
War Mongrels - Chapter 2 full gameplay with all the gameplay surprises and challenges
Here are chapter's 2 gameplay surprises from War Mongrels final release. War Mongrels is a classic RTT close related to Commandos series and Partisans 1941, shaped in a modern layout with astonishing look, improved mechanics and gameplay. Maybe this is how next Commandos game should look like.
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War Mongrels playlist: https://www.youtube.com/watch?v=_r1ZVsa9re8&list=PLa-VcCE4xWedOXx34XSZKd5xS3ZSZK2kj
Content: Chapter 2
0:00 Intro
9:00 Taking down enemies like in Commandos
18:10 Stealth is everything in this mission
30:20 Horrible sight in the cutscene
39:40 One of my action buddies now is a spy (Manfred)
49:07 Setup an accident to get the barn key
53:06 Lukas joined my team
1:00:00 It's like an action movie
1:09:31 New gadgets for the cause (foothold trap)
1:27:50 Set up de second accident
1:28:58 Planting dynamites and blowing up the bridge
1:31:37 The enemy soldiers are behaving very weird (Need adjustments)
1:46:03 Releasing the poisoners and escaping the hell out of this mission
As a real time tactics game, War Mongrels features puzzle game elements. The entire level is like a big puzzle and that puzzle is separated into smaller chunks - we call them "arenas". Basically, each level consists of smaller, separated areas where if a player gets past a certain "checkpoint" they can consider everything behind them solved and can focus on the rest of the level.
Our goal was to make sure that each arena in a level has multiple approaches. As a rule, for each chunk of the map there are at least two different entrances as well as two exits. This means that some chunks of the entire level are optional and the player gets to decide which parts they feel comfortable dealing with and attempting to complete.
Now, to solve these puzzles, players get two types of tools.
The first is the skills of the mongrels they control. Each hero has their own set of skills. Some of them can climb high walls and buildings. Others can brute force their way through a locked door and so on. Levels are designed around those skills, so the player gets to choose solutions for each conundrum they encounter.
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