$49.99Commandos: Origins Sneak, sabotage, vanish
Command six specialists through WWII stealth missions where a careful plan matters more than a quick trigger finger.
Is Commandos: Origins worth it?
Commandos: Origins is worth it if…
- you like planning a route for ten minutes and executing it in thirty seconds
- you enjoy stealth tactics where reading enemy vision cones is the core skill
- you want a WWII campaign with a squad of specialists, each with their own abilities
- you have a friend to split the missions with, online or on the couch
- you don't mind reloading an old save file often, because one mistake means starting the approach again
Screenshots
Six specialists, one plan
Your squad is small on purpose: the Green Beret, the Sapper, the Sniper, the Driver, the Marine and the Spy, each with their own skills and their own story. The Spy walks into a base wearing a stolen uniform. The Sapper blows the gate the Spy just walked through. You decide who does what, and the puzzle only works when their abilities combine: a silent kill here, a distraction there, a detonation to cover the escape. The command mode lets you queue an action for each commando and fire them all at once, so a coordinated strike on a fortified position lands as one clean, simultaneous move.
Sneak past, or make it look like an accident
Most maps are crawling with soldiers, and open gunfire usually ends with your squad dead and a reload. So you read the green cones of vision, time your moves between patrols, and choose: sneak past, kill quietly, or stage an accident. A sentry crushed by falling crates raises no alarm; a body found in the open does. Hide the ones you take down in a bush or a crate before they wake up, lure guards with a rigged noise device, and shoot an oil barrel when a patrol stands next to it. Every approach is a choice, and the environments are built to give you several.
A war fought from the Arctic to the desert
More than 10 missions take you through historically grounded WWII settings: frozen Arctic plains, African deserts, European coastlines, the Eastern front. Each mission has core objectives and voluntary ones, so you can play it lean or push for a full sweep. The story follows the founding of the unit itself, the days when Jack O'Hara and his five companions first banded together to take the missions nobody else would accept. It is a plot about the birth of a legend, and it carries you from raid to sabotage to rescue across the whole campaign.
Two commandos are better than one
Missions can be played with a friend in 2-player co-op, online or on a local split-screen. It changes how the game feels: instead of one brain juggling six soldiers, you split the map, one of you handling the compound's north side while the other creeps through the south, calling out patrol timings as you go. A coordinated takedown planned in command mode lands twice as satisfying when the person next to you set up half of it. If you like your strategy sessions social, this is the mode to build an evening around.
What should you know before playing?
Can you play it solo?
Yes. The whole campaign is a singleplayer experience, and co-op is an option, not a requirement. You control all six commandos yourself, switching between them and coordinating their actions through the command mode, which lets you queue one action per character and trigger them simultaneously.
Is it hard?
Yes, in the classic way: enemies who spot you usually shoot you, alarms call reinforcements, and a single mistake can undo ten minutes of careful work. Expect to lean on quick saves and to retry approaches until the timing is right. If you know the genre, it sits close to the difficulty of the original Commandos games.
How long is the campaign?
There are more than 10 missions, each with core and optional objectives. Since every mission is a puzzle you solve by trial, error and reload, a single one can take hours, and players commonly report dozens of hours across the full campaign, more if you chase every voluntary objective.




















