I was among the crowd of skeptics in the gamer community
every time new screenshots or details emerged prior to the release of Machine
Games’ “Wolfenstein: The New Order.” Like so many others, I felt that the 2001
release of “Return to Castle Wolfenstein” was the high point of the venerated
series and that every release since simply failed to capture the same great
experience. Despite this feeling, The New Order started to gain some critical
and commercial momentum, so I decided to give it a try. It has definitely left
a fantastic impression on me, and I am looking forward to seeing it all
continue in some form after the revitalization The New Order has bestowed on
the Wolfenstein series.
When I say impressions, the most literal – and arguably the
most impactful – sense of it comes through The New Order’s visuals. The art and
architecture of the game is simply breathtaking. A truly creative visual design
team with vast imaginations turned in some of the finest work I’ve ever seen in
a videogame. Throughout the game’s diverse locations – from sewers and prisons,
to lunar research labs and Nazi work camps – players can’t help but think about
what the world of the 1960’s would resemble if the Nazi’s had won World War II.
Towering walls of concrete and the sprawling infrastructure of Berlin give
players the sense of choking confinement, a visual tone that carries over to
the story as well in order to solidify the impression that the Nazis control
the world with a tightening iron grip. There is no escaping it. Besides the
visual sense of confinement and control, the design team further immerses
players by re-imagining popular 60’s culture with a German-influenced twist.
For example, players can find albums in the world from a fictional band called
Die Kafer and play their hit-song “Mond, Mond, Ja, Ja” from the pause screen.
(The band’s album jacket is eerily similar to a famous photo taken along Abbey
Road.) While the audio-visual presentation has no bearing on the core gameplay
overall, the loads of subtle details in The New Order really show the
development team’s dedication to crafting an immersive experience, and it truly
pays off.
As with other noteworthy first person shooter games, the
main attraction often involves pointing guns at enemies and squeezing the
trigger, and The New Order fully satisfies this essential gameplay demand. The
gunplay feels smooth and responsive, easily on par with FPS greats like Call of
Duty: Modern Warfare and Halo. Adding to those series’ winning formulas,
however, Wolfenstein also offers alternate fire modes for every weapon – which
range from simply attaching a silencer to a pistol or selecting the rate of
fire on an assault rifle all the way to loading incendiary shells in a shotgun
or blasting rockets from an underslung launcher attached to your machine gun.
Throw in the option to dual-wield two guns of the same type and The New Order
lets you experience some truly brutal gun battles. There aren’t many games that
let you barge into a room full of Nazis, shouldering two fully loaded machine
guns, and tear everyone to shreds in a tornado of bullets. If you get a little
too in over your head, however, thankfully The New Order has a useful cover
mechanic reminiscent of the Killzone series’ combat design which lets you pop
out and shoot safely. (Just don’t stay too long as enemy fire will wear cover
away in time). If stealth suits your play
style more than running and gunning, The New Order also has some mechanics
built in to reward sneaky players. By infiltrating a zone full of guards
undetected, players can knife officers so that alarms will not be triggered
once all hell inevitably breaks loose. There is no pure stealth option to
gameplay, however, as I don’t think it would match the hero’s penchant for
Nazi-slaughter. The designers at Machine Games have a way of guiding every
action scene back to the gun, it seems.
Unfortunately, one of the guns featured prominently in the
game ended up feeling the most useless and unnecessary. About 1/3 of the way
through the story, players receive the Laserkraftwerk (which we’ll just call
The Laser), which comes in handy for cutting through fences and crates to
reveal secret areas and items, and by finding upgrades for the Laser, it can
also become a very powerful weapon. But there’s a catch. Apparently the Laser
projects so much energy through its beam that it can only fire once – twice if
you’re lucky (I could never understand this inconsistency, actually) – before
it runs dry. You better not miss! Thankfully, there are plenty of wall nodes
scattered throughout the levels to recharge its ammo for free, but I often
found myself unrealistically running away from firefights to recharge when I
felt compelled to melt Nazis with the Laser. In retrospect, the game would have
been more fun if I had just holstered the damn thing and use a more
conventional Nazi-slaughtering tool.
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The madman I’m referring to is none other than the
reincarnation of B.J. Blaskowicz, the long-standing hero of the Wolfenstein
franchise. The designers at Machine Games pay homage to the series roots by
designing B.J. as a beefy all-American boy who enjoys nothing more than killing
Nazis left and right. One might assume that he sounds like a caricature, and I
would agree to that assertion throughout every Wolfenstein game up until The
New Order. In this particular story, B.J. has been given a voice and a real
human soul. Throughout the story, he is often mumbling some truly dark and
existential ponderings. This is a man who has suffered and has witnessed
suffering and cruelty. His whole life has revolved around righting Nazi wrongs,
after all, and by the time players encounter B.J. in The New Order, he is
literally a broken man. Thankfully for B.J., though, he is not alone in his
struggles. He will encounter a wide variety of allies throughout the story who
share his desire to sever the Nazi’s chokehold on the world. These people
weren’t dropped in just to fill story roles. Every one of them felt human and
real, with their own desires and flaws. Every one of them had a clear
resolution and purpose in the narrative. (Even Max Hass, the strong
“Lenny-like” simpleton proved to be more than occasional comic relief. He had a
complete character arc, which – in the end – almost brought me to tears.)
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