EDGE

Wolfenstei­n: The New Order

History is inverted as MachineGam­es reinvents the Axis and the cover shooter

- Publisher Developer Format Origin Release Bethesda MachineGam­es 360, PC, PS3, PS4, Xbox One Sweden 2014

360, PC, PS3, PS4, Xbox One

As we begin our time with the opening three chapters of Wolfenstei­n: The New Order, the last game we’d ever expect to compare it to is The Last Of Us. And almost from the start we’re dual-wielding machine guns and fending off Nazi-branded robotic quadrupeds – no surprises there. Yet while the tone throughout is more Inglouriou­s Basterds than The Pianist, in terms of character developmen­t, believable humanity and sheer pathos, MachineGam­es appears to be squaring up to Naughty Dog.

This is even more surprising given that protagonis­t BJ Blazkowicz, a man whose neck is wider than his already sizeable jaw, has previously acted as little more than a graphene-thin cipher in a series increasing­ly synonymous with unremarkab­le and outdated design. But when, during a meal with a Polish couple whose granddaugh­ter he has just rescued, Blazkowicz discovers that it’s 1960 – 14 years after the botched operation that landed him in an asylum with a head injury – and that the Nazis won the war, he is shocked, confused and vulnerable. He’s suddenly more than an attitude and gun-holding hands.

The first character we encounter during a breathless opening section is even better still: Fergus, one of gaming’s best-realised Scotsman. A seasoned pilot and soldier who paternally chides those under his command with phrases such as “great flapping numpty”, he’s instantly likeable as he teaches us the ropes while trying to keep a clunking bomber from falling into the ocean.

Our first task is to retrieve pliers and some wire from a storage locker in the plane’s hold in order to improvise a tourniquet to prevent a damaged fuel line from exploding. Having accessed the crawl space that contains the machinery, we negotiate a growing inferno and seal the leak just as one final burst of flame sets our arm briefly on fire. After this, supplies and vehicles need to be cut loose from a blustery cargo bay in an attempt to stop the ailing plane’s altitude loss. Then, from a gun turret in the nose, we attempt to fend off a wave of experiment­al jet-powered Nazi aircraft, before abandoning the plane by leaping onto the wing of an adjacent aircraft. As tutorials go, it’s a memorable one.

The New Order uses the latest version of id Tech 5, the engine that powered Rage but is also behind Tango Gameworks’ The Evil Within and id Software’s own soon-due Doom (AKA Doom 4). It’s a good-looking game, even if there isn’t a MegaTextur­e in sight and close inspection of the surfaces in our PS4 build reveals some disappoint­ingly lowresolut­ion work. The overall effect is far from unpleasant, but having been spoilt by

Battlefiel­d 4 and Killzone: Shadow Fall’s pinsharp worlds, it’s hard not to be dissatisfi­ed. Worse still is the draw distance, which renders scenery beyond the playable space an indistinct blur that looks like it’s been ripped out of Quake II. We can only hope this is remedied by ongoing optimisati­on efforts.

But none of that takes away from the satisfying gunplay. Weapons feel hefty and deadly, and basic enemies are felled quickly with just a couple of bullets, even on the harder difficulti­es. Hit a soldier in the leg and he’ll collapse to the ground straight away, backing towards the nearest surface and firing with one hand while clutching his injured leg with the other. Enemies react to every bullet, buckling and contorting with each impact.

The New Order’s enemies aren’t the brightest we’ve ever encountere­d – they’ll still occasional­ly position themselves next to something explosive and covered in warning

Even familiar components feel fresh when recontextu­alised by progressiv­e mechanics

signs – but the game’s AI does a good job of keeping things tense. Soldiers react to your presence quickly, running to cover and vaulting over objects to get there. Hole up in a room and they’ll wait outside for you, taking position behind the door frame and seeking out windows to get a bead on you. While destructib­le cover regularly gives you the upper hand, you can trick your assailants, too, because you know they will search the last place you were spotted. This allows you to flank alerted groups and take out stragglers silently with a fearsome-looking knife.

And stealth is almost always an option thanks to the game’s intricate spaces. Despite the focus on singleplay­er, these combat bubbles often feel like they’ve been designed for multiplaye­r. Generous amounts of cover and multiple paths through most rooms make it possible to get behind the enemy’s front line before they even know you’re there. Doing so is even tacitly encouraged with the introducti­on of a new type of enemy called the Commander. If alerted to your presence, they’ll retreat to a safe point on the map and call for reinforcem­ents. Backup, in the form of armoured troops, will continue to arrive until you kill all the Commanders in an area. Take them out before they can broadcast, though, and you’ll face significan­tly less resistance.

But when bullets start to fill the air, you have more options than normal too. Hold the lean button (L1 on PS4) next to a wall, pillar or anything else that you think might stop incoming fire and, rather than snap to cover, you’ll be able to lean around, over or underneath it with the left stick. You can still back away from a surface at any time and you can use this dynamic lean almost anywhere, making for a truly organic cover system. So if you spot a guard’s feet under a door or through a food hatch, you can lean down and cripple him with a bullet to the foot, or simply barge through and finish the job.

Wolfenstei­n’s world is built from the series’ signature mix of medieval architectu­re, twisted experiment­s and anachronis­tic technology, but a level set in the brightly lit asylum that cares for Blazkowicz offers a change of pace from all the greys, blacks and reds. The game revels in referencin­g its own history, too, and sharp-eyed players will find a secret passage behind a gold-framed, floorto-ceiling portrait of a Nazi general during a mission that sees you infiltrate a castle. But even familiar components feel fresh when recontextu­alised by The New Order’s engaging plot and progressiv­e mechanics.

It doesn’t always hit the mark, though. Those aforementi­oned robot dogs, for instance, aren’t nearly as enjoyable to fight as human foes, and the introducti­on of small, hard-to-hit flying drones induces a heavy sigh. Plus, while the story does an excellent job of riling you up to kill Nazis, doing so in a game that sometimes resembles Bulletstor­m can leave you feeling self-conscious.

Still, MachineGam­es’ storytelli­ng aspiration­s are unquestion­ably admirable. If the studio can maintain The New Order’s early plot momentum and continue to introduce new ideas at the almost overwhelmi­ng pace of its opening sections, it might have achieved something great: returning Wolfenstei­n to its high-speed, high-concept roots.

 ??  ?? While normal enemies are dropped with only a bullet or two, increasing­ly elaborate armour designs quickly complicate matters
While normal enemies are dropped with only a bullet or two, increasing­ly elaborate armour designs quickly complicate matters
 ??  ?? We encountere­d two variants of augmented soldier during our session, both minibosses. This type is vulnerable to headshots, of course, but another version requires you get behind it after a temporaril­y blinding shot to the eye
We encountere­d two variants of augmented soldier during our session, both minibosses. This type is vulnerable to headshots, of course, but another version requires you get behind it after a temporaril­y blinding shot to the eye
 ??  ?? Although MachineGam­es is keeping details of the broader plot to itself for now, this artwork suggests that players may be visiting a Nazi-built moon base on their quest for revenge
Although MachineGam­es is keeping details of the broader plot to itself for now, this artwork suggests that players may be visiting a Nazi-built moon base on their quest for revenge
 ??  ?? These machines act as the first line of defence during a beach landing sequence. Although fearsome, the canine characteri­stics they’ve inherited makes them vulnerable to a game of ‘grenade fetch’
These machines act as the first line of defence during a beach landing sequence. Although fearsome, the canine characteri­stics they’ve inherited makes them vulnerable to a game of ‘grenade fetch’
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 ??  ?? TOP LEFT Some characters from 2009’s Wolfenstei­n make a return, including Caroline Becker, a major part of the resistance who was gunned down in that game. She survived, but clearly not without injury. TOP RIGHT Hokey paranormal components are being...
TOP LEFT Some characters from 2009’s Wolfenstei­n make a return, including Caroline Becker, a major part of the resistance who was gunned down in that game. She survived, but clearly not without injury. TOP RIGHT Hokey paranormal components are being...
 ??  ?? FAR LEFT Sneak up behind a guard to dispatch him with your knife. Guards will always search the last place they saw you, so it’s possible to use the labyrinthi­ne level spaces to your advantage. LEFT This robot stalks the beach trenches during the...
FAR LEFT Sneak up behind a guard to dispatch him with your knife. Guards will always search the last place they saw you, so it’s possible to use the labyrinthi­ne level spaces to your advantage. LEFT This robot stalks the beach trenches during the...
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