
Have Fun Sturming the Castle
Developer: Gray
Matter Studios (sp mode)/Nerve
Software (mp mode)
Publisher: Activision
(all guided by the watchful eye of id
Software)
Reviewed by Johnny_Was
on 12/28/01
Article
Discussion Forum
Warning: may contain spoilers.
First
Impressions:
My
first impression of this title was formed about eighteen months
ago when I saw two screenshots. One showed off a grunt who was standing
by a rock wall; the other, a Nazi in a leather jacket. What stood
out most profoundly from those early images were the textures: rarely
had rock looked so, well, rocky, nor had I seen leather so cracked
and aged. The impulse buyer that lives deep within me said: "Shiny
candy! Me have get for self!" and the battle for my game dollar
was over without a shot being fired.
I never played Wolfenstein 3D, so I was not a legacy shopper.
However, I knew that Return to Castle Wolfenstein was to
be built on the Quake 3 engine (and who hasn't been waiting
for something creative to be done with that machinery?), that it
would have dungeons, zombies and genetic mutations, and that it
was going to look all bright and shimmery. All of which were good
enough reasons for breath to be bated, and now, it's finally here.
I loaded the game up, and was greeted by a nice-looking intro video
until - oops! - the sound cut out halfway through. I continued through
the New Game screen ("Bring 'em on!"), a load screen, and another
video: this one had nice lighting, but the content was a bit dull.
One more load screen, and then I was escaping from my cell in the
basement of a castle.
I crept around the passageways, kicked open doors (yes, you can
do that), hit baddies with chairs (you can do that, too), and just
generally made a nuisance of myself. However, after about twenty
minutes, something started to nag at me: the much-vaunted textures
were all as promised, the enemies were well animated, the lighting
was moody and realistic, and the sound was terrific, so why wasn't
I having buckets of fun? For a lark, I switched over to the multiplayer
component. Within seconds, I was running around screaming like a
macaw on the nearest server, and was undeniably hooked. Wolfenstein's
multiplayer is outstanding; I can't get enough of it.
Graphics:
As
advertised. Built on hyperbole and the Quake 3 engine,
Return to Castle Wolfenstein boasts some of the most believable
environments of any title this year. There are catacombs and crypts,
a defiled church, a bombed-out town, a base in Norway, the Chateau
Schufstaffel, and, of course, the fabled Castle Wolfenstein, all
of which are rendered with an eye for texture and detail that
is unerring. Iron has rust spots, moss grows on stone, and the
flame effects will have you reaching for the unguent.
The cut-scenes are, frankly, a little bland: they look nice, and
it's really neat that the characters teeth move independently
of their mouths (the first time), but, boy, they sure crawl like
molasses and break the flow of the game. The character animations
in-game are especially fluid and lifelike. Soldiers run, roll,
and shoot very smoothly. In multiplayer, the models actually bend
at the neck and waist so when the player looks skyward, or turns
to look at you running past on fire, it's really easy to tell
where their attention is - a nice touch.
Enough has been written elsewhere about the technical features
of the Quake 3 engine, so I'll not reproduce them here.
Suffice to say that it showcases all the alpha-blending, specular
lighting and curved surfaces a player could ever want. What really
stands out is the artwork, and here the folks at Gray
Matter have done an exemplary job.
The soldiers all have highly detailed uniforms replete with medal
and insignia; some are even sporting bandages or torn clothing,
adding subtly to the gritty ambience. The game is less bloody
than I'd expected - Quake 3 has inured me to the detritus
you get when a character explodes, so maybe I'm just jaded - but
I think Wolfenstein is fairly restrained in this respect.
The only time players get turned into "chunky change" is when
they shake hands with the business end of a rocket launcher, or
two-step with a grenade. Even then, the resultant mess appears
to be toned down from Quake 3: Arena.
A final graphics note: smoke effects are, without a doubt, the
best I've ever seen in a computer game. Smoke has mass and depth
in Wolfenstein: players get lost in it.
Sound/Music:
The
sounds are excellent throughout Return to Castle Wolfenstein:
from the dull hiss of the Sten gun cooling to the bone-cracking
air strikes, all are sharp and crisp. In multiplayer, there are
quick voice chat commands so, without typing, participants can
say "Incoming," or "You're welcome," or "Need backup," in accented
English. Players can also say "Hello," and one of my favorite
sounds in the game is the Axis version of this sound bite: it
comes out as "'Allo," and is said in such a friendly, matter-of-fact
manner that it never fails to make me giggle.
The music is a brooding, if uninspired, affair, and you'll probably
turn it off fairly quickly: stealth is a significant aspect of
many missions, and the music tends to disrupt the tension rather
than heighten it.
Gameplay:
Return
To Castle Wolfenstein is the sequel to Wolfenstein 3D
(1992, id
Software), which was arguably the game that started the first-person
genre. Return is set during WW II: the player is cast as
Army Ranger B.J. Blazkowicz, who has been sent to do battle with
the Nazis and their undead hordes. Apparently, the miscreants
have been experimenting with supernatural forces and it's up to
B.J. to put the kibosh on the whole program.
The odyssey begins in a prison cell, but before it's finished
you'll have traveled all over Eastern Europe -- in a straight
line, mind you: there's no non-linear story telling in this game.
With stops in an alpine village, an underground crypt, a forest
compound, a secret weapons facility, and a heavily guarded dam,
among others, you'll never be bored by your surroundings and you'll
tour some genuinely believable locations.
Return to Castle Wolfenstein is your standard first-person
shooter: you make your way through each level, dispatching baddies
until you reach the end where you're presented with a splash screen
detailing the time you took, the number of attempts you made to
finish it, how many secrets you found, and then you move on. You
cannot be sidetracked: some doors just refuse to be opened. Some
levels require stealth and some do not. Occasionally, you'll have
to fight a "boss" monster to complete a section. The game has
some shocks, such as enemies popping out of unexpected places,
but that's about as deep as the game play gets.
There's nothing really revolutionary here, at least not in single
player (see below for comments on multiplayer): it looks great,
it sounds great, it just leaves no aftertaste. Wolfenstein
also has some mission variety. At points, the player is tasked
with sneaking aboard a supply truck, shepherding a panzer tank
through a bombed-out town, and assassinating officers in a villa.
This is all fine and fun, but somehow it just feels…slight. Part
of the problem, I'm sure, is how fully multiplayer hooked me:
I had to force myself to go through the single player component.
Also, seven of the eight multiplayer maps are based on locations
in the single player game, so when I got to them I'd already seen
them, I knew the layout, and I wasn't as immersed as I should
have been.
Another problem (for me, at least), is the level-ending splash.
This sometimes occurs at arbitrary points -- a hallway or an air
duct, for example - rather than organically at the exit to a location,
and makes Wolfenstein feel more like a video game than I'd prefer.
Other titles, No One Lives Forever and Thief 2,
say, have also had level-ending splash screens, but they didn't
bother me because I had multiple objectives to pursue. Additionally,
the splash only showed up when I'd achieved those objectives and
gotten out of the location, so they still felt like missions.
Return To Castle Wolfenstein has a fine pedigree, but it's
like a new car: it has the gleaming chrome, the buffed leather
interior, the shiny glass, mirrored hub caps, and the horses under
the hood. However, the sooner you realize that it's just a stylish,
souped-up version of your old clunker, and all it really does
is get you from A to B, the happier you'll be with it.
Enjoyment:
I
had, and continue to have, a blast with multiplayer. While single
player is fun, it feels a bit hollow and undercooked. The code
is solid, stable, and virtually bug-free.
Multiplayer:
This
is the real juice of the game. Return to Castle Wolfenstein
is the first title I ever purchased for single player where I
was quickly seduced by its multiplayer game. Players can connect
to a server through the in-game browser, which downloads a list
from the master server, or through GameSpy. You'll then be asked
to select a side, Axis or Allies, and a class: choose from Soldier,
Engineer, Medic, or Lieutenant. Each class has its own skills
and abilities. For example, the Soldier can use the heavy weapons,
while the Engineer receives more grenades and can plant and disarm
dynamite. Alternatively, the Medic can hand out med packs and
revive fallen comrades, and the Lieutenant can hand out ammo and
call in air strikes. Each is essential to a winning team.
Return's multiplayer game was built by Nerve,
[Editor's note: Gray Matter? Nerve? id? Anyone noticing a motif?
- Banshee] and they've addressed some of the typical problems
of multiplayer gaming. When players die, they can either wait
to be revived by a Medic, or they can press a key and go into
a limbo state. The latter lasts anywhere from 3 to 30 seconds:
during this time they can watch the game and wait to be respawned
with the incoming "reinforcements." If the player is not revived,
and does not hit the key to join the reinforcements, he or she
may wait for the next group (or for a friendly passing Medic to
bring them back). It's a very elegant system: there are no health
stations on the map, nor ammo packs, and players must work together
to achieve their objectives.
What are these objectives? Well, there's no traditional deathmatch
mode here, where everyone shoots everyone else. Instead, one of
the maps calls for the Allies to destroy some Axis radar towers,
while another takes place in an Axis submarine pen where they
must prevent the Allies from sinking the docked U-Boat. Each map
has multiple goals: players must gain access to a certain area,
destroy a target, and defend an objective; all have appropriate
layouts. My personal favorite is a bombed town that has half a
dozen "control points." In that one, there is a courtyard in the
middle of the map that usually ends up containing the last two
disputed flags, and most of the battle centers around that spot:
it's really fun to fight in such a concentrated area, and it gives
a genuine sense of trying to gain ground over an adversary.
The multiplayer component also has some nice administrative features.
Did someone from your team shoot and kill you? No problem: a message
pops up asking if you'd like to file a complaint against them.
If that player gets a certain number of complaints, he or she
is kicked off the server. Bored with the map? Fair enough: call
a vote, and everyone playing can decide to move on to the next
one.
The maps are large and well designed; you really need to learn
them to be an effective player. Additionally, the classes are
extremely well balanced. This is the most fun I've had online
with a shooter since the first Quake was released and I
learned what a rush this genre could be.
Overall
Impression:
If
you're not able to play multiplayer due to technical restrictions,
or if you only like single player gaming, wait until Wolfenstein
is a bit cheaper, and then buy it. It's a fun ride; just don't
expect it to change your life. If you're a multiplayer fan who
digs the shooter form and is looking for something more involving
than the usual deathmatch, then you should stop what you're doing
and go get a copy: it's like a 240v blast in a copper bathtub.
Marketing
Efforts Towards Women:
Zero
- see the pictures below. You can only play as B.J. Blazkowicz.
Much of the advertising for Return to Castle Wolfenstein
features some female Elite Guards from the single player game wearing
tight black leather and cleavage. There is also a fairly hateful
stereotype in the form of an overweight German woman who comes to
a messy end. The one or two female NPCs you meet just stand around
looking scared and heaving their bounteous bosoms while you rescue
them from their tormentors.
Furthermore, there are no female player models for multiplayer.
On the Planet Wolfenstein message
boards, people are making the argument that there were no women
fighting in the war. This is just plain wrong, but even if it weren't,
no one was getting revived a hundred times to get sent back into
the fray, either: you can't play the "historical accuracy" card
unless we all get one life and when we're dead we have to go play
something else. I expect that someone will make female skins soon
enough, but Activision has made a serious omission by not including
them with the release. Some of the more delicate male, ahem, members
of the community have expressed some unhappiness about "seeing women
being shot and stuff," which seems odd to me because they never
complained about the abundance of female player models in Quake
3: Arena.
Randomly, when you play as the Allies in multiplayer, you will
spawn as an African-American, so obviously someone was thinking
with a politicized mindset. Why they couldn't have added a sex
assignment option before you select your class is beyond me.

Activision promoted Return to Castle Wolfenstein at E3 2001
with four real Playboy bunnies: Kerissa
Fare, Miss September 2000; Deanna
Brooks, Miss May 1998; Jessica
Lee, Miss August 1996, and Victoria
Fuller, Miss January 1996. Activision even distributed
a screensaver with an issue of Maxim magazine to publicize
the game. The title?
"Girls of Castle Wolfenstein." Not one single female
player model in the game, though, so this appears to be as
close as girls - ahem, women - got to having any
official recognition from the publisher.
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