32.3 hours played
Written 9 days ago
Wolfenstein The New Order sits in this interesting spot in the FPS timeline — right after the peak of Call of Duty clones and just before the boomer shooter renaissance started with Doom 2016. It is a game from the transition era, sitting in the middle of the fence, not entirely committing to ideas of either side. It tries to take mechanics and ideas from both worlds, but does it succeed? Well…
Story — well, this is it, ladies and gentlemans! The evil mustache man who doesn't have an ounce of painting skills won, the free world has fallen, mostly thanks to stolen ancient technology and mechanical horrors of the Reich. Now — fourteen years after the failed attempt to attack the Death Head facility — our protagonist, BJ Blazkowicz, wakes up from a coma and starts killing all of those Nazi scums over again. Overall I found the story in this game pretty solid. There is the right amount of plot points — albeit it still is simple — right amount of characters, majority of them have more than 5 minutes for developing personality. Even with heavy topics it knows when to insert some comedic bits. Writers have some balls for showing us places like concentration camps, but to be honest, as a person who lives in the country where they were built, I think this game shows us a more sanitized version. Places like that are much, much darker, guys. Also props to devs for consistency with voice acting — Nazi talk in German, not some English with German accent, Polish people from first chapters talk in Polish, Jewish dude put some Yiddish words in his sentences. It all works all together very well, and — what is more important — without overblown, in your face, biased preaching like we are going to see in Wolfenstein 2 later. Here writers know when to stop themself.
But I cannot overlook flaws in storytelling. There are three main problems. First — yet again we have a story disconnected from gameplay. We have these elaborate plans the NPC talks about, but mostly it boils to one goal — kill. All. Nazis. Unfortunately gaming still didn't figure out how to connect story to gameplay in a more profound way rather than some cutscenes and NPC talking. But it's standard, so I can brush it off. No one asks to revolutionize anything in this type of games; Second problem is how little difference there is with alternative storylines. In the first chapter we are forced to choose with Blazko's companion will survive — Wyatt or Fergus. But it doesn't matter, because we are rewarded only with different cutscenes and different conversation, plus — from the gameplay perspective — two different ways to access the container/alternative path (but the mechanics are the same, only cosmetics are different!) and two different upgrades. It is not enough.
Third problem is lack of pacing. Plot literally galloping through the game. In one chapter we are swimming under the ocean looking for a vault, next we are on the bridge looking for papers, next we are on the moon… There is no place to breathe. Consequences are severe — our main goal is too vague. First we need to join resistance, next steal choppers, next free Seth, and then someone finally talking about killing Death Head. We don’t know what we are doing, but we are doing it anyway.
So, why is this all important? Because it is still a story oriented game. Despite being separated from core gameplay, removing it will hurt experience. Because the story is not only cutscenes and NPC talking. This is also art direction, level design, additional narration — like notes or letters, posters of the wall, locations in the background. All of this should be connected in story oriented games, and it is here. So why not make it perfect?
Anyway, time for gameplay. This is part where transition between CoD shooters and new boomer shooters is most visible. Yes we have mostly streamlined level progression — we go from A to B, from one combat to another, one room to next, without large extra areas (albeit with some hidden room with collectibles), we start on the one side of the room, enemies pouring from another and we gun them down — but combat arenas have lots of nooks and crannies to create different approach to certain scenarios. We can outflank enemies, use stealth, choke points or full frontal assault.
Yes, we cannot shoot while sprinting, but sprinting is unlimited, yes weapon roster is poor (pistol, shotgun, AR, sniper, grenades, laser, knives and turrets) but we can carry more than two weapons at the same time, plus we always have akimbo option, even with sniper rifles, with is bizarre, but hey, more power to us; We have traditional health and armor system, but pacing is slower thanks to hit scanning weapon and active pick up mechanic (you cannot just walk to health pack, you need to press use key) yes enemies AI is stupid like a shoe, but thanks to sheer brutality and their number, combat is fun and enjoyable… for the most of the time; yeah you gunning enemies right, left and center, but you are not fast like in older games, so fighting is more tactical, especially thanks to cover mechanic… I can like this on and on, but you get the idea. If you approach this game like a modern military shooter, you will have fun. If you prefer Quake and first doom style of gameplay, well, this is not exactly the same experience, but still enjoyable.
But again, there are some flaws. Stealth is ass in the New Order. Or in the Old Blood, or in the New Colossus. This is not a Thief game, you don’t have deep experience, and unfortunately, if you want to make good stealth gameplay, it needs to be sophisticated. There is no visibility indicator, there are no proper tools for distracting enemies or mechanics to avoid them, nor proper level design. You want to sneak? Crouch, stay behind the enemy back and use a knife or pistol with a suppressor. That’s it!. And the punishment for failing to sneak? Well, officers will start spawning additional enemies, but even that will stop after their certain number. I used stealth only to avoid additional headaches when I tried to beat encounters and move on. You are not rewarded by doing stealth, you make the next combat scenario easier. There is no level focusing only on stealth, where you are punished by not avoiding combat. Is this good or bad? It depends what you prefer. I just don’t like when developers leave some idea half-baked into a game.
Second — and more significant — flaw is tied to core experience of combat. We are talking about all hitscanning weapons. And I am going to die on the hill that hit scanning gunplay is never fun. Because your only way to counter enemies is to break line of sight — no dodging, no being agile, nor knowing levels will save you, because on higher difficulty enemies have pinpoint accuracy, which makes combat on the more open areas a chore. The only consistent tactics on Uber difficulty is to be faster than enemies (so you can shoot them in the head before they shoot you), surprise them or poking your head from the cover for a split second, because the longer you expose yourself, the more you trade damage. And I know, this is more realistic, but c’mon guys, BJ can survive shrapnel to the head, poison, stabbing to the chest, but gunplay is where we need to play by the book? Why, damn it!?
What more — well, guns sound flat. There is not enough punch, not enough “umf” in them to be more enjoyable. I don’t like sniper rifles in this game, they're very weak. Skill system is a chore — better to clench teeth on the early level and grind them as much as possible than dealing with in regular gameplay, because on higher difficulty the majority of skills are really helpful, so better to have them earlier. Some of them are just annoying, like sentinel perks. Same chore experience is with collectibles, which is even more annoying sometimes because extra difficulty modes are unlocked only after collecting all enigma’s codes.