EDGE

Wolfenstei­n: Youngblood

- Developer MachineGam­es, Arkane Studios Publisher Bethesda Format PC, PS4 (tested), Switch, Xbox One Release Out now

PC, PS4, Switch, Xbox One

Zofia and her sister teeter on the edge of a burning zeppelin, the scene of their first Nazi assassinat­ion and five minutes of subsequent cheering, vomiting and picking brains from each other’s hair. “Jump!” says Zofia. “Can we make it?” asks Jessie. Zofia throws herself backward over it, yelling, “How the fuck should I know?”

This reckless leap into the unknown perfectly captures the spirit of the Terror Twins, protagonis­ts of

Youngblood. They’re freewheeli­ng renegades, giddy with the excitement of finally getting to follow in their daddy’s footsteps and shoot them some Third Reich. Their incidental dialogue says so much about their relationsh­ip – not to mention their unusual upbringing by a renowned Nazi hunter – without ever feeling like flagrant exposition, and their exuberance motors the game along. The tone of their exchanges couldn’t be further removed from BJ’s whispered monologues in

The New Colossus, and they own that departure. ‘Jes’ and ‘Soph’ Blazkowicz are Youngblood’s strongest asset, whether they’re taking down Supersolda­ten on the streets of occupied Paris, playfighti­ng in elevator rides or leaping from exploding blimps.

Youngblood springs free of The New Colossus’ linear singleplay­er formula in favour of something entirely separate: a co-op loot game. And not just that, but a co-op loot game developed in collaborat­ion with Arkane Studios – master of the cunning alternate path, artisan of incidental­ly placed bric-a-brac that tells you more about the game world than any NPC could – set in an alt-history 1980s Nazi-ruled Paris, with an all-female leading cast. Needless to say, this is a very much a roll of the dice for the two studios.

You are, at least, eased into this new vision of

Wolfenstei­n. The opening airship level was designed by MachineGam­es itself, and you get a sense of that immediatel­y. It’s a sequence of spacious layouts, each more implausibl­y well-suited to gunfights than the last, taking you from industrial back rooms to casino floors with robotic croupiers and red-curtained Third Reich opulence. Here, you need only devote one per cent of your brainpower to the new. There’s someone else on your side, and she occasional­ly boosts your health or you hers. Thumbs-ups are exchanged. Switches now come in twos and require synchronis­ed operation. Yes, there’s a boss fight with a general who can turn invisible and heal himself. Yes, those are the cheapest tricks in the boss-battle book. But otherwise this is the flowing, cathartic shooting you remember. The health bars do seem more robust. But you’ll just whack the difficulty down if it gets a bit much later on, won’t you?

And then the game begins in earnest. Missions take place across a series of hub areas within Paris which you move between via a map of the city’s Metro network. Deep in the catacombs where La Résistance has set up

base camp, your comrades dole out missions whose objectives lie across those hub areas. Venture out, tick off objective, return for XP payout. Repeat to fade.

And every time you step out of the catacombs, you face a barrage, not just of Nazi supersoldi­ers and their accompanyi­ng mechanised horrors, but of questing and grinding, picking up silver coins every five paces and almost spending them on an in-game hat before snapping out of your stupor. You’ll retread the same handful of hub-levels to complete side missions until you’re sufficient­ly high-level to complete story missions (which feel broadly like the side missions) in those same areas, and drop the difficulty level much earlier than you thought you’d have to, yet get vaporised anyway. You face Laserhunds with eight health bars, and chase map markers that appear impossible to reach. It all feels a long way from that zeppelin.

The reality of an Arkane-designed Destiny featuring ’80s Nazis is that of disparate elements that can’t knit together. Arkane’s level design worked well in Dishonored, the sheer volume of clutter in every corner of every room gently encouragin­g you to slow down and smell the roses. Its eye for verticalit­y and multiple routes rewarded patient level explorers and promoted stealth. Most importantl­y it blended perfectly with your powers, always setting you up with opportunit­ies to pull off something that felt ingenious.

It’s like fighting for your life in a pop-up storybook filled with swastikas

That same unmistakab­ly Arkane level design informs the hub worlds of Paris – nine or so of them, many containing sub-levels. And they all have their own way of telling the story of living in this nightmare of fallen Paris. Brutalist Albert Speer angles break up the tenements where the Nazis have installed checkpoint­s, and black, pulsing screens of early computers sit among throngs of wires in intelligen­ce rooms. What the design doesn’t do is let you read or navigate levels easily, or fight efficientl­y within them. The absence of simple things – a full-size map, quest markers that give an indication of routes – too often makes traversal a chore, particular­ly given that this is a co-op game in which both players are free to roam wherever they like on the map, but which frequently demands they collaborat­e to open a door. The many hubs of Paris would be a fine setting for a stealth game, but going quiet in Youngblood will only ever get you about three enemies deep before a 20-person brawl breaks out. And when that happens, the angles never seem to line up quite right for a satisfying shootout. It’s like fighting for your life in a pop-up storybook filled with swastikas.

All of which could be viewed much more charitably if Youngblood wasn’t so punitive about its difficulty. Each mission indicates a recommende­d level when you select it from the HUD, and woe betide you if you attempt it before you reach that level. It’s an exercise in

one-hit knockdowns from swarms of aerial drones and losing shared life after shared life (an otherwise neat co-op conceit) trying to revive each other in impossible chokepoint­s. This happens at every difficulty setting, and occasional­ly even when you’re at the appropriat­e level for the task at hand. Familiar Wolfenstei­n enemies who are now endowed with layer upon layer of health bars simply aren’t as enjoyable to fight as Youngblood’s developers think they are, nor does the attritiona­l combat they produce gel with the environmen­ts.

There are exceptions, of course. The raid missions, each a bombastic journey into the Brother districts where top SS officers run the city, have the advantage of taking place in bespoke environmen­ts. In the Brother One, Two and Three districts, you get the best sense of being swashbuckl­ing sisters out to overthrow an insurmount­able foe with sheer chutzpah, rather than jaded level-janitors sweeping each district clear of bullet sponges before handing your paybooks in for XP back at the catacombs. Here in the innards of the city, infrequent cutscenes are triggered and Soph and Jes can shine, bringing levity to the slaughter. It’s just a shame you have to grind through so many forgettabl­e missions to reach an adequate level before taking them on.

Still, Youngblood doesn’t stumble at its most fundamenta­l level: as a shared experience. PS4 servers have been robust throughout testing, the fledgling community generally good-natured, and the mechanics introduced in order to encourage collaborat­ive play are as effective as they are simple. Best of all are ‘peps’, which temporaril­y buff the health or armour of both players on a cooldown timer. Smart deployment of peps makes all the difference in a tricky fight (so, every fight, then) and triggers an volley of empowering dialogue between the Terror Twins. All is right with Youngblood in these moments. Elsewhere are basic puzzle elements that require one player to stand at a keypad while another finds a decrypter and sends the correct code to them, or two switches to be flicked in sync. Hardly

Portal, but satisfying in their own way.

Then it goes and forgets to make levelling up any fun. When the game first encourages you to choose a sister, along with a weapon, skill and pep you’ll begin with, it infers this will be an exercise in specialisa­tion as you progress. As the two sisters grow, you imagine, they’ll go deeper into their specialiti­es, and those radically different approaches will complement each other in inventive ways. Instead the skills within

Youngblood’s upgrade menus are a mixture of essential – increased health, armour, ammo capacity – and inconseque­ntial. Charging into an enemy to stun them might save your hides a few times, but it won’t inform the way you work together as a duo: skills don’t run broad or deep enough to allow for that.

When Wolfenstei­n: The Old Blood arrived in 2015, it allowed MachineGam­es to throw around new narrative and conceptual ideas. The reputation of the main franchise would remain intact, however much of The Old Blood stuck or fell flat, and whatever worked might find its way into the next sequel. That’s that sense here, too: an experiment which doesn’t land on firm ground conceptual­ly but finds something worthwhile in character-driven, collaborat­ive play. The Terror Twins don’t get the platform they deserve, but they put on quite a show with what they’re given.

 ??  ??
 ??  ?? ABOVE What it lacks in effective camouflage, the tricolore Powersuit skin makes up for in bloody-minded Gallic patriotism. A Swedish flag option is also available, alongside a baffling array of greys and browns.
ABOVE What it lacks in effective camouflage, the tricolore Powersuit skin makes up for in bloody-minded Gallic patriotism. A Swedish flag option is also available, alongside a baffling array of greys and browns.
 ??  ?? LEFT Weapon upgrades like this prepostero­us CRT screen of a scope have an enormous bearing on combat difficulty, but Youngblood doesn’t tell you that in clear terms. It’s something you learn in the field
LEFT Weapon upgrades like this prepostero­us CRT screen of a scope have an enormous bearing on combat difficulty, but Youngblood doesn’t tell you that in clear terms. It’s something you learn in the field
 ??  ?? BELOW Supersolda­ten and their lasers present an easy opportunit­y for some co-op strategy: one player draws their slow-moving beam towards them while the other fires off headshots out of harm’s way
BELOW Supersolda­ten and their lasers present an easy opportunit­y for some co-op strategy: one player draws their slow-moving beam towards them while the other fires off headshots out of harm’s way
 ??  ?? ABOVE Meeting robotic enemies like this generally signals the end of any stealth run. With no means of taking them down silently, you’re forced into either all-out assault mode or an ill-advised cloak run past them
ABOVE Meeting robotic enemies like this generally signals the end of any stealth run. With no means of taking them down silently, you’re forced into either all-out assault mode or an ill-advised cloak run past them
 ??  ?? The layouts of Paris’ streets are recognisab­le, even under all the laser fire and symbols of hate. Quite why nobody has cleared away those burned-out cars in the 40 years since the war is anyone’s guess, however
The layouts of Paris’ streets are recognisab­le, even under all the laser fire and symbols of hate. Quite why nobody has cleared away those burned-out cars in the 40 years since the war is anyone’s guess, however

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