- Release Year: 2005
- Platforms: Windows
- Publisher: Codemasters France
- Developer: Codemasters
- Genre: Compilation
- Game Mode: Online PVP
- Setting: World War II

Description
Pack Guerre is a compilation DVD released in 2005 by Codemasters France, featuring three war-themed games: IGI-2: Covert Strike, Soldiers: Heroes of World War II, and World War II: Prisoner of War. This collection offers a mix of tactical combat and historical warfare experiences, catering to fans of military simulations and action games.
Pack Guerre Cheats & Codes
Xbox
Enter these codes as passwords.
| Code | Effect |
|---|---|
| coretimes | All core events |
| alltimes | All events in the day |
| fatty | Cannot be shot |
| quincy | Change guard awareness |
| muffin | Change guard siza |
| gerleng5 | Chapter select |
| dt | Date |
| boston | First person mode |
| dino | Infinite money and rocks |
| defaultm | No levels unlocked |
| farleymydog | Only core current events |
| foxy | Overhead mode |
PlayStation 2
Enter these case-sensitive codes at the Passwords screen.
| Code | Effect |
|---|---|
| ger1eng5 | All Chapters Unlocked |
| alltimes | All Events in the Day |
| farleymydog | All secrets |
| Muffin | Change guard size |
| coretimes | Core Events |
| Fatty | Defiance |
| Boston | First Person Mode |
| Quincy | Guard Perception |
| defaultm | No Chapters Unlocked |
| Kaz | Radar switched on |
| Joe | Switch to the Barracs Officers Radar |
| Togsavecan | Toggle in-game saves |
| Foxy | Top Down Mode |
| Dino | Unlimited cash/rocks |
| Dt | View Game Creation Date and Time |
| FARLYMYDOG | All cheats are unlocked |
| ger1eng5 | All levels will be unlocked |
| Joe | Barracks officer shows up on radar in chapters 2 to 5 |
| Fatty | Cannot be shot |
| Muffin | Changes guard size |
| Dt | Creation date and time shown |
| Boston | First person view |
| Dino | Get unlimited money or rocks |
| defaultm | Locks all levels |
| Foxy | Overhead view |
| Kaz | Peripheral vision radar |
| Showtime | Shows current event at all times |
| Quincy | Toggles guard awareness |
| Togsavecan | Toggles in-game saves |
| coretimes | Unlocks all core events |
| alltimes | Unlocks all daily events |
Pack Guerre: An Exhaustive Examination of Codemasters’ War Trilogy Compilation
Introduction
In the annals of video game history, compilations often serve as economical entry points to established franchises or a convenient way to experience multiple titles released within a similar timeframe. Released in 2005 by Codemasters France, Pack Guerre stands as a fascinating artifact of mid-2000s gaming, bundling three distinct World War II-themed titles into a single DVD: IGI-2: Covert Strike, Soldiers: Heroes of World War II, and World War II: Prisoner of War. While each game offered unique perspectives on the conflict, their collective presentation in Pack Guerre creates a multifaceted tapestry of tactical gameplay that invites both historical scrutiny and technical analysis. This review deconstructs the compilation’s legacy through an exhaustive examination of its development context, narrative depth, mechanical systems, artistic presentation, and lasting impact, arguing that despite its disparate components, Pack Guerre inadvertently documents a pivotal moment in war gaming’s evolution—from arcade-like simplicity toward nuanced tactical authenticity.
Development History & Context
Codemasters’ Strategic Vision
The compilation emerged from Codemasters’ established reputation for producing accessible yet mechanically robust games, particularly in the racing and tactical genres. Pack Guerre wasn’t merely a repackaging exercise but a calculated response to the booming WWII gaming market of the early 2000s. While Call of Duty and Medal of Honor dominated the first-person shooter space with cinematic single-player campaigns, Codemasters aimed to capture players seeking more strategic depth. The compilation’s design ethos reflected this: bundling three games with divergent mechanics—a tactical shooter (IGI-2), a real-time tactics (Soldiers), and a stealth adventure (Prisoner of War)—allowed publishers to market a comprehensive “war” experience without the resource commitment of a new AAA title.
Technological Constraints and Innovations
Developed during the DirectX 9 era, the titles showcased varied technical approaches. IGI-2 leveraged its predecessor’s engine for long-range sniping and stealth infiltration, while Soldiers employed a physics-based damage system where tire destruction or hull breaches could permanently cripple vehicles—features revolutionary at the time but now documented in the Soldiers walkthrough’s meticulous warnings about “gray” versus “red” damage. Prisoner of War prioritized AI-driven guard routines over graphical fidelity, creating a world where patrol patterns and alert states dictated gameplay. The DVD-ROM format enabled Codemasters to include all three games without the need for disc-swapping, a significant convenience at a time when storage was still a premium.
Gaming Landscape of 2005
The compilation arrived during a transitional period for WWII games. While Battlefield 1942 had popularized multiplayer chaos, Soldiers emphasized tactical resource management—evident in its walkthroughs instructing players to “double-click items” to manage inventory and unequip weapons before entering vehicles to avoid losing them. Meanwhile, Prisoner of War challenged the genre’s action-oriented norms by focusing on patience and observation. Pack Guerre thus functioned as a time capsule, preserving three distinct philosophies of war gaming: the precision shooter, the methodical strategist, and the environmental puzzle-solver.
Narrative & Thematic Deep Dive
Divergent Storytelling Approaches
The compilation’s narratives represent three distinct approaches to WWII storytelling:
– IGI-2: Covert Strike framed its plot around global terrorism and intelligence operations, blending real-world geopolitical anxieties (e.g., nuclear threats) with fictional missions across Eastern Europe and Asia. Its narrative served as justification for tactical FPS gameplay, emphasizing lone-wolf heroism over historical accuracy.
– Soldiers: Heroes of World War II adopted a gritty, low-level perspective. The Soviet campaign walkthrough reveals a focus on desperation and survival, with missions like Monastery requiring players to scavenge equipment from fallen paratroopers and Prishib Station demanding the destruction of a Katyusha rocket system to prevent German counterattacks. The narrative avoided grand narratives, instead immersing players in the chaos of small-unit engagements.
– World War II: Prisoner of War took the most unconventional approach, centering on Capt. Lewis Stone’s escape from German POW camps. Its narrative relied on environmental storytelling—discovering secrets through exploration rather than cutscenes—reflecting the game’s emphasis on player-driven discovery.
Thematic Cohesion and Dissonance
While the games shared WWII as a setting, their themes diverged sharply. IGI-2 glorified technological superiority and Western intervention, Soldiers explored the brutal cost of war through its permadeath system (where “all surviving troops will be available for the next mission”), and Prisoner of War examined resilience and ingenuity. The compilation unintentionally highlighted the era’s ideological tensions: the heroism of IGI-2, the nihilism of Soldiers, and the humanism of Prisoner of War formed a fractured portrait of conflict. Mission objectives like “Eliminate all traces of the enemy” (Soldiers) underscored war’s dehumanizing nature, contrasting sharply with IGI-2‘s cinematic set-pieces.
Character and Dialogue Limitations
Characters remained functional rather than memorable. The Soldiers walkthrough mentions Ivan Prokhorov and Taras Kurennoy by name, but their development is minimal. Dialogue was utilitarian, limited to mission briefings (“Establish contact with the French resistance agent”) and in-game commands (“Hold Fire”). This reflected the genre’s contemporary priorities—mechanics over narrative—which would later evolve in titles like The Witcher 3 that “balance action, emotion, and worldbuilding.”
Gameplay Mechanics & Systems
Core Gameplay Loops
Each game offered distinct loops that defined the compilation’s identity:
– IGI-2: Stealth infiltration sniping missions requiring patience and precision. Its “Direct Control” mechanic—holding a key for manual aiming—prioritized accuracy over action.
– Soldiers: Resource-intensive real-time tactics. The walkthrough’s “Important Controls” section reveals complexities like setting units to “Hold Fire” to prevent friendly fire or using the “Space” key to go prone for stealth. Vehicle management was particularly detailed, with instructions to “unequip weapons before entering vehicles” and warnings about permanent damage from tire punctures.
– Prisoner of War: Environmental puzzle-solving. Gameplay revolved around observation and timing, with no combat—focus was on exploiting guard routines to escape.
Combat and Progression Systems
Soldiers demonstrated the most sophisticated combat. Its damage system categorized injuries into “red” (repairable) and “gray” (permanent), with the walkthrough noting: “Damage shown in Red can be repaired using a repair kit. However, damage that appears as a dark Gray will not be repairable.” This encouraged tactical decision-making, as players had to weigh risks versus long-term unit viability. Progression in IGI-2 involved unlocking weapons and intel, while Prisoner of War rewarded exploration with hidden escape routes.
UI and Innovative Flaws
The compilation’s UI varied in quality. Soldiers featured a functional but cluttered interface, with the map’s default “tilt” orientation causing confusion—a documented issue addressed in the walkthrough’s advice to “keep it at the default position.” IGI-2‘s minimalist HUD streamlined shooting but lacked depth. A notable flaw was the “shutdown glitch” in Soldiers, where reloading heavy machine guns could crash the game—a technical hiccup that underscored the era’s patchy QA standards.
Player Agency vs. Constraints
Pack Guerre exemplified the tension between player freedom and systemic constraints. Soldiers allowed creative problem-solving (e.g., using Molotov cocktails against tanks) but punished recklessness with permadeath. Prisoner of War offered agency through exploration but enforced strict stealth rules. IGI-2 balanced open-ended infiltration with linear objectives, reflecting mid-2000s design philosophies that would later mature into sandbox warfare games.
World-Building, Art & Sound
Setting and Atmosphere
The three games crafted distinct atmospheres:
– IGI-2 presented Cold War-era locales like bunkers and airfields with a sterile, utilitarian aesthetic.
– Soldiers evoked the Eastern Front’s brutality through ruined villages and muddy trenches, with missions like Last Ride set in rain-drenched landscapes using “barrels of fuel” to create explosions.
– Prisoner of War focused on claustrophobic POW camps, with guard towers and fences creating a palpable sense of entrapment.
Visual Direction
Art styles diverged significantly. IGI-2 employed detailed textures for military hardware but generic environments. Soldiers favored gritty realism, with damaged vehicles and war-torn architecture. Prisoner of War used vibrant colors to contrast with its grim subject matter—a design choice that made escapes visually satisfying. The compilation’s DVD-ROM format limited graphical fidelity, but the games compensated through environmental storytelling: Soldiers required players to inspect items (“X key”) to uncover objectives, while Prisoner of War hid clues in item descriptions.
Sound Design
Audio reinforced each game’s tone. IGI-2 featured subdued weapon sounds and ambient wind to emphasize stealth. Soldiers prioritized authentic military audio—tank engines, gunfire, and soldier screams—with the walkthrough mentioning that “the guards will scream ‘ALARM’ when they see you.” Prisoner of War used minimalist soundscapes, with footsteps and guard whistles heightening tension. The compilation’s lack of unified audio design highlighted its fragmented nature.
Reception & Legacy
Launch Reception
Pack Guerre arrived with minimal fanfare. MobyGames records no critical reviews at launch, and its “Moby Score” remains unassigned, suggesting it was overlooked by mainstream outlets. Commercially, it likely served its purpose as a budget-friendly gateway to Codemasters’ portfolio, but it failed to generate the cultural impact of contemporaries like Call of Duty 2.
Evolving Reputation
In retrospect, Pack Guerre is valued for its historical documentation. Soldiers in particular is cited as a precursor to modern tactical games, with its physics-based combat and permadeath influencing titles like Hearts of Iron. The compilation’s preservation of three distinct WWII experiences offers insight into the genre’s pre-Call of Duty 4 diversity. However, its technical flaws—like the Soldiers shutdown glitch—and uneven pacing have cemented it as a niche curiosity rather than a landmark.
Influence and Industry Impact
The compilation inadvertently documented industry trends: the bundling strategy it popularized would later be used for collections like The Orange Box. Soldiers‘ focus on vehicle management and logistics foreshadowed games like Company of Heroes, while Prisoner of War‘s stealth mechanics anticipated Metal Gear Solid 3‘s cageyness. Yet its legacy is fragmented; the games are better remembered individually than as a cohesive whole.
Conclusion
Pack Guerre stands as a compelling historical artifact rather than a cohesive masterpiece. Its three games collectively represent a snapshot of WWII gaming’s evolution, showcasing tactical ambition (Soldiers), stealth innovation (Prisoner of War), and FPS precision (IGI-2) in a single package. While hampered by technical quirks and narrative disjointedness, the compilation’s value lies in its unfiltered presentation of mid-2000s design philosophies—from the permadeath-driven tension of Soldiers to the environmental storytelling of Prisoner of War.
As a time capsule, Pack Guerre captures a moment before WWII gaming became dominated by cinematic set-pieces, preserving instead a more granular, systems-driven approach to war. Its legacy is one of preservation: a testament to the genre’s experimental phase and the creativity of developers working within technological constraints. While it rarely reaches the heights of its individual components, the compilation remains an essential document for historians examining how war games transitioned from arcade simplicity to tactical sophistication. For modern players, Pack Guerre offers not just a trio of games, but a window into the DNA of tactical design—a fragmented but fascinating portrait of war’s digital representation.