Greetings once again, Dear Readers!
Today I'm going to talk about a game
property that is very near and dear to my heart. I first played it as
a little boy on his dad's computer and it managed to make quite the
impression on me and many other little boys and girls at the time. I
start with a bit of a history lesson before describing the game and
then end things with my final analysis. So sit back, grab a cold one
or light something up or whatever you like doing to relax and read my
report on the latest re-imagining of an old favorite of murder
junkies everywhere.
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There was a time when it was novel to
shoot Nazis in a video game. Killing virtual Nazis was once so fresh
and different it gave rise to an entire, new genre of video game: The
First Person Shooter, or FPS. Thanks to the movie Saving Private Ryan
video games saw a sharp rise in games with a World War II setting. I
distinctly remember the period from about 1997 to 2006 in which four
out of every five FPS games involved killing Nazis in some fashion.
It was thanks to this massive dearth of
Nazi-killing games that Nazis and the second World War became incredibly
cliché to the point where vidcon developers pretty much stopped
making games with Nazis or World War II in them.
However enough time has passed since
then that a savvy enough developer could probably sneak a Nazi game
out as a form of irony and everyone would celebrate them for it.
Well, I'm here to report to you that is exactly what has happened.
The game in question is Wolfenstein:
The New Order. Yes, that Wolfenstein. The one that gave rise to the
FPS genre and made Nazis the go-to bad guy for lazy game developers
everywhere. The developer in question this time is not so lazy,
thankfully, as this game is entertaining enough that it might just
make Nazis en vogue again.
I was lucky enough to have caught the
first wave of Nazi-murder simulating with the release of Wolfenstein
3D, the third game in an obscure series that was about to get a whole
lot less obscure thanks to technical innovations and now-classic
designs by then-fledgling start-up id Software.
The year was 1992 and home computer
games were experiencing a renaissance as small, independent
developers utilized the new-fangled Internet to connect with fans and
share games with everyone. Wolf3D was a simple 2D maze game that,
thanks to technical wizardry from id's lead tech guy John Carmack,
was rendered in a 3D first-person view. The game ran smooth, looked
gorgeous, was highly detailed and contained a multitude of secrets
and hidden treasure for the OCD crowd to find.
Now you might be thinking this new game
being called Wolfenstein that it's made by id or id's B-Team, Raven
Software, but no, you would be wrong. This game is actually made by a
newly formed developer made up of people with a stellar track record.
Allow me to explain.
While most of the people at id Software
would eventually go on to do many interesting things the company
itself, sadly, would not. After making big splashes technology-wise
with Wolf3D, Doom 1 and 2 and then the first fully 3D FPS Quake they
made some attempts at competing with Unreal Tournament for the
competitive FPS space with Quake 3. Eventually they went on to remake
Doom and put out one other new, original property powered by
impressive new tech, an open-world FPS called RAGE.
Thanks to their advanced technology id
were able to make beautiful, highly detailed games that ran very fast
on the right kinds of computers. This speed allowed them to make pure
action games that played 90-to-nothing and didn't break a sweat.
Their games were the original reason the consumer computer market
kicked into overdrive as more and more people were buying newer
hardware to make sure they could run the latest id game. Despite all
this technical innovation somewhere along the way id decided they
were only ever going to make one type of game: the pure action FPS.
They are currently working on another Doom remake.
Sometime prior to id's first Doom
remake, Doom 3, Swedish developer Starbreeze was working on a game
based on an upcoming film property staring Vin Diesel. That game was
called The Chronicles of Riddick: Escape from Butcher Bay and was the
first licensed game based on a movie property that didn't totally
suck.
In fact, it was quite good on its own
merits with or without Vin Diesel. Butcher Bay was really a first
person adventure game in which the main character, Riddick played by
Vin Diesel, the most sought after criminal in all the galaxy tries
repeatedly to break out of the galaxy's highest security slam, the
aforementioned Butcher Bay.
This was all about ten years ago on the
very first Xbox and Starbreeze managed to make the game look about as
good as Doom 3 before Doom 3 even had a chance to release for PC. In
addition to looking as good as Doom 3 Butcher Bay was also more than
a pure action game. It was actually more of a role-playing game with
the occasional moment of action.
The game was centered around stealth
and sticking to the shadows because your enemies were vastly
overpowered. Butcher Bay also had a kind of virtual proprioception
that occasionally pops up in the first person genre, which basically
means you could look down and see your arms and legs. Add into the
mix cinematic scenes that could have come from a Hollywood
blockbuster and you had the recipe for a very engrossing, immersive
experience.
So, the takeaway from all this
reminiscing is this: id makes games that are all about the action,
occasionally branching out of their comfort zone to do something a
little different such as with Doom 3's horror themes or RAGE's lite
RPG elements. Starbreeze makes games that are more about the
adventure, the story and giving the player the sense that they are
inhabiting their character fully in order to further ground them in
the well-realized settings. Starbreeze made other games after Butcher
Bay, such as The Darkness and more recently Syndicate, which
continued these design trends.
A few years ago, after the release of
Syndicate, several key players from Starbreeze left the company to
form a new company called Machine Games. Machine Games were tapped by
Zenimax, who now own id and all its attendant properties, to do a new
Wolfenstein game. What happens when you take these different design
philosophies, pure action and heavily immersive storytelling, and put
them in a blender set to puree? You get something that looks like
Wolfenstein: The New Order. The game is a strange creature. It is
contemporary FPS design coming head to head with the design tropes of
yesteryear.
It is health packs and armor pick-ups
tucked away inside smashable crates. It is leaning around corners and
aiming down the rifle's iron sights while having the sense of inhabiting the game character's actual body. It is linear level design with
hidden areas and branching paths that loop back on themselves. It is
taking cover for a few moments to let the slight auto-heal kick in
and despite my awkward phrasings it is all quite fun to play.
B.J. Blazkowicz is a man out of time.
At the game's start he is a war-weary Army Ranger who has seen too
much death, destruction and annihilation or, as he puts it, “the
undoing of life itself”. He dreams of a simpler time, before the
war, of bar-be-ques and lazy afternoons with the family. He is also a
nigh indestructible brick shit house who kills everything that stands
in the way of his mission.
And his mission in this game is the
same as it always has been in all the other games: Kill the shit out
of every last Nazi scumbag and secure the world for freedom from
tyranny.
After the opening cinematic we are in
the role of B.J. as he awakens in the co-pilot seat next to pilot
Fergus Reid in the cockpit of a B-52 bomber. The year is 1946 and
WWII rages on thanks to advances in Nazi technology. They are
approaching the compound of the game's head Nazi, General Deathshead,
and this attack is their last hope of stopping the Nazi war machine
from conquering the planet.
If you followed any of the pre-game
hype you already know B.J. and Fergus fail at this mission. After an
introductory level that plays out more or less like the WWII shooters
of yore, but with armored German Shepherds and giant robots, B.J. is
blasted into a coma and forgotten about by everyone for the next 14
years.
In the cinematic that follows we see he
is slowly nursed back to health by a nice Polish family who run an
insane asylum. We learn that Nazis come regularly to take patients
away for human experimentation and oddly enough in 14 years time B.J.
himself is never selected, probably due to being a vegetable.
Finally though, the Nazis return to
purge the asylum of its patients and in a scuffle end up killing all
but one of the staff. As B.J. the player is forced to sit there and
witness the brutality of innocents being murdered, powerless to stop
it. In the game's most poignant moment the sepia toned screen flashes
with renewed color with each gunshot-induced murder. Then when it
comes to be your turn you strike, or B.J. strikes, jumping up from
the wheelchair and slashing the throat of that fascist with the
cutlery from his dinner plate. Once that's done B.J. picks up the
fallen soldier's pistol and the Nazi-killing resumes in earnest.
Though I am tempted to I will not
describe the whole game in this fashion. I just wanted to make the
point that even though this is just another FPS with a high body
count it is also more than that because Machine Games, in that
classic Starbreeze way, ground their games first and foremost in
their narratives.
After escaping the asylum B.J. and his
new ally break the captured resistance fighters out of prison and
from there plot to take down Deathshead once and for all. The story
takes the player through the horrors of a concentration camp, down to
the depths of the ocean and all the way to the surface of the moon
and back. It really is a whirlwind of a story.
Like a typical Starbreeze game The New
Order is strong on setting and characterization. Machine Games write
a story first with interesting characters and then use that as the
foundation for the rest of the game. The result is a game that is all
killer and no filler. Each level works toward some narrative purpose
that fits into the overall grander scheme of things and there are
few, if any, areas that are simply there to extend length.
Instead the game extends length in the
ways that games should: By giving the player incentive to come back.
At the beginning of the game in the first level the player is forced
to make a choice that sets them on one of two different paths. The
levels and mission objectives remain the same but each path has
subtle differences. One choice means that the player has access to
various health upgrades that they can find here and there throughout the game and at one point B.J. waxes philosophical with a
brilliant former-Soviet mathematician-turned-resistance member on the
nature of determinism and free will.
The other choice puts you on a path
that gives you armor upgrades to find that increase the percentage of
armor you get from armor found in the world and dropped by enemies.
It also means B.J. plays guitar and drops acid with Jimi Hendrix
after being told in no uncertain terms that the relationship between
Uncle Sam and the black man in America is not too dissimilar from the
relationship between Hitler and the Jews.
The brilliant part is that these little
vignettes, like the upgrades and other secrets, are entirely
skippable or missable if you're not the type to talk to all the
characters every chance you get or explore every nook and cranny of
each level.
Beyond this there are also four
alternate bonus modes that can be unlocked by finding the secrets
hidden throughout the game and deciphering codes. Those modes change
the settings in profound ways that alter how you approach the game.
One mode removes the heads up display so the entire view is
unobstructed, another starts you off with 999 health and unlimited
ammo while another removes all the health and armor pickups from the
world. The last one has perma-death, meaning if you die at any point
in the game you have to start all over from the beginning.
For fans of the pure action shooter
these modes are a godsend because after playing the game once and
seeing the story play out they're likely to skip most of the
beautifully rendered, well-shot cinematics upon replay. Or at least,
I know I did. Much as I enjoyed the game's narrative and setting,
after I was done being swept away I was still hungry for gunning down
more Nazis and the game was only too happy to accommodate me.
As for the gunplay itself it is quite
punchy. All the guns go plink and pew and boom in all the right ways
and each weapon, sans knife, has an alternate fire mode that turns it
into a completely different weapon. Assuming, that is, you manage to
find the upgrade for each weapon that enables its alt-fire mode. My
two favorites were the assault rifle, which becomes a rocket
launcher, and the sniper rifle, which becomes a laser rifle.
In keeping with the old-meets-new theme
the game has a perk system that rewards and encourages alternate play
styles. I played stealthily for most of my first play through but now
I tend to be more of the dual-wielding type. Did I mention you can
dual-wield all of the weapons? You can dual-wield all of the weapons,
even the knives!
Suffice to say I greatly enjoyed
myself. It's been a good while since I played an FPS where the bad
guys could be blown into grisly giblets and every level had secret
passages to find. The New Order is a sort of weird homage to all the
current and classic FPS games fans of the genre have enjoyed for two
decades now.
At the same time though, it's also an
example of how stagnant things are culturally. It's almost as if FPS
developers, and by extension everyone else in the creative
industries, have so run out of new ideas that they are going back and
strip mining the past. If this is true then it is a broader cultural
issue and it feels unfair to knock the game for it.
Even though, for all the supposed major
leaps and changes the world has gone through in the decades since the
end of WWII is it possible that we are somehow living in a world that
only has the appearance of change? That the details may come and go
but the broader strokes stay the same? It would certainly explain the
lack of new ideas in all aspects of our lives, from entertainment to
politics and everything in between.
The Misfits declared that it was a static age we were living in and that was back in 1978. Punk music
was able to self-examine to the point of reaching that conclusion.
Maybe video games are reaching a similar point. Or maybe The New
Order is really just more of The Old Order and any self-reflection is
just something we're reading into it on our own.
Either way, Wolfenstein: The New Order
is an entertaining pure action FPS with great characters and
settings, an entertaining story and a lot of replay value baked in
for good measure. It has an elegant, easy to use cover system that is
absolutely necessary on the harder difficulty levels. Much of the cover available can be destroyed and this has the effect of keeping the player on their toes throughout the adventure.
Visually the
game has a unique style though on the PS3 I experienced texture
pop-in and muddy, low resolution textures in general. Despite being
geared towards newer hardware the game still ran smoothly and without
a hitch.
In the grander scheme of things I'm
unsure if it's actually doing anything new or if it's worth talking
about with people who aren't fans of the genre. I definitely felt
like it was worth my time though and that counts for
something.
Wolfenstein: The New Order is at least
as good as Wolfenstein 3D and is better than Return to Castle
Wolfenstein. If I were rating this on a traditional games rating scale
I would give it extra points for not having a single zombie in the
entire game. This has been my review.
Thanks for reading.
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