Return To Castle Wolfenstein Review
For PC
By Contributing Writer Nate Pacyga
Rating: Good
Re-vamping the first-person shooter formula that originated in the
original Wolfenstein, Gray Matter stepped up to the plate using the tried
and true Quake 3 engine. The result is a solid FPS that hits all the marks
but fails to bring many new elements to the FPS table.
Hey, you know what's funny? When a game developer tries really hard to
pull off a sophisticated Tom Clancy-like plot. Apparently, all you have to
do is throw in a fat and powerful government official and a couple of
delegating nimrods, and badda boom, you've got yourself a great plot. It's
a good thing the action in Wolfenstein kicks major plummer's crack, or else
I might have left the room after the initial imitation of Clear and Present
Danger.
As you can probably tell from my previous statements, the story is not
particularly compelling or entertaining. After quickly losing interest in
the long-winded cut scenes, I often found myself pondering what the story
was all about and what they were trying to prove. I have a premonition that
you will feel the same about the lackluster story.
At the beginning of the game, you're escaping from a prison cell and
taking out a Nazi by pulling the ol' drop from the ceiling trick. The real
selling point in the single-player mode is that the game pulls off the
stealthy bit rather well. Get used to the sniper rifle, knife, and silenced
pistol, because going Solid Snake on those Nazis is the only way to go.
Even more stealth is required to take out the occasional "super" Nazis, who
can seemingly spot a fly on a cow's rear from a thousand yards away, without
any optical assistance.
I must say that I am very disappointed with the "ferocious AI" that is
advertised on the box. Where was this ferocious AI when I commandeered a
gun turret and proceeded to mow down soldiers in an orderly single-file line?
The guards do move out of the way of gunfire and grenades most of the time,
but some of the guards must have numb bodies that can't feel bullets (either
that, or it's some kind of magical painless bullet). When are FPS
developers going to create realistic AI and stop repeating the same mistakes
that their forefathers made?
The multi-player is solid, but it fails to bring anything new to the
table. Medic, Engineer, Soldier... where have I seen these characters
before? That's right, in Team Fortress, and you have one weapon of your
choice at every re-spawn just like in Counter-Strike. The multi-player
doesn't fail to get the job done, it just depends on whether or not you're
willing to spend money on something that you've more or less played before.
It would have been great if they had thrown some vehicles into the mix, like
a tank or one of those old-school motorcycles from Indiana Jones and the
Last Crusade.
Even though the various roles in multi-player are essentially rip-offs,
they do sport a few new characteristics. The medic can administer a shot
that will seamlessly revive a dead soldier where they have fallen, and the
Engineer has the all-important ability of defusing and laying dynamite. As
in Team Fortress, a team is likely to be wasted in minutes if they stick to
just one or two roles rather than finding a happy a medium.
The objective/checkpoint system for multi-player gives me too much of a
flashback to the assault missions in Unreal Tournament, which proves once
again that you can only milk the FPS monkey in so many ways. On the bright
side, it's a refreshing change to kick butt with the Luger rather than being
limited to futuristic weapons that kill you before you have even re-spawned.
For the most part, playing Wolfenstein online was a smooth and enjoyable
experience. Of course, some servers do tend to experience latency, slowdown,
and general choppiness. The interface for multi-player Wolfenstein could
use a few extra features as well, such as being able to use a simple "Exit
To Server List" button instead of being forced to tromp through the main
menu repeatedly. Also, why did I find it so hard to get a multi-player game
going? Is it the funky set-up that Gray Matter put together, or do people
just not like me? (Don't answer that.)
Head shots are something that I personally take pride in when I play a
first-person shooter, so it brings a tear to my eye when I shoot a Nazi in
the head and watch his little helment pop off like a bag of popcorn bursting.
The realistic death animations and soupy blood splatters are made all the
more engrossing by the detailed environments and character models. I do
wish that the Axis and Allies were easier to tell apart in multi-player, as
it can be a little difficult to tell the tinted tan Allies apart from the
slightly darker-clothed Nazis.
While you may recognize the occasional command of "Halt!" that is
straight out of the 386 days, Gray Matter has upgraded most of the sound
effects from the original Wolfenstein. The bolt auction of a Mauser has a
realistic lock and load sound effect, and even casual banter between guards
can be hard down the hallways. The music sets the tone for the entire game,
whether it's at the title screen or when you've been detected by guards.
The mood of the experience is changed quickly and efficiently at the drop of
a few notes.
Any game with gameplay, sound, and graphics that are this good can't be
a stupid purchase, but Return to Castle Wolfenstein could have been a lot
more innovative than it is. If you need a new diversion from Counter Strike,
Team Fortress, and Unreal Tournament, then I whole-heartedly recommend that
you plunk down the cash and buy this game. Otherwise, you would be better
off sticking with the free mods for the first-person shooters that you
already own.
Send your thoughts on this review to nate@mastergamer.com
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