Review: Return to Castle Wolfenstein (part 1)

Given that I am coming into the last few levels of Return to Castle Wolfenstein (RtCW) I thought I would begin my review of the game now, and then write the second part once it is done.

For those of you unfamiliar with the history and premise of this game, here is a brief rundown. Wolfenstein 3D was released by id software a long time ago, but was one of the first really popular First Person Shooter (FPS) games. id went on to create such masterpieces as the Doom and Quake series. RtCW is a return to their roots as much as anything. Based on the same engine as Quake 3 Arena, and with a plot-line that is less of a sequel, and more of a rewrite, of the original. You play Agent Blaskowicz, who has been captured in Castle Wolfenstein, and has to escape, and then gather information on the various paranormal, genetic and robotic experiments that the Nazi’s are undertaking on the way.

I’ve been playing it for just over 2 weeks now, and I’m using the Linux version, having bought the Extended Edition, although I would imagine that most of the details will be the same for any version. I won’t cover Enemy Territory, or the multiplayer options, here.

Cons
One of the most annoying aspects of this game is the save/load dialog. I know it may seem like a small thing, but if, like me, you save often, and also keep many save games (I’m on 49 at the moment) it is one of the few aspects that keeps coming back. There are 2 main issues: the mouse pointer is not very accurate, meaning that it can be very frustrating to actually get it to click what you want it to, and also that there are not suitable defaults . I want to be able to hit the save option in the menu, and then, if I’m using the ‘current’ save game, to hit ‘Save’, and then ‘OK’ to confirm that I want to overwrite. Instead, I have to click onto another save game (which can be tricky) and then click the ‘current’ save game, and then Save -> OK. Very annoying.

The AI on some of the characters is not, perhaps, as good as it should be. In some cases, in particular with a couple of the end-of-level baddies, it was possible to stand in a certain place without being followed, and just pop out, fire a few rounds into the enemy, and then pop back in. However, on the whole the AI is a Pro, not a Con (see below)

Lastly, and this is probably more a reflection on the age of the game, rather than anything else, the cut-scene graphics were a little bit blocky and samey. But that, all things considered, is a minor thing.

Pros
I left the Pros until last, because I want you to remember all the good things about this game. Because it’s excellent – probably one of the most enjoyable single-player FPSs I have played, including Half-Life. So what makes this game _so_ good?

  • Level Design: Of all the good bits, this is the thing that makes the game so playable. The game is divided into missions, and the missions into levels. Each level has a set of objectives. However, it is the design and pace of these levels that makes it. Some are all-out shooting, others are stealth, where indiscriminate shooting is likely to lead to failure. Some are in dark castles or catacombs, others in wide open forests. Lastly, and this is the key point, all of the levels are short. This keeps you going for much longer, as you feel like you are making progress. While I can also see the benefit of the Half-Life style, where everything is seamless, the RtCW kept me wanting to come back for more. Plus, the end-of-level stats, especially the number of secret areas that you failed to find, is likely to make you want to go back and play the levels again.
  • Difficulty: I am not the best game player, I admit. But I would like to think that I can complete a game on the ‘Medium’ setting. RtCW makes me believe that. Some bits I have found hard, but always there have been moments in a level/mission that have been easier, just to draw me back in. (I may, of course, revise this depending on whether I complete it ;) ). I also feel like my FPS are being gradually improved as the game goes on.
  • AI: Each of the different types of enemy reacts in different ways. Some of the ‘elite’ troops are downright sneaky – waiting until they can hear you reloading before popping a few rounds in your arse. Plus they move differently – the female guards will often fire some rounds, and then roll behind cover. One guard dropped his rifle as I shot him, then proceeded to pull out a revolver and pop a few caps in my direction! Accuracy varies between characters too.
  • Secret Areas: I still remember running round the basic rooms in Wolf3D pushing the walls to see if there were secret areas. RtCW takes this to a modern level – levers behind paintings, books that pull out of bookcases, even the traditional moving wall-sconce candlestick. I love this kind of stuff, especially in the castle levels, and it just adds another element of fun
  • Details: The devil is, apparently, in the details. Probably the thing that is best about RtCW is the details, the little things that really make it work. Whether its the overheard conversation of Nazi guards just before you pop round the corner with your MP40 blazing, the bits of everyday paraphenalia left lying around, or the notes from the High Command to their troops, everything submerges you into the game.

Conclusion
RtCW is not just a single-player game tagged on to something designed as multiplayer. It is massively absorbing and addictive game, which retains its quality even a couple of years after its initial release. If I do manage to finish it, it will be the first game that has held me that well since Tomb Raider 2, all of 4-or-so years ago.

Part 2 to be released, hopefully, in 10-14 days times ;)

mrBen

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6 Responses to Review: Return to Castle Wolfenstein (part 1)

  1. Pingback: JediMoose » Review: Return to Castle Wolfenstein (Part 2)

  2. davee says:

    Saving games: I just do one full save per level, calling the save game ‘mXpY’, where X and Y refer to the mission and levels, e.g. ‘m3p2′ means Mission 3 Part 2. Within each level, I just use quicksaves. I know what you mean about the mouse pointer accuracy though, it isn’t quite right – perhaps the hot-spot of the arrow is not in the most intuitive location?

  3. davee says:

    And, meant to say: nice review. The only two other FPS games which have ever held my attention all the way through are the original “Unreal” and “Half-Life”, although I should probably count “Doom” as well.

  4. Mr Weepy Tears says:

    RtCW started so well. It looked amazing when it came out, and I suppose it still looks pretty good, but I lost interest in it after a few missions. I think it was once I’d left the town via the graveyard.

    Half-Life 2 maybe short, but I’m on my second play through as the physics engine make it so much fun. Plus, if I play it at Dad’s I get the advantage of better visual effects. *sigh* I remembered when my GeForce 3 totally ruled.

  5. mrben says:

    I have to admit – the whole catacombs/zombie stuff was one of the few levels I didn’t enjoy. However, having been reassured by others that it wouldn’t continue for long, I pressed onwards.

    Half-Life 2 is not an option for me, unfortunately.

  6. Thijs says:

    I’ve played Return to castle wolfenstein and i like the game but somtimes there are secret areas that i can’t open like in mission 6 i don’t know to open if you know it plz sen dm e an email=> heftig_metaol@hotmail.com

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