Wolfenstein 3Dis afirst-person shootervideo gamedeveloped byid Softwareand published byApogee SoftwareandFormGen.Originally released on May 5, 1992, forDOS,it was inspired by the 1981Muse Softwarevideo gameCastle Wolfenstein,and is the third installment in theWolfensteinseries. InWolfenstein 3D,the playerassumes the roleofAlliedspyWilliam "B.J." BlazkowiczduringWorld War IIas he escapes from theNazi Germanprison Castle Wolfenstein and carries out a series of crucial missions against the Nazis. The player traverses each of the game'slevelsto find an elevator to the next level or kill afinal boss,fighting Nazi soldiers, dogs, and other enemies with a knife and a variety of guns.
Wolfenstein 3D | |
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Developer(s) | id Software |
Publisher(s) |
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Director(s) | Tom Hall |
Designer(s) |
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Programmer(s) |
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Artist(s) | Adrian Carmack |
Composer(s) | Robert Prince(DOS) Brian Luzietti(Macintosh) Todd Dennis(3DO) |
Series | Wolfenstein |
Platform(s) | |
Release | May 5, 1992
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Genre(s) | First-person shooter |
Mode(s) | Single-player |
Wolfenstein 3Dwas the second major independent release by id Software, after theCommander Keenseries of episodes. In mid-1991, programmerJohn Carmackexperimented with making a fast 3Dgame engineby restricting the gameplay and viewpoint to a singleplane,producingHovertank 3DandCatacomb 3-Das prototypes. After a design session prompted the company to shift from the family-friendlyKeento a more violent theme, programmerJohn Romerosuggested remaking the 1981 stealth shooterCastle Wolfensteinas a fast-paced action game. He and designerTom Halldesigned the game, built on Carmack's engine, to be fast and violent, unlike other computer games on the market at the time.Wolfenstein 3Dfeatures artwork byAdrian Carmackand sound effects and music byBobby Prince.The game was released through Apogee in two sets of three episodes under thesharewaremodel, in which the first episode is released for free to drive interest in paying for the rest. An additional episode,Spear of Destiny,was released as a stand-alone retail title through FormGen.
Wolfenstein 3Dwas a critical and commercial success and is considered one of thegreatest video games ever made.It garnered numerous awards and sold over 250,000 copies by the end of 1995. It has been termed the "grandfather of 3D shooters", and is widely regarded as having helped popularize the first-person shooter genre and establishing the standard of fast-paced action and technical prowess for many subsequent games in the genre, as well as showcasing the viability of the shareware publishing model at the time. FormGen developed an additional two episodes for the game, while Apogee released a pack of over 800 fan-created levels. Id Software never returned to the series, but did license the engine to numerous other titles before releasing the source code for free in 1995, and multiple other games in theWolfensteinseries have been developed by other companies since 2001.
Gameplay
editWolfenstein 3Dis afirst-person shooterpresented with rudimentary3D graphics.The game is broken up intolevels,each of which is a flat plane divided into areas and rooms by a grid-based pattern of walls and doors, all of equal height.[1]Each level is themed afterNazibunkers and buildings. To finish a level, the player must traverse through the area to reach an elevator.[2]Levels—ten in the original episodes—are grouped together into named episodes, with the final level focusing on aboss fightwith a particularly difficult enemy.[3]While traversing the levels, the player must fight Nazi guards and soldiers, dogs, and other enemies while managing supplies of ammunition andhealth.The player can find weapons and ammunition placed in the levels or can collect them from dead enemies; weapons include a knife, a pistol, a submachine gun, and a rapid-firechain gun.[2]The player can also find keys that allow them to pass through locked doors. While the levels are presented in a 3D perspective, the enemies and objects are instead 2Dspritespresented from several set viewing angles, a technique sometimes referred to as2.5Dgraphics.[4]
The player's health is represented by a percentage starting at 100, which is diminished when they are shot or attacked by enemies.[5]If the player's health falls to zero, they lose onelifeand start the level over with a knife, a pistol, and eight bullets.[2]The player begins each episode with four lives and can gain more by finding extra-life tokens or by earning enough points. Points are scored by killing enemies or collecting treasures scattered throughout the levels.[5]Points can also be scored by killing all enemies in a level, collecting all treasure, finding all secret areas, or completing a level under a par time; the player's completion ratio and speed is displayed when a level is completed. Secret areas containing treasure, health refills, or ammunition can be found in hidden rooms revealed by activating certain wall tiles that slide back when triggered.[3]The original version of the game allows the player to save their progress at any point, though in many of itsportsthe player can only save between levels.[2][3]
Plot
editWolfenstein 3Dis divided into two sets of three episodes: "Escape from Castle Wolfenstein", "Operation: Eisenfaust", and "Die, Führer, Die!" serve as the primary trilogy, with a second trilogy titledThe Nocturnal Missionsincluding "A Dark Secret", "Trail of the Madman", and "Confrontation". The protagonist isWilliam "B.J." Blazkowicz,an American spy ofPolish descent,and the game follows his efforts to destroy the Nazi regime. In "Escape", Blazkowicz has been captured while trying to find the plans for Operation Eisenfaust (Iron Fist) and imprisoned in Castle Wolfenstein, from which he must escape. "Operation: Eisenfaust" follows his discovery and thwarting of the Nazi plan to create an army ofundeadmutants in Castle Hollehammer, while in "Die, Führer, Die!" he infiltrates abunkerunder theReichstag,culminating in a battle withAdolf Hitlerin arobotic suitequipped with fourchain guns.
The Nocturnal Missionsform aprequelstoryline dealing with German plans forchemical warfare."A Dark Secret" deals with the initial pursuit through a weapons research facility of the scientist responsible for developing the weaponry. "Trail of the Madman" takes place in CastleErlangen,where Blazkowicz's goal is to find the maps and plans for the chemical war. The story ends in "Confrontation", which is set in CastleOffenbachas he confronts the Nazi general behind the chemical warfare initiative.
Spear of Destiny
editAn additional episode, titledSpear of Destiny,was released as a retail game byFormGen.It follows Blazkowicz on a different prequel mission, trying to recapture theSpear of Destinyfrom the Nazis after it was stolen fromVersailles.FormGen later developed two sequel episodes, "Return to Danger" and "Ultimate Challenge", each of which feature Blazkowicz as he fights through another Nazi base to recover the Spear of Destiny after it has been stolen again as part of a plot tobuild a nuclear weaponorsummon demons.
Development
editIn October–December 1990, a team of employees from programming studioSoftdiskcalling themselves Ideas from the Deep developed the three-part video gameCommander Keen in Invasion of the Vorticons,the first game in theCommander Keenseries. The group, who worked at Softdisk inShreveport, Louisiana,developing games for theGamer's Edgevideo game subscription service anddisk magazine,was composed of programmersJohn RomeroandJohn Carmack,designerTom Hall,artistAdrian Carmack,and manager Jay Wilbur. After the release of the game in December throughsharewarepublisherApogee Software,the team planned to quit Softdisk and start their own company. When their boss, Softdisk owner Al Vekovius, confronted them on both their plans and their use of company resources to develop the game—the team had created it on their work computers, both in the office after hours and by taking the computers to John Carmack's house on the weekends—the team made no secret of their intentions. After a few weeks of negotiation, the team agreed to produce a series of games forGamer's Edge,one every two months.[6]
Ideas from the Deep, now formally established asid Software,used some of these to prototype ideas for their own games.[7]Adrian Carmack used them to push his preferred, dark art style, while John Carmack began to experiment with3D computer graphics,which until then was largely the purview offlight simulation gamessuch asWing Commander(1990) orwireframe3D in games onmainframe computers.Carmack found that this was largely due to the limitations ofpersonal computersof the time, which had difficulty displaying a fastaction gamein 3D due to thenumber of surfacesit needed to calculate, but felt that the increasing computational power of PCs meant that it may be possible.[6][8]During 1991, he experimented with limiting the possible surfaces the computer needed to display, creating game levels with walls designed only on a flat grid rather than with arbitrary shapes or angles. He also took the unusual approach of creating the displayed graphics throughray casting,in which only the surfaces visible to the player were calculated rather than the entire area surrounding the player. After six weeks of development, Carmack had created a rudimentary 3Dgame enginethat used animated 2Dspritesfor enemies. Id Software then used the engine for the April 1991 Softdisk gameHovertank 3D,in which the player drives a tank through a plane of colored walls and shoots nuclear monsters.[1][6]In the fall of 1991, after the team—sans Wilbur—had relocated toMadison, Wisconsin,and he had largely finished the engine work forCommander Keen in Goodbye, Galaxy,Carmack decided to implement a feature fromUltima Underworld: The Stygian Abyss,arole-playing gamein development byBlue Sky Productions.[9]Ultima Underworldwas planned to displaytexture-mapped3D graphics withoutHovertank's restrictions of flat walls and simple lighting.[9][10][11]Deciding that he could add texture mapping without sacrificing the engine's speed or greatly increasing the system requirements asUnderworldwas doing, Carmack enhanced the engine over six weeks fromHovertank 3Dfor another Softdisk game, the November 1991Catacomb 3-D.[1][9]Upon seeing it,Scott Millerof Apogee began to push the team to make a 3D shareware action game.[9]
In November 1991, with the secondCommander Keentrilogy of episodes nearing completion and their contractual obligations to Softdisk almost finished, id Software sat down to plan out their next major game. Designer Tom Hall, who initially wanted to do a thirdKeentrilogy, recognized that Carmack's programming focus had shifted from the 2Dside-scrollingplatform gameseries to 3D action games. After an initial proposal by Hall of a sci-fi project, "It's Green and Pissed", Romero suggested a 3D remake of the 1981Castle Wolfenstein.The team was interested in the idea, as Romero, Hall, and John Carmack all had fond memories of the original title and felt the maze-like shooter gameplay fit well with Carmack's 3D game engine, while Adrian Carmack was interested in moving away from the child-friendly art style ofKeeninto something more violent. Encouraged by the reception to his idea, Romero expounded on it by proposing a "loud" and "cool" fast action game where the player could shoot soldiers before dragging and looting their bodies. The core of the gameplay would be fast and simple, for Romero believed that due to the novelty of a 3D game and control scheme, players would not be receptive to more complicated, slow gameplay.[12]He felt the game would occupy a unique place in the industry, which was then dominated by slower simulation and strategy games. Adrian and John Carmack were excited by the prospect, while Hall felt that it was enjoyable enough, and that since he was the company's designer that they could return to his ideas at a later date.[4]
Initially the team believed that they would be unable to use theWolfensteinname due to trademark issues, and came up with multiple possible titles.[13]They contactedCastle WolfensteindeveloperSilas Warner,but learned thatMuse Softwarehad shut down in 1986, with all rights toWolfensteinsold.[14]The rights last belonged to someone inMichigan,[15]and the team was able to purchase the trademark around mid-April 1992 for US$5,000.[16]Thus they were free to use the nameWolfenstein 3D.[17]The game concept met with immediate approval from Scott Miller of Apogee, who considered id Software his star developer, and he guaranteed id a US$100,000 payment on the project.[9]Mark Rein,who had been brought on a few months prior as id's probationary president, also sold the idea of doing a retailWolfensteinproject toFormGen,which had published id's December 1991Commander Keen in Aliens Ate My Babysitter,overcoming the publisher's concerns overWolfenstein's proposed content. This put id in the unique position of selling simultaneously to the shareware and retail markets.[13]
The project officially began on December 15, 1991.[15]Romero and Hall designed the gameplay and aesthetics. Romero wanted the goal to be "to mow down Nazis", with the suspense of storming a Nazi bunker full ofSSsoldiers and Hitler himself, as well as dogs, blood "like you never see in games", and straightforward, lethal weapons. He also composed the general storyline for the game.[18]Hall designed the levels while also adding collectible objects in the form of treasure and food for health items.[13]He also did sketches for the bosses and the title screen.[19]Carmack programmed "the core" of the game's engine in a month; he added a few features to theWolfenstein 3Dengine fromCatacomb 3-D,including support for doors and decorative non-wall objects, but primarily focused on making the game run smoother and faster with higher-resolution graphics.[1][13][20]The game was programmed chiefly inANSI C,with its scaling and ray casting routines written inassembly.[15]The graphics for the game were planned to be in 16 colorEGA,but were changed to 256 colorVGAfour months before release, which also enabled the game to have higher resolutions.[21][22]Romero in turn worked on building a game with the engine, removing elements of the initial design, like looting enemy bodies, that he felt interrupted the flow of fast gameplay.[13]The sprites for the enemies and objects were hand drawn at eight different angles by Adrian Carmack usingElectronic Arts'sDeluxe Paint II.[22][23][24]Initially the team had an external artist who assisted him and created animated wall textures, but the team felt that the quality was poor and did not use it in the game.[25]The level design, by Romero and Hall, due to the grid-based level design, took some inspiration fromPac-Man,and paid homage with a hiddenPac-Manlevel.[26]Romero later said in 2017 that making the levels was uninteresting compared to those fromCommander Keenand had to prompt Hall to finish the maps with the promise of being able to buy himself a brand new car.[27][28]The team was going to include some anti-fascist references and Nazi atrocities, but left them out to avoid controversies.[29]They ensured that the presentation of the game created the atmosphere that they wanted, adding violent animations by Adrian Carmack for enemies being shot and music and sound effects byKeencomposerBobby Princeto make the guns sound exciting.[13]Prince took some inspiration from his days as a platoon soldier in the US Army.[30]With the aid of a 16-bit sampler keyboard and cassette recorder, he composed realistic sounds from a shooting range in addition toFoleysounds. The development team along with Scott Miller did the voicing for the enemies.[31]Some of the enemy shouts were based on the originalCastle Wolfensteingame.[14]
As development continued, id Software hired their former Softdisk liaisonKevin Cloudas an assistant artist, and moved the company out toMesquite, Texas,near where Apogee was located.[13]Scott Miller of Apogee was pleased to have his star developers nearby, and agreed to not only increase theirroyaltyrate to 50 percent, but have Apogee create their next game for Softdisk,ScubaVenture,so that id could focus onWolfenstein.The game was intended to be released using Apogee's shareware model of splitting it into three episodes and releasing the first for free, with ten levels per episode.[32]The level maps were designed in 2D using a custom-made program called Tile Editor (TEd), which had been used for the entireKeenseries as well as several other games.[33]Upon finding out that the team was able to create a level in a single day using the program, Miller convinced them to instead develop six episodes, which could be sold in different-sized packs.[1][32]Around the same time, the team changed members and structure: id fired probationary president Mark Rein and brought back Jay Wilbur, who had stayed in Shreveport, to be both their CEO and business team; Bobby Prince moved into the office temporarily to record sound effects, while Adrian Carmack moved out of the office to get away from the noise.[32]
As the game neared completion, FormGen contacted id with concerns over its violence and shock content. In response, id increased these aspects; Adrian Carmack added skeletons, corpses, and bloody wall details, and Hall and Romero added screams and cries in German, along with a Death Cam that would show a replay of the death of the final boss of an episode. The team also added "Horst-Wessel-Lied",the anthem of theNazi Party,to the opening screen. John Carmack, meanwhile, added in walls that moved when triggered to hide secret areas, a feature that Hall had been pushing for months but which Carmack had objected to for technical reasons. Hall also added in cheat codes, and wrote a back story for the game. The team did a month of playtesting in the final stage of the game's development.[15]In the early morning of May 5, 1992, the first episode of the shareware game was completed and uploaded by Apogee and id tobulletin board systems.The other episodes were completed a few weeks later. The total development time had been around half a year, with a cost of around US$25,000 to cover the team's rent and US$750 per month salaries,[34]plus around US$6,500 for the computer John Carmack used to develop the engine and the US$5,000 to get theWolfensteintrademark.[14]
The following summer, most of the id Software team developedSpear of Destiny.The single-episode game was a prequel toWolfenstein 3Dand used the same engine, but added new audio, graphics, and enemies. It was created in two months, and was published commercially by FormGen in September 1992.[35][36][37]The publisher was concerned that the material would be controversial due to holy relics associated with World WarII, but Romero felt it was similar to theIndiana Jonesfilms.[38]Instead of working on the game, John Carmack experimented with a new graphics engine that was licensed forShadowCasterand became the basis of theenginefor id's next game,Doom(1993).[35]
Release
editThe first episode was released as shareware for free distribution by Apogee and the whole original trilogy of episodes made available for purchase on May 5 asWolfenstein 3D,though the purchased episodes were not actually shipped to customers until a few weeks later. The second trilogy that Miller had convinced id to create was released soon after as an add-on pack titledThe Nocturnal Missions.[34]Players were able to buy each trilogy separately or as a single game.[39]In 1993 Apogee also published theWolfenstein 3D Super Upgradespack, which included 815 fan-made levels called "WolfMaster", along with a map editor titled "MapEdit" and a random level generator named "Wolf Creator".[40][41]A retailWolfensteinepisode double the length of the Apogee episodes,Spear of Destiny,was released through FormGen on September 18, 1992. FormGen later published two mission packs titled "Return to Danger" and "Ultimate Challenge", each the same length asSpear of Destiny,in May 1994, and later that year publishedSpear of Destinyand the two mission packs together as theSpear of Destiny Super CD Package.Id released the original six Apogee episodes as a retail title throughGT Softwarein 1993 and produced a collection of both the Apogee and FormGen episodes released throughActivisionin 1998.[42]
There were two intended promotions associated with the original Apogee release, both of which were cancelled. A pushable wall maze led to a sign reading "Call Apogee and sayAardwolf"(" Snapity "in beta versions);[15][43]it was intended that the first person to find the sign and carry out its instructions would win a prize (consisting of US$1,000 or a line of Apogee games for life),[15][43]but the quick creation of level editors andcheatprograms for the game soon after release led id and Apogee to give up on the idea. Additionally, after completing an episode the player is given a three-letter code in addition to their total score and time. This code was intended to be a verification code as part of a high-score contest, but the sudden prevalence of editor programs resulted in the cancellation of the contest without ever being formally announced.[44]
Imagineerbought the rights for the game,[45]and commissioned id to port the game to theSuper Nintendo Entertainment System(SNES) for a US$100,000 advance. The team was busy with thedevelopment ofDoom,plus their work onSpear of Destiny,[46]and ignored the project for seven or eight months, finally hiringRebecca Heinemanto do the work.[47][48][49]She made no progress on the port, however, and the id team members instead spent three weeks frantically learning how to make SNES games and creating the port by March 1993.[47]This version was written in C and compiled in the 65816 assembly language, making use ofbinary space partitioningrather than raycasting in order to give it speed.[46][50]Carmack had to resize existing images to fit the SNES resolution.[46]Nintendoinsisted on censoring the game in accordance with their policies; this included first making all blood green and then finally removing it, removing Nazi imagery and German voice clips, and replacing enemy dogs with giant rats.[47][51]The port was released in Japan on February 10, 1994, under the nameWolfenstein 3D: The Claw of Eisenfaustbefore being released in North America and Europe later that year.[52]Using the source code of the SNES port, on a whim John Carmack later converted the game to run on theAtari Jaguar.Atari Corporationapproved the conversion for publication and Carmack spent three weeks, assisted byDave Taylor,improving the port's graphics and quality to what he later claimed was four times more detail than the DOS version. He also removed the changes that Nintendo had insisted on.[20]The game itself, however, had to be slowed down to work properly on the console.[51]
Wolfenstein 3Dhas also been ported to numerous other platforms.[53]In 1993, Alternate Worlds Technology licensedWolfenstein 3Dand converted it into avirtual realityarcade game.[54][55]The 1994 Acorn Archimedes port was done in UK by programmer Eddie Edwards and published by Powerslave Software.[56][57]By 1994, a port for theSega Mega Drivewas under development byImagineer,who intended to release it by September, but it was cancelled due to technical problems.[58][59]The 1994Classic Mac OSversion of the game had three releases:The First Encounter,a shareware release;The Second Encounter,with 30 exclusive levels; andThe Third Encounter,with all 60 levels from the DOS version.[60]AnAtari Lynxversion of the game was offered earlier by Atari for id, but work on the port was never started, save for a few images.[46][61][62]A3DOversion was released in October 1995.[63][64]The Apple IIGS port was started in Fall 1994 by Vitesse with Heineman as the initial developer, with later graphics assistance by Ninjaforce Entertainment, but due to licensing problems with id it was not released until February 1998.[65][66][67]An open sourceiOSport programmed by John Carmack himself was released in 2009.[1][68][69][70]An unofficial port for theGame Boy Colorwas made in 2016.[71]An Android port titledWolfenstein 3D Touch(later renamedECWolf) was released and published by Beloko Games.[72]Other releases include theGame Boy Advance(2002),Xbox Live Arcade,andPlayStation Network.[73][74][75]These ports' sound, graphics, and levels sometimes differ from the original. Many of the ports include only the Apogee episodes, but the iOS port includesSpear of Destiny,and a 2007Steamrelease for PC, macOS, and Linux includes all of the FormGen episodes.[68][76]Bethesda Softworks,whose parent company bought id Software in 2009, celebrated the 20th anniversary ofWolfenstein 3D's release by producing a free-to-playbrowser-basedversion of the game in 2012, though the website was removed a few years later.[77]
Reception
editId had no clear expectations forWolfenstein's commercial reception, but hoped that it would make around US$60,000 in its first month; the first royalty check from Apogee was instead for US$100,000.[34]The game was selling at a rate of 4,000 copies a month by mail order.[78]PC Zonequoted a shareware distributor as sayingWolfenstein 3Dwas the top shareware seller of 1992.[79]By the end of 1993, sales of the Apogee episodes ofWolfenstein 3Das well asSpear of Destinyhad reached over 100,000 units each, with the Apogee game still selling strongly by the end of the year as its reach spread without newer retail titles to compete with it for shelf space.[80]By mid-1994 150,000 shareware copies were registered and id Software had sold another 150,000 retail copies ofSpear of Destiny;the company estimated that one million shareware copies were distributed worldwide.[17]Over 20 percent of its sales were from outside of the US, despite the lack of any marketing or non-English description and despite the game beingbanned from sale in Germanydue to its inclusion of Nazi symbols by theFederal Department for Media Harmful to Young Personsin 1994, and again in 1997 forSpear of Destiny.[34][80][81]Japanese gaming magazineFamitsureviewed the game five months after release, describing it as: "View from the character's point of view: It's a real shooter. The game is easy to play, and it runs well... This is the only game of its type."[82]The Apogee episodes' sales vastly exceeded the shareware game sales record set by the developer's earlierCommander Keenseries and provided id with a much higher profit margin than the sales of its retail counterpart; whereCommander Keengames were bringing Apogee around $10,000 a month,Wolfenstein 3Daveraged $200,000 per month for the first year and a half.[80][83]The game sold 250,000 copies by 1995 and grossed $2.5 million in revenue.[84]
Wolfenstein 3Dwon the 1992 Best Arcade game award fromCompute!,the 1992 Most Innovative Game and Best Action Game awards fromVideoGames & Computer Entertainment,the 1992 Reader's Choice — Action/Arcade Game award fromGame Bytes,the 1993 Best Action/Arcade Game, Best Entertainment Software, and People's Choice awards at theShareware Industry Awards,the 1993 Best Action Game award fromComputer Gaming World,and aCodie awardfrom theSoftware Publishers Associationfor Best Action/Arcade Game.[40][85][86][87][88]It was the first shareware title to win a Codie, and id (with six employees) became the smallest company to ever receive the award.Wolfenstein 3Dwas noted as one of the top games of the year at the 1993Game Developers Conference.[89]
Wolfenstein 3Dwas well received by reviewers upon its release. Chris Lombardi ofComputer Gaming Worldpraised the "sparse [but] gorgeous", "frighteningly realistic", and "extremely violent" graphics, as well as the immersive sound and music. Noting the violence, he warned "those sensitive to such things to stay home". Lombardi concluded thatWolfenstein 3D,alongsideUltima Underworldreleased two months prior, was "the first game technologically capable of creating a sufficient element of disbelief–suspension to emotionally immerse the player in a threatening environment", stating that they knew of no other game that could "evoke such intense psychological responses from its players".[90]Wolfensteintwice received 5 out of 5 stars inDragonin 1993; Hartley, Patricia, and Kirk Lesser termed it "definitely one of the best arcade games ever created for PC", highly praised the graphics and sound, and said that the "fast-paced action" could keep players enthralled for weeks if they were not concerned about the violence.[5]Sandy Petersen,in the first "Eye of the Monitor" column, claimed that "there is nothing else quite likeWolfenstein"and that it had" evolved almost beyond recognition "from the original 1981 game. He enthusiastically praised the speed and gameplay, calling it" a fun game with lots of action "and" a fun, fairly mindless romp ", though he did note that at higher difficulty settings or later levels it became extremely hard.[2]TheSpear of Destinyretail episode was also rated highly byComputer Gaming World's Bryan A. Walker, who praised the added enemy types, though he noted that it was essentially the same game as the shareware episodes.[91]Formgen'sSpear of Destinymission packs "Return to Danger" and "Ultimate Challenge" were reviewed by Paul Hyman ofComputer Gaming World,who praised the updated graphical details and sound, as well as the smooth gameplay, but noted its overall dated graphics and lack of gameplay changes from the original game.[92]
The early ports of the game also received high reviews, though their sales have been described as "dismal".[93]The four reviewers ofElectronic Gaming Monthlycalled the Super NES version a good conversion that retained the good music, huge levels, and overall fun of the original game and dismissed the censoring in the version as inconsequential.[94]In 1995,Total!ranked the game 84th on their "Top 100 SNES Games" list.[95]Electronic Gaming Monthlyrated the Jaguar version similarly to the Super NES version, commenting that the graphics and audio were superior to other versions of the game, but criticizing the faster movement of the player character as making it less fun to play.[96]AGameProreview of the Jaguar port was highly complimentary, sayingWolfenstein 3D"set a new standard for PC gaming" and that the Jaguar version was the best to date, and better than the original due to its increased graphics and sound capabilities.[97]ANext Generationreview of the Jaguar version was less enthusiastic, terming it good but not up to the standards of newer games.[98]Its review of the Macintosh version of the game was also mild, stating that "there isn't a staggering amount of freshness here, but the action is fast, deadly, and (surprise) addictive".[99]
Major Mike ofGameProcommended the 3DO version's complete absence ofpixelation,fast scaling, "rousing" music, and high quality sound effects, but criticized the controls as overly sensitive. He concluded that the game, then over three years old, "still packs a punch as a first-person shooter".[100]Wolfenstein 3DwonGamePro's Best 3DO Game of 1995 award, beating the acclaimedThe Need for SpeedandD.[101]Maximum,on the other hand, while stating that the 3DO port was better than the original and as good as the Jaguar version, felt that it was so aged compared to recent releases likeHexen: Beyond Hereticand the PlayStation version ofDoomthat a new port was pointless, with the game now "somewhat tiresome and very, very repetitive".[102]A reviewer forNext Generationasserted thatWolfenstein 3Dwas "still asaddictiveas it ever was "but essentially agreed withMaximum,contending that anyone interested in first-person shooters would have either already played it on another platform or "moved on" to more advanced games in the genre.[103]More modern reviews include one for theXbox 360port in 2009 by Ryan McCaffrey ofOfficial Xbox Magazine,who heavily criticized it for non-existent enemy AI and bad level design and found it notably inferior toDoom,and one that same year by Daemon Hatfield ofIGN,who gave the PlayStation Network release of the game a warm reception, saying that while it was "dated and flawed", it was "required playing for any first-person shooter fan".[104][105]
Legacy
editPublication | Score |
---|---|
AllGame | (DOS)[106] (Macintosh)[107] (3DO)[108] (SNES)[109] (Jaguar)[110] |
GamePro | 3.5/5 (XBLA)[111] |
IGN | 8/10 (PSN)[113] |
Wolfenstein 3Dhas been called the "grandfather of 3D shooters",[114]specifically first-person shooters, because it established the fast-paced action and technical prowess commonly expected in the genre and greatly increased the genre's popularity.[114][115][116][117]It has also been called "theCitizen Kaneof shooters ".[118]Although some prior computer shooting-based games existed, they were generallyscrolling shooters,whileWolfenstein 3Dhelped move the market towards first-person shooters. It has also been credited with confirming shareware distribution as a serious and profitable business strategy at the time;[80][114]VideoGames & Computer Entertainmentclaimed in September 1992 that the game "justified the existence of shareware", and in July 1993Computer Gaming Worldclaimed that it "almost single-handedly" demonstrated the viability of shareware as a method of publishing, leading to a wave of other shareware first-person shooters.[89][119][120]The game's high revenue compared to prior, smaller 2D titles led Apogee as well as others in the shareware games industry to move towards larger, 3D titles built by larger development teams.[83]
During development, id approachedSierra Entertainment,then one of the biggest companies in the industry and employer of several of their idols, with the goal of seeing if they could make a deal with the company. After viewingCommander Keenand an early version ofWolfenstein 3D,CEOKen Williamsoffered to buy id Software for US$2.5 million and turn it into an in-house development studio. The team was excited by the deal, but had felt there was a large culture clash between the two companies during their visit to Sierra and were hesitant to accept; Romero proposed asking for US$100,000 in cash up front as part of the deal rather than solely accepting payment in Sierra stock as a measure of Williams's seriousness. Williams refused, which id interpreted to mean that Williams did not truly recognize the potential ofWolfenstein 3Dand the company, and the deal fell through, causing id to decide to remain an independent company for the foreseeable future.[13]By the end of 1993 just before the release of their next game,Doom,the success ofWolfenstein 3Dled id to receive multiple calls every month from investment companies looking to make id a publicly-traded company, which were all turned down.[80]In 1996,Computer Gaming WorlddeclaredWolfenstein 3Dthe 97th-best computer game ever released.[121]
The game is also recognized as the principal cause for Germany banning video games that contain certain types of symbols and imagery from extremist groups like Nazis under itsStrafgesetzbuchsection 86aup through 2018. Section 86a had "social adequacy" allowances for works of art, but in 1998, a High District Frankfurt Court case evaluating the Nazi imagery withinWolfenstein 3Ddetermined that video games did not fall under this allowance. The court ruled that because video games drew younger audiences, "this could lead to them growing up with these symbols and insignias and thereby becoming used to them, which again could make them more vulnerable for ideological manipulation by national socialist ideas".[122]Up through 2018, the Germany software ratings board, theUnterhaltungssoftware Selbstkontrolle(USK) refused to rate any game that included inappropriate symbols and imagery, effectively banning the game for sale within the country. By May 2018, a new court ruling was made in response to a parody web browser game, in which thePublic Prosecutor's Officeconfirmed there were no breaches of the law in the game's content.[123][124]Following this, the ban was reversed by the German government in August, having determined that theWolfenstein 3Ddecision was outdated since the USK now included age ratings alongside other content warnings, and that video games should be considered as art under the social adequacy allowance.[122][125]In November 2019,Wolfenstein 3Dwas formally struck from the "Index", the list of games banned from sale in Germany.[126]
After the game's release, id Software licensed the engine to other developers, like theCommander Keenengine before it, as part of a series of engine licensing deals that id has made throughout its history; games using theWolfenstein 3Dengine or derivatives of it includeBlake Stone,theCapstone SoftwaregamesCorridor 7andOperation Body Count,as well asSuper 3D Noah's Ark.[127][128]Apogee intended to produce an expansion pack in 1993 titledRise of the Triad: Wolfenstein 3D Part II,designed by Tom Hall using theWolfenstein 3Dengine, but during development the game was changed into a stand-alone title with an enhanced engine,Rise of the Triad.[129]Additionally, Softdisk producedCatacomb Abyssusing the prototypeWolfenstein 3Dengine fromCatacomb 3-Das part of theCatacomb Adventure Seriestrilogy of sequels.[130]AlthoughWolfenstein 3Dwas not designed to be editable or modified, players developed character and level editors to create original alterations to the game's content.[1][34]John Carmack and Romero, who had played numerous mods of other games, were delighted, and overrode any concerns about copyright issues by the others.[34]The modding efforts ofWolfensteinplayers led id Software to explicitly design later titles likeDoomandQuaketo be easily modifiable by players, even including the map editing tools id Software used with the games.[1][131][132]The source code for the originalWolfenstein 3Dengine was released by id in 1995; when making the 2009 iOS port, Carmack used some of the enhancements to the engine made by fans after its release.[1][42]The game's technical achievements also led to numerous imitators such asKen's Labyrinth,Nitemare 3D,The Terminator: Rampage,Terminal TerrorandThe Fortress of Dr. Radiaki,among others.[133]
Although id Software did not develop anotherWolfensteingame, as their development focus shifted toDoomshortly after release,[34]and has never returned to the series, multipleWolfensteintitles have been produced by other companies, sometimes using game engines developed by id. The first of these newerWolfensteingames wasReturn to Castle Wolfensteinin 2001, arebootof the series, and the most recent titles are the 2019 gamesWolfenstein: YoungbloodandWolfenstein: Cyberpilot.[134][135]
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External links
edit- Wolfenstein 3DatMobyGames
- Wolfenstein 3Dengine source code
- Wolfenstein 3Dcan be played for free in the browser at theInternet Archive