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Otherwise, the levels themselves are really just not all that fun. Gunplay is amazing, especially since it has a surprisingly high ceiling for learning the industry and outs, and it's also very flexible for what little is really there (ahem, gun variety...).
However, making the most out of the gameplay is hard because sooooo many of the levels/missions are not suited for the game's own design.
For example, the Manhattan harbor side mission is basically a coin flip on whether that patrolling ubersoldat sees you, and once the alarm is raised, you could find yourself hunkering down for several minutes waiting until the nearby enemies stop spawning as you pick them off.
A big, BIG part of this comes down to how the bratwurst is made in Wolfenstein 2. You ever feel like once the alarm is raised that there are *more* enemies than there should be, with soldiers even flanking you from areas that there is no way they could have come from? That's because there isn't, and the game "cheats" by just plopping enemies down in spawn points until they're all dead.
You can see this by disabling the fog in the unofficial New Colossus Tweaker program, especially in Roswell's bunker. Enemies literally just spawn like in a multiplayer game, which would be fine, but the spawn points weren't given any logical placement, like being by a presumably sealed off door that you couldn't clear, or going so far as to roll in a troop transport to unload them (like in the New Orleans campaign with the panzerhund).
That only exacerbates already poor level design, such as being in the Texas farmhouse and being killed by a guy who materialized behind you.
It's really a damn shame because the better levels are like the bunkers where enemies can't spawn in ridiculous places or prevent you from moving forward because the waves won't stop in a level that lacks enough cover or otherwise interesting design to keep the fighting more engaging.
This has become a huge problem for the game's replayability because you already have to revisit the same, dull locations to get enough enigma codes, and far too few of the levels seem to get better as you replay them ; typically, you'll just realize how bloody small the game is and how much artificial padding they did to keep you from running through the entire game in half the time.
http://steamcommunity.com/sharedfiles/filedetails/?id=1240699111
Or... they could all just lead into the exact same room I guess, that works too ._. got a few examples of obstacles like this, with all three options in one screenshot.
I wasn't expecting completely different areas, but for that example, the stilts could have taken you to a damaged fire escape leading to the top floor so you can work your way down the level, the charge could have got you in here at the front of the building, and the crawl space could have taken you down a passage to the other side of the room. Sure, one of those options would be a lot easier to get through than the others, but you make the other levels favour the other two options, and then i feel like my decision made a difference to my game.
It's a lot of missed potential I feel :(