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Review of Wolfenstein on PlayStation 3

by Chucky Chucky photo Aug 2009
Cover image of Wolfenstein on PS3
Gamefings Score: 7.1
Platform: PS3 PS3 logo
Released: 30 Aug 2009
Genre: First-person shooter
Developer: Raven Software
Publisher: Activision

Introduction

Wolfenstein for the PlayStation 3 is the sort of game that announces itself with the subtlety of a zeppelin full of explosives. Raven Software took the venerable BJ Blazkowicz, strapped him to id Tech 4 with a fresh coat of post-processing, and sent him back into a World War II that has clearly been reading too many occult pamphlets. The setting is Isenstadt, a German town where the Nazis have dug so deep they accidentally found a different dimension, and then made the poor life choice of trying to weaponize it. The result is a single-player campaign that oscillates between solid, satisfying gunplay and plot twists that are exactly as earnest as a man wearing an oversized medallion that kills people for him should be. The game also shipped with a multiplayer mode, developed partially by Endrant and Pi Studios, which behaves like a professional afterthought: competent, occasionally fun, and not the reason you bought the box. Critics were mostly polite to it, Metacritic put the PS3 score in the low 70s, sales were embarrassingly meek, and sometime after its release the game was quietly made hard to buy legally. If irony were a collectible item, you'd have to trawl torrent sites for it.

Gameplay

Gameplay in Wolfenstein is an exercise in pleasant predictability, which is exactly what a lot of people wanted in 2009. You run, you shoot, you find bits of gold, you upgrade weapons and the titular mystical bling - the Thule Medallion - at the Black Market run by Stefan and Anton Kriege. The medallion is the games clever twist: by collecting Nachtsonne crystals you gain access to the Veil, a parallel plane where doors open that were closed on Earth, enemies sometimes look like theyve stepped out of a horror film, and you access powers that range from 'slow time' to 'temporary invulnerability' to 'make your bullets angrier'. These are implemented as short, tactical modifiers to fights rather than permanent superpowers, which keeps encounters brisk and encourages experimentation instead of making you feel like the game is simply handing you a cheat code. Level design flips between claustrophobic sewers and taverns, wide mining caverns, a castle, and a zeppelin, and the variety is welcome because it keeps the Veil gimmick from wearing out its welcome. Enemies are a mix of human soldiers, occult-animated things, and a few bosses who wear names like Hans Grosse and Deathshead. These bosses exist for three reasons: to create memorable set-pieces, to remind you of older Wolfenstein games, and to validate your belief that punching a man with a chaingun attachment is a legitimate career path. The upgrade system is simple: gather money and crystals, spend them on better guns, enhanced damage, or improved Veil abilities. It avoids RPG bloat and preserves momentum, which is sensible when your chief talent is explosives and sarcasm. Multiplayer is functional but not remarkable. It was delegated to specialist teams and feels like an addendum: maps, classes, and competitive modes that do their job competently but dont reinvent the wheel. Some critics found the online play unbalanced or jerky, and the servers required a day-one patch on PC. If you have nostalgic friends and the disc in the console, you can get some mileage out of it; if not, the single-player campaign is where the meat is. The story threads - Caroline Becker and the Kreisau Circle, Sergei Kovlov, and the betrayal by Dr. Leonid Alexandrov - keep the narrative moving, even if plot mechanics occasionally resemble enthusiastic paper mache.

Graphics

Graphically, Wolfenstein is a comfortable middleweight. It uses an enhanced id Tech 4 engine with depth of field, soft shadowing, and post-processing that add atmosphere without making the PS3 cry. The environments are detailed enough to be convincing, and the Havok physics add pleasing chaos to explosions and debris, which is important in a game where dramatic collapse is the primary form of punctuation. The Veils visual shift is handled cleanly: colors desaturate, forms shimmer, and enemies adopt the kind of grotesque character design that lets you know the developers were enjoying themselves. Character models and facial animation are competent but not photoreal; motion capture was used, and Carrie Coon did some of that early motion-capture work before she became famous for being slightly less fictional in other media. Its not a PS3 showpiece the way certain contemporaries were, but its polished, readable in the heat of combat, and effective at making explosions feel appropriately consequential.

Conclusion

Wolfenstein (2009) is a competent shooter with a charismatic central gimmick: the Veil and the Thule Medallion. It doesn't attempt to be profound, and it has the good sense to avoid bloating its systems with needless complexity. Critics were largely amused but not overwhelmed; the game sits squarely in the 'solid but forgettable' territory for many reviewers. Commercially it underperformed - selling about 100,000 copies in its first month - and that, combined with later rights squabbles, has made the title harder to buy legally than a retro collector's item that nobody anticipated would need collecting. If you own a PS3 copy and want a brisk single-player campaign with occasional moments of supernatural weirdness and reliably satisfying gunplay, its worth your time. If you're looking for a multiplayer behemoth or a narrative masterpiece, you might prefer to pick something else off the shelf. In short: buy it for the single-player, keep it for the moments when punching Nazis is mechanically gratifying and narratively ridiculous, and remember that sometimes a medium-sized medallion is all a shooter needs to justify another level of mayhem.

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