I absolutely adored Commandos: Behind Enemy Lines back in 1999, but I was very sorely disappointed with the two sequels. (The stand-alone expansion to the first game was excellent if a bit short.) I'm pleased to inform people that Desperados was just as good as the first Commandos game, and Desperados 2 makes everything better. So why has nobody played it?
For those unaware, Desperados (and Commandos) are isometric tactical games where you command a squad through various mission objectives. Mostly the game is about moving and eliminating enemies undetected, but sometimes you get to cut loose and blow things up. The major mechanic of the game is keeping out of sight, which is visualized as a series of animated "Vision Cones" for each enemy. You are able to see exactly where the enemy can and cannot see you as they turn their head and patrol in a regular pattern around the map. At some point, nobody is looking at point A, which is when you run across one or more of your squad to achieve some objective. Most of the time, there is no such opportunity, so you have to eliminate one or more of the guards - without alerting the others.
Both games gave you a maximum of 6 operatives to control, though most missions had you controlling fewer. What made the original Commandos so excellent was the orthogonal design of the six commandos. Each had unique strengths which played off the strengths of the other commandos. Tiny, for example, could run very fast and kill an enemy silently with his knife. The Sapper could lay a bear trap, which would silently kill an enemy who walked over it. Fins had a harpoon gun, which could silently kill a single enemy at up to 8 meters. Any of those guys could take out a single enemy, but you needed to use all three in parallel to take out larger groups.
These sort of games involve lots of (failed) experimentation, lots of saving, and lots of excited glee as you successfully take out another sentry. They are also certainly hard.
Commandos 2 went off the rails because it homogenized all of the abilities. Each commando still had a few unique skills, but the skills were less distinct from one another than in the original game. Worse, every commando was given the ability to punch, leave cigarettes (as a distraction) and hold an enemy hostage - which sort of eliminated what made Tiny and the Spy so exciting in the first game. The game also moved to a sort of faux 3D - which never really worked.
Desperados 2, on the other hand, avoided all of those pitfalls, and managed to put together a truly excellent package including stealth, action, subterfuge, humor, and crazy wild west tropes. Desperados 2 looks just like its isometric predacessor, but the whole game is actually 3D, and the gameplay encourages you to occasionally shift into third-person to get a better view of the action. This is especially important in the gunfights, but it's useful in many situations. The keyboard commands for shifting are very well implemented, and the transition seems natural.
Technically, Desperados 2 also did a great job of organizing the data for each level. It takes a minute or more to load a level, but once you've loaded it moving between saves from that same level is a breeze. The game even organizes your save games by level, so you can easily jump back to old levels to replay them - without getting too cluttered in the save/load menu. That's excellent design, because you'll be loading old saves every time you die - which is a bunch.
When I get a really tasty bit of design goodness in my head, I'll review it for pleasure while I'm riding my bike around town - things like the unit attributes of Starcraft, or the spells in Astral Tournament. The character abilities of Desperados 2 fall into that category. So please indulge me while I lay out my musings on each character GameFAQs style.
John Cooper
John is the leader of the band, and one of the characters you'll end up using the most. John is quite fast, and strong enough to knock out almost any enemy with one punch. His stealth is average, and he has the ability to carry a body to a more discrete location.
Weapon: Colt Revolver.
John's revolver is probably the best all-around weapon in the game. It has decent range, fires six shots before reloading, reloads quickly, and produces average noise - which is a lot of noise. Best of all, John aims very quickly, so you'll get accurate shots quickly with him - making him the Desperado of choice for gunning down multiple enemies.
Ability: Throw Knife.
Throwing John's Knife is the only way to kill an enemy silently from range, and you'll be using it in every mission where you want to kill, rather than stun. John has to walk up to the body to retrieve the knife after each throw, so you generally only get one shot per group. Drawing and readying the knife takes a second or so, so this is something you'll need to anticipate. It is also possible to miss with the knife - though rare if you take the time to throw when your target is stationary.
Ability: Use Knife.
John can also use his knife to cut things in the game - usually ropes and saddles straps. He can also run up and kill an enemy with the knife - but punching is usually a faster option, since you don't need to ready your fist first. John can even kill an unconscious enemy with the knife - though if he's already unconscious why would you need to?
Ability: Musical Watch.
John can place his watch on the ground, set the volume, and start a timer. 10 seconds later the watch will start to play music - pulling attention from anyone around. Enemies will sometimes move to investigate the sound, but usually they'll just turn and look in that direction for a few seconds. This is great for disrupting enemy sight lines. The watch does not trigger an alarm, even if a guard finds it, so it's a great tool in your stealth missions. John must retrieve the watch before he can use it again - but he'll get it back between missions even if you leave it somewhere stupid.
John's Role:
John is your go-to guy for running up behind someone to knock them out. He can't tie up unconscious guards, so you'll need to follow up with Kate, Doc, or Sam. His watch means he can isolate guards, and carrying bodies means that he can clean up after himself. You can use John almost exclusively in some levels and succeed - though as you become more familiar with the other members of the crew you will use him less.
Kate
Kate is the classic dangerous dame. She goes to work in a showgirl's dress, fishnet stockings and high heels. She is often the fastest member of your team, but her strength is poor. Her stealth is top-tier, which means she can slip into places the rest of the team can't. Kate can also tie up unconscious enemies.
Weapon: Derringer.
Kate's tiny gun holds only three shots, and does very little damage if you don't get a perfect shot, but it's the quietest weapon in the game by a long shot, which means Kate gets to engage in gunplay much more frequently than many of the other desperados on your team. You'll often need 2 or 3 shots to take down a single opponent, so don't get her into a real gun battle!
Ability: Makeup.
Kate can blow makeup into a guard's face - dazing and disorienting him for a minute. Kate rarely has more than 2 applications worth of makeup, so this ability needs to be used with discretion. It acts like a silent, non-aggro, short-range area effect stun. If I had unlimited makeup, I could win every level using only this ability. Makeup does not cause guards to lose consciousness, so they don't fall down and thus alert other guards. Best of all, Kate pulling out makeup does not cause panic the way pulling a knife or gas bomb or dynamite will cause panic. This means that Kate can use her makeup while standing in plain sight of enemies, and they won't ever notice that anything is wrong.
Ability: Seduce.
Kate can act seductively, which means that most enemies who see her will not raise the alarm, but instead walk over to her. Their attention will remain fixed on Kate as well, so it's easy to walk up behind them and knock them out. Kate can even pull out her makeup and stun them while they are flirting with her. This ability does not work on soldiers inside of a military base - presumably because the sight of any civilian, even one as comely as Kate, triggers a hostile response. Kate's walking speed is slowed significantly when seducing, but she can move - leading enemies around a corner, or into a shady alley.
Ability: Faint.
Kate can cry out and faint, drawing focus from everyone around her. I never once used this ability to good effect - it's just too similar to John's watch or Hawkeye's War Cry, plus it puts Kate at risk. Kate is at her best when she's unseen.
Kate's Role:
Kate is a freaking ninja, despite her ostentatious attire. Kate doesn't have the strength to knock opponents out as well as John, Hawkeye or Sanchez, but since she can tie them up afterward she gets the nod as my solo infiltration operative. Kate's quiet steps, quiet gun, and silent disorient attack make her the team's stealth assassin. But when there is no choice but to be seen - Kate is also your girl. She's the best of both worlds. Keep her away from all-out gunfights and she'll prove to be a valuable member of your team over and over.
Doc
Doc is a many of many talents - he can pick locks, stun enemies with gas bombs, heal people, and get dirty in a firefight. The second level of the game is a solo mission where Doc needs to single-handedly infiltrate and rescue two other members of the crew. Doc is the slowest member of your crew, has poor stealth capability (though not as poor as Sanchez), and hits very slowly - though heavily, since he swings his entire toolkit bag as a weapon. Like Kate, Doc can tie up unconscious enemies.
Weapon: Bluntline.
Doc's weapon is similar to John's, but with slightly longer range, longer reload time, and more delay between shots. Doc also doesn't get the aiming bonus Sam does. Doc's weapon also wins the award for the loudest firearm in the game. So Doc is great for starting firefights, but will need backup to finish against multiple opponents.
Ability: Snipe.
Doc can add a longer barrel to his weapon, and turn it into a sniper rifle. This weapon has a very loud report, so it will draw aggro from a huge area. But it has range enough to shoot across the entire map, and is perfectly accurate. This is a great weapon to use over the shoulder, when you have multiple targets to take out. Doc has a very limited number of bullets for sniping, so you need to pick your targets carefully. That said, I often get near the end of a mission and discover that I have a few shots left, and I use them to fast-forward through the last few guards. Attaching and removing the extra barrel takes quite a while, so you'll need to anticipate using this ability.
Ability: Gas Bomb.
Doc's Gas Bomb is totally fantastic. He can lob it quite a long way (low ceilings can be a problem!) and when it lands all enemies within the modest radius fall unconscious. Enemies thus affected get red stars - which means that they remain unconscious for the entire mission, so you don't need to tie them up. The Gas Bomb is one of the most consistently useful tools in the entire game - many missions are accomplished by locating groups of enemies you want to gas, and then looking for other gas canisters you can pick up along the way.
Ability: Heal.
Doc can use bandages to heal himself or the rest of the squad by a decent amount. This ability is only useful if you take damage - and generally that shouldn't happen. But it is good to have insurance, I suppose.
Doc's Role:
Doc is all about sniping and gas bombs. Consider how many of each he begins with, and then try to work your way around the map to collect any more which are available. Some missions are all about putting Doc in a good vantage point so he can snipe problem enemies as they show up, and other missions are about keeping Doc close so he can pick locks and gas enemies. Doc is a very poor choice for a melee combatant, because he is slow and loud compared to most of your crew. But his attack does a lot of damage, so he won't fail you in that regard.
Sam
Sam is the member of the team I use the least - because he has almost no stealth-related abilities at all. His only contribution to a stealth mission is the fact that he can tie up unconscious enemies. But when things get hairy, Sam is a powerful force of destruction. His dynamite attack alone lets him rack up the sort of bodycount in a few seconds which most of your team will never match over the course of the entire game.
Weapon: Rifle.
Sam's rifle has about the same range as John's revolver, it's about equally loud, but it fires up to 12 shots before it needs reloading. This makes Sam a good choice for guarding a corner - taking out patrols as they come around.
Ability: Dynamite.
Make no mistake, this is Sam's signature move. He can throw a stick of dynamite, which will bounce and roll and eventually detonate into a gigantic explosion which will kill or disorient most enemies on the map. Enemies who see the dynamite in the air will begin to panic and flee - so precision aim isn't usually a huge concern. This can NOT be used in close quarters at all.
Ability: Nitro Can.
In the original Desperados, Sam had a snake in a bag, which he would leave as a trap for the unwary. Well, now his trap is a can of nitroglycerin. Sam can shoot the can to make it explode - killing all nearby enemies. This allows greater precision than the dynamite, but that precision is only really useful in stealth situations, and this sort of attack (a rifle shot, plus a huge explosion) breaks stealth right away. If you can pull this off, you could just shoot the guy instead - which would cause less commotion.
Ability: Bomb.
This is an ability which can only be used in very specific missions, in specific areas where you are allowed to place the bomb. Bombs trigger scripted destruction, such as collapsing walls. You'll be told when to use this ability.
Sam's Role:
It's too bad that Sam has almost no generally useful skills - he's all about loud + messy solutions. You just don't have enough tools to use Sam at the beginning of a mission, so he's generally relegated to a few choice explosions at the end of the mission, or just sneaking along in the back of the pack uselessly.
Sanchez
Sancez is the strongman of the group. He is a bit slow, super unstealthy, but strong and tough. Sanchez can wield gatling guns, carry bodies, and knock people out better than anyone else. He also has a few versatile stealth options.
Weapon: Shotgun.
Sanchez uses a double-barrel shotgun. It has the shortest range of all weapons, and gets only two shots. But in exchange it does the most damage of any weapon - killing almost any enemy in a single shot. If you need to fire on tough opponents, Sanchez is your man. The two shots can be fired in rapid succession, and reloading actually doesn't take too long, so Sanchez can certainly hold his own in a gun battle. His high health also makes him the perfect point man, since he can take a few bullets without much trouble.
Ability: Throw Rock.
Sanchez can throw a rock to stun an enemy. The effects of this vary - but usually the enemy remains standing with 2 or 3 stun stars over his head. Other guards will notice the rock, and raise an alert - so this is about disabling a single guard, who has his back to a wall or is otherwise inapproachable. Generally you follow up by knocking them unconscious with a melee strike, but you could choose to sneak past. The rocks follow a physics model, so in some cases you can miss, or strike multiple enemies with a single rock. Rocks are limited (like most abilities) but tend to be plentiful compared to makeup or gas bombs.
Ability: Tequila.
This is a pretty useful ability, but not in the way I think it was supposed to be. Sanchez places a flask on the ground, and any enemies who see it will walk over and pick it up, drink it, and quickly become drunk. If a few enemies see it, they will fight over it. That's the theory, anyway. In practice, I found that I would place it on the ground, and then knock out anyone who approached it, while their attention was focused away from me. It's like Kate's seduction ability. Or, in missions where lethal solutions are acceptable, I would use the tequila to lure enemies into the beartrap.
Ability: Beartrap.
This is self-evident, and awesome. Sanchez places a beartrap on the ground, and the first enemy who steps on it dies silently. Sanchez then moves the body, re-sets the trap, and repeats. This makes Sanchez your go-to guy for patrolling enemies, though unfortunately there are only a few missions where you really get to go beartrap crazy. In the original game Sam had "Snake in a bag" which did pretty much the same thing - but that's because Sam was designed to be an analog of the Demolitions man in Commandos, and Sanchez gives better thematic flavor to the Beartrap here.
Sanchez's Role:
Sanchez's best attributes are related to his strength - he knocks enemies into red-star unconsciousness, so you don't need to tie them up afterwards. He picks up and moves bodies much quicker than John or Hawkeye can, so he can clear a scene better than anyone else. He has very high health so when you need to do something dangerous, he can survive it. Those attributes already make him a valuable member of the team, even before you factor in his excellent and versatile abilities. Unfortunately, Sanchez is your least stealthy member - the sound of him running is louder than many gunshots. And he's not especially fast, so it is difficult to use him to knock people out when they aren't distracted. This by itself can incline players to use John and Kate over Sanchez, but once you learn his quirks you'll find that Sanchez can often get the job done faster all on his own.
Hawkeye
Oh Hawkeye - as the new member of the team I had such high hopes that your abilities would be interesting. Hawkeye is not available until after the 9th mission, so you really have to work to get him. But all you get for your trouble is a super speedy + stealthy character with a hodgepodge of abilities you already had.
Weapon: Bow + Arrow.
I don't know about this weapon yet, as I haven't used it.
Ability: Tomahawk.
Don't know. Probably a knife-like ability?
Ability: War Cry.
This is Hawkeye's primary use - it's essentially a copy of Sam's musical watch ability, but it centers on Hawkeye, and triggers instantly. Enemies turn and face Hawkeye, and occasionally move to investigate, but eventually lose interest. So it's good for turning heads, and little else. That's good enough though in many cases, because Hawkeye is excellent at getting into strange places stealthily, so you can pull attention away from whoever is going to knock the guard out.
Ability: Heal.
Hawkeye can heal using herbs. This is of limited use, just like Doc's heal.
Hawkeye's role:
Hawkeye is pretty much a slightly faster and stealthier Kate, but with a melee attack on par with Sachez (He red-star stuns most enemies) , and none of the distraction abilities which make Kate and Sanchez so versatile. He's not bad by any means, but he feels unnecessary.