Return to Castle Wolfenstein Reviewed by Nick Edmunds Way back in 1992 John Carmack developed a smooth scrolling system for the PC. This system in turn allowed him, Tom Hall and John Romero to create a new style of game, the first person shooter, and began the rise of ID software. Marketed as shareware, Wolfenstein 3D (reviewed SynTax 38) was shortly followed by Spear of Destiny, ID's first retail release. These games led the way for several Dooms, various Quakes and a shedful of clones, until the present day where the first person shooter has become a genre in its own right. When I first played Wolfenstein 3D (on a 386SX notebook, now deceased) I was impressed by the way it reported the conventional memory available, and I spent much time on boot disks in an attempt to minimise the number of TSRs loading at start-up. Compare this with the RTCW minimum spec of a 16Mb graphics card and you can see that gaming has changed somewhat in the last ten years, but apart from this massive increase in power demand what else is different in the world of Wolfenstein? Set during WWII we again play agent B. J. Blazkowicz, for whom the years have indeed been kind for he looks better than ever. As the game begins we find ourselves in a cell, standing over the body of the recently deceased guard. Once out of the cell we discover the tortured remains of our fellow agent, so it's down to us to shoot our way out and save the day. This might sound a little familiar, but RTCW is much more than a remake of the original. It has a comprehensive plot with a mission-based story line and a hefty slice of realism. You may be aware that the Nazi top brass were a bit eccentric, but what's really frightening is that RTCW isn't too far from the truth. The eerie architecture of medieval Germany blends well with the Third Reich's obsession with the occult and genetic experimentation, giving the whole thing a distinctly spooky edge. Taking this to its natural conclusion, our story maintains that Himmler believed himself to be the reincarnation of a 10th century dark prince and is creating an unstoppable army of zombified mechanical mutants (so much for racial purity). Thus it becomes the task of our man to single handedly slaughter most of the German army along with anything the SS paranormal division can conjure up. Yet another outing for the Quake 3 engine shows ID exploiting the enhanced terrain system to its full potential with much of the action taking place outside the castle itself in large open areas around tombs, churches, bombed out villages and airfields. Crypt levels are particularly moody and atmospheric and have a definite feel of Quake II about them, which ironically enough is apparently John Carmack's favourite game. Not only do the missions take us to different locations with relevant environments, but they also vary enough to provide some interesting gameplay. For Blazkowicz escorting a stolen Panzer through an occupied town, rescuing the trapped scientist and stealthily assassinating a bunch of Nazi generals is all in a day's work. Some of these missions do require an element of strategy, but there's little in the way of puzzles other than finding secret areas and collecting treasures. Another thing that struck me about Wolfenstein 3D was the enemy's level of AI; it was years ahead of its time. RTCW continues this excellent tradition by using what appears to be the same AI system as the original. Allegedly guards run for cover, kick back grenades and use shields defensively to ricochet your bullets back at you, but they only do this if you let them. The truth is the master race mostly stands around like a bunch of wet sauerkraut, although they do become harder at the higher skill level. The bosses are also a little disappointing, particularly the end of game boss Heinrich 1st - not only is he a wuss, he's also a bit unimaginative; where's the giant robot Hitler when you need him? I was also a little disappointed that the previous Wolf games weren't included on the CD and while there are many similarities and references to them within RTCW, I was surprised that ID didn't make more of the lineage, particularly with the ten years thing. Previous incarnations aside RTCW, is an excellent game in its own right, both atmospheric and action packed, but the most awaited game sequel ever was always going to be a bit of an anticlimax. While Wolf3D single-handedly changed the face of PC gaming RTCW isn't groundbreaking in any way. It has the feel of Half-life, with missions similar to those in Project IGI, the WWII nostalgia of Hidden and Dangerous and the now obligatory Multiplay option, which may as well be a Counterstrike mod. What I'm really getting at is we've seen it all before. But while there's nothing particularly new or innovative about RTCW, that's not the issue here as ID have managed to gel all these aspects together. While it's certainly much prettier than the original and has a much better plot, RTCW hasn't really evolved from its roots, but rather has become much better at being what it is: a cracking all round shooter. - o -