Video games may be an
art form, but it’s hard to separate them from the mechanical
underpinnings. Yeah, that’s probably
true of every art form, but given that games are built on technology, it’s more
than a little pronounced. So while in a
lot of ways, it’s easy to understand why there are so many shooters (even if
you’re not willing to welcome them): the mechanics are the simplest way to
create a relationship between a real player and a virtual world. Take aim, pull a trigger button, and things
happen. It’s a hard formula to screw up,
even if it is less than preferable to others.
I’m not even going to
pretend like I know everything/anything about shooters, but I can do something like that for fighting
games. Even if you don’t have any skill
with them, it only takes a glance to realize that there are systems and
particulars that go into each one, making them different across the board. True, there are lessons and concepts that
carry over from game-to-game, but Street
Fighter 4 is not the same game as, say, Street
Fighter X Tekken.
There are surface-level
elements, like those unique systems; there are deeper elements, like
preparation and tactics; there are elements that you have to learn on the fly,
going from one match to another (someday I’ll learn how to fight Chun-Li) --
and then there’s the super-deep stuff like frame data, proration, and
more. Fighters may have seen a
renaissance over the past half-decade or so, but that’s partly because they’ve
got the depth -- at every level -- that can satisfy a player. It’s what makes fighters one of the purest
game genres out there.
I bring all this up
because I think that’s part of the appeal of Wolfenstein: The New Order. And
it’s part of the reason why it’s not only the best game I’ve looked at for the
ShootStravaganza, but maybe one of the best next-gen games so far…even though
that doesn’t really mean very much at this stage, but whatever.
I’m surprised that I
like TNO as much as I do. If I remember right, the last one wasn’t
anything worth getting excited about -- the definition of generic, according to
what I’d heard. And of course, it was
“just another shooter” which raised every red flag under the sun. It seemed like something worth skipping, and
something I could just ignore until it went away -- buried and forgotten by the
gaming populace. Imagine my surprise,
then, when it gets into player hands and they actually spare it some kind
words.
Now, let’s be real here. I’m not holding up TNO as a shining example of modern gaming, quality, or any of
that. It’s not the second coming, and
nowhere near a killer app for any of the next-gen systems. So no, this isn’t the game that justifies the
existence of the PS4; it may be good (and better than it has any right to be),
but it’s not without fault, and is still a little
generic instead of being nothing but. But damn, I’ll GLADLY take it over Second Son and Watch Dogs. TNO wins by default, just by virtue of
not letting me run into glitches in the first half-hour.
Fortunately, it does
more than that.
Usually this would be
the point where I’d talk about the story, but this time I think I’ll start with
the gameplay. (You shoot lots of
Nazis. That’s 83% of the game’s context
right there.) All the basic controls are
there. Basic run, sprint, throw
grenades, melee attacks, aiming and hip-firing, crouching, silent takedowns --
the usual suspects. Still, there are
some minor wrinkles that set it apart from games like Destiny and Killzone: Shadow
Fall. For one, you can hold down a
button to access a weapon wheel and switch to your arms of choice -- including
the option to dual-wield. (You can also
start dual-wielding by tapping up on the D-pad.)
The action won’t pause
if you access the weapon wheel, so if you want to switch to a different weapon
-- besides the one you last selected, mapped to Triangle -- you’ll have to make
sure you’re in a safe spot. The takeaway
from TNO is that you can hold more
than two weapons at a time -- and as such, you can form a strategy by way of
having access to multiple tools.
What I find supremely
interesting about the game is that, by holding L1, you can lean in pretty much
any direction -- the perfect way to look around a corner, pop out of cover to
shoot, or get even lower to the ground.
I’m almost certain that this mechanic has shown up in other shooters,
but this has to be my first experience with it -- and it makes me wonder why it
isn’t a standard feature (or why it hasn’t become one yet, at least -- if it
hasn’t already).
It gives you the
freedom to move about without gluing yourself to a chest-high wall, and use
cover in a tactical sense. Sure, the Halo games didn’t have a dedicated
“stick to cover” button either, but those had you shuffling about to position
and reposition yourself. In TNO, if you find cover, you can use it
more effectively by leaning around its edges while maintaining your sweet
spot. As it so happens, you can use the
lean to get super-low to the ground, and shoot unsuspecting Nazis in their legs
from the inside of a vent. It allows for
some tactical trolling action, without a doubt.
But controls aside,
there are a lot of surprising elements to TNO. For one, it’s not just straight
running-and-gunning action, which is what you’d expect from the standard
shooter these days. I wouldn’t say
there’s an emphasis on stealth, but
it’s an option that’s always there for you if you decide to take it. That’s made possible by the level design,
which is typically so wide-open that it’s almost disorienting.
Coming off of the Gears of War trilogy and several Halo games, it left me flat-out
disoriented to find I had a map to use.
“Wait, you mean I can go in a different direction besides forward?” I
asked. And at several points, the
realization that I didn’t know where to go hearkened back to an entirely
different genre of games…if not an entirely different era. Considering what
franchise TNO is a part of, I can’t
say that’s too surprising. And of
course, it’s more than welcome.
Using the vents to snag
low shots is far from an isolated incident.
You’re allowed -- and even encouraged -- to search areas for alternate
routes, which can not only lead to health, armor, and items, but lead you to
better vantage points against your enemies.
Pipes, trenches, and alcoves can all lead you to the perfect position,
giving you the chance to form the strategy you want.
You can go pure stealth
and systematically dismantle Nazis by slipping from point-to-point, or you can
go running and gunning, using the land to defend as needed. Or you can mix them both, reducing enemy
numbers so that you can have an easier time with those that remain. Otherwise known as the “Voltech Opts for
Stealth, but Always Botches it and Gets Spotted” Method. In which case, taking advantage of enemy AI
and their habit of investigating piles of dead bodies wins the day.
So in a lot of ways,
you could say that TNO is more Metal Gear Solid than anything
else. I still contend, though, that it’s
got the fighting game DNA flowing through its veins. You may not need to worry about option
selects (whatever the shooter equivalent of that might be), but there’s a lot
to consider on multiple levels. There’s
a certain level of yomi that goes into the game; the competition between you
and it is more pronounced than a number of contemporary shooters.
Like a Street Fighter match, you have your
basic game plan and objective, but you have to make adjustments depending on
the situation -- in accordance with your skill.
Do you have what it takes to run-and-gun? Even if you do, is that the best option
available, in the face of numbers that not only far exceed your own, but run
patrols so that they’ll see you before you see them? Do you have the skills to sneak about? Can you find the perfect line that can let
you dismantle enemy forces?
Actually, now that I
bring up lines, I can’t help but feel like TNO
reminds me of the Tony Hawk
games. Bonus points for that one, then.
With games like Titanfall in our midst -- and with Call of Duty: Advanced Warfare lurching
toward us -- it seems like there’s a conscious effort to add greater mobility
to the standard shooter (mobility, of course, being a key fighting game factor
that can decide entire tier lists). The
idea, I think, is to create a quicker, smoother pace, and thus keep the player
invested in the action. I can get behind
that, so long as it’s done in the right way.
But even without jetpacks or parkour to call its own, TNO still handles mobility pretty
well. The player character isn’t wanting
for speed, and like CoDs before it,
you can slide by going into a crouch while sprinting. Basic stuff, for sure.
But here’s the key
element: you cannot count on
regenerating health in this game.
It’s true that it’s in
there, but it’ll only bring you up to a low threshold (40% of your health, at
most). That makes a huge difference,
believe you me. I remember playing Second Son and enjoying the combat when
I had the freedom to move as I wished -- and hating it when I had to come to a
complete stop and cower behind cover while I waited for my health to
regenerate. It completely slaughtered the pace of the fight -- and it’s safe to
say that it’s a problem that can (if not does) plague every shooter that relies
on the mechanic. TNO doesn’t. If you’re
swarmed by enemies, your life is genuinely in danger.
They’ll tear through
you if you’re not careful, and the mistakes you make in a firefight carry over
to the next until you can find some health.
The threat of failure and defeat are made real. Perceivable.
There are no guaranteed saving graces.
And because of that, it makes the need
to move more important than the ability
to move. “If I stay still and hidden
for a while, everything will be okay” is not the right mindset to have, either
for this game or for shooters in general.
What TNO puts on display is
the right way to do it. You don’t get to
win by relying on a get out of jail free card.
You win by playing intelligently -- by using your tools, your
understanding of the opponent, and your ingenuity to make your strategy work.
So basically, playing TNO will make you ready to take on
Daigo.
…Or maybe not.
Even if the gameplay is
unduly satisfying, I’m still not going to act like it’s without fault. You can go stealthy or go guns blazing, but I
can’t shake the feeling that there’s a lean toward the latter. You can still take a reasonable amount of
damage before you go into the danger zone, while you can do a fair bit more
damage to your enemies.
Getting enemies to move
where you want sometimes comes down to taking advantage of their AI -- popping
just long enough for them to walk toward you and stabbing them. And when you look at the game as a whole, TNO doesn’t do anything that’s
revolutionary. It just does everything
competently. Very much so.
And that’s part of the
problem.
There’s a certain level
of dirtiness to giving TNO praise. It’s hyper-competent, sure, but it’s treading
familiar ground on virtually every account.
What does it say about the state of the video game industry when the
only way to guarantee making a good product is to just do what’s already been
done in the past?
And that goes double
for TNO; I like its individual parts
because they’re parts that could have shown up in shooters from a decade
ago. If that’s the case, then how is it
that modern shooters have managed to go backwards in terms of evolution,
stripping away the good and replacing it with the kind of things that turn me
away from shooters in the first place?
How is the medium supposed to progress if developers don’t learn a
single damn lesson from the past WITHOUT just cribbing on it entirely?
…HOVER.
There’s more that I can
say about the gameplay (and I will later), but for now I want to pay a little
service to the story. Like I said, it
pretty much boils down to “there are Nazis, so shoot ‘em dead”, so in a lot of
ways it’s a little pointless to go into the details. You’re a soldier, there are bad guys; bullets
will fly, and stuff will blow up. Wham,
bam, thank you ma’am.
But again, TNO manages to succeed by doing the
obvious, the basic, and what a number of modern games have failed to do -- and
once more, it comes out stronger because of it.
If you saw my post on Killzone:
Shadow Fall, you know that I noted the complete non-presence of its leading
man Lucas Kellan, and how much it hurt his game (by exposing some really
negative connotations about the player/game/developer relationship). In stark contrast, TNO gives you a character who actually -- get this -- has a character. Granted it’s nothing revolutionary, but you
don’t know how much it helps. You just
don’t know.
And you don’t know how
much I laughed at the realization that its leading man is pretty much just John
Cena. Seriously, the resemblance is
uncanny.
You play as Captain
B.J. Blazkowicz, who at the start of the game is in the midst of a mission to
go wreck some Nazis alongside his fellow soldiers. They think that they can blow through the
enemy forces with their plane, but it’s not long before they run aground and
have to deal with the Nazi’s tech -- giant walkers, robot dogs, flamethrower
chambers, mutant supermen, and the like.
(Probably should’ve mentioned off the bat that this is an alternate
universe take.) Despite their best
efforts, the mission goes awry, and Blazkowicz John Cena is left in a
coma.
Being the
tough-as-nails soldier marine wrestler that he is, Cena makes it
out of his coma…nearly two decades later.
(Without aging, apparently, but whatever.) The Nazis have not only won the war, but have
a stranglehold on the world with their vast resources, cruelty, and ambition. Cena ain’t havin’ that, so he decides to do
the only thing he can: join up with the resistance and take out the forces that
wiped America off the map. All things considered,
it’s the perfect way to spend a Sunday afternoon.
It’s not a foreign
concept for shooters (CoD) to put the
player amid a company of fellow soldiers, but TNO sells it in a way that makes the sequence -- and the inevitable
parting -- actually have weight. They’re
not just filling time, or just doing it as a formality; Cena is a part of a
team, and he legitimately cares about the people who fight alongside him and
save his life routinely.
He’ll show concern for
an injured soldier, give a rookie tips on how to calm down, and just plain
enjoy their presence. That way, when he
DOES lose them, it has weight for both the character and the player. And that weight is allowed, because TNO knows how and when to calm the hell down. It’s not just sound and fury; it paces
itself, and thus accentuates the loud and the quiet moments.
I'm as surprised as you are.
There’s a grave
weariness to Cena, even if he’s engaging as something as cathartic as killing
Nazis. Granted that’s partly established
by him speaking in a slightly-less gravelly Christian Bale Bat-voice (with the
volume turned down to a distractingly low level), but I have a sense of the
character. I get him. And I appreciate him, even if he’s not 100%
amazing.
Still, what I can
appreciate is that he’s not a complete downer; to my surprise, I found that
there are secret points in a level that you can interact with. Inan early level, there’s a broken-down
car. Hit Square, and Cena will climb
into it, pretend to drive it -- while going “vroom vroom” no less -- and
imagine he’s asking out a girl. So
basically, that one instance added to the character, the story, and the game in
one fell swoop.
WHAT EVEN IS THIS GAME AND WHY IS IT AS GOOD AS IT IS?!
It’s also worth paying
some lip service to the Nazis, however briefly.
Now, I’m a little rusty on the subject, but I was under the impression
that, while Nazi Germany did some truly terrible things, it wasn’t solely
because the country became a hive of madmen.
It was because they tried to do what they thought was right for their
country, and essentially the world.
Further, that might not
have happened if Germany wasn’t left in such a sorry state, i.e. forced to take
all the blame for WWI and pay reparations.
They were pushed to the dark side by everyone around them; granted the
presence of a certain dictator didn’t help matters (and pushed them even
further, undoubtedly), but there are at least a couple of traceable thought
lines. Cause and effect. Nothing more.
It’s not exactly easy
to sympathize with the guys in this game.
At my current place in the game, they’re universally nutcases that
believe steadfastly in their cause -- no matter how corrupt it is -- and have
pretty much the same personality: a smug sense of superiority, as if they’re
all a bunch of snakes eager to hiss in your ear. It’s not exactly the optimal state, but I
prefer the approach to something like Shadow
Fall.
The reason for that is
twofold: A) TNO doesn’t half-ass it
with a poorly-realized “shades of gray” affect, and B) the villains, even if
they are THE VILLAINS and nothing else, are entertaining enough to get a
pass. The devs knew what they were
doing, and what players wanted. And they
delivered. There’s something to be
thankful for when the execution is high enough to let a product leap over an
audience’s preferences.
If I had to sum up TNO in one word, it would be “surprising”. For me, this game came right the hell out of
nowhere, but I’m glad I played it. How
glad? Let me put it this way: I haven’t
played TNO that much, but there have
been plenty of points where I actually wanted
to play it -- whether it was for a ShootStravaganza post or not. If nothing else, it’s THE shooter that busts
up all the stereotypes woven into the genre in this day and age. In a lot of ways, it’s something worth
celebrating.
Gameplay-wise or
story-wise, this game is full of surprises.
I’d like to see the look on a first-time player’s face when he/she
thinks the mission’s been cleared, only for a couple of twenty-foot-tall
killdroids to pop out and stomp after you with machine guns a-firing. And on the flip side, I wonder how people
will react to the start of the train sequence, where you’re forced to play a
card game or risk getting shot point-blank by a villainess with a golden gun. Moments like those are what make me want to
play the game even more -- just to see what happens next.
So that’s about where I
stand. Good game. But is there one better out there? Let’s see.
What’s next on the list?
Oh, so we’re resorting
to cheating now, huh? All right. I’ll allow it!
I never cared for the Wolfenstein games. That's it.
ReplyDeleteFair enough. I'll admit that The New Order is my first Wolfenstein game ever (and even then it's just a friend's copy), but franchise or not, it makes a pretty strong argument for itself. It's almost as if the developers understood how to pay respect to the franchise without obsessive dependence on it, or banking on half-assed revisionist "ideals".
ReplyDeleteBut you didn't hear that from me.