<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>fps &#8211; NewRetroWave &#8211; Stay Retro! | Live The 80&#039;s Dream!</title>
	<atom:link href="https://newretrowave.com/tag/fps/feed/" rel="self" type="application/rss+xml" />
	<link>https://newretrowave.com</link>
	<description>Stay Retro</description>
	<lastBuildDate>Tue, 15 Oct 2019 19:38:40 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=6.5.7</generator>

<image>
	<url>https://newretrowave.com/wp-content/uploads/2018/02/cropped-10906530_846941002018082_8508920941385779369_n-1-32x32.jpg</url>
	<title>fps &#8211; NewRetroWave &#8211; Stay Retro! | Live The 80&#039;s Dream!</title>
	<link>https://newretrowave.com</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>SIGIL (John Romero/id Software, 2019)</title>
		<link>https://newretrowave.com/2019/10/15/sigil-john-romero-id-software-2019/</link>
					<comments>https://newretrowave.com/2019/10/15/sigil-john-romero-id-software-2019/#respond</comments>
		
		<dc:creator><![CDATA[bryan.eddy@newretrowave.com]]></dc:creator>
		<pubDate>Tue, 15 Oct 2019 19:35:28 +0000</pubDate>
				<category><![CDATA[Game Review]]></category>
		<category><![CDATA[Game Reviews]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[1993]]></category>
		<category><![CDATA[2019]]></category>
		<category><![CDATA[computer game]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[doom episode]]></category>
		<category><![CDATA[DOS]]></category>
		<category><![CDATA[episode]]></category>
		<category><![CDATA[first person shooter]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[john romero]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[sigil]]></category>
		<category><![CDATA[video game]]></category>
		<guid isPermaLink="false">https://newretrowave.com/?p=28375</guid>

					<description><![CDATA[Recently, John Romero released a fifth episode for the original, legendary 1993 DOOM. I hope you&#8217;re ready to face hell again, because it&#8217;s packed into this one tighter than rancid sardines. You will be hurt&#8230; plenty. John Romero is notorious among veteran DOOMers as the [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><a href="https://www.romerogames.ie/si6il/" target="_blank" rel="noopener">Recently, John Romero released a fifth episode for the original, legendary 1993 DOOM.</a> I hope you&#8217;re ready to face hell again, because it&#8217;s packed into this one tighter than rancid sardines. You will be hurt&#8230; plenty. John Romero is notorious among veteran DOOMers as the architect of some the most devious and downright cruel environments in the series. He has come back after more than 25 years to hit us with an uncompromisingly brutal series of maps that will test the living HELL out of you. You may think you&#8217;re bad. But Sigil&#8217;s packing infernal heat. You&#8217;re in for a faceful, Marine. <em>Gear up.</em></p>
<p>Here is the story, according to John himself:</p>
<p style="text-align: center"><strong><em>&#8220;After killing the Spiderdemon at the end of E4M8 (Unto the Cruel), your next stop is Earth — you must save it from hellspawn that is causing unimaginable carnage. But Baphomet glitched the final teleporter with his hidden sigil whose eldritch power brings you to even darker shores of Hell. You fight through this stygian pocket of evil to confront the ultimate harbingers of Satan, then finally return to become Earth’s savior.&#8221;</em></strong></p>
<div id="attachment_28382" style="width: 650px" class="wp-caption aligncenter"><img fetchpriority="high" decoding="async" aria-describedby="caption-attachment-28382" class="size-full wp-image-28382" src="https://newretrowave.com/wp-content/uploads/2019/10/SIGIL_title.png" alt="Sigil's opening screen. KVLT ANTI-HVMAN BLACK METAL" width="640" height="480" srcset="https://newretrowave.com/wp-content/uploads/2019/10/SIGIL_title.png 640w, https://newretrowave.com/wp-content/uploads/2019/10/SIGIL_title-300x225.png 300w" sizes="(max-width: 640px) 100vw, 640px" /><p id="caption-attachment-28382" class="wp-caption-text">Sigil&#8217;s opening screen. <strong>KVLT ANTI-HVMAN BLACK METAL</strong></p></div>
<p>I am a pretty well-seasoned DOOM player, and can usually handle the original 3 episodes on Nightmare or at least UV. This shit is turning my guts inside out on Hurt Me Plenty. You will not see health much at all. You will need to be extremely careful. Yes, there are horrible monster traps everywhere. Inescapable pits too. You will die. You will know death again, Marine. You can never truly rest. But Space Marines are made for this shit. <strong>Let&#8217;s hit it.</strong></p>
<p>E5M1 is a true gauntlet-run involving the elevation of platforms in order to find your way through a winding path of hitscanners and imps. The maps are very dimly lit, and instead of switches, Romero has us shooting the demonic eye symbols to activate/open things. I&#8217;ll save you the five or so seconds it&#8217;d take to puzzle it out. Sheol (E5M2) continues to incline the difficulty in a steady fashion. Breaking a sweat yet? You often find yourself with little room to move one way or another, measuring moments and shots, clinging to cover while whittling away at potentially deadly ambushes. I hope you like seeing barons and cacodemons up close, because you fucking will be. E5M3 is called Cages of the Damned, and it looks slightly more “conventional” as a map when you first start blasting through. Vaguely castle-like, with great run-and-gun action and a few open spaces (finally!) to use in combat. I&#8217;d even call E5M3 “classical” because of how true parts of it are to the original feel of the trilogy. You&#8217;re still, however, finding very little health. And yes, you&#8217;re still in horrible peril on a constant basis. Paths of Wretchedness (E5M4) is another hectic rim-grabber over pools of magma as you battle your way through a shooting gallery with you as the turkey. Movement is again limited, and you find yourself getting pummeled in bottlenecks – sometimes caught with your fucking pants down – and perishing if you&#8217;re not on your LeBron “Leatherface on Mars” James A-game. This level has a splash of that old alien-mechanical feel to it reminiscent of Knee-Deep in the Dead. Probably another of my overall favorites of the episode. While health is scarce throughout this episode, you will find enough ammunition if you are thorough, frugal, and keep your eyes open.</p>
<div id="attachment_28377" style="width: 1034px" class="wp-caption aligncenter"><img decoding="async" aria-describedby="caption-attachment-28377" class="size-large wp-image-28377" src="https://newretrowave.com/wp-content/uploads/2019/10/bloody-mess-1024x768.png" alt="Pictured: One scrub (yours truly), pre-tenderized." width="1024" height="768" srcset="https://newretrowave.com/wp-content/uploads/2019/10/bloody-mess-1024x768.png 1024w, https://newretrowave.com/wp-content/uploads/2019/10/bloody-mess-300x225.png 300w, https://newretrowave.com/wp-content/uploads/2019/10/bloody-mess-768x576.png 768w, https://newretrowave.com/wp-content/uploads/2019/10/bloody-mess-1300x975.png 1300w, https://newretrowave.com/wp-content/uploads/2019/10/bloody-mess.png 1440w" sizes="(max-width: 1024px) 100vw, 1024px" /><p id="caption-attachment-28377" class="wp-caption-text">Pictured: One scrub (yours truly), pre-tenderized.</p></div>
<p>Abbadon&#8217;s Void (E5M5) hits us with the sound of a cyberdemon right out of the starting gate, and we don&#8217;t clearly see it, but we know it&#8217;s aware of us and it&#8217;s pissed off. Great. More indoorsy, wood-paneled infernal décor, peppered with monster closet ambushes and tense high-wire acts. I particularly enjoy the MIDI OST track for this map (more on the music below); it&#8217;s atmospheric and rich and it reminds me a little of Blood&#8217;s great theatrical-style music. E5M6, Unspeakable Persecution, has the exit to the secret level E5M9 (Realm of Iblis). I&#8217;m not going to spoil where the door is or what the secret level is like; if you want that shit you can find it easily online. (I admit that I had to look it up. My skills have gotten mad rusty.) I will say that E5M9 is as hot and nasty as you&#8217;d expect Sigil&#8217;s secret map to be. Buckle up, buttercup. E5M7 is the Nightmare Underworld, and it was originally meant to be the fifth map, but it belongs here in spot #7. It is an expansive and adventurous map, and it pounds me into hamburger at an embarrassing rate. John&#8217;s work in Sigil is the work of a man who intimately understands the tools he is using to engage the player. It is the work of a methodical, gifted, calculating psychopath. E5M8, Halls of Perdition, presents the final obstacle in Sigil. Like E4M8, it is not just a straight boss fight; you must find your way through one last intense firefight against the full host of DOOM&#8217;s baddies intent on beating you down. The finale has a marathon-like feel and is almost joyful (I only beat it once using equipment cheats on Hurt Me Plenty).</p>
<p><iframe width="1060" height="596" src="https://www.youtube.com/embed/gUavgbEdp9M?feature=oembed" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe></p>
<h2 style="text-align: center"><a href="https://www.youtube.com/channel/UCJ8V9aiz50m6NVn0ix5v8RQ" target="_blank" rel="noopener">decino&#8217;s</a> entertaining and thorough playthrough of Sigil. He is a much better player than me. Props.</h2>
<div id="attachment_28378" style="width: 310px" class="wp-caption alignleft"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-28378" class="size-medium wp-image-28378" src="https://newretrowave.com/wp-content/uploads/2019/10/hey-whats-up-300x211.png" alt="Hi. &lt;3" width="300" height="211" srcset="https://newretrowave.com/wp-content/uploads/2019/10/hey-whats-up-300x211.png 300w, https://newretrowave.com/wp-content/uploads/2019/10/hey-whats-up-768x540.png 768w, https://newretrowave.com/wp-content/uploads/2019/10/hey-whats-up-1024x720.png 1024w, https://newretrowave.com/wp-content/uploads/2019/10/hey-whats-up-1300x914.png 1300w, https://newretrowave.com/wp-content/uploads/2019/10/hey-whats-up.png 1280w" sizes="(max-width: 300px) 100vw, 300px" /><p id="caption-attachment-28378" class="wp-caption-text">Hi. &lt;3</p></div>
<p>Let&#8217;s talk about the absolute fucking banger soundtrack. If you don&#8217;t know who Buckethead is, you should, and he wrote the <a href="https://www.youtube.com/watch?v=4uHwUbHt2Bk" target="_blank" rel="noopener">CD soundtrack for Sigil</a>. Apparently, he&#8217;s a long-time DOOM fan. Who&#8217;d have thought a dude like the immortal Buckethead would have good taste. It is busy, atmospheric, haunting, and it fits Sigil&#8217;s gloomy theme of desperation perfectly. The episode also features a <a href="https://www.youtube.com/watch?v=IabHvqCjv24" target="_blank" rel="noopener">fantastic MIDI soundtrack</a> written by James Paddock. It&#8217;s a little more action-themed but fits the game every bit as well as the Buckethead score. E5M1 and E5M7 stand out to me as highlights, and you should have a listen.</p>
<p>Ol&#8217; Johnny R. goes hard in the paint with Sigil, reminding us longtime Space Marines that while our blood may smear every hallway and elevator from Phobos to Mt. Erebus, we can never die. Besides, who the hell else is going to keep the demons down? You know they&#8217;ll just be back . They always come back.</p>
<p>Sigil gets a 9 out of 10 from me. It&#8217;s difficult, but that&#8217;s not a complaint at all. It&#8217;s a brutally refreshing shot in the arm for a game that&#8217;s been loved for over twenty-six years. Devastatingly crisp, well-executed, and effective. John Romero has given us more to love about DOOM&#8230; and a new way to get our asses kicked and GET GOOD.</p>
<h2><img loading="lazy" decoding="async" class="aligncenter wp-image-28381 size-full" src="https://newretrowave.com/wp-content/uploads/2019/10/SIGIL_logo.jpg" alt="" width="800" height="446" srcset="https://newretrowave.com/wp-content/uploads/2019/10/SIGIL_logo.jpg 800w, https://newretrowave.com/wp-content/uploads/2019/10/SIGIL_logo-300x167.jpg 300w, https://newretrowave.com/wp-content/uploads/2019/10/SIGIL_logo-768x428.jpg 768w" sizes="(max-width: 800px) 100vw, 800px" /></h2>
<h2 style="text-align: center">See you later for more articles in October. Stay spooky as hell&#8230; and Stay Retro.</h2>
<p style="text-align: center">BONUS: <a href="https://www.youtube.com/watch?v=hqvd75JXSQI" target="_blank" rel="noopener">Of course there&#8217;s a Zero Master speed run of 9:32 for it already.</a> Hallelujah.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://newretrowave.com/2019/10/15/sigil-john-romero-id-software-2019/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Wolfenstein 3D (id Software, 1992)</title>
		<link>https://newretrowave.com/2015/07/01/wolfenstein-3d-id-software-1992/</link>
					<comments>https://newretrowave.com/2015/07/01/wolfenstein-3d-id-software-1992/#respond</comments>
		
		<dc:creator><![CDATA[bryan.eddy@newretrowave.com]]></dc:creator>
		<pubDate>Wed, 01 Jul 2015 22:34:41 +0000</pubDate>
				<category><![CDATA[Uncategorised]]></category>
		<category><![CDATA[1992]]></category>
		<category><![CDATA[action]]></category>
		<category><![CDATA[apogee]]></category>
		<category><![CDATA[article]]></category>
		<category><![CDATA[Bryan Eddy]]></category>
		<category><![CDATA[first person shooter]]></category>
		<category><![CDATA[fps]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[ms-dos]]></category>
		<category><![CDATA[nazi]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[video game]]></category>
		<category><![CDATA[wolfenstein]]></category>
		<category><![CDATA[wolfenstein 3d]]></category>
		<category><![CDATA[world war 2]]></category>
		<category><![CDATA[world war II]]></category>
		<guid isPermaLink="false">http://new-retro-wave.com/2015/07/01/201571wolfenstein-3d-id-software-1992/</guid>

					<description><![CDATA[World War II. Europe is in turmoil. Germany is on the rampage, fueled by the poison doctrines of Nazism and the fire of hatred. The world stands in the shadow of one man… one despicable tyrant… Adolf Hitler. I’ve met the man who took him [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/55946275e4b03e226a68a61b/1435787894806/title.giftitle?format=original" alt=""/></p>
<p>World War II. Europe is in turmoil. Germany is on the rampage, fueled by the poison doctrines of Nazism and the fire of hatred. The world stands in the shadow of one man… one despicable tyrant… Adolf Hitler.</p>
<p>I’ve met the man who took him out.</p>
<p>His name was B.J. Blazkowicz.</p>
<div style="width: 1657px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/55946368e4b05111cee68c68/1435788137198/statusbar.jpgstatusbar?format=original" alt="Portrait of an American hero. Bloodied but unbowed. And packing one hell of a shooting iron."/><p class="wp-caption-text">Portrait of an American hero. Bloodied but unbowed. And packing one hell of a shooting iron.</p></div>
<p><em>Wolfenstein 3D</em> is the game that changed everything. It is the ancestor of the modern, true first-person shooter. Developed by id Software and released in May 1992, this groundbreaking MS-DOS adventure set a precedent for years to come. One of many games distributed using the shareware method, <em>Wolfenstein 3D</em> was distributed in truncated form (in this case, the first “episode” of six total). Interested parties could obtain it very cheaply on floppy disk, or they could download it using a BBS service (the Internet’s older, more conservative cousin). The shareware model was repeated with later games, notably id’s legendary follow-up, <em>Doom</em>.</p>
<div style="width: 804px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/55946493e4b056daff49e905/1435788438462//img.jpg" alt="Easily one of the baddest-ass pieces of cover art from the shareware era. Ripped and howling, B.J. exults in the bloody demise of yet another Gestapo goon. He fires his unthinkably massive chaingun in a physics-defying display of all-American fury. "/><p class="wp-caption-text">Easily one of the baddest-ass pieces of cover art from the shareware era. Ripped and howling, B.J. exults in the bloody demise of yet another Gestapo goon. He fires his unthinkably massive chaingun in a physics-defying display of all-American fury. </p></div>
<p>In 1991, John Carmack and id Software (yes, the “id” is all lowercase) had developed <em>Catacomb 3-D</em>, a well-received and innovative attempt at 3D gaming. While it wasn’t a true first person shooter, it achieved something that game developers had been stabbing at for years: a decent representation of 3D space. The engine used a rendering technique called ray casting to create a “pseudo-3D” point of view. To avoid giving you a colorless technical essay, what the engine does is translate a 2 dimensional (think “top-down” view) map into what looks like 3D. The engine had limitations, namely that the entire map had to be the same elevation (no stairs, platforms, etc), so it wasn’t really “true” 3D… id would get closer in 1993 with <em>Doom</em>. Nonetheless, it was still an incredible representation of 3D graphics, and the team decided to reuse the engine to make a more action-oriented title. <em>Castle Wolfenstein</em>, a 1981 software title by Muse Software, had let its trademark lapse, and id decided to rework it using Carmack’s engine. The engine rendered quickly and ran well on machines with average processing power, which freed up resources for other aspects of the game to shine. The sprite-based graphics weren’t revolutionary in themselves, but the way they were used certainly was; while static objects had only one sprite, the enemies had multiple angles from which you could see them, and had well-animated attacks and movement. The overall visual theme is purposefully lighthearted and cartoonish, to offset the serious tone of the story. The game’s audio made good use of the sound cards of the day (namely the Sound Blaster series), and you could enable sound effects through the PC speaker as well. The <a target="_blank" href="https://www.youtube.com/watch?v=XIUULIh2meI">music</a> is written by Robert Prince, who is mostly known for his work on the original <em>Doom</em> and <em>Commander Keen</em> games. While it isn’t quite as iconic as his scores for those games, Wolfenstein’s music is pulse-pounding and ominous.</p>
<div style="width: 567px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/559463bee4b082b6bd4505f5/1435788228650//img.gif" alt="an animation illustrating how raycasting translates 2 dimensions into 3. Public domain image, but credit and thanks to Wikipedia user "LucasVB.""/><p class="wp-caption-text">an animation illustrating how raycasting translates 2 dimensions into 3. Public domain image, but credit and thanks to Wikipedia user &#8220;LucasVB.&#8221;</p></div>
<p>I was nine when this game fell into my lap. My father’s job for the airline involved a lot of computer work; for lack of a kinder way to say it, he worked with some straight-up nerds. We’re talking the good old fashioned kind of tech-geeks. Good people! One of his co-workers sent him home one day with a set of blue 3.5 inch floppy disks. They bore the cryptic, vague label “WOLF3D.” My first thought as a nine-year-old boy was, “oh wow, a werewolf game. And in 3D!” I enthusiastically thanked my dad and ran to our IBM 386 to install the mystery game. Needless to say, there were no werewolves, but I still wasn’t disappointed in the least. I played the entire first episode through in one day.</p>
<div style="width: 560px" class="wp-caption alignnone"><img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/5594664ce4b03e226a68bb00/1435788876838//img.png" alt="MS-DOS: the operating system you had to ask nicely before it would do anything for you."/><p class="wp-caption-text">MS-DOS: the operating system you had to ask nicely before it would do anything for you.</p></div>
<p id="yui_3_17_2_1_1435787655223_59342">In <em>Wolfenstein</em>, you play as B.J. Blazkowicz, a US Army Ranger sergeant captured by the Nazis while investigating something called “Operation Eisenfaust.” At the start of the first episode, you’ve disarmed a guard and set yourself free from your prison cell in Castle Wolfenstein. The first episode chronicles your escape from the castle. This effort culminates in a showdown with the massive Hans Grosse. In the second, you discover that Eisenfaust is real and set out to stop it. You fight your way through hordes of undead “mutant” soldiers to face down Dr. Schabbs, the crazed, syringe-wielding doctor behind the project. In the third episode, “Die, Fuhrer, Die!” your mission is nothing less than to kill Hitler. This not only involves making your way through his private stronghold, but also defeating his many floating clones and destroying his battle-mech armor.</p>
<p>      <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/5594640fe4b09f741fe78405/1435788304813//img.jpg" alt=""/></p>
<p>Yes. Battle-mech armor.</p>
<p>The final three episodes form a series of prequels to the first three, revolving around the Giftkrieg, or “Poison War.” Your first target is another mad scientist, one who dresses a bit more like a military man: Otto Giftmacher. In the fifth episode, “Trail of the Madman,” you’re after secret plans that just happen to be safeguarded by Hans’ sister, Gretel Grosse. Finally, B.J. confronts General Fettgesicht, the man behind the entire poison plot.</p>
<p>The game is playable using the keyboard and the mouse, though the mouse’s functionality is crude compared to later FPS games. You move through a complex set of dungeons and other complexes, collecting plundered treasure and capturing weapons to use against your vile Nazi foes. Brown-shirted soldiers, beefy Schutzstaffel officers, and even zombies with torso-mounted rifles are scattered throughout the game waiting to finish you off for the glory of the Reich. You start with a simple pistol, 8 bullets, and a knife. Not to worry; dead Nazi scum are very generous with their kit. The SS guy drops a submachine gun, and if you’re thorough, you can find a massive machine gun that tears through enemy soldiers (and ammunition as well). With a max capacity of 99 bullets, resource management plays a significant role in both surviving and winning. Many of the levels feature puzzle elements, as well as secrets that only a canny and attentive player will find (including a secret level in each episode, one of which is full of Pac-Man ghosts). Both your health percentage and B.J.’s animated mug shot on the status bar show you your current condition; to regain health, you can use anything from med kits to dog food. The bosses present a significant threat, and Hitler himself is particularly daunting. However, if you’re quick and patient, you can bring even the Fuhrer down once you’ve figured out his behavior.</p>
<div class="image-gallery-wrapper">
<p>   <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/5594ebfce4b018e59d2abc54/1435823100576/difficulty.jpg" /></p>
<p>   <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/5594ebfce4b0359276befc98/1435823100516/episodes.png" /></p>
</div>
<div class="image-gallery-wrapper">
<p>   <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/5594646fe4b0f2c26b19280d/1435789037397/screen1.png" /></p>
<p>   <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/5594646fe4b0b1dd61ca6389/1435789066552/screen2.jpg" /></p>
<p>   <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/5594646fe4b0f2c26b19280f/1435789086588/screen3-hans.jpg" /></p>
<p>   <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/5594668ee4b0e7ea47caed65/1435788999536/screen5-pacman.jpg" /></p>
</div>
<p><em>Wolfenstein</em>’s Nazi imagery caused notable disquiet in Germany, where the game was initially banned due to laws prohibiting such symbols in media. When ported to the SNES, the game had the Nazi imagery (but not the Nazis themselves) removed. Elsewhere in the world, <em>Wolfenstein</em> received lukewarm criticism for its modest (by modern standards) levels of violence, but no controversy adversely affected its sales or popularity. It’s hard to keep down an innovative, revolutionary 3D game… especially when it’s a game that involves killing Hitler and ending the Reich.</p>
<p>In the direct sequel, <em>Spear of Destiny</em>, B.J. returns to reclaim a powerful relic from the Nazis: the spear that pierced the side of Christ on the cross. Few if any changes were made to the game engine itself; a handful of new sprites were added, and Spear of Destiny plays as one long episode instead of six smaller ones. It is considered slightly more difficult than its predecessor, and builds on the Nazi/occult theme established therein.</p>
<p>As I mentioned earlier in the article, <em>Wolfenstein 3D</em> is often hailed as the first big step toward the now-familiar first person shooter format. It established a standard in both form and quality; id Software and other companies would compete afterwards, releasing a slew of titles that gradually added improvement after improvement to the original concept. Notably, id’s <em>Doom</em> broke even further ground for FPS games in 1993, and their dominance of the genre continued with 1996’s <em>Quake</em>. The <em>Wolfenstein</em> franchise itself saw new life in 2001, when Grey Matter Interactive released a technologically updated reboot that launched a new series of titles.</p>
<p>      <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/5594688de4b06734ad8b938b/1435789455286//img.png" alt=""/></p>
<p>No matter who (or what) you are, it’s important to remember your roots… your origins. Games like <em>Call of Duty</em> and <em>Borderlands</em>, while certainly works of wonder in their own right, can’t help but look up at granddaddy <em>Wolfenstein</em>, smile, and nod respectfully.</p>
<p>FUN STUFF/TRIVIA:</p>
<ul>
<li>To honor its 20th anniversary in 2012, Bethesda released a <a target="_blank" href="http://3d.wolfenstein.com/">browser-based version</a>, playable for free. There is also this weird &#8220;<a target="_blank" href="http://www.wonder-tonic.com/wolf1d/">demake</a>&#8221; of the game.</li>
<li>General Fettgesicht&#8217;s last name means &#8220;fat-face&#8221; in German.&nbsp;</li>
<li>The starting pistol is supposed to be a <a target="_blank" href="https://en.wikipedia.org/wiki/Luger_pistol">Luger P08</a>, a&nbsp;German pistol that saw extensive use in both World Wars. The submachine gun is loosely based on the WWII-era German <a target="_blank" href="https://en.wikipedia.org/wiki/MP_40">MP-40</a>.</li>
<li>One of the secret levels is a sliding-panel maze; enterprising players can find not only goodies, but a sign that says, &#8220;Call Apogee, say Aardwolf.&#8221; This was for a contest that never fully came to fruition; user-developed hacks and editors&nbsp;made it impossible to verify whether a caller had legitimately reached the sign without cheating. This quick dismantling of the game&#8217;s source code led id to make <em>Doom</em> easily user-editable in response.</li>
<li>The title theme music is an actual, honest-to-God Nazi anthem, &#8220;Horst-Wessel-Lied.&#8221; It is also removed from the German SNES version.&nbsp;</li>
<li>The German SNES release also featured mutant rats instead of dogs, green blood, and an altered Hitler boss called &#8220;Staatmeister.&#8221;</li>
<li>The 1994 SNES game <em>Super 3D Noah&#8217;s Ark</em> is essentially <em>Wolfenstein 3D</em> with a total sprite-swap.</li>
<li>The theme of the Nazis pursuing occult means of power isn&#8217;t endemic to <em>Wolfenstein 3D</em>; it not only shows up in the <em>Indiana Jones</em> movies, but actually sort of <a target="_blank" href="https://en.wikipedia.org/wiki/Ahnenerbe">happened</a> in <a target="_blank" href="https://en.wikipedia.org/wiki/Thule_Society">real life</a>.</li>
<li>B.J.&#8217;s birthday is given in source material as August 15th, 1911. I would hazard a guess that this is in reference to the famous&nbsp;<a target="_blank" href="https://en.wikipedia.org/wiki/M1911_pistol">M1911</a> pistol, the standard US military sidearm during WWII and beyond. It is also stated that he is of Polish-Jewish ancestry.</li>
<li>This is hardly trivia, but the blue-suited SS men show up again in the secret levels of <em>Doom 2</em>, both of which are homages to <em>Wolfenstein</em>.</li>
<li>In 1994, a Sega MegaDrive/Genesis verion was announced, but never released. The game was, however, ported to the Jaguar, 3DO, SNES, PC-98, Macintosh, Acorn Archimedes, and Game Boy Advance. Many unlicensed ports exist as well.</li>
</ul>
<p><strong>Until next time, RetroManiacs!</strong> I had a blast writing this one up, and I hope you&#8217;ll enjoy it as much as I have.</p>
<p>      <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/559478a0e4b018e59d290a07/1435793568813//img.gif" alt=""/></p>
<p>      <img decoding="async" src="http://static1.squarespace.com/static/5411df7ee4b01dce1367679d/543c80bde4b046a73f73fbf9/559478b8e4b0c2ba79b14ff2/1435793593759//img.png" alt=""/></p>
<p id="yui_3_17_2_1_1435787655223_117618"></p>
]]></content:encoded>
					
					<wfw:commentRss>https://newretrowave.com/2015/07/01/wolfenstein-3d-id-software-1992/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
	</channel>
</rss>
