The presentation was from a time where menus and UI were less focused on instant readability and more about providing texture and aligning with the setting. None of the modern trappings of highly scripted setpieces, with all of the thrills. ![]() You backtrack around an area with the twist of completing specific objectives ala Quake 2, Goldeneye, or No One Lives Forever. The rest of the levels play out as free-flowing, mostly classically designed missions. The later entries in the series would perfect this aspect, sue me I love The New Colossus. They are harmless enough, but not all that interesting either. Return is light on cutscenes, for the most part keeping them mainly as briefing bookends to BJ’s missions or to illustrate the cartoonish evil of the Nazi officers. The recoil is rebalanced for more power, but it does not get in the way of being able to run and gun so long as you are stocked up on health. The Real Return to Castle Wolfenstein mod bumps up the options substantially, adding the essential trench shotgun that was only featured in the Xbox port and more. The arsenal in the core game is excellent, with firearms ranging from German SMGs and rifles, American classics, and zanier sci-fi weapons like the Tesla Gun (hard-earned). This game was released in the last pocket of time where it was acceptable for your protagonist to carry a fully kitted arsenal with heaps of guns, and imagining BJ Blazkowitcz as anything but a walking armory just will not do. The crackle of the MP40’s barrel as you sprint around corners blasting SS troops evokes such timeless imagery of the American GI films. As you escape captivity from the dungeons of Castle Wolfenstein, the titular fortress nestled somewhere in the mountains of Northern Germany, you are quickly dispatching Nazis without mercy. That's how it should've been done with the Forest level, in my opinion.The spirit of early-Spielburgian adventure is palpable from the game’s opening moments. Norway and the Bramburg Dam missions are ones that are heavily incentivized to be completed stealthily, because any alarm tripping results in a higher enemy count presence. If you memorize these patterns or use the lean feature, most levels can be partially completed stealthily, and in some, it's actually a huge benefit. Many guard patrols are purposely designed to be able to be taken out stealthily, usually in conjunction with other guard patrols. For instance, certain enemies react to footsteps or a door opening, but there's a distinction where they don't react if you hold down CAPS LOCK to walk slowly and open doors quietly. The stealth in this game is actually decent and plays pretty fine. ![]() As long as you don't run into that bug, it's fine. Instead, when you try to enter the truck, it tells the player that only 3/4 objectives have been completed, and when you check the notebook, it says you haven't ensured that all the alarms haven't been sounded. The bug is when the last guard get alerted to your presence, but doesn't run to an alarm to give the player the fail state of "an alarm has been sounded". ![]() The problem with the first stealth mission is if you're unlucky enough to run into a bug, it kinda ruins the playthrough.
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