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Posted on: Apr 10, 2009

Wolfenstein

WORDS BY: Dan Amrich

“At the beginning, there was a certain love affair with lapping up pools of blood and eating dog food…”

Eric Biessman, creative director at Raven Software, is gloriously out-of-context. Sadly, he’s not talking about team-building exercises for the 60-person development team that he leads just outside Madison, Wisconsin. Instead, he’s explaining one of the dozens of important decisions the group made about how to update id Software’s Wolfenstein franchise for the modern day. In 1992, Wolfenstein 3D categorically defined the first-person shooter; its 2001 follow-up, Return to Castle Wolfenstein, expanded the mythology and fleshed out its occult-tinged backstory. Now, eight years later, Raven must once again find Wolfenstein’s place in the gaming landscape — and while our hands-on time didn’t include kibbles and bits, there were definitely pools of blood.

The Way We Were

The original game was a wonder for its day, offering an intense three-dimensional maze of rooms and corridors, ominous MIDI music, Hitler in a suit of robotic armor, and a simple goal throughout: kill any Nazis you see, then run to the exit. “At the time, it really stood out for setting a tone of what first-person shooters should be like: intense action, kick-ass weapons, and just fun to run and gun,” explains Kevin Cloud, id Software’s creative director and the executive producer of Wolfenstein. “And that was a popular formula. That caught on.” (And yet, few, if any, games that followed in its goosesteps let you slurp up enemy blood or dine out of dog bowls to restore your health.)

When id partnered with Splash Damage to create Return nine years later, Cloud says both companies did “a lot of research into the history of World War II, and did a ‘What if the Nazis’ bizarre plans were possible?’ and spun that off into this new universe.” Those realized plans included zombies, mechanical super-soldiers, and a resurrected Heinrich I, all courtesy of the SS Paranormal Division.

But whereas Return to Castle Wolfenstein dabbled in the legends of the Third Reich’s obsession with the occult, the modern game — simply titled Wolfenstein — doesn’t dabble. A mysterious medallion with supernatural powers melts an entire squadron of soldiers in the opening scenes of the game; green flames lick the tattered uniforms of demonically transformed guards; and an entire gameplay mechanic revolves around entering and exploiting a parallel dimension. “Wolfenstein has this cool history of dark science and occult,” says Biessman, “and we really wanted to push that.”

COMMENTS:

I am happy to hear about the Wolfenstein changes happening. play blackjack play blackjack online play roulette play craps play slots play poker play casino games play bingo play cell phone casino games play mobile casino games make money online

I have to admit, that my excitement for the impending release has been tempered by the fact that they say they are going to fix the "disconnect" between the single player game and the multiplayer experience of Return to Castle Wolfenstein.

The disconnect was one of the great things about Wolfenstein on the original XBox. RTCW MP was one of the best ever on any platform. Partly because of the class based combat - which was awesome, but also because it was just straight up, shoot to kill TDM. Last team standing was the way to do it, not point based TDM. I'm concerned about their attempt to fix something that wasn't broken to begin with.

Please ask them to give us some of the MP maps from RTCW... They were absolutely awesome across the board.

I'm glad to hear that Wolfenstein has changed to fit with modern gamers tastes. I was a bit worried that it was going to be yet another linear corridor crawl similar to what Raven did in Quake 4. Prey was pretty much the last (and best) of the old school corridor shooter genre that I could handle playing.

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