I was
eleven, and it was winter. I can’t
remember if it was late in 1992 or early in 1993; I just remember that it was
winter, and I was eleven. My father had
recently been promoted to an office position of some kind at the company he
works for, and occasionally, he’d bring home disks with shareware games on
them. This was back when you could get a
reasonably full-featured experience on a 3.5” floppy disk that held less than a
megabyte and a half of data.
He came home
one afternoon, fired up the PC, and popped a disk in. A few minutes later, he called out, “David,
come here! You have to see this!” About a minute after that, I was watching my
father mow down Nazis with a machine gun.
There was blood everywhere. “You
have to try this,” he said, stepping away from the computer desk and letting me
take a seat behind the keyboard.
I was
floored.
That same
year (if I remember it right), Mortal
Kombat hit the arcades, and it was the kind of game that, at ten or eleven,
I could never, ever admit to my parents that I had played. They’d heard of it, and they didn’t
particularly care for what they’d heard.
I didn’t have a system that could play it when it eventually made its
way to consoles, but pretty much all of my friends did. We were all at that stage that I suspect a
lot of young boys go through, where there is a certain lurid fascination with
violence and destruction in all its forms.
Maybe that was just me. But,
looking back, there certainly has to be a reason the Sega Genesis version of Mortal Kombat, which kept all the blood
and violence in their version of the game (locked behind only a simple password;
and if I remember correctly, the initial run of the game lacked even that token
gesture) sold better than the Super Nintendo version, which was much more like
the arcade in graphics and sound (and whose controller was far better suited
for fighting games), but cut out all the blood and the more violent moves.
Now, here
was my father, ushering me in front of the computer to take my first stab at Wolfenstein 3D, inviting me to take a
shot at turning Nazis into little more than puddles of gore. I learned a valuable lesson that day: Games where
you rip out someone’s spine are bad, and you shouldn’t play them. Games where you shoot and stab your way through
an ever-growing mound of corpses to eventually wind up facing Hitler himself
(in the registered version, which we eventually got), and riddle him with so
many bullet holes that his body essentially liquefies, leaving only his
dismembered head atop the resultant pile of viscera and gore, are A-OK.
My father,
ladies and gentlemen.
* * *
I have a
friend at work, Brendon, who describes certain games as “the right kind of
stupid”. This was his assessment of Wolfenstein: The New Order, and the way
he talked about it, I started wanting to play it. I had fooled around a bit with 2002’s Return to Castle Wolfenstein, which I
think was intended as a reboot for the series.
I had sunk a bit more time into 2009’s Wolfenstein, enough to determine that the game was entertaining,
and generally enjoyable, but not really a must-own. I’d be happy to own it cheap, but I wasn’t
going to go far out of my way to track down a copy. I was content to let The New Order slide right on by.
But Brendon’s recommendation intrigued me, so I decided to pick up a
copy, figuring that it would at least be entertaining.
Instead, I
found myself pretty thoroughly hooked. Wolfenstein: The New Order is very well-made,
and surprisingly appealing.
In terms of mechanics
and structure, The New Order offers
a surprising mix of stealth and full-bore action. On the one hand, you’re encouraged to shoot
like crazy. You can basically dual-wield
every weapon. If you want to run around with
a shotgun in each hand, reducing Nazis to a fine red vapor, you’re welcome to
it. The game will certainly indulge you
at every turn. As long as you aren’t an
awful shot, and you know how to pick the right tools for the job, you can get
away with that.
On the other
hand, there are a number of sections that aren’t scripted as straight-up
free-for-alls. The enemies may be on
patrol, but won’t notice you until you draw attention to yourself. If you can take out the officers in an area
before they can sound the alarm, you can prevent them from sending
reinforcements, making your life easier throughout several sections of the
game.
Early on,
you’re offered the choice of whether to save supporting character or another. The choice has a few narrative consequences
down the line (though this is mainly window dressing, since the plot and the
missions given never change), but it also has a deeper mechanical impact. Saving one character results in you getting
upgrades to your maximum health periodically as you play through the game. Saving the other instead allows you to increase
the resilience of armor you pick up as you go.
The mechanical difference places a subtle emphasis on more careful, stealthy
play on one path, and more active running and gunning on the other.
As you go,
you can unlock various perks, which cause you to gain various skills – faster reloading,
quicker movement while crouching (which means less likely detection when you’re
trying not to be seen), greater accuracy with certain weapon types, etc. These are typically unlocked by completing
various feats of skill with consistency, and while none of them are strictly
necessary, they can help a great deal.
I have a few
gripes with the controls, which ultimately feel kind of petty, but in the
interest of not sounding completely uncritical, I suppose should name them. The button used to throw grenades and bring
up the weapon select wheel are the same (at least on the PS4; I assume all the
console versions have the same control layout); it does the former and the
latter based on whether you just tap the button or whether you hold it. Sometimes, it seems to have difficulty
determining which. If you tap the button
for longer than a half-second, it can interpret this as a “hold”, and bring up
the weapon wheel when you’re trying desperately to throw a grenade. Likewise, there’s a difference between just pressing
and holding the right stick, which
results in the difference between a standard melee attack and throwing your
knife, which the controller seems to occasionally have trouble
interpreting.
Probably the
most annoying mechanical issue, though, is related to picking up items and
armor. Your cursor has to be pretty much
pinpointed on the item, and you have to be pretty close to it, to register that
you can pick up the item in question. It’s
not a thing that breaks the game, but it can be frustrating to be killed while trying
to grab a health power-up that could keep you alive, because you weren’t lined
up with it just so.
But, as I
said, complaining about these things just seems petty because ultimately, very,
very few of them really contributed to lingering problems I had with the game. Most of my problem was with the difficulty in
spots, and even that requires some explaining.
I play a lot
of first-person shooters, but I’m not especially picky about them. I tend to get interested in games based on
their story, atmosphere, and the more nebulous characteristic of “feel”. What it amounts to is that I’m just not a
connoisseur. My primary (read: only) metric for judging games in this
genre is “Is this fun?” Or, more
accurately, “Is this fun enough to keep playing despite the occasional bullshit?” It’s important to understand that for most
people’s purposes, “bullshit” is probably best defined as “sections that are frustrating
and difficult for me on normal difficulty, but I’m too bullheaded to rethink my
approach and do things in a more careful, intelligent way (which is to say, a
way that is careful and intelligent at
all), and too stubborn to turn the difficulty down a notch”.
What I’m
trying to say is that I’m not sure I’d exactly recognize good FPS play versus
bad. I find myself occasionally in
situations where I’m suddenly being shot at by enemies, or damaged by hazards, beyond
the immediate viewing area, and can’t find them and escape quickly enough to
avoid getting killed. There are a few
spots where this seems to happen multiple times, and the game stops being fun
for a while, and starts to become work.
But I’m rarely certain whether this is bad game design, or just one more
instance among many of me being awful at the game.
The New Order’s game design itself is
an interesting mix of old school and new.
On the new-school side of things, we have regenerating health and
auto-save checkpoints. On the old-school
side of things, we have the fact that health doesn’t regenerate completely
(just to the closest full increment of 20 health points), and the ability to
carry about a dozen guns at once. The
game also has no online play mode. There’s
just the campaign (which is, thankfully, long enough and substantial enough to
justify the price of admission), which you can play a second time after
choosing to save the other support character at the end of the first section
for a somewhat different story and different set of upgrades, as mentioned
above. For some people, this is a major
strike against the game. Me, though…
I’m a weirdo
who hardly ever plays FPSes online. I’ve
spent a bit of time playing Halo 4
online (and experimented with Halo 3
and Halo Reach for about an hour,
total, combined), but mostly with random strangers, so that I might as well be
playing with bots. And there’s Destiny, which is pretty much the same
way so far. So in that sense, the
campaign-only philosophy behind Wolfenstein:
The New Order never bothered me. On
the contrary, it’s pretty much what I was hoping for. I like to settle in for a long single-player
session. I like the notion that after an
hour or two, I will have barely scratched the surface, that there’s a lot more
to go, as long as it stays fun and varied.
I also liked
reading The Wheel of Time, so take
away from that what you will.
* * *
It’s always
strange to find a well-done story in an FPS.
They’re not unknown, exactly, and the genre has undeniably become more sophisticated
and nuanced since the days when these games were all just called “Doom-clones”. But this is still a genre where most of the
development time goes into making sure that the guns all look, sound, and feel
as much like real guns as possible.
Probably more so than most other genres, FPSes are intensely
technology-driven.
So to see
the story well done, even occasionally thoughtful, in Wolfenstein: The New Order is pretty surprising. I don’t necessarily mean this as an insult to
the rest of the Wolfenstein franchise, but Wolfenstein
3D was created by Id Software, famous at one point for the belief that
games need a story about as badly as porn does.
Granted, they simply oversaw the development of The New Order, rather than making it themselves, but still.
To start, I wouldn’t
even call it the right kind of stupid, because honestly, it’s not any kind of stupid.
It looks like it should be
stupid. The hero, William J. “B.J.”
Blaskowicz, looks like the dictionary definition of a meathead: A tall,
broad-shouldered, crew-cut soldier with the build of a heavyweight MMA fighter
and a jaw that could only be more square if it was rendered using a single, actual
square. His voice is low and rough,
raspy even when he whispers, and there’s a hint of a Texas drawl. George
Washington was not this American. And
Blaskowicz is not always terribly thoughtful.
Yet The New Order is smart with his
characterization. It understands that a
person like Captain Blaskowicz is not going to be well-balanced. His tendency to attack Nazis on sight –
including a former Nazi in the resistance group, before he knows better – comes
from years spent fighting them. His
fervent belief in America (he believes in America the way some people believe
in God) seems to come from a deep-rooted need,
more than anything else, to believe that there must be some group that is as
good as the Nazis are evil, which can stand against them. He doesn’t take it well when it’s pointed out
to him by a black man that America has its own uncomfortable problems with
race, and that from this character’s perspective, the average white American
(of whom Blaskowicz is practically the poster child) isn’t nearly as different
from the Nazis as Blaskowicz would like to believe.
That The Last Order even had an exchange like
that surprised me. I’m not knowledgeable
enough about these things to say for sure how well it was handled, but I was
impressed at the way the game let the exchange play out, without
compromise. I can’t recall the exact
dialogue. The character making the point
is J, who is heavily implied to be Jimi Hendrix in this alternate history of
how the war played out. But I don’t need
to recall the exact dialogue. The point
of J’s argument is pretty clear.
It goes
something like this: “You want to think of America as this place of pure
equality and freedom, and it’s not.
There’s a deep hypocrisy in it when it comes to people like me, and the
truth is we have it pretty bad there. Our
problems aren’t institutionalized like they are here in the heart of Nazi Germany,
but in some ways that’s worse. It’s
easier to repeal laws than it is to repeal a deeply entrenched, culturally
embedded mindset that’s upheld by tradition in a thousand subtle ways. And don’t try to bullshit me on this. You can’t; whatever you might think about it, I know.”
And the
thing that impresses me about it is that there is no compromising, no
mealy-mouthed revisionism or white-washing of the facts. J says it, and B.J. can only clench his fists
in futility and fume about the ugly truth of it.
In a lot of
ways, that was the kind thing that kept surprising me about The New Order: the way that it kept
bringing up these surprisingly well-written passages. Here’s one from the opening, where B.J. is
dreaming of a future he becomes increasingly sure he’ll never have:
“…children, a dog, and I see someone. I think I see someone. These things, none of it for me. I move by roaring engines, among warriors. We come from the night.”
So The New Order takes this character who
has been little more than a mere avatar, who had less personality than Mario,
and gave him a personality. We glimpse it
in flashes, here and there; it’s sketched in more than spelled out. But that works. It suggests more than it says, and gives us
space to imagine and be curious.
It’s
funny. The game is billed mostly as a
balls-to-the-wall action extravaganza.
And it is that, more or less. As
in Wolfenstein 3D of yore, you will
stride to victory over a mountain of bloody, ragged corpses. But just as the game unexpectedly rewards
careful planning and a certain amount of stealth, so does the story have these
quiet, thoughtful moments, where you see the toll this type of conflict is
taking on the characters. Blaskowicz and
Solid Snake could have some conversations, I’m sure.
And through
it all is a sense of uncertainty about the purpose of everything he’s doing. “Is there anything left worth saving?” he
wonders. And well he might, because in The New Order, the Nazis have won.
* * *
Wolfenstein: The New Order doesn’t beat
you about the head and shoulders with its backstory. It lets you play through some of it. The first chapter of the game takes place in
1946. Germany is winning the war. Those of you who know your history already know
that something is off. There is a
scientist on the German side, Wilhelm Strasse, who is usually called General
Deathshead by the Allies. Strasse would
like you to know, however, that despite his name, he is a very happy man, and
he would prefer you say his name in German, because it sounds wrong in English. Toten…
kopf. This man is basically the
reason Germany is winning. His
inventions, decades ahead of their time, have given Germany the edge. The game opens with B.J. Blaskowicz on a last
desperate mission to infiltrate Deathshead’s fortress and eliminate him.
The mission
fails.
While
attempting to escape after everything goes pear-shaped, Blaskowicz is caught in
an explosion. Shrapnel is embedded in
his brain.
He spends
the next fourteen years in a catatonic state.
When he finally
wakes up, it’s 1960, and the Nazis have won.
They conquered all of Europe, Russia, Africa, and the British
Isles. They forced the U.S. to surrender
by dropping an atom bomb on New York and vaporizing Manhattan. They have most of China (and are in the
process of taking the rest). B.J., in
the one real narrative misstep, comes back to the world pretty much as he left
it fourteen years ago, without a trace of muscular atrophy and only a passing
mention of any dizziness or disorientation.
From the
asylum where he was being cared for, Blaskowicz makes his way to Berlin, where any
resistance groups’ members are imprisoned.
There, he breaks out whichever support character you saved in the
beginning of the game, and is led to the re-formed Kreisau Circle, the
resistance group from the previous game.
MachineGames,
who developed The New Order, took a
page out of Half-Life 2’s book and
opted not to force-feed you the events of the fourteen years our hero spent in
catatonia. Throughout the game (mainly
in the resistance group’s headquarters), you’ll find significant newspaper
clippings posted, which will give you snippets of the history you’ve
missed. You’re left to read these or
ignore them as you like, and put the pieces together on your own. But they don’t want to just tell you what
happened. They want to show you the
effects of it.
So you have
weird little oddities like Die Kafer, a group of four musicians from Britain
(Liverpool, to be exact), who are forced to either learn to sing pro-Nazi songs,
and in German, or face jail time and banning.
You have other bits of strangeness like The Animals’ “House of the
Rising Sun” being sung in German, to the accompaniment of tuba and accordion. It doesn’t add much to the play of the game,
but it’s a nice little touch of “what if” that you don’t often see.
* * *
In a way, it’s
frustrating to say that a game is more than the sum of its parts, because the
sum is much harder to describe than the parts are. But that’s exactly where I find myself with Wolfenstein: The New Order. There isn’t one thing I can single out and
say “This! This is what’s great about
this game!” Because the honest truth of
it is that there is no one thing that really excels about The New Order. It’s just put
together exceptionally well. Everything
is solid, everything fits so neatly
and tightly together. It’s difficult not
to recommend. About the only turn-off I
can see for anyone would be the violence.
I wouldn’t
call the violence in The New Order excessive, but I would say it’s unflinching. If you shoot someone in the head with a
shotgun at close range, you have to expect that you’re going to have a mess on
your hands. That’s just an inescapable
fact. The New Order doesn’t really revel
in that violence, or shove your face in it, or allow you (or command you) to do
outlandish, over-the-top things. But by
the same token, it never shies away from that violence, and the technology is
good enough that you can see things only trauma ward doctors and nurses
typically do.
As I think
about The New Order, I keep coming
back to one of the big questions of its story, asked early on, which is “what point is there in fighting?” There is
no more war. The Nazis are entrenched everywhere, and have been so for nearly
14 years. There’s a whole generation of
children growing up indoctrinated with Nazi ideology, for whom the Nazis’ ideas
of right and wrong came to them as naturally as mother’s milk. They are in the process of wiping out whole
cultures, destroying them and sculpting the remains in the Nazis’ own
image. So what if you kill Deathshead (who is implied to be the real power
in the world)? You killed a leader – big
deal. The whole institution of Nazism,
and the world it dominates, is still there, and it’s going to fall apart just
because one man died, no matter who that man is. It will take a lot more than that to topple
an established government.
This
unspoken despair is part of the story, too.
The answer to it is not comforting, but it’s probably the best answer
you could hope for in these circumstances.
“We fight because we have to, because we must, because we can’t do
anything else”.
Bleak, but
compelling.
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