The rights and wrongs of Wolfenstein 2: The New Colossus

Wolfenstein 3D

World War II rages. The Nazis are planning to build an unstoppable, mutant army. On a mission to steal the secret plans, you were captured and imprisoned. Now, a lucky break gives you the chance to escape, but a maze of passages and trigger-happy Nazis stand in your way.

Wolfenstein 2: The New Colossus was a rip-roaring science-fiction romp through an alternate history. It was, as Edwin more eloquently said in his Wolfenstein 2 review, "vicious, affecting, witty, spaced-out, crude, inventive, morbid and for the most part, a success."

But while we all merrily mashed Nazis in 1960s America, developers at MachineGames cringed at a parade of things we didn't see - the "I"s which weren't dotted, the "T"s uncrossed. Andreas jerfors was one such developer, the senior game designer for Wolfenstein 2, and in a talk at Digital Dragons 2018 in Poland last week he outlined what he thought went well, and what he thought didn't.

Take stealth, for instance. The idea was for Wolfenstein 2 to cater to three playstyles: mayhem, tactical and stealth. The first two were fine but stealth was weak. "Sometimes it felt inconsistent," jerfors said in his talk. Enemies discovered you too easily and too often, and you'd be left with no choice but to fight. "We didn't spend enough resources and attention on stealth." He thinks it's because not enough people believed in stealth across the company so it didn't have the creative buy-in it needed to really work.

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