It's the best weapon in the game, according to Öjerfors - great at range, great up close, there's loads of ammo and, when you start upgrading the gun, there's no need to ever use anything else. Or consider the Sturmgewehr, the assault rifle. "We didn't spend enough resources and attention on stealth." He thinks it's because not enough people believed in stealth across the company so it didn't have the creative buy-in it needed to really work. Enemies discovered you too easily and too often, and you'd be left with no choice but to fight. "Sometimes it felt inconsistent," Öjerfors said in his talk. The first two were fine but stealth was weak. The idea was for Wolfenstein 2 to cater to three playstyles: mayhem, tactical and stealth. Andreas Öjerfors was one such developer, the senior game designer for Wolfenstein 2, and in a talk at Digital Dragons 2018 in Poland last week he outlined what he thought went well, and what he thought didn't. It was, as Edwin more eloquently said in his Wolfenstein 2 review, "vicious, affecting, witty, spaced-out, crude, inventive, morbid and for the most part, a success."īut while we all merrily mashed Nazis in 1960s America, developers at MachineGames cringed at a parade of things we didn't see - the "I"s which weren't dotted, the "T"s uncrossed.
Wolfenstein 2: The New Colossus was a rip-roaring science-fiction romp through an alternate history.