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‘Wolfenstein: The New Order’ Review: Death With Depth

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Written by Vikki Blake, @_vixx

This review is late.

I hate being late.

The lateness wasn’t anything to do with the difficulty, or the content, or anything like that. I didn’t take offence at the gore or the narrative or any of the things deliberately constructed to gross you out (the more gross the better, amirite?).

The problem was, despite the many good (and bad) FPSs I voluntarily subject myself to on a weekly basis, this game made me sick. Like: SICK sick. Motion sickness hit me so often – and so badly – it’s taken me three times as long to plough through the campaign than usual. So take this as a friendly warning: if you’re occasionally motion-sick, this game just might make you barf. And if you’re regularly afflicted – well, don’t even try it. Seriously.

Anyway. Now we’re here, let’s get on with the frickin’ review.

In the polished world of AAA shooters, it’s tempting to gloss over the realities of war.

The cyclical debate of video-game violence often drags out a FPS or two at which to wag a disappointed finger, and a casual glance the Top 20 game chart in any store is all you need to see, right there in its day-glo glory, our industry’s obsession with the glamorousness of war.

When we pepper wave after wave of enemies with bullets in the repetitious humdrum of everyday shooters, as limbs fly through the air and blood splatters the earth, it’s easy to forget what we’re actually doing: mowing, maiming and murdering every day folk, usually fighting at the behest of governments.

Which is exactly what’s happening in Wolfenstein: The New Order. At least at face value, anyhow.

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It’s 1946. The Second World War is presented in it’s true technicolour and terrifying glory. You play once again as BJ Blazkowicz, a US military sergeant tasked in taking out General Strasse (affectionately nicknamed “Deathhead”) and as you just might anticipate, not all goes entirely as planned …

Forced into a dead-end – and then a horrifying decision that pushes your storyline down one of two scenarios – you’re knocked cold. When you finally come to it’s 1960, and the world is a very different place from the flower-power ‘60s as we once knew them. In fact, everything’s different; in this reality, the Nazis won the war … and we’re all paying the price.

It’s here where the game takes time – and some pride, I would think – in setting the tone of the tale and exemplifying the horror of life inside enemy lines. Institutionalised and incommunicative, Blazkowicz can do nothing when the neighbourhood Nazis come callin’ and raze the place – and all inhabitants within it – to the ground.

It’s brutal and it’s bloody but it’s oh-so effective.

Blazkowicz escapes – just – with nurse and eventual love interest Anya at his side, taking refuge with the latter’s grandparents. As is usually the case, our protagonist swears revenge through clenched teeth and bloodless lips and we’re off, shooting everything and anything stupid enough to fall into the path between us and the captured Resistance party we’ve sworn to liberate.

Does this push the boundaries of interactive storytelling? Well. No – not really. But whilst the dialogue is a smidge cheesy and predictable, and the narrative falls just on the wrong side of cliched, the attention to detail – which includes not just the visual environments but also a surprisingly rich backstory too – weaves an effortless brilliance through an otherwise been-there-done-that experience.

There’ll be Wolfenstein touches that you’ll remember from games gone by; pick’n’switch weaponry, degradable (but plentiful) armour, power-ups and health packs scattered along the way. When you’re not battling soldiers you’re battling weird-ass robot wolf mech things, and when you’re not doing that you’re mostly likely taking out towers, tanks and/or helicopters.

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It’s formulaic and lacks some originality, but don’t confuse that with being a bad thing; they say variety is the spice of life, and when it comes to Wolfenstein: The New Order, they’re not wrong. There’s just enough here to keep the gameplay from becoming stale – although you might occasionally find that the pacing stutters to a stop if/when you stop to scour around for ammo or armour.

The AI responses well, and whilst it’s easy to feel overwhelmed by the sheer number of combatants, take heart that there’s plenty of space and resource around you – just use the environments creatively and shift position often (and carefully). The cover mechanic responses just as it should, and there’s a veritable smorgasbord of weapons from which to choose – keep an eye on the ground for discarded guns and experiment to your heart’s content.

Interestingly, you can also take a more stealthy approach. No, it’s not quite the full Metal Gear-Solid-esque stealth experience, but it’s a perfectly competent alternative to otherwise bursting in, all guns blazing. And for those of you seeking a more cerebral experience, be sure to sweep your surroundings thoroughly; there’s many nuggets of story-mining gold secreted along the way. Keep your eyes open so you don’t accidentally slip past a hidden code or document that might add flesh to that narrative bone.

The Final Word: Whilst Wolfenstein: The New Order might not be the most thought-provoking title you’ll ever play, write it off as a generic shooter and you’ll be doing it a disservice: there’s a depth here seldom touched by your everyday shooter.

Don’t get me wrong – you can push on through in a hail of bullets and be none the worse off for it. But this is a story that deserves to be told.

Yes, it’s repetitive and whilst it occasionally suggests that your options are wide and varied, it’s essentially an shoot-em-up on-rails experience – but that’s not necessarily always a bad thing, is it?

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Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

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‘Dive or Die: Children of Rain’ Review – The Punishing Difficulty Overshadows the Addictive Qualities

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I know plenty of games use the ocean as a source of dread, but very few have made it resonate as much as Dive or Die: Children of Rain, a new horror exploration game from Drop Rate Studio. Not quite a roguelike, the game recalls the vibe and structure of Darkest Dungeon or Aliens: Dark Descent, but instead of exploring cursed dungeons or a Xenomorph-infested planet, your diving into a post-apocalyptic aquatic abyss teeming with eldritch horrors. It’s a challenging and demanding game, but it’s worth the investment for those that like tense exploration and desperate resource management.

The Black Rain came out of nowhere and drowned the world. The oceans rose and buried our world in a watery grave. You play as a band of survivors living in a floating village trying to save what’s left of the world. Old Jack, a member of your group, is haunted by visions and believes you can appease the Maker of Rain, the incomprehensible being that flooded the planet, by diving into the depths and collecting eight lost idols. But time is of the essence, as there’s only 40 days left until the final flood comes to take you.

Each day, you send one of your people down into the depths in search of an idol, but it’s not quite that simple. The dives are presented in 2D, making it feel slightly Metroidvania-y in the way you explore. Your divers each have their own unique set of stats that are upgraded over time that will help them on their dive. Oxygen capacity, carry weight, hit points, and sanity all are important to monitor as you plunge the depths and face the horrors beneath. At the beginning, when your characters’ air capacity is still low, these dives can be pretty brief, lasting only a couple of minutes, but still full of important decisions about what types of resources you should collect on your specific run.

It should be noted that while the resources and enemies change a bit from day to day, the map you’re exploring is static, so navigational knowledge can quickly become just as important as any resources you may pick up. These resources will be crucial to your success, as there’s upkeep that needs to be done at your base. The community has a nutrition and morale value, and those both tick down depending on the number of people you have in your base. Picking up food and heirlooms will help increase your stats, while going into a negative value can have disastrous effects for your community. Narrative events will frequently happen at the base, sometimes involving a simple choice to make, and this can give characters different status effects, which greatly affects their efficiency during a dive.

Fortunately, they don’t all have to be good divers. Your base has a variety of buildings that all grant bonuses if you station a member of your team there. For example, having someone manning the lighthouse will allow you to send people on expeditions where they have a certain percent chance to come back with items and survivors, while stationing someone at the Town Hall can increase your upper limit of nutrition and morale. Not only can each building be upgraded as you collect and spend resources, but leveling up a character can give you a chance to pick new abilities that enhance their abilities at a specific location.

Characters will gain experience points both for diving and for manning locations, and leveling up always feels meaningful. Not only are you given an opportunity to increase their stats, but the abilities they gain can help you focus their utility, whether that be for exploration, resource gathering, or a specific function in the town. When getting new characters in your camp, by default you get one per day but others can join from expeditions, they will often come with specific abilities that show you how best to use them. Whenever I got someone with Iron Lungs, a skill that allowed them to dash without any penalty to oxygen consumption, I knew that I would end up focusing all their skills on diving, making a powerful explorer that I used when I had specific, challenging goals in mind.

Another way to help improve your characters is crafting new items at the workshop. You start the game with a rudimentary knife and needle gun, but as you find blueprints and upgrade the structure, you’ll be given options to craft more useful consumables along with permanent upgrades. At the beginning, it was exciting to get things like a brighter lantern or bigger oxygen tank, but by the end I was getting things like supernaturally enhanced storage lockers and a teleport option called the “blood gates.” Occasionally, exploration is gated behind new technology, limiting you on where you can go until you are able to upgrade yourself to a specific level. This not only gives you a satisfying feeling when you finally are able to, for example, pass through toxic areas, but also helps keep you to earlier areas while you’re lower level, without letting you go too far out of your depth, pun intended.

As I mentioned, there’s a 40 day countdown timer that you’re given, but there’s an important structure in your camp that can help you push back the countdown. When manned, the altar allows you to make sacrifices to the Maker of Rain, which fills up a meter that will delay the flood. Sacrificing nutrition or morale will fill the meter 25 percent, which means it will take a while for you to build up to actually earning a day, so the real way to keep your head above water is by sacrificing your characters. These will give you 15 percent per level, so you’re incentivized to kill the best of your roster when times get tough. It’s a brutal choice to have to make, and it really elevates the decision making you’re doing. I would occasionally get a level four character from an expedition and give them abilities that helped them earn XP faster, just fattening them up for the altar with no intention of ever using them as a useful member of my society. It really shows you how the dark, cultish mindset of your society quickly devolves into desperate barbarism, making for a bleak tone that might not be for everyone.

When you plunge into the Abyssal Pool, you’ll find distinct biomes with their own types of creatures that are out to tear you to shreds. Things start out pretty basic, with serene reefs around sunken buildings, but things quickly get horrifying and surreal. Each of the areas has their own visual theming, each gorgeous in their own right, and often have specific creatures that have their own gimmick. Running into these beasts and figuring out how they operate is part of the fun and mystery of the game, so I won’t spoil it here, but they provided some of the best horror moments I’ve had in gaming this year. Thanks to the excellent sound design, you’ll always hear them coming before seeing them, making for truly terrifying moments. I’ll never forget hearing a guttural roar from the deep, dashing my way back to the surface, and seeing a glimpse of something at the edge of my lantern range encroaching on me from the abyss below.

Getting to actually see the creature is just as exciting, because the monsters are rendered in a heavily-lined art style with designs that capture the alien feel of what lurks in the oceans. Classic sea creatures twisted into Lovecraftian forms lurk the Abyssal Pool, and their beautiful, Mike Mignola-like forms will always leave me with a combination of terror and awe. They each have their own unique audio cues, allowing you to prepare for what’s coming, though forewarned rarely means forearmed.

Since you’re going to be frequently passing through the earlier biomes, there’s a clever mechanic incorporated that allows you to escalate the challenge for greater resources. Each zone has a place where you can sacrifice a diver, which makes the monsters in that area more dangerous while also allowing for blessed resources to spawn there. The blessed versions are necessary for higher level crafting and upgrades, so you will need to make the sacrifice at some point, but when you do it is up to you. It’s a smart way for allowing you to opt in to higher level stuff at your own pace, even if you still have the countdown bearing down on you.

Searching for the idols is the main driver of progress, and the way they dole out the objectives is clever and thematic, if occasionally frustrating. You’ll be given instructions on how to find them in the form of visions from Jack, providing vague guidance without giving you concrete direction. It’s a double edge sword, because I do really enjoy the exploration, and the experience of something clicking into place feels so great when you finally figure it out, but there have been times that I’ve wasted so many in-game days following the directions incorrectly in a dangerous zone.

You’ll assemble your in-game map by collecting fragments as you explore, but it can only be viewed at the library between dives. Once you’re being guided to the later areas, it feels really punishing to die quickly in a new, unmapped environment after spending a lot of time struggling to get a high level character down there. The game does provide ways for you to get up or down faster through quick travel as you get upgrades, but it still feels like there were too many times I took a level 7+ character to a lower area only to get eaten by something I didn’t know how to deal with. Much like Darkest Dungeon, it feels extremely punishing to lose someone you spent so much time on. I know this is the intended experience from the developers, but I found it more frustrating than exciting most of the time.

Once you do get your hand on an idol, there is a new ability unlocked associated with it. These can be equipped at the altar, and the number you can equip is based on the structure’s current level. For how central these are to the plot, I was hoping that they would be a little more useful, but I found myself often forgetting they were there. While they definitely helped me out in a pinch more than once, nothing felt like a massive jump in the power curve that I was looking for.

Every day, there’s a chance for the world condition to change, adding some strange modifiers to your dives. Much like the discovery inherent in the exploration, these were fun to figure out as I went. The first time I saw it say “RED MOON” made my skin crawl with the possibilities, as I had no idea how it would affect my dive. Since you’re usually trying to plan a dive around a specific objective, whether it’s resource gathering or exploring or an idol run, these conditions derailed those plans several times, causing me to figure out how to pivot to get something out of a more dangerous day.

As much as I enjoy all the resource and base management involved in the game, the real secret sauce for Dive or Die is how good those dives feel. Even when you have a creature’s gimmick figured out, it’s never in a way that trivializes it, keeping you on the edge of your seat trying to execute perfectly to circumvent it. There’s nothing more thrilling than grabbing that idol with 30 percent oxygen left and making a mad dash to the surface, panicking and making a wrong turn, only to successfully get to an exit with five percent oxygen to spare. While I think having a map that you could view while exploring would be immensely helpful, I usually had a screenshot of it on my second monitor, there’s something about forcing you into a position where you have to intimately know the world yourself is so satisfying.

Pressure mechanics like the incoming flood are extremely risky for games, as that extra layer of challenge can really make your losses free double frustrating. If I take out my level 10 diver to the deepest zone I’ve ever been, only to have them get killed by something I had no idea existed, it feels devastating. Not only do I lose a diver I’ve put a ton of work into, but I also just spent one of my valuable days getting absolutely nothing. This can be compounded if you made mistakes early on without realizing it, making things extremely rough as you’re sacrificing high level divers just to hold back the flood. I saw a post on the Steam forums from the developers saying that there would be an Endless Mode available from day one, but it wasn’t in the review build I played. I hope it exists upon release, because it’s something I would definitely recommend if you find countdowns like that to be too stressful.

About halfway through, I got very frustrated by the timer because one of the upgrades for my workshop was stuck behind an extremely rare resource that I had no idea where to find. Based on the name of the resource, I tried to guess where it was, but could not find it after wasting several days looking for it. I had so many blueprints that told me I needed to upgrade my workshop, and even though I possessed the resources to craft the items, I wasn’t allowed to. Once I found the needed upgrade material, I was actually able to upgrade the workshop twice in a row because I had already collected the other materials needed for the next level in the time it took me to find it. It’s a fine line to walk when you are putting this level of challenge in front of the player and trusting that they’ll be able to find things in the order that you want, and this part crossed that line and massively demoralized me for several hours of playtime, and probably not in the way the developers intended.

Dive or Die: Children of Rain is a punishingly challenging game that finds multiple ways to keep the pressure on you. While most of the time it works to make your successes feel truly thrilling, there are times when your losses take the wind out of your sails in a negative way. Despite my frustrations with later game difficulty, it’s hard to deny that the game captures the combination of wonder and terror of the deep better than almost any other game I’ve played. The environments are horrifically beautiful, populated with the unsettling eldritch monstrosities and plenty of eerie mystery. The experience of desperately ascending to the surface, trying to remember the turns to take as the sound of a massive beast gets louder and louder on your heels is such a unique brand of horror that this game manages to capture. Even when the setbacks were mounting and I was losing hope, I found myself saying “just one more dive” over and over again. The level of difficulty won’t be for everyone, but fans of the desperate feeling of Darkest Dungeon or XCOM will find a lot to love here.

4 out of 5 skulls

Review code provided by publisher.

Dive or Die: Children of Rain is available now on Steam and the Epic Games Store.

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