at several points in the duration of the new colossus, i have to admit i enjoyed it more than the new order. that's not a reflection of the quality of the new colossus - everything is worse here - but it's a reflection of the fact that i can play this kind of game on PC now. no doubt in my mind if i had played this on console i would have thoroughly hated it. mastery of doom '16 and even eternal on console is achievable, because despite being pc games at their core the tenets of their mechanics (forward momentum at all costs, easily defined hurtboxes and hitboxes, hit and run strategy, weapon chaining, enemy prioritization) are within the realm of gamepad execution. ultraviolence, demanding though it is on a pad, remains an exhilarating affair. wolfenstein, with its emphasis on overwhelming the player, is far too reactive to have struck such a balance. your reliance on headshots and general precision is too great, your movement too improvisational and prone to jerking around, your fight against enemies who can rip you apart is breathless and unabated, all while no resources exist to readily replenish you. these games are simply more at home in this environment. so i did end up having fun, with the difficulty tuned up to my liking, at times greatly so, but there's a paucity of virtues here actively enabling that enjoyment. everything here feels like a first draft, so there's not actually a lot of refinement to the formula, but rather a feeling that things have been pared down, particularly with regards to stealth - not only are your approaches generally more restrictive due to less intricate level design, but your objectives are placed too 'conveniently' (ie the commander, who may call in reinforcements if alerted, is almost always just before the next segment of the level) for their consequences to matter. this also ends up greatly frustrating in the case of the titles optional ubercommandos, equipped wIth kampfpistoles that can easily knock you down and slug you while you're getting up, forcing you to restart several of those segments from the point of origin.

some of the loudest umbrage concerns the issues people have levied with the titles level design, actually. and its true that exploring this cluttered, often inadvertently abstruse geometry often yields little purpose or reward, and sparks no imagination. there's a moment halfway through when you gain access to one of three movement options, for instance, and as soon as you think levels will open up as a result, what ends up happening is the next barrier to progress will simply have three methods of progression all literally right next to each other (in this case a gate, a vent, and a window) to accommodate you and make sure you didn't have to look too hard. even beyond several frustrating incidents like this, in general i think this games problem has less to do with its errant level design and far more to do with its lack of meaningful escalation. the worst offender of this would have to be the final level reusing one of the opening levels environments to do much of the same, culminating in a shrewd arena fight that's only a little bit more taxing than its predecessors, and before you know it the games abruptly over in ten minutes. but there are several instances of this kind of deflation, partially a result of the games lack of evolution and scale. a dream sequence played out for subversion hardly feels like a climax because anyone paying attention can recognize it's a dream; a trip to venus that invokes the aesthetics of doom hardly feels as playful, missing the spark of adventure often found in the new order; a title depicting revolution spends so little time with any perspective that isn't BJ's.

that last point is crucial, because the new colossus is endlessly hokey. any intriguing subtext raised in the first half is promptly dropped in the second, where the game quickly becomes more embarrassing by the stage (either be a machismo-laden power fantasy or don't, stop interrogating this thread half-heartedly especially if you're going to contradict all of your imagery). configuring its assault on nazi ideology through a lukewarm 'the old shall perish at the hands of the progressive young' lens or, worse yet, a game about abusive parenting, ends up really cartoonishly flattening a great deal of the games narrative threads and stakes. BJ, the only mover and shaker in the story, is the only perspective afforded any material representation, so despite being a story about revolution enlisting all walks of life one never gets the sense they're truly liberating anyone, changing anyone's ways of lives, or making any sort of impact. by the time the game resolves what little conflict against its antagonist it had, and it closes on a truly awful cover of a song i won't be spoiling, it becomes apparent it couldn't have ended any other way.

don't be surprised if this eventually turns to 1/5, is all im saying (it did, i can't stand this kind of superficial treatise that people regard highly that nevertheless remains every bit as regressive and annoying as other works before it). discussing whether or not a game has 'aged' mechanically often gives me pause, in part for me because it's difficult to definitively say that they can, but wolfenstein II is an instance of an all-too common type of game: one that has aged narratively. and it's only going to get worse and worse from here on out

Reviewed on Sep 21, 2021


3 Comments


2 years ago

You nailed the point about perspective. New Order was effective at showing different points of view on how nazi rule destroyed lives of people. Wasn't terribly deep or anything, but it won on sheer number and diversity of such stories. New Collossus instead puts nearly all of its emotional stakes on BJ's shoulders and wastes them on a childish conflict about bad racist dad with no subtlety or nuance. Just a total blunder that shows writers didn't quite understand where the first game resonated with people.

2 years ago

^"in the New Order, the Nazis are actual Nazis. In the New Colossus, the Nazis are your dad.". There's so much self-indulgence in the New Colossus' writing and you could tell that the European writers were out of their scope writing a game with an American setting. There's a lot of stupid stuff that just doesn't make any sense in historical precedent, like the southern religious preacher guy who is also a communist.

2 years ago

^ That character was based on an actual historical movement, communism, and what would be considered communism today, were relatively popular in the USA before the Cold War, and a reasonable amount of modern preachers still endorse socialistic ideals based on christian principles.