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Return to Castle Wolfenstein attempts to retell the classic story of Wolfenstein 3D with a modern day boost. Nearly 20 years after the release of Wolfenstein 3D, Return to Castle Wolfenstein looks to revive the franchise that created the genre in the first place. With stylish graphics, an extended narrative, and fast-paced multiplayer, the game is both fun to play and well designed.

The story of Wolfenstein 3D was appropriately simple, given the time the game came out. Taken prison and kept locked up by the Nazis, BJ breaks free and goes on a killing rampage as he escapes from the prison.

Return to Castle Wolfenstein takes the same setting and tone of the original game, but amps it up in some fun ways. Players once again take on the role of BJ Blazkowicz, who embarks on military missions to take down the Nazi machine.

Working for a government agency known as the Office of Secret Actions, Blazkowicz tries to learn more about the evil General Deathshed and his range of paranormal experiments.

Overall, the story is a fun mixture of military action and sci-fi. Besides shooting Nazis and other human enemies, players will encounter a slew of paranormal creatures and biological experiments. The narrative is smartly interwoven with the levels, and it remains fresh and entertaining throughout.

Gameplay is similar in nature to the franchise's original formula, but with a decidedly modern spin. Using a variety of weaponry both realistic and supernatural , you attempt to fight your way through a number of stages. Along the way, you'll complete objectives, find collectibles and new weaponry, and explore the environment.

Like the original game, many levels can feel maze-like. Early stages especially are full of tight corridors and narrow passageways, which you'll have to navigate to find the exit.

Weapons are easily obtainable, and you'll get to enjoy blasting enemies with a great range of weapons. From pistols and combat knives to shotguns and SMGs, there are a slew of fun guns to engage with.

Each area of the game also contains numerous secret areas to discover, as well as hidden treasures to find. You'll have to search far and wide to find these cleverly hidden spots, but the rewards are often worthwhile. Overall, Return to Castle Wolfenstein is a great first person shooter that is loads of fun to play. It succeeds in paying homage to the classic shooter franchise while also offering new and fresh ways to play.

The environments are well designed and surprisingly destructive, the story mode is lengthy and exciting, and the multiplayer is quick and engaging.

Although it is grounded in realism, Return to Castle Wolfenstein explores some interesting supernatural elements, and isn't afraid to let loose every once in a while. Bottom line, the game feels awesome to play, and will go down as one of the finest in the Wolfenstein franchise.

We didn't go nuts over Return To Castle Wolfenstein's single-player game, but it did suffer by landing on our desks at the same time as the more substantial Medal of Honor. Multiplayer was different. In short, it rocked, and quickly took over our lunch hours for a sustained spell, with new personality traits showing themselves in previously embittered hacks.

News ed Anthony Holden, in particular, showed his human side when he decided that running around with a syringe healing comrades was preferable to getting in a fist-fight with Korda over Quake III duels. The developers at id, in their heart of hearts, obviously agreed, and when we met up with them recently to pore over Doom III, they had an entirely welcome announcement to make.

That is, that Wolfs first add-on pack, Enemy Territory, will primarily build on the squad-based play of multiplayer Wolfenstein , with Itie addilion uf intelligent bots so you can play on your own and a team-based single-player campaign in which you'll control a squad of Al-driven comrades. What's more, Enemy Territory is now being released as a standalone product you won't need the original to play it , which shows that id sees it as much more than a simple expansion.

Think of it as Wolfenstein 1. Multiplayer and single-player are going to play out in a similar fashion, although there will be a strong storyline to guide you through your solo missions, with you again playing as Nazi killer BJ Blazcowicz.

Two new classes are available, the Construction Engineer who can perform such wartime heroics as rebuilding downed bridges and establishing forward spawn points and the Covert Ops guy, whom you can send into 'enemy territory' to keep a track on the movements of the enemy team. The new real-time Command Map also lets you see your entire squad, which places a much greater emphasis on strategy and co-operation and takes away previous reliance on line of sight.

New weapons include the fantastic-looking grenade-launcher, the MG42 machine gun, the FG42 assault rifle and landmines. The latter have to be armed, at which point they'll be invisible to the opposing team unless they send Covert Ops in but still visible to you.

Which should be fun. However, it's the inclusion of intelligent bots that provides the crucial piece of the jigsaw that was missing last time around. You can expect lieutenants to provide ammo and medics to provide health -plus the Al guys actually understand the objectives and will guard certain points on the map.

Also, and unlike a lot of players online, they'll actually listen to you if you ask for stuff. According to id it's going to be ready when it's done' but we sent a Covert Ops guy in and he assures us that the ETA is November. Over and out. Hopefully you'll be reading through our reviews this month in sequence. At the least I hope you've read the Medal of Honor review before you came here. It's important because although both games are first-person shooters set during World War II and have the Quake III Team Arena engine chugging behind them, they'e poles apart in one aspect.

At the end of the previous page I was talking about moments, and how Medal Of Honoris filled with memorable scenes. Return To Castle Wolfenstein by comparison has few classic moments. Sneaking around the village killing generals is fun, as is the adventure in the Chateaux afterwards.

The first encounter with the undead is a frightening experience too, but equally there is the frustration of coming across the game's 'boss' creatures to temper these - enemies of no intelligence from, which you must run, dodge and expel practically every clip of ammunition to eradicate. Don't get me wrong; Return To Castle Wolfenstein is an excellent game; a fantastic old-skool shooter with a high body count, great graphics, over-the-top weapons and monsters and a damn fine multiplayer addition.

But, apart from the clever storyline, it doesn't do anything new apart from look neat. That is not simply an opinion, that is a fact. Fortunately for the sake of gameplay, Return To Castle Wolfenstein is less a stroll around sites of historical interest and more to do with killing germans, be they alive or undead. For those with an interest in such things, Castle Wolfenstein abounds with its own historical sense of importance, purely because in it was the setting for what is now the first ever first-person shooter, Wolfenstein 3D - the game that started this whole killcrazy genre off in the first place.

In the years since id's genre-defining game, things moved on quite considerably and though we look through the same tired eyes, the Castle is unrecognisable from the one we visited nearly a decade ago, the renovations undertaken by Gray Matter have paid off. It's under the shine of the graphics that Wolfenstein betrays its influence; outdoor sneaking around and Al reminiscent of Project IGI, desiccated undead corpses and swooping corporeal skulls from Raiders Of The Lost Ark and Frankenstein cyborg killing machines.

But it's from Half-Life that Wolfenstein takes the stars of its cast, redressing Half-Life's relentless marines in German paratrooper uniforms and outfitting it's acrobatic Black Ops in the leather cat suits and stilettos of the all-female SS Paranormal Division. But plagiarism is no bad thing in this case. For one, Half-Life owes its existence to Wolfenstein 3D, a debt that has simply been called in.

For another, Return To Castle Wolfenstein is just so much fun that you soon forget about the similarities and the deficiencies. As much as it is a 21st century game, its gameplay roots draw nourishment from a more simple age, where you fight alone against automatons, finding hidden areas and weapons stashes and killing anything that gets in your way.

New and old have been combined to great effect, although with the over the top WW2 setting, the game feels more like a homage to Allo'Allo'than it does, say, Band Of Brothers. We wouldn't be giving much away if we said the story involved secret Nazi experiments into resurrecting the undead and plans to create an army of cyborg zombie monsters, all of which you may or may not eventually put a stop to. As the basis of an action game it's a damn good story, combining WWII realism and survival horror fantasy, with you as all-terrain hero B.

Blazkowicz uncovering secret documents, tracking down generals and generally causing havoc behind the lines. Unfortunately over the seven episodes, the story is dragged out so much that if it wasn't for the variety in the game's environments and wonderful cutscenes, it would be all too easy to lose interest and head home.

There are plenty of quality moments for sure, but they are scattered inconsistently early and later on, leaving the middle bit empty of purpose. Worse still is you are given objectives before each mission and then you carry them out, which is fine, but there are few surprises to be found; no sudden change of plan that might see you backtracking through a horde of pursuers or finding a way around a recently collapsed tunnel. Saying that, it would take an idiot to get lost in Wolfs more compact levels and on those missions where stealth has gone out the window, the game rarely lets up in its furious pace.

Depending on your preference, Wolfensteirfs stealth-based missions will either be a chore or a joy. In terms of balance Wolfenstein is a game of extremes; for three quarters of it you'll be hopping around all guns blazing, the rest you'll be hunkering down behind barrels, sniping sentries and stabbing generals between the shoulder blades - there's no real middle ground here.

But as a pause in the relentless action, the stealth missions do help to break things up and towards the end where you'll be assassinating a quartet of officers, stealth and action are combined superbly well as you burst into the chateaux before the final showdown. What certainly lets the game down is the Al.

While soldiers will run for cover to reload, occasionally throw back the odd grenade since they don't seem to have any of their own , or hold back in numbers for you to take them on, they soon become easy to suss out.

Though the enemy has an overly keen eye, most would appear to be hard of hearing, with soldiers in the next room oblivious to gunfire erupting around them. But it's these human opponents that are the most exciting to take on and compared to Half-Life there are loads of them. It's to the credit of the level designers also that just the right amounts of ammo and weapons are left lying around to add to the challenge. The more exotic creatures especially are tar too easy to figure out; their strength only being the ridiculous number of bullets they can soak up and the ordinance that they deal out.

In essence the Nazi 'Super Soldiers' and legless X-Creatures are little more than better-looking versions of the lumbering and dim-witted boss creatures from Doom , where so long as you have enough firepower and keep moving, you'll dispatch with ease. Needless to say, after nearly 20 hours of gameplay, the very last of your enemies is so easy to eliminate it's a wonder he was left to last. It's a shame that last singleplayer experience will leave you feeling both relieved and somewhat cheated.

Of course Wolfenstein wouldn't be much of a first-person shooter without weapons and in this area there are plenty of ways to put holes in the enemy and you even get a couple of hand-guns that serve a useful purpose once you've got your hands on more lethal ordinance. All beautifully modelled, it's the machine guns that will be most used, the best of which is the US Thompson, ammo for which is hard to come by. By far the most useful weapon however is the german Paratrooper rifle, which can lay most soldiers with two shots and comes complete with handy scope.

Add to that two sniper rifles, one of which is silenced, and later on the panzerfaust and two experimental weapons. As a whole, they each have a purpose, and you'll be switching between them all in each level.

But the star of the show graphically is the flame thrower, which apart from filling rooms with deadly plumes of flame, looks by far the best weapon of it's kind to date. Unfortunately it's only really useful against the undead, you only need a quick squirt to swiftly send them back from whence they came. Rather than include deathmatch levels, Wolfensteiris multiplayer game is all about teamplay.

Similar in scope to the popular Half-Life mode Day Of Defeat and infinitely better looking, Wolfenstein offers a range of class-based mission, with Allies taking on Germans without a boss creature or zombie in sight. Three multiplayer game modes are available; Objective, Stopwatch and Checkpoint. If you've played the multiplayer test that was released a couple of months back you'll already have had a taste of objectivebased games, which involve one team blowing through doors, stealing documents and destroying radar towers, while the others try to stop them.

Stopwatch mode basically is the same, with teams switching sides every round with the aim to beat the previous team's time, while Checkpoint is essentially a WWII-themed version of Unreal Tournaments Domination mode, where your side has to bagsy all the flagpoles.

In a move of relative genius, most of the eight multiplayer maps are based around levels from the single-player game.

The focus on teamplay dynamics is enhanced by the class system, where you choose to be a Soldier, Engineer, Medic or Lieutenant.

Each class has its strengths and weaknesses and they work well together, with squads more than happy to flock around lifesaving medics. In terms of the soldiers and the weapons available, things are much more real here than in the single-player game and you would be forgiven for thinking it was created by a totally different developer - which it was. While there are a few ZONE staff who feel Wolfenstein is on the short side, I'm of the opinion it's a couple of levels too long.

While I admit it looks the business indoors, it doesn't quite match Medal Of Honor's lush outdoor levels, Wolfensteirfs level design is its greatest caveat and a predictable experience from start to finish. Wolfensteirts animated and more varied opponents, especially later on, rely too heavily on fire as opposed to brainpower. The story too is paced quite poorly and while the tension remains throughout, there are too many instances where you'll be playing a level and hoping for it to end so you get to the next.

Had we reviewed Return To Castle Wolfenstein last month, it would have fared much better. As a sequel, it surpasses its originator, retains much of it's humour though an appearance of Hitler himself would have been appreciated , and much of the game is damn good fun.

But it certainly ain't no classic, despite the quality multiplayer game. Return To Castle Wolfenstein puts on an impressive show of strength through sheer firepower, but Medal Of Honor easily manages to outflank it, and deal the final blow.

Feel like you killed enough Nazis in Medal of Honor. Think again, fool. Nazi-killing never gets old, and RtCWIs a testament to that. It's nothing but you and your luger or MP40 or whatever other real-life WWII weapon you can find against legions of Hitler's boys--not to mention the undead and some nasty genetics-experiments-gone-awry. Get online and get killing. But how? If you remember nothing else, remember this: Play as a member of the team, not as an individual. Common mistake.

The four character classes in the multiplayer game are designed to complement one another, and a winning team plays accordingly. New to multiplayer? Shamelessly camp near the documents or the radio that the opposing team needs. Follow your more knowledgable teammates and provide support until you learn your way around the battlefield. Try each class to see what suits you. Whichever you choose, use your special abilities to help your team attain victory.

A specialist in all types of armament, the Soldier can choose any weapon. He should always be in the thick of the fray, covering a strategic location or defending a crucial objective. In addition to wielding weapons the other classes cannot use, the Soldier starts with the most ammunition except for grenades.

Because he constantly engages the enemy, however, his ammo supply and health need regular replenishing. Back him up with a Medic and a Lieutenant. The following strategies make the Soldier even more effective. Aim for the head. One or two headshots are worth half a clip of body shots.

Call for ammo and health. Press Left on the D-pad for medical attention, Right to plead for ammo from the Lieutenant. Cover objectives. Soldiers pack a lot more heat than other classes. Use it for important jobs, like guarding or assaulting team objectives. Use the Mauser to assist team members from a distance by picking off the enemy. Remember, aim for the head. Protect Engineers. As a Soldier, it is your job to keep the Engineer alive while he tries to complete demolition objectives. Spread your fire around.

Take one for the team. A specialist in explosives, the Engineer breaches fortified locations and destroys objectives. The Engineer can also repair broken stationary guns. And his many grenades are perfect for clearing out a room or destroying a gun emplacement.

Blow things up. The Engineer sets explosives to open a path for his team or to destroy an objective. The red dots on your compass lead you to obstacles or objectives you can destroy. The larger the dots grow, the closer you are. What are these in-game settings that it contains?

Actually everything thats related to in game settings. But I can change those settings via in-game Options menu too. Here I want to say that it makes no difference if you change settings via Options menu or edit these in cfg file, because if you change settings via Options manu, it saves these changes to config file.

Though Options menu has very limited possibilities to edit settings. Ok, I opened it but its very messy. But if I make new cfg, what happens to this cfg? And what if I forget something that was in this original cfg but not in my new cfg?

Its just like resting there and waiting if you want to use it later. And if your new cfg does not have something what original had, dont be scared because then ET automatically uses the default setting on that missing thing.

Thing, thing and thing. Or they can also be commands, things that you can also put to your cfg file. The console? Also look pictures console1. Otherwise it will send what you type in global chat.

Ok so I can have many cfgs in my etmain folder at same time. But how the game knows what cfg to use? All you need to do is execute the cfg what you want to use. Also that config must be in etmain folder. Oh wait, how I know what cvars and commands even exist? They contain cvars and commands that ET uses. And the best thing is, there are explanations what every cvar or command does! Have fun reading and learning.

Ooohh there is so much cvars and cmds, do I need them all? Just choose the ones that you want to change or you feel like to put it to cfg file. Also for start its a nice idea to pick up some things from your default etconfig. Mhh ok but can you tell me step by step how to create config properly? Make a new. Make sure that test. Start ET and join server picture defaultcfg.



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