can we not turn this thread into a treatise on maoism we already had that disaster in the worst images thread and relitigating it here seems like a very bad idea
let’s go back to talking about wolfenstein.
i think a lot about the article that complained about how the game was too hard on normal and “enemies would get back up even after i shot them!”
i’m just in awe over ethan “spending hours dying” because he is apparently incapable of understanding basic fps mechanics like “shoot enemies until they stop moving”
again, nobody is saying it wasnt a left leaning game. we have been talking about how the expectation that it was going to be even further left was super unrealistic. its good the game exists and im glad its as left as it is. i was making a joke about extremely online twitter people when i referenced maoism, like the complaint that the game didnt go far enough and the idea that it was going to be very marxist was pretty common in the twitter circles i was in for some reason. now i just hang out with the swamp maoist union construction worker who only plays half-life 1 instead
I definitely think Wolfenstein 2 is poorly balanced, it gets really spiky for no good reason, and I don’t think they found good compromises between stealthy, lethal, and fragile and powerful, dual-wielding death machine. It was an issue in the first game as well but that had better stealth routes through the levels.
did this game and its predecessor remind anyone else of the no one lives forever series? more so in overall tone and execution than mechanics obviously, but I just kept getting similar kind of vibes. I wonder if any of the same people from monolith ended up on this team.
it had to at least be an inspiration. the level where you visit your old homestead feels like it was ripped directly from one of nolf 2’s more atmospheric stages where you investigate an abandoned house.
It’s that good tradition of location-based environment design, based on realistic architecture, with eddies and flows, opposed to constrained amusement-park tunnel levels
the only level i had issues with was the courthouse level, and that’s because it’s a hard skill check to make sure you understand how to use the stealth mechanics in open combat, because 1) you can and most people don’t realize that and 2) it’s vitally important on harder difficulties
after i finished that level i felt like my skill had broken through to a new tier, and i effortlessly crushed the rest of the game. yeah it’s hard but also sometimes it’s okay for games to have skill checks to teach people mechanics they otherwise ignore
also the courthouse level begins with the judge intoning “DEATH, DEATH, DEATH” at you before you blast him to smithereens which I gladly watched a dozen times
yeah, the presentation and its energy is unimpeachable
I think, being more specific, the way that I realize I’ve messed up is almost always through death – that enemies have the ability to kill the player so quickly and the player-damage feedback is poor enough that I don’t feel capable of reacting to and re-planning, which is what I’d like. They way enemies lose sight of the player in mid-combat is more stringent and less playful than similar games. Finally, the way the checkpoints are designed, around bulk ‘areas’, maybe 20-30 enemies, causes stealth setups to feel frustrating when a 10-minute setup is ended halfway through the mop-up combat by a 3-second burst of assault rifle fire from an enemy who has gotten within 10 feet of me and is in no mood to miss.
Pros: Game is just as much of a looker as New Colossus.
Cons: Bleugh every developer really is chasing after the Destiny audience aren’t they.
They were smart to only charge half price. They probably knew most of their core audience would be turned off by this. I was but I do still want to check it out however even at half price I’m on the fence. Will probably wait for a sale or until I just have nothing else I want to play (or I actually want to play a game with other people).
I honestly thought both games had just enough stealth. they shouldn’t be 100% stealth games, they should require you to go balls out fairly often, and what stealth was there was just enough to make the setpieces more dynamic and give you more options on how to approach difficult places where you might be stuck.
I thought the courthouse level was amazing, though I did get stuck there for a long time. But that was sort of where all the combat design paid off, because you really have to just be clever with how you use cover and evade enemies line of sight. It also forces you to use every weapon creatively too.