In the video below you can get a sneak peek at the voice acting recording for the sniper and the Spy.
https://youtube.com/shorts/HXrNhbIBo5M


We have now reached the end of today’s Insights but stay tuned and continue to keep your eyes peeled for more news on our official channels! With every news, we’re getting a step closer to Commandos: Origins launch on April 9th!

Commandos: Origins Dev Insights

Commandos: Origins – Infiltrating the Development


As we approach the release of Commandos: Origins on April 9th, we take a look back at four key development topics — this time with Dev Insights into topics like AI and User Experience, among two others.

This is your chance to take a look over our shoulders and get a sneak peek from our journey.

[h2]Optimization[/h2]
Up first, we have insight into fine-tuning the gameplay experience based on your feedback and focusing on performance optimization. Programmer Marina, who is also taking care of bugfixes & polishing, talks about the process:

“After receiving the Beta feedback, we teamed up with Level Design to focus on the key areas we wanted to improve. Working together like this allowed us to adjust the code quickly, making the gameplay smoother and more enjoyable.”



There would be nothing to polish though without the game world itself. Commandos: Origins builds and relies on expansive maps with a multitude of tactical options.

[h2]Expansive Map Design[/h2]
Up second in this week's Insight Series is a look into the expansive map design.

Commandos: Origins is all about multiple approaches and different opportunities in each mission. The Level Design and Game Design team has opted for a multi-layered mission experience and variety in the gameplay - all taking place on expansive maps!

Missions by night, for example, require an exceptional stealth approach - Game Designer Jana told us more about what's important and different in those missions:

“Using the cover of the night and stealth tactics go hand in hand. When we designed Night Missions, our goal was to reflect the advantages of the night. Our first point of action was to impair the enemy’s vision. By drastically reducing the distance they can see clearly in, we left more room for the Commandos to sneak through. However, we quickly noticed that due to the sheer size of our levels, this allowed players to simply outmaneuver the enemies. While this was certainly very stealth focused, it reduced the threat of our enemies too much. We wanted our Night Missions to play differently, but not easier.

In the next step we experimented with sound, if enemies can’t see as well, maybe they are more alert to sound? While initially a nice idea, we scrapped it. We want our players to gradually master the Commando’s tools, and for that to work those tools need to be predictable. A gun does not suddenly emit more noise just because the sun has set. Eventually we brought light back into the mix. Equipping some enemies with flashlights allows them to see almost as well as during daytime. Still, we wanted something that clearly made Night Missions different. Our solution: Using stationary light sources as environmental obstacle. While light alone does no harm, it fully exposes Commandos in illuminated areas if an enemy looks in their direction. With all these systems in place, we hope players are encouraged to truly operate ‘from the shadows’.”

[h3]The result of some of these design choices can be seen in our Dev Update Video:[/h3]
https://www.youtube.com/shorts/DCcWFW3vl4g



However, even the best and most carefully designed maps would be boring without smart enemies to challenge you. That’s where the AI comes in and takes a pivotal role in Commandos Origins. Let’s take a look into how the team tackles this essential gameplay part.

[h2]Ai Behaviour[/h2]
For the third topic on Dev Insights, the team shared their thoughts on tackling AI behaviour.

Mission tactics are critical, so it is essential that enemies react logically to your actions and advance, which makes AI behaviour an essential gameplay aspect in Commandos: Origins.

Lead Programmer Rahul talked about the teams' workflow concerning AI:

“Using a dynamic system that allows designers to control AI behaviour at the time of level design, we ensure the AI behaves appropriately to the current situation in the mission. Our missions are meticulously designed, keeping in mind the design goals of the AI behaviour, finely balancing them with the goals of our level design to have a balanced difficulty, realistic challenges and intriguing puzzles.”



Gameplay is not just what happens on screen though, but also how the game feels and how our players experience it. That is where User Experience comes in, which the Commandos: Origins Team constantly refined, shaped by player feedback directly.

[h2]User Experience[/h2]
Last but not least topic as our fourth dev insights topic Producer Moritz discusses feedback utilization for improving the game.

How do I move my Commando? What do I have to do now? Is anything breaking my immersion? The User Experience (UX) of Commandos: Origins combines simplicity with efficiency, guiding the player and enabling a smooth and immersive gameplay experience.

Crafted by the Design and Art team and implemented by the Code team, it is constantly getting improved throughout the development process based on feedback from players playing the game.

Our Producer Moritz gave an example of how your feedback helped us improve the game.

“Seeing recordings of players experiencing the game for the first time helps massively in identifying issues we might have overlooked ourselves after working on this game until now. We sometimes know the game too well already to understand what players might miss at first try. Some players, for example, had issues finding out how to shoot barrels in the demo, initially you had to hold CTRL in order to shoot anything non-human. While this was mentioned in one of the tutorial hints, this crucial information was often overlooked. Therefore, we decided to make barrels targetable without holding CTRL, enabling a smoother user experience overall.”


That wraps up this edition of our Dev Insights Series — giving you a closer look at the work that went into Commandos: Origins, and how the Team tackles essential parts like Map Design, AI Behavior, User Experience and Polishing behind the scenes.

We can’t wait for you to enjoy Commandos: Origins on release.