Whenever I begin writing a video critique or review for a game, I spend some time considering how to go about it. This blog post will look at the reasons behind my choices and plan for the (as of yet) unfinished critique; if you enjoy talk about gaming, you might enjoy it, and if you don’t — stay tuned for our regularly scheduled programming!
Wolfenstein: The New Order is not too complicated a narrative by any stretch of the imagination. Id Software’s writing team took a whole bunch of chapters from Philip K. Dick’s “The Man on The High Castle,” and — to the joy of everyone involved — succeeded in creating a tense world that makes you more than enthusiastic enough to shoot all the Nazis you find!
There’s a love story going on in the background too, and it’s done well — but that’s all narrative. When talking about a first person shooter, the story has to take a backseat to the gameplay; what matters most is gunplay, enemy variety, map/level design and what I’d like to refer to as the sheer bloody level of AWESOME that a game can provide the player.
For a ‘narrative’ guy like myself, putting an accent on the mechanics of a game first is a difficult task, occasionally. Two things help; the first is, realizing that the mechanics are in fact complemented by the story, and the second — recognizing when that happens.
Otherwise simple actions, mechanically, become much more meaningful when the narrative dictates that they be so — stabbing a Nazi grunt will not remain in your memory but daggering the lover of a hated adversary most certainly will, for example. That’s the kind of synergy between gameplay and
Another aspect I am looking at has to do with the boss battles. These are often some of the most memorable parts of a game; either for the best reasons…or for the worst. While I’m not going to go ahead and critique those here — I’m saving that up for the video review — I’ll let it slip that Wolfenstein’s boss encounters leave much to be desired. I judge at boss battles according to how ‘gimmick’-y they are; the more freedom one such encounter gives the players on how to tackle the gigantic metal monster — the better. For brilliant boss battles that packed one hell of a punch in an FPS game, look no further than 2016’s Doom, developed by the same studio as Wolfenstein: The New Order.
Id Software took notes, I think.
The most important questions, when preparing any sort of long-form critique about a video game have to do with the genre and how the game performs compared to the average expectations and performances of other representatives of that genre. Follow each thread, observe how the game does, and its weaknesses and strengths become evident enough.
The rest is…only words.
I really like this honest, kind of behind-the-scenes post. It’s nice to see at least a little of what goes on behind a critique, especially that you consider the genre and where story does and does not play a role. The most important questions for any kind of critique for any medium relate to context, and yes, the rest is just words. Nice work!
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Video games are indeed far more enjoyable and memorable when there are narrative reasons driving every player action. Without some kind of storyline tying everything together, the game might as well be some kind of sport.
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Glad we agree. Games like Bastion and Transistor, for example, are perfect examples of marriage between narrative and mechanics. That’s what makes them both so memorable.
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