NutzBerzerk
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Previous bylines at Incluvie and CBR. Writing specifically about the 7th console generation at pstriple60.com
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GOTY '23
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Wolfenstein: The New Order succeeds at presenting a blend of modern and classic design philosophies that made it a truly unique shooter for its time, and still a bit of an anomaly to this day considering its scale and budget. Protagonist B.j. Blazkowicz presents this humorous blend of "down to Earth straight-man" and a Looney Tune: sensitive and quiet in many cutscenes only to transition into gameplay where you feel like a lightning-fast gorilla with a gun fetish. Melding the more modern, "cinematic (for lack of a better term)" direction of shooters of its current era with the bombast and fun of shooters of yore was exactly the direction the series needed, unlocking a hunger for more games like this in the future. The tonal differences between the story and gameplay almost feel comedic, but playing everything completely straight was the direction to go (an issue I have with The New Colossus a few years later).
Now passing the ten-year mark of The New Order's release, it's easier to notice and understand some of its faults while recognizing how impactful the game still is. While the general gameplay of TNO is a blast, there are a few segments of platforming, treasure hunting, and even just getting around are a hassle. Pacing is everything for a game with such high highs like this, so it makes sense to pump the breaks where needed. Sadly, most of these slower segments feel like a bit of a chore and artificial to extend the length just a bit more; it's hard to have fun when you're running around a sewer looking for a blowtorch when you just finished raiding a Nazi camp and blew everyone into little giblets. TNO additionally has a checkpoint issue when it's trying to push players to search as many nooks and crannies as they can for resources and collectables. The bridge level in particular has an awful checkpoint where I was attempting to grab what looked like a collectable, but died trying to jump to it over and over again, leading me to have to restart the level and loose five-plus minutes of progress about five separate times before I gave up from frustration. This issue is compounded by loading times, which seem to be fast enough on the SSD I have the game installed on, but having every little fall resulting in a loading screen gets old fast. I have fully-completed this game several times in the past (both the Xbox 360 and One versions), but I no longer have the patience to be as meticulous, especially for dorky Steam achievements.
Those small issues are only a fraction of the total experience of Wolfenstein: The New Order. Classic gameplay sensibilities mixed with modern design into a ten-hour adrenaline-fest. two-weapon limits? Get that shit out of here; we have seven different weapons, nearly all of which can be dual-wielded and/or have alternate firing modes. Skill trees? upgrades are dispensed by you playing well and tactfully, not spending artificial "upgrade points" you acquire through bullshit XP. This is the template the AAA FPS genre should have went but didn't. Thankfully, in the wake of this franchise seemingly being on ice in favor of Todd Howard's dream Indiana Jones game, the indie shooter scene has exploded (argually too much) and I firmly believe we have The New Order to thank for that.
drags cigarette "Man, they don't make 'em like this, anymore."
I usually reserve my thoughts of a given season until I have either completed the battle pass or the season is rolled over for the new one. Wrecked is, by far, the best season of Fortnite I've played since I became a "consistent" payer through the introduction of No Build. Competitive players and those who don't understand adapting your playstyle have been complaining on mass since the beginning of this season. I can almost understand where players are coming from with the car health pools vs the sorts of items we have to take care of them, but car spawns have increased with the new map addition; it's your fault if your drop is bad and can't get a car upgraded along with your regular arsenal. A "live service" needs to adapt and grow through time to attract new player bases, and frankly, leaning into vehicular combat as hard as they have (becoming we have Mad Max at home but good) shows Epic isn't afraid of completely overhauling the meta like they have before.
To the people complaining about cars: you already have boogie bombs unvaulted for now and EMPs are on their way, shortly. Yes, it is a tad strange that a season built around the use of vehicles didn't have as many counters aside from having your own car built up, but this goes back to adapting your playstyle and rethinking what a "good loadout" is. The only other olive branch I'd extend to players coping over this season would be the fact solos just isn't anywhere near as fun as trios or quads. Solo vehicular mayhem is fun in its own right, but getting your mates together to coordinate the "repair guy," turret operator, driver, etc. is cathartic and nothing feels better than having everyone work in perfect synergy.
I may revise these thoughts as the season progresses, especially in how things may change as we're just entering week two of it. For now, this is my favorite season since hopping on consistently and all the streamers/comp players whining about it only makes it better.
Cubivore may be your thing if wandering around mazes and mashing the same buttons over and over again for approximately nine hours sounds appealing. Though there's plenty of charm in the aesthetic and writing, it isn't enough to carry a boring play experience past the first few evolutions. The fact that hitting "endgame" consists of grinding mutations for hours in the same, button-mashing combat turned me off the moment I looked into what I was doing and what my end-goal was.
Duh, Cubivore isn't worth the market price it trades for. Any game that goes into the triple-digits isn't worth it, anymore, but it doesn't help when the game in question feels like a chore to play through.