You can't carry everything you might want, and that's where the countless opportunities offered by the various items comes into play We get an inventory system, and you can now search cabinets and take items from troops(and give, to Allied ones namely, arming them). This does allow the execution of a high amount of guerrilla methods, and no matter what, you can't deny that this brings countless magnificent things to the series(and it was incredible already), and stays true to the tone and intent. But it shouldn't be quite this simple to operate *behind enemy lines*. And a lot of what there is of it in this is excellent. Freedom in games is not a bad thing not in the least. Some of them are barely used at all, and frankly, you tend to be able to take care of the soldiers in a couple of different ways. And sadly, it may actually be a tad excessive. They applied about as much real life stuff and the like as they could. There are rope-ladders, a hook that can be thrown from underneath where you want to go, and you can tie together ten bedsheets to, well, we all know of that trick. Finally, we get The Thief(who might as well be "The Acrobat"), an unbelievably awesome French kid who moves faster than everyone else, can "steal" loose-hanging items(like keys, cigarette packs, etc.) from foes without being noticed from behind them, is slim enough to hide a multitude of places, and can climb poles and scale walls, entering and leaving locked buildings by slipping in through the window. Whisky, a dog who can attract attention without any risk to himself, though he can only go so far away from his, uh, people. Natasha, a Russian similar to The Spy(except using feminine charm instead of the officer of a superior) who acts as a contact, as well. More Commandos, and since next to nothing was missing, only a few. There are a ton of new additions: Weapons and equipment to use, such as Molotov cocktails, a flamethrower, and sleeping-gas grenades. This is one of the cases where they largely got away with it.
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