$4.99Commandos: Behind Enemy Lines One Wrong Step and the Alarm Rings
Lead a squad of six elite commandos through 20 missions behind enemy lines in World War II. Real-time tactics where one wrong step sets off the alarm, and a good plan feels like a heist. Sneak, sabotage, and bring every man home alive.
Is Commandos: Behind Enemy Lines worth it?
Commandos: Behind Enemy Lines is worth it if…
- you enjoy planning a move carefully, then executing it under pressure
- you like stealth where studying guard patrols is the real game
- you want a classic from the 90s that still plays like it was designed yesterday
- you have a friend to split the squad with over LAN or the internet
- you do not mind failing, reloading and trying the same plan again
Screenshots
Six specialists, one plan
Your squad is small and every man in it matters. The Green Beret sneaks and brawls, the Spy walks into enemy camps wearing a stolen uniform, the Sapper lays mines and blows things up, the Sniper rationing his few bullets picks off the guards nobody else can reach. The Marine handles the water, the Driver handles the vehicles.
The game rewards combining them. Distract a patrol with the Spy while the Green Beret slips past, then have the Sniper cover the escape from a tower. There is rarely one right answer: a mission can be solved in several ways, and finding yours is the point.
Outsmarting the guards
Every soldier has a field of vision, and reading it is the core of the game. You study patrol routes, find the blind spots behind buildings, and time your moves to the rhythm of their rounds. Get spotted and alarms bring running patrols, which usually means reloading.
That makes it a slow, tense game of watching, planning and executing. You crawl through a gap the moment the guard turns his back, hide the body before the next patrol comes around, and hold your breath the whole time. It is trial and error at times, and the quicksave key gets heavy use, but pulling off a clean infiltration feels earned.
Planning it with a friend
The game has a co-op mode you can play on a LAN or over the internet, and it changes the shape of the game: instead of running every commando yourself, you split the squad and each handle your own men. A plan you would execute alone becomes something you talk through, with one of you drawing guards away while the other moves into position.
It suits the game well, because most of Commandos is coordination anyway. Sharing the timing, the close calls and the reloads with someone else makes the tense parts better company.
What should you know before playing?
How hard is it, really?
Hard. This is the point players agree on most: the missions demand patience, good timing and frequent quicksaving, and you will fail a plan many times before it works. The game gives you few hints and no glowing markers pointing at solutions. If frustration ruins games for you, think twice; if you like a challenge that pays off, the satisfaction of finishing a mission is hard to match.
Can you play it solo?
Yes, and that is the default way to play. The singleplayer campaign of 20 missions is the heart of the game. Co-op is there if you want it, but nothing requires a second player.
What do the missions actually ask of you?
Sabotage and rescue work behind enemy lines: blowing up depots, bridges and communications, freeing prisoners, getting your men out alive. Each mission opens with the historical situation explained, and objectives range across occupied Europe and Northern Africa, from snowy fjords to desert outposts.
How does it look and play by modern standards?
It is a 1998 game with a fixed isometric view you can zoom, drawn maps that stay readable, and controls that take some getting used to. Nothing is streamlined for modern habits. People who love it consider that part of the charm; impatient players should expect old-school friction.


























