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Return to Castle Wolfenstein: Tides of War

Developer: Nerve Software
Publisher: Activision
Genre: First-Person Shooter
Players: 1-16
Similar To: Soldier of Fortune II: Double Helix
Rating: Mature
Published: 08 :04 : 03
Reviewed By: Ryan Newman

Overall: 8 = Excellent

Screenshots

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Intro

There's little else that can warm this gamer's heart more than the thought of introducing some zombies and Nazis to my friend, the Tommy gun. Tommy and I are more than happy to oblige any dastardly follower of the National Socialist Party or an undead follower of the dark arts, and we do so with pleasure. Returning to the castle gave me plenty of opportunities to allow Tommy, and some of his friends, to get some exercise and cleanse the world of some evil, as I had done so many years ago. While my romp through the dank dungeons of the castle brought back some fond memories, they also carried with them a very strong sense of déjà vu that wasn't as welcomed.



Gameplay: 7/10

It has been about a decade since I looked at my pixely knife and at that unfortunate lone guard by my feet, then proceeded to give the Third Reich a good what for. That was a pretty magical time for me, as it was the time that the PC tightened its grip on my heart that has remained strong to this day. I can recall several nights spent running and hiding from crazy dogs, staring with morbid fascination at skeletons in cages, and doing whatever I had to do find that blue key - or gold or white. Wolfenstein 3-D was something special; it was an experience so strong that I'll always be able to demonstrate my keen ability to touch a painting and make it reveal a secret path. Returning to the castle nearly a decade later is a bittersweet experience, one that finds new technologies being embraced, but old habits dying hard.

Taking up the latest trend in the genre, Tides of War is a more cinematic experience than either of its predecessors; not only does their inclusion make the story feel leaps and bounds more entertaining than whatever was passed as a story in Wolf 3-D, but there have also been more scenes added from the initial PC release as well. Tides of War's story can be taken a number of ways, but while there's bound to be more than a few people who find it hokey, I thought it was entertaining enough. Taking control of agent B.J. Blaskowics, gamers will find themselves tracking the Nazi's paranormal division as they dig through catacombs and wake things that really shouldn't have been bothered. Before long, the player will be killing the undead in ruins, Nazis in forests, and a little of both wherever they go. Along the way, little notes and letters will be found that will hint at what happened and what's taking place at that moment. And, for the more patient player, a new peek feature can be utilized to eavesdrop on guards conversing and revealing even more information. All of these little details make the world seem much more immersive and it's really the greatest way of witnessing the change in technology.

While Wolf 3-D was an odd mixture of man melding machines, Tides of War focuses on an ancient dark knight and takes a more supernatural route. Unlike the original, this isn't the world vs. the player, but every man, or monster, for themselves. Similar to Half-Life showing marines taking down the inhabitants of Xen, players will get to see Nazi soldiers fighting with zombies - but never too busy to not take a pot shot at our good pal B.J. - and this goes a long way in emphasizing what kind of mess the player has gotten into. The constant tension that comes from the threats all around really keeps the senses heightened, but the addition of the shotgun (not a Tommy gun that looks like a shotgun, as seen in the PC version) helps to calm things down a bit; no matter how much lightening a recently-awakened undead denizen can toss at the player, they can't argue with a barrel full of buck shots. While it was frightening to think of escaping a dungeon with only a knife, it's no less tense knowing that now the action isn't just around the corner, but all around.

In the course of a decade, some things should change, and not just in presentation. In the early 90's, I was killing hordes of machine and pistol-toting guards so that I could find keys to open their corresponding doors; and now, in 2003, I'm searching for switches to open corresponding doors. I'm still backtracking, I'm still getting frustrated as I scour the landscape to find them, and I'm still not all that amused. At least things are a little bit smoother these days with cutscenes indicating which door was opened and backtracking only excessive in a few areas. But still, out of all the gameplay devices that could've been utilized for level progression, it's disappointing that they simply opted to replace the keys with switches.

Perhaps that is why I wasn't a big fan of the PC version. Although the title had already been given to another writer, I still got my grubby paws on a copy and eagerly waited taking a stroll down memory lane and oo'ing and aww'ing at modern delights. Instead, what I ended up doing was completing a few levels and staring at the screen in amazement at what they had done to the series. The legacy of one of the most influential games was nothing more than a graphical update. Now, for a title like Doom where I'm not expecting more than running-and-gunning, that's fine, but the promises I heard for Return to Castle Wolfenstein where suppose to make it so much more. I was wondering why I was enjoying Tides of War more and why it seemed like such a smoother experience. Since it has been quite a while since RtCW's initial release, I wasn't completely clear as to why some levels seemed to just make more sense, and it was then I realized just how much had been added for the console release. There've been 7 new missions added onto the beginning to explain B.J.'s origins, each with their own cutscenes that helped to set up the settings much more convincingly and enjoyably. Other additions have been the aforementioned peek feature and shotgun, as well as a split-screen and system-link co-op mode and Live support. I had originally played through with a friend in co-op mode via the split-screen option, and while it was a fun experience, the drop in framerates was only a precursor to the annoyance I felt when I found out that none of that progression is saved; the game can only be saved when going through it alone - boo! The emphasis on stealth was also welcomed, with designated knife kills garnering the player additional items; or, to go the un-stealth route, kicking in a door is always fun. This is indeed one of those rare moments where the port has outshined the original, which is almost unheard of in cases regarding a PC game going to a console.

There were a few things I did have problems with. For starters, even though a headshot will damage the enemies more, some of them can take an unbelievable amount of pain before they die. I swore I must've shot over half the humans with well over 15 rounds and they just continued to fight like nothing was wrong. It wasn't that the A.I. was just that good either; although, they did manage to do a good job overall with only random bouts of stupidity or extreme cleverness. It doesn't help that these super baddies populate some pretty confusing levels. For being so linear, it can be awfully easy to get lost in hallways and throughout the various rooms and have no clue where to go next. Despite some switches triggering scenes to show which door was opened, so many of the levels take places in settings that look similar that there are times when even those hints bring little comfort. Also, why have a peek feature, but not allow the player to shoot? If I was peeking around a corner and saw a guard patrolling the hallway, I'd have no problems keeping over half my body covered behind a wall and letting off a few rounds.

I would be remised in my duties (re: cornered and hung), if I didn't mention the LIVE component. While I still prefer other WWII-themed online battles (Day of Defeat), the fact that this is the only sort of style on the Xbox makes it in a class all its own. The online game focuses on team-based combat with the Allies vs. the Axis, and each class is vital for the survival of the others. While a Medic might get shot down, an Infantryman will be able to clear the way for them so that he may heal the Sergeant, who can also drop ammo for the rest of the troops. The gameplay modes are standard, but some like Elimination (as the name implies) and Stopwatch (best time wins) are a blast; the rest are of a tried and true variety, so there's plenty of fun to be had in each. The maps are all fairly well designed and the process of going online and getting in on a game is a snap, his is exactly how every LIVE-enabled game should function. For non-PC gamers, be prepared for a unique and engrossing experience.

While the core of the game, consisting of switch and door hunting, still rubs me the wrong way, an MP40 rip on an undead Viking looking zombie - complete with bullets ricocheting off - can do nothing but rub me the right way. Sure, the superhuman bad guys and some bouts of level frustration will bring the experience down, but the additions really fleshed the game out and I had a good time traversing the world as a secret agent. For those with a LIVE account, you'll be an even better time, but those without can still enjoy a solid single and - choppy - co-op experience.

Graphics: 7.5/10
Not the liveliest of games with just about everything being gray, brown, or black. The textures aren't always the best, but the characters are designed well and there's a fair amount of detail. The gun models still look off, and the hand operating the weapons looks either nonexistent or mutated. What do look great are the effects. Explosions are fantastic, the water looks amazing, and the fire is unreal. Although, the water seems to have a sort of concrete property since it doesn't move when touched, and the fire looks hideous when it fills the player's screen to show they're being burned. The outdoor areas looked good, but some of the foliage was a bit stiff, while urban areas looked good all-around with solid architecture and detail. Unfortunately, the framerate dips when playing with a friend, so just try not to look at each other when playing since that's when it's most noticeable.

Sound: 7/10
The music was fairly solid throughout the game and fit the mood well. The voice-overs were good and crisp, but during cutscenes they would get muffled out by the background music and I'd miss some of the story. The in-game talking is great, and is very effective in immersing the player. I do wish there were some more environmental sounds; being in the mountains and going on a high ladder should produce more crackling sounds of ice breaking and the howling wind, not the same sound heard every other time a ladder is used.

Control: 8/10
Despite feeling sluggish at first, the controls are implemented fairly well. After not quite enjoying myself with Medal of Honor or Half-Life on the PS2, I'm convinced that there is some sort of inner programming that makes the Xbox controller more comfortable and accurate for first-person shooters. While not that silky smooth, a brief period of orientation was all that was needed before I was gunning like a pro. One thing that is troublesome is that when the player gets later on into the game and they have all sorts of weapons, scrolling through to get the desired one can become pretty time consuming and result in a large amount of needless pain. Having the ability to map a specific weapon, or weapon set, to a button would've helped; however, other than the addition of button mapping, there's already a bevy of control options to choose from and everyone is bound to find one that they like, so that gets a thumbs-up. There were also smaller touches I appreciated: it was much easier to climb up and down ladders than most other titles; the player stayed crouching when inputted to do so, instead of needing to put constant pressure on the controller; and the ability to kick objects made it much easier to smash things to look for hidden goods and to open doors. Dispatching hordes of undead require a stable control system, and fortunately, that's exactly what Tides of War has.

Overall: 8/10
While multiplayer is an integral part of gaming now, I still feel that when I buy a single player title, I'm buying it with that in mind and multiplayer is more of icing on the cake. Even though some have expressed mild interest in Tides of War's single player aspect, I thought it was pretty fun and was long enough (around 15 hours, I'd estimate) to stand on its own. Sure, the game has its flaws, but it's an adventure worth taking and it's made even more enjoyable with a friend. While the LIVE component here is exceptional, I feel that the game doesn't rely solely on it as a selling point, with that said; this is such a strong case that it warrants a boost in the Overall score. I hope other companies look to Tides of War as an example of how to implement online gaming in their Xbox titles.

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