BioShock Wolfenstein: The New and Infinite Order
https://basementmtl.blogspot.com/2015/04/bioshock-wolfenstein-new-and-infinite.html
Wolfenstein: The New Order is a
game at the mercy of its story. Depending on how you take this statement,
you’ll either enjoy the game immensely, or else find the experience to feel
oddly disjointed and lacking in prolonged action sequences. Thankfully, I found
my time with Wolfenstein to be memorable, largely because of how progressive it
feels as a Hollywood experience.
In an early level of Wolfenstein, the player is forced
to engage with an NPC in order to progress the game’s story. The screen shifts
from the game’s first-person perspective to a view of protagonist Captain
William Blazkowicz (or as he’s known around the local brothel, Captain “B.J.”).
Given voice, he speaks with passion. Strange, I thought, this cutscene almost
looks like a movie. The characters seemed to emote and their lines flowed
organically as human beings often do when they engage in conversation (how many
games have you played where the lines delivered felt stilted and unlike
anything people actually say in real life?).
More curious, the NPCs in the background weren’t
stuttering in place, and their faces weren’t blank and inexpressive. It was at
this moment, some twenty minutes into the game, when I learned that Wolfenstein
would be married to its world and characters, and that developer Machinegames’ aim
of entertaining the single-player consumer had paid off. For better or for worse,
this was a game with an enormous attention toward providing players with a
cinematic experience.
As an intrepid RPG enthusiast, the fact that Wolfenstein
takes itself seriously enough to craft a world worth investing time into is a
clear win in my books; a check mark in my proverbial book so large that all men
who stare at it would feel inadequate and shamed by its phallic beauty. What
this means for the average gamer is that each of the game’s levels (with the
exception of one terribly out of place early one) is crafted with the game’s
story in mind.
The amount of detail oozing from its porous contextualization
is overwhelming at times. Every section of the game spoon feeds you (mostly
through newspaper snippets, but also through NPC banter) more and more about
its futurism: How the Nazis were able to vanquish the Soviets through internal
revolt, how China and Japan fell and how their countries were divided into
smaller self-governing nations, what concentration camps would become following
the initial genocides, etc. Its grandiosity is moving in all the ways that
Fringe, Blade Runner, Neuromancer and other sci fi greats manage to excite our
minds with thoughts of the future (or in this case, the past that never
happened but could have).
In short, Wolfenstein is a game that wins specifically
because it succeeds as a cinematic experience and because its developers treat
the game’s world and lore with the care that one would expect from Nazi moon
bases. In other words, it doesn’t undermine the threat that the Nazis posed to
the Allied forces, nor does it point its finger by asking you to stare
pensively outside a window while it rains. For every moment spent gawking at a
small band of enemies helping one another after a scripted explosion causes
great damage to their ranks, the player is met with a smaller battle between a
man wanting desperately to spend a sunny afternoon with the
woman he loves. The story is used to great effect because it’s made personal; relatable;
honest. And it’s a pretty decent
shooter.