Each mission in the game features a series of objectives, divided between main and secondary, that the player needs to complete in order to finish a mission, including securing an escape route from an area, as well as clues to where players can find supplies or locate useful assets to help them with their mission; while briefings for each mission outline most objectives and clues, others are provided through completing current objectives or clues the player has knowledge of (i.e. If an objective is to contact someone and the player completes this, the contact might provide an additional objective and/or clue for the player to use). Much like Behind Enemy Lines, each mission features the player having control of a subset of commandos, though in some missions, the player begins with a few commandos to use, but can gain control of others through either contacting them somewhere in the mission's location, or rescuing them from imprisonment. The original six from the previous game are once more available for use, though some have a few notable improvements in how they can be used - the Green Beret can now climb telephone poles and traverse heir cables, can jump out of windows, and can carry small containers around; the Sniper can climb up telephone poles to use them as sniping positions; the Spy can now not only direct soldiers and lieutenants to look somewhere else, but can order soldiers and enemy staff to move somewhere else if disguised as an officer, while his syringe can now daze, knock out, or kill an enemy, depending on the number of doses they are given; the Diver now kills enemies by throwing knives at them, and now carries a grappling hook that can be used to traverse walls or set up a trip-wire to knock out enemies; the Driver can now set up traps, both lethal and non-lethal; and the Sapper can now use a mine detector to find buried mines and dis-arm them, as well as set-up mines to eliminate infantry and armoured vehicles. Along with these six, the players also gets control over three new members to use, including: the Thief, who is the most agile of the group, can climb in and out of windows and through small holes, hide in tight spaces, climb and traverse telephone poles and cables like the Green Beret, and unlock metal containers and some doors with his lockpicks; the Seductress, who acts like both the Spy and the Sniper, in that when disguised she can use her lipstick to distract enemy soldiers, but can't fool officers, and when not disguised, she can use a sniper rifle to take out enemies; and Whiskey, a dog who the commandos can use to trade items between them, as well as bark near enemies to distract them. In addition to the commandos, players also gain control of allied units, most of whom can be equipped with weapons and placed in four different combat stances, including firing out of windows and crouching down, and thus be used to combat enemies when needed.
Commandos 3: Destination Berlin is a real-time tactics video game, the third installment of the Commandos series. It is developed by Pyro Studios and published by Eidos Interactive. The game is the first in the series to use a true 3D engine, and the last to use real-time tactics before being converted to a first-person shooter genre.
The Mac OS X version of the game was released in May 2005 by Feral Interactive along with Commandos 2: Men of Courage as part of the Commandos Battle Pack.
Gameplay
The player is in control of a group of Commandos to use to complete missions. Each of the six Commandos, down from eight in the previous game, offers a specific expertise: diver, Green Beret, sapper, sniper, spy, and thief.
The game contains very similar gameplay to the previous games, with the similar 'point and click' approach. However, it has fewer hotkeys compared to the previous installment, and the user has to press buttons at the bottom of the screen on the action bar.
The player is able to see all enemies on the map, follow their movements, and make attacks depending on their behavior. There are a few differences, such as the addition of an assault rifle, a weapon less powerful than a rifle, but more powerful than a pistol. Also, all units are able to use weapons such as the grenade, rather than just the Sapper as in previous games. The previous "knapsack" setup, simply showing a picture of all the items the currently selected commando has in his possession, superimposed over a picture of a rucksack, has been abandoned in favor of a "box".
When searching enemies bodies or supply crates, a similar, but smaller box is shown for their capacity. Commandos such as the Green Beret or Spy, who in earlier games have only been armed with the regulation pistol, can now use almost all the small arms available, except for the sniper rifle. While adding realism (the Commandos are no longer useless outside their area of expertise), some players complain that this robs the Commandos of their individual roles within the group, making them more generic. This does however, make the missions less linear, because the same job can done by different Commandos.
The new "cover mode" ability allows the player to leave Commandos waiting at a door or behind cover ready to shoot at any enemy that comes within range, often with more accuracy than when controlled manually. This gives the option of ambushes, and more defensive tactics.
Commandos 3 is broken down into three campaigns: Central Europe, Normandy and Stalingrad; each containing a various amount of missions, some shorter than others. Each campaign has different players involved but not all. Destination Berlin has a time limit on most missions.