Wolfenstein II: The New Colossus: Savior or False Shepherd

This article originally ran under a different banner/website in August of 2019 and is now being here re-uploaded for purposes of convenience and consolidation. Please enjoy.

HEAR YE!!! HEAR YE!!!  In a bid to chip away at my ever-growing back catalog of games, I have made it my goal to play the whole Wolfenstein series.  I was always told the Wolfenstein series was masterful craftsmanship of storytelling and gameplay.  While I certainly felt the first game, Wolfenstein: The New Order had an amazing story propelled forward by its tragic yet lovable cast of characters, but I also certainly felt the gameplay wasn’t pulling its weight.  Sure, it served its purpose, but I have had more exhilarating first-person combat in titles like Doom (2016) and Titanfall 2.  However, there is always a strong chance of Wolfenstein II: The New Colossus eclipsing its predecessor.  Titanfall 2 and Half-Life 2 certainly wear this princely title.  Let’s see if Wolfenstein II is worthy?      

Wolfenstein 2 immediately picks when the previous installment left off with BJ Blazkowicz and his band of friends off to liberate the United States of America from the Nazi regime.  Unfortunately, BJ seems to be struggling with summoning the enthusiasm to kill the never-ending onslaught of Nazis.  His melancholy attitude formed from crawling away from the Death Head’s doom fortress at the end of the first title.  Having accepted death and being sewn back together against his better wishes, BJ must soldier on the betterment of his friends.  You really get the feeling BJ is hoping one of these Nazis can finally land the lucky shot that ends his sorry existence as he gabbers on to characters who are already dead.  Any character with a pulse, BJ will push away including his pregnant wife Anya.  

Much like its predecessor, Wolfenstein II does an amazing job with its cast of characters.  I most likely spent too much time wandering around the Kreisau Circle U-boat just listening in on the crew’s daily life.  Listening to conversations with Set, Fergus, Bombate, and Max brought a lot of color to the game that BJ immediately tried to dry up with his dark teenage crying.  The Nazis also make it very easy to garner no sympathy when mowing them down.  From a Nazi soldier berating an American over his German to Frau Engel using a severed head to mocking kiss BJ, you very much want to jam an ax right into the skulls of these Nazis.  Thankfully BJ has a lot more toys this time around.  

The guns in Wolfenstein II have been upgraded from the previous title.  Your standard pistols, machine guns, and assault rifles are all back and the laser weapon, LaserKraftWrek, continues to be the bread and butter, melting Nazis with ease.  The shotgun, the Schockhammer, is easily one of my new favorite shotguns.  Many games have shotguns with very little weight.  You walk up to an enemy, hear a wimpy pop and the enemy magically turns into run mist.  Not the Shockhammer, you feel the weight in every meaty shot fired.  If a lesser man were to hold this shotgun, it probably buck out of their hands, but even with BJ reciting gothic poetry, he holds it effortlessly.  Also, you can dual wield these bad boys.  You can also pick up heavy weapons found on the massive Nazi robots.  They range from a laser weapon, a flamethrower, a four-barrel machine gun, and an energy weapon.  All four will slow you down but mow through waves of Nazis like an overcharged lawnmower. 

However, Wolfenstein II’s gameplay must take one step forward and two step backs.  While the enemy is more varied than Wolfenstein: The New Order, they all continue to be bullet sponges.  Many of the robots and armor brutes take full clips to take down.  One enemy, that might have been a mini-boss, ate up all the ammo I had before falling over.  I eventually decided he wasn’t worth dealing with.  I deduced early that attempting to take out this enemy along with all the little Nazis crowded around him was just going to increase my blood pressure.  I systematically take all the grunts out, chip away at the robot’s health only to have a stray rocket blow me back to a checkpoint I hit TEN MINUTES AGO.  Wolfenstein II is asleep at the wheel when it comes to autosaving.  I recall the level where BJ is on trial in a Nazi courthouse.  He escapes and has to fight waves of Nazi pouring into the courthouse like the undead in a zombie film.  I swear I fought my way to the last wave ten times only to get killed and have to replay all four waves over again.

In Wolfenstein: The New Order, I played through the initial playthrough on medium difficulty and did a second playthrough on a lower difficulty.  I had planned on repeating this plan in Wolfenstein II, but this exact courtroom scene created a perfect storm of annoyance that caused me to drop down the difficulty.  While the bullet sponges and bad autosaves contributed to this storm, the main ingredient is the fact BJ only has 50 hp instead of his usual 100.  As stated earlier, BJ’s body is failing him, to the point where he can’t walk.  The first level has BJ wheelchair-bound as he defends their U-boat from invading Nazis.  An effective storytelling method to show BJ coming to grips with his mortality, but story and gameplay should work together.  This storytelling element is actively working against the gameplay.  Sure you can race through the level and overheal yourself to 200 hp.  However, that overheal seems to drain much faster than regular health.  Giving you a false sense of power.  Leading to quick deaths and indents on my desk where my fist landed in a burst of rage.    

What Wolfenstein II doesn’t realize is the initial U-boat level was carefully designed to accommodate your lack of health.  Nazis are more spread out, there are no commanders and traps you can use to be more tactful.  Once that level is over and BJ can walk, the game gets back to the standard Wolfenstein levels but doesn’t give you your health back.  On top of that, Wolfenstein II early on encourages you to locate and kill the Commanders, as they will usually spawn more enemies.  However, they are usually hiding in the back or on the top floor of buildings, making it hard to locate them.  If you mess up stealthing to the Commanders, you are essentially behind enemy lines, alarms blaring with half your health missing.  A situation that is similar to sticking your hand in a wasp nest while you already have a broken leg.

Just as my patience is wearing thin with Wolfenstein 2, the game pulls a plot twist out that feels more at home in a comic book.  A twist so absurd and out of left field, I am left bewildered.  The Wolfenstein series has had some wackiness with its ancient super scientist religious group, but I genuinely question whether this event fits the tone.  While I contemplate if Wolfenstein II has any right to get away with this twist, Wolfenstein 2 hastily reboots BJ.  New 52 BJ is back to full health, no longer a depressed teen longing for death and equipped with new superpowers.  You get the choose the superpower New 52 BJ comes with that will either transform him into T-2000, the Juggernaut, or Inspector Gadget.  Even while I am still processing the gravity of its twist, Wolfenstein II throws me and New 52 BJ out into New Orleans demanding we get back to cracking Nazi skulls.

Back in the fray, most of the annoyances evaporate while I control New 52 BJ.  Fighting the Nazis became less of a hassle because I was able to stay in the fights longer.  Gone were the days of the Nazi hiding in chipping my health down to zero in a few shots.  My deaths had become so infrequent that I forgot Wolfenstein II was being lax with the autosaves.  I still skipped the massive metal juggernauts because I rather not be carrying around empty weapons.  I even cranked the difficulty back to medium and felt right at home on this difficulty.    

Initially, I thought Wolfenstein II had ditched the multipath levels that were in a staple in Wolfenstein: The New Order for an almost Call of Duty-like linear level design.  It wasn’t until I started playing as New 52 BJ that I noticed the multi-path levels had been here the whole time.  There are compact air vents T-2000 BJ can squeeze into.  Thin walls that Juggernaut BJ can burst through like the Kool-Aid man.  Elevated pipes and ledges that Inspector Gadget BJ can reach.  All these paths make dropping in on surprising Nazis fresh, which is needed because at the end of the game, Wolfenstein II asks you to replay levels to take out the remaining Ubercommander.  A task I normally scoff at doing.  However, Wolfenstein II allows you the opportunity to pick up the other two powers you passed on.  Adding even more much-needed variety to levels I have already seen and chose to replay.

So, do I recommend Wolfenstein II?  I would only say yes so I had someone to discuss the big twist with, but outside of my own selfish desires, I would have to say no.  It frankly takes way too long to get to the fun bits of Wolfenstein II.   There was no need for there to be so many levels before the big twist.  There is a scene where BJ is defending people from waves of Nazis as everyone escapes to the helicopters.  Why not have BJ get captured during this segment.  It gives him the heroic sacrifice that he wanted and gets to the twist and the fun of playing as New 52 BJ sooner rather than slogging through three more levels.  It is such a shame because I desperately want to like the Wolfenstein series.  Unfortunately, the combat is, once again, the weak link in the chain, and this story is definitely more of a mess than its predecessor.  I would almost recommend Wolfenstein: The New Order over Wolfenstein II.  Oh well, at least Wolfenstein II didn’t twist and contort itself to become a trend-chasing co-op live services shooter.  Oh, don’t worry, I’ll get to that one.  Soon enough, my followers, soon enough.

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