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Return
to Castle Wolfenstein
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As
the year has worn on, and more and more big-name PC
action games have slipped into 2002, Return to
Castle Wolfenstein has emerged as the only triple-A
shooter likely to be released in time for the 2001
holiday season. It certainly has a blockbuster
pedigree. It's a sequel to Wolfenstein 3D--id
Software's first-person shooter that defined the
genre--which was itself a follow-up to the beloved
Apple II classic Castle Wolfenstein. Return to
Castle Wolfenstein's development actually involved
two separate teams, both overseen by id Software.
The first team, Gray Matter Studios--which, under
the name Xatrix, had previously produced Redneck
Rampage and Kingpin--was hired to create the
single-player campaign, while a new development
house, Nerve Software, concentrated its energies on
the multiplayer component. All these factors
contributed to some perhaps unreasonably heightened
expectations. Now that the waiting is over and the
game is out, it can be stated for the record that
Wolfenstein's single-player mode is good.
It's...good. It's pretty good. But with the
faint-praise damning out of the way, you'll be
happy to hear that the multiplayer game is
outstanding.
Wolfenstein
borrows much of its structure from No One Live
Forever, last year's best shooter. Like NOLF,
Wolfenstein is primarily a run-and-gun shooter with
some stealth sections mixed in. It also features
enemy guards engaged in conversations as you
approach them, a largely defensive AI for those
guards, and between-level cutscenes that recount
meetings between your superiors back at home base.
Unfortunately, the dialogue in Wolfenstein is not
nearly as sharp as that of NOLF. The overheard
conversations never manage to rise to the level of
humor displayed in NOLF, and the game fails to
create any memorable characters--not even the
game's own hero, B.J. Blazkowicz, who never says a
word. The between-mission cutscenes are especially
tedious; they're long and visually and dramatically
uninteresting.
While
the execution of the story, which involves your
attempt to stop the Nazis from creating
biomechanical zombie super soldiers, is a bust,
Wolfenstein's graphics are a rousing success. Armed
with the Quake III: Team Arena engine, Gray Matter
has lived up to the precedent it set for great
visuals with Kingpin, the most beautiful and
unique-looking of all the Quake II-powered games.
Wolfenstein's 27 levels are spread across seven
missions and feature a good variety of
environments. The levels alternate between
expansive outdoor scenes, such as a Nazi camp with
a good deal of hilly terrain surrounding it, to
interiors that range from cramped tombs to massive,
ornate castle chambers. The quality and detail of
the levels' textures and lighting are uniformly
excellent.
The
weapon models, the character models, and the
animations are also first-rate. As it did in
Kingpin, Gray Matter used a system that permitted
it to mix and match pieces of each model, creating
a lot of variety among the Nazi soldiers. In what
may be a first for the genre, the models actually
appear to have lips that operate independently of
the teeth behind them. Character movement is
especially smooth. Though the conversations between
the guards may not be terribly interesting, the
guards' idle animations are great. For instance, at
one point a guard patrolling the deck of an
icebound submarine stretches, lights up a smoke,
takes a few puffs, then drops the butt and stubs it
out under his heel. You'll often delay your assault
on guards just to sit and watch what they do. The
game's zombies--who look more like mummies than
traditional rotting undead--move with a convincing
disjointed shuffle. One particular type of skeleton
enemy is especially eerie as it creeps toward you
through low-lying fog, its eyes glowing.
Wolfenstein's
sound effects are generally good, from the dull
"thock-thock-thock" of bullets striking the wooden
table you're hiding behind to the appropriately
varied noises made by footsteps on different floor
materials. The game's soundtrack is understated but
effective. However, Wolfenstein traditionalists
will be horrified to learn that Gray Matter has
replaced Nazis screaming at you in German--a
trademark of the series since the original Apple II
version--with Nazis screaming at you in
German-accented English. The less said about that
unfortunate decision, the better.
To
reuse a phrase that has appeared in or been implied
by every shooter review since November 1998, the AI
is not as good as the AI found in Half-Life.
However, it's certainly not bad, and for the most
part it's impressive. Soldiers exhibit a real
capacity for self-preservation. Rather than charge
right for you, they'll often find cover and stick
to it, waiting for you to come flush them out.
They're also smart enough to run away from
grenades, and they'll occasionally even kick one
back at you. Most of the more annoying AI traits
that appear in too many recent games, such as
enemies running aimlessly in a circle or not
noticing when a buddy two feet away has his head
blown off, don't occur in Wolfenstein. On the other
hand, enemy soldiers don't give off the appearance
of squad coordination, as they did in Half Life.
Ultimately,
Return to Castle Wolfenstein is a pure shooter. As
such, the core of its appeal lies in its gunfights
and the variety of different ways that bullets
interact with objects in its universe. And it's
here that the game stumbles. Though the character
models are well animated, their reactions to being
hit with gunfire are far too subtle. Often, you'll
riddle a soldier with bullets and receive no real
visual reaction from him other than the fact that
he'll eventually fall over dead. Though "twitch"
animations occur, they often don't seem to be
completely in sync with or proportional to the
physical trauma being visited on a character. The
force of your attacks never blows anyone off their
feet, for instance. And for an over-the-top game
about fighting Nazis, zombies, and reanimated
mutant soldiers, there's actually very little blood
ever spilled. In virtually every way, the rampant,
nonstop violence is oddly muted, which drains the
game of the visceral punch offered by the best
entries in the genre.
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