Entertainment

Wolfenstein: Youngblood finds fresh ways to make killin’ nazis a riot: “It’s quite different to what we’ve done before”

Wolfenstein: Youngblood shouldn’t be that important. On paper, the spin-off sequel to the prequel to Wolfenstein 3, Wolfenstein 2: The New Colossus (though not officially announced, the Wolfenstein game was called a “trilogy” by developer MachineGames) is the spiritual successor to Wolfenstein: The New Colossus. Old blood but playing with its name is a cloak for something more surprising. This entry in the series uses the old run and gun formulas and pushes boundaries while embracing the flexible, open gameplay best known by Youngblood’s co-developer Arkane Studios.

It’s a “want to be free” game that, in Freddie Mercury’s words, reminds you of Youngblood’s ’80s vibe. Although MachineGames is a major developer and still a franchisee, the inclusion of Arkane Studios, known for making games that embrace player choice and freedom, like Dishonored 2 and Prey, adds a new dimension to blood-soaked first-person shooters. size. This will shake things up.

new approach

“We took a different approach this time,” said Jerk Gustafsson, Executive Producer at MachineGames. “This is actually the first non-linear progression game we’ve made.”

Up to now, every shooter game from MachineGames has been a linear narrative that takes place through action. linear flow. The developer’s DNA still exists, but the story has changed as we’re witnessing set 19 years after New Colossus and taking BJ Blazkowicz and Anya Oliwa’s twin daughters Jessica and Sophia as the next generation of anti-Nazi resistance fighters in Paris.

“This is the first time we have an open structure. So, starting playing through the initial map shock and arriving at the Hub, the headquarters of the Resistance in Paris, you can take on your missions and play in any order you like. This is very exciting for us.” This new, more free structure. The maps and levels are more open than previous Wolfenstein games.

There is also a map of the Paris area to explore. These are extensive and navigable, and you’ll find secondary missions and activities here. “It’s also one of the great things about working with Arkane on this project. They bring a lot to the table with their level design skills and I think we have something really powerful in that regard,” explains Gustafsson. Youngblood sees the MachineGames team try new things and lead the Wolfenstein series in an online direction. “Multiplayer is a very new feature for us. Of course we have a fixed and enforced multiplayer component to Riddick and The Darkness games, but this is the first time we’ve created an experience that we can share with other players,” Gustafsson reflects.

Bringing co-ops to MachineGames and Arkane Studios feels perfect. Playfully experiment with multiplayer shading while keeping the team’s known action-oriented focus. And it was difficult to correct it. “Complexity,” Gustafsson says when asked what the biggest challenges are with adding co-op play to Wolfenstein’s savvy gameplay. “The narrative games we’ve made before are very complex, but at different levels of complexity in many ways. We ran into a new problem, and the challenge of being an AI companion was a challenge for us. “That’s a lot of news. If you look at the steps from New Order to New Colossus, I think the steps from New Colossus to Youngblood are much bigger in many ways. Not only on the co-op side, but it’s also an open structure. A level-based progression system and more RPGs. We’ve added elements and more ways for players to customize their experience in Youngblood, so there’s a lot of new stuff, both exciting and a little scary.”

Blazkowicz twins have different personalities, but similar core abilities. At the start of the game, you choose Jessica or Sofia, and the other one is passed on to the AI ​​or a friend. At first, you can only choose one set of loadouts for your twins, including specific abilities, weapons, and upgrades, but as you progress, you can unlock new items to personalize your playstyle. “There are enough tools, weapons, and abilities in the game to complement each other in gameplay,” adds Gustafsson.

extra hands

The team spirit runs through everything at Youngblood like a red thread. There’s a subtle tug of war between doing things the old-fashioned way and walking around with a gun and remembering that you have a partner. This is evident in the way abilities are used and the RPG elements Gustafsson hints at. New is the stealth ability of the Da’at Yichud powersuit. These upgrades span three skill trees, with 16 for 1 and 12 for 1/3, allowing you to mix and match partners and playstyles.

Gustafsson explains how it works. This allows you to take a more defensive approach and complement each other by staying behind the line while running and shooting. The reverse can also work. It’s about stealthily eliminating enemies before one goes in and sets up the other. So there are several ways the two can complement each other.” Of course, Youngblood introduced the concept of ‘life’ because for this approach to succeed, you would have to save your sister. The new Wolfenstein game hasn’t avoided adopting the classic video game mechanics after previous health packs ensured a welcome return, and this new shooter continues this trend.

OFFICIAL PLAYSTATION MAGAZINE SUBSCRIPTION UP TO 51% OFF

This is where Youngblood’s cooperatives start to get really complicated. How you play together affects how you progress and even where you can go. Certain areas of the map are fenced and can only be entered when working together. This can be as simple as unlocking a difficult door together to find a hidden item or fighting together for a co-op bonus that rebalances your life. The more you cooperate and balance your allies and abilities, the more maps you can explore.

“I think players will see a lot of similarities to the level design of Dishonored games, so in that sense the experience may be slightly different, but it can be helpful for the game, especially when looking for differences in approach.” Or a general mission,” says Gustafsson.

radical partnership

The producer pointed out, “The open structure and cooperative aspect made it a little more difficult in terms of narrative.” “I think we have a strong story, but it’s very different from what we’ve done before. It is a little lighter in terms of not only tone but also content, and I think it is a big change from the previous title. The campaign is a little shorter, but the duration is longer. “

Previous Wolfenstein games scored 10-15 hours for the campaign, but Youngblood’s story doesn’t seem to reach that level. But, as Gustafsson suggests, this shooter goes deeper to make sure how you play in this world is just as important as how you play. The mystical influence continues.

Gustafsson reveals that Youngblood will play an intentional final game, hinting that “players will be able to stay in the game for a long time.” Once the story is complete and the twins are reunited with their father, you can re-enter the hub to enjoy additional content. “When the campaign is complete, we will add additional side missions and new challenges. There are so many more activities and side missions than in previous Wolfenstein games.”

This article first appeared in OPM. For more great features just read, don’t forget to subscribe to the print or digital edition at MyFavouriteMagazines.


More information

Wolfenstein: Youngblood finds fresh ways to make killin’ nazis a riot: “It’s quite different to what we’ve done before”

Wolfenstein: Youngblood wasn’t meant to be so important. On paper this spin-off sequel to Wolfenstein 2: The New Colossus, a prequel to Wolfenstein 3 (while not officially announced, the Wolfenstein games have been referred to by developer MachineGames as a ‘trilogy’), is a spiritual successor to Wolfenstein: The Old Blood. But the play on its namesake is cover for something more remarkable. This entry in the series is taking the run-and-gun formula of old and pushing back the boundaries, embracing the open-ended flexible gameplay that Youngblood co-developer Arkane Studios is so renown for.
It’s a game that – to paraphrase Freddie Mercury and embrace Youngblood’s ’80s mood – ‘wants to break free’. While MachineGames is the lead developer and still the franchise runner, the inclusion of Arkane Studios, famous for creating games embracing player choice and freedom like Dishonored 2 and Prey, adds a new dimension to the blood-soaked first-person shooting. This will shake things up.
A new approach
“We do have a different approach this time,” says Jerk Gustafsson, executive producer at MachineGames, as we sit down to chat. “This is actually the first game that we’ve ever done that has a non-linear progression.” 
Previously all of MachineGames’ shooters have been a straight narrative run through the action; a linear flow. While the dev’s DNA is still here with a story that takes place 19 years after New Colossus, and sees BJ Blazkowicz and Anya Oliwa’s twin daughters Jessica and Sophia take over as the next generation of resistance fighters against the Nazis in Paris, how we experience it has shifted.
“This is the first time we have an open-ended structure so when you play through that initial shock of maps at the start and you get to the hub, which is the Resistance headquarters in Paris, then you are free to do missions and play them in whichever order you want, which is pretty exciting for us.” We dig a little deeper into this new, freer structure. The maps and levels are more open than those in past Wolfenstein games. 
There are also Paris district maps to nose around, too. These are broad and explorable, and from here you can discover side-missions and activities. “That’s also one of the great things about working together with Arkane on this project. It’s that they have brought a lot to the table with their level design skills, and I think we have something really strong in that sense,” explains Gustafsson. Youngblood sees the MachineGames team trying something new and taking the Wolfenstein series in an online direction. “Multiplayer is very new to us. Of course, we do have some tacked-on and forced multiplayer components in the Riddick and The Darkness games, but this is the first time that we have ever done something that is an experience you share together with another player,” Gustafsson reflects.

Embracing co-op feels perfect for MachineGames and Arkane Studios. It ensures the story-led focus the teams are known for remains intact while playfully experimenting with shades of multiplayer. And it’s been hard to get right. “The complexity,” says Gustafsson when we ask him what was the biggest challenge in adding co-op into the Wolfenstein shoot-from- the-hip gameplay. “There’s a lot of complexity in the narrative-driven games we’ve done before, but it’s just a different level of complexity in many ways. We have encountered new problems, and just the difficulty of having the companion be an AI companion, that’s been a challenge for us. “It is a lot of new things. In many ways, if you look at the step we took from New Order to New Colossus I think the step we’re taking from New Colossus to Youngblood is a lot bigger. It’s not only the co-op aspect of it but also the open-ended structure. We have added a level-based progression system in Youngblood and a lot more RPG elements and a lot more opportunities for players to customise their experience, so there’s a lot of new things for us. It’s both exciting and a little bit scary.”
While the Blazkowicz twins vary in character they remain similar in their core abilities. At the start of a game you pick either Jessica or Sophia, and the other will be taken by AI or a friend. Initially you’re only able to select a set loadout for your twin –a specific ability, a weapon, and an upgrade – but as the game progresses you unlock new goodies to begin personalising how you want to play. “There are enough tools and weapons and abilities in the game for you to complement each other well in gameplay,” adds Gustafsson.
An extra pair of hands

The idea of teamwork is a current that flows through everything in Youngblood. There’s a subtle tug- of-war between doing things the old way and running in guns blazing, and remembering you have a partner. This is evident in the way the abilities are used, and those RPG elements Gustafsson alludes to, a new one being a cloaking skill for your Da’at Yichud power suit. These upgrades are spread across three ability trees, with 16 in one and 12 in a third, enabling you to mix and match styles of play with your partner. 
Gustafsson explains how it works: “We have abilities that are suitable for stealth play, but also for the more run-and-gun playstyle. So you can complement each other through one taking a more defensive approach and staying behind the lines while one goes running and gunning. The opposite may work too, with one going in and taking out the enemies in stealth prior to setting up the other. So there are quite a few ways for the two to complement each other.” Naturally for this approach to be successful you’re going to need to keep your sister alive, which is why the idea of ‘lives’ has been introduced to Youngblood. The new Wolfenstein games haven’t been shy about embracing classic video game mechanics, having previously ensured health packs made a welcome comeback, and this new shooter is continuing the trend.
SAVE UP TO 51% ON OFFICIAL PLAYSTATION MAGAZINE SUBSCRIPTIONS

This is where Youngblood’s co-op really begins to get complicated. How you play together affects how you progress, and even where you can go. Certain areas of the map are gated and can only be accessed if you work together. This can be as simple as opening a heavy door together to find hidden items or fighting in tandem to earn co-op bonuses that refill your lives tally. The more you work together and balance abilities with your ally, the more of a map you can explore.
“I think players will see a lot of similarities to level design in the Dishonored games, so in that sense it can be a little bit different as an experience but it can be for the benefit of the game, especially when it comes to finding different ways to approaching a combat scenario or a mission in general,” says Gustafsson.
A radical partnership

“The open-ended structure and co-op aspect has made it a little more difficult when it comes to the narrative,” highlights the producer. “We do think we have a strong story, but it’s quite different to what we have done before; it’s a little bit lighter, not only in tone but also when it comes to the amount of content, and I think that’s the big change when it comes to previous titles: the campaign is a bit shorter but the amount of gameplay time is greater.”
While previous Wolfenstein games have hit the 10- to 15-hour mark for their campaigns it sounds as if Youngblood’s story will fall short of this. But as Gustafsson suggests, there’s more depth to this shooter, ensuring how you play in this world is as important as what you play. The Arkane influence lingers.
“Players will be able to stay in the game for a long time,” alludes Gustafsson as he reveals Youngblood will have a purposeful endgame. Once the story is complete, and the twins are, perhaps, reunited with their father, you can re-enter the hub and enjoy extra content. “We’ll add additional side-missions and new challenges once the campaign is completed. There’s a lot more activities and side-missions that you can do than in previous Wolfenstein games.”
This article first appeared in OPM. For more excellent features the one you’ve just read, don’t forget to subscribe to the print or digital edition at MyFavouriteMagazines. 

#Wolfenstein #Youngblood #finds #fresh #ways #killin #nazis #riot #weve

Wolfenstein: Youngblood finds fresh ways to make killin’ nazis a riot: “It’s quite different to what we’ve done before”

Wolfenstein: Youngblood wasn’t meant to be so important. On paper this spin-off sequel to Wolfenstein 2: The New Colossus, a prequel to Wolfenstein 3 (while not officially announced, the Wolfenstein games have been referred to by developer MachineGames as a ‘trilogy’), is a spiritual successor to Wolfenstein: The Old Blood. But the play on its namesake is cover for something more remarkable. This entry in the series is taking the run-and-gun formula of old and pushing back the boundaries, embracing the open-ended flexible gameplay that Youngblood co-developer Arkane Studios is so renown for.
It’s a game that – to paraphrase Freddie Mercury and embrace Youngblood’s ’80s mood – ‘wants to break free’. While MachineGames is the lead developer and still the franchise runner, the inclusion of Arkane Studios, famous for creating games embracing player choice and freedom like Dishonored 2 and Prey, adds a new dimension to the blood-soaked first-person shooting. This will shake things up.
A new approach
“We do have a different approach this time,” says Jerk Gustafsson, executive producer at MachineGames, as we sit down to chat. “This is actually the first game that we’ve ever done that has a non-linear progression.” 
Previously all of MachineGames’ shooters have been a straight narrative run through the action; a linear flow. While the dev’s DNA is still here with a story that takes place 19 years after New Colossus, and sees BJ Blazkowicz and Anya Oliwa’s twin daughters Jessica and Sophia take over as the next generation of resistance fighters against the Nazis in Paris, how we experience it has shifted.
“This is the first time we have an open-ended structure so when you play through that initial shock of maps at the start and you get to the hub, which is the Resistance headquarters in Paris, then you are free to do missions and play them in whichever order you want, which is pretty exciting for us.” We dig a little deeper into this new, freer structure. The maps and levels are more open than those in past Wolfenstein games. 
There are also Paris district maps to nose around, too. These are broad and explorable, and from here you can discover side-missions and activities. “That’s also one of the great things about working together with Arkane on this project. It’s that they have brought a lot to the table with their level design skills, and I think we have something really strong in that sense,” explains Gustafsson. Youngblood sees the MachineGames team trying something new and taking the Wolfenstein series in an online direction. “Multiplayer is very new to us. Of course, we do have some tacked-on and forced multiplayer components in the Riddick and The Darkness games, but this is the first time that we have ever done something that is an experience you share together with another player,” Gustafsson reflects.

Embracing co-op feels perfect for MachineGames and Arkane Studios. It ensures the story-led focus the teams are known for remains intact while playfully experimenting with shades of multiplayer. And it’s been hard to get right. “The complexity,” says Gustafsson when we ask him what was the biggest challenge in adding co-op into the Wolfenstein shoot-from- the-hip gameplay. “There’s a lot of complexity in the narrative-driven games we’ve done before, but it’s just a different level of complexity in many ways. We have encountered new problems, and just the difficulty of having the companion be an AI companion, that’s been a challenge for us. “It is a lot of new things. In many ways, if you look at the step we took from New Order to New Colossus I think the step we’re taking from New Colossus to Youngblood is a lot bigger. It’s not only the co-op aspect of it but also the open-ended structure. We have added a level-based progression system in Youngblood and a lot more RPG elements and a lot more opportunities for players to customise their experience, so there’s a lot of new things for us. It’s both exciting and a little bit scary.”
While the Blazkowicz twins vary in character they remain similar in their core abilities. At the start of a game you pick either Jessica or Sophia, and the other will be taken by AI or a friend. Initially you’re only able to select a set loadout for your twin –a specific ability, a weapon, and an upgrade – but as the game progresses you unlock new goodies to begin personalising how you want to play. “There are enough tools and weapons and abilities in the game for you to complement each other well in gameplay,” adds Gustafsson.
An extra pair of hands

The idea of teamwork is a current that flows through everything in Youngblood. There’s a subtle tug- of-war between doing things the old way and running in guns blazing, and remembering you have a partner. This is evident in the way the abilities are used, and those RPG elements Gustafsson alludes to, a new one being a cloaking skill for your Da’at Yichud power suit. These upgrades are spread across three ability trees, with 16 in one and 12 in a third, enabling you to mix and match styles of play with your partner. 
Gustafsson explains how it works: “We have abilities that are suitable for stealth play, but also for the more run-and-gun playstyle. So you can complement each other through one taking a more defensive approach and staying behind the lines while one goes running and gunning. The opposite may work too, with one going in and taking out the enemies in stealth prior to setting up the other. So there are quite a few ways for the two to complement each other.” Naturally for this approach to be successful you’re going to need to keep your sister alive, which is why the idea of ‘lives’ has been introduced to Youngblood. The new Wolfenstein games haven’t been shy about embracing classic video game mechanics, having previously ensured health packs made a welcome comeback, and this new shooter is continuing the trend.
SAVE UP TO 51% ON OFFICIAL PLAYSTATION MAGAZINE SUBSCRIPTIONS

This is where Youngblood’s co-op really begins to get complicated. How you play together affects how you progress, and even where you can go. Certain areas of the map are gated and can only be accessed if you work together. This can be as simple as opening a heavy door together to find hidden items or fighting in tandem to earn co-op bonuses that refill your lives tally. The more you work together and balance abilities with your ally, the more of a map you can explore.
“I think players will see a lot of similarities to level design in the Dishonored games, so in that sense it can be a little bit different as an experience but it can be for the benefit of the game, especially when it comes to finding different ways to approaching a combat scenario or a mission in general,” says Gustafsson.
A radical partnership

“The open-ended structure and co-op aspect has made it a little more difficult when it comes to the narrative,” highlights the producer. “We do think we have a strong story, but it’s quite different to what we have done before; it’s a little bit lighter, not only in tone but also when it comes to the amount of content, and I think that’s the big change when it comes to previous titles: the campaign is a bit shorter but the amount of gameplay time is greater.”
While previous Wolfenstein games have hit the 10- to 15-hour mark for their campaigns it sounds as if Youngblood’s story will fall short of this. But as Gustafsson suggests, there’s more depth to this shooter, ensuring how you play in this world is as important as what you play. The Arkane influence lingers.
“Players will be able to stay in the game for a long time,” alludes Gustafsson as he reveals Youngblood will have a purposeful endgame. Once the story is complete, and the twins are, perhaps, reunited with their father, you can re-enter the hub and enjoy extra content. “We’ll add additional side-missions and new challenges once the campaign is completed. There’s a lot more activities and side-missions that you can do than in previous Wolfenstein games.”
This article first appeared in OPM. For more excellent features the one you’ve just read, don’t forget to subscribe to the print or digital edition at MyFavouriteMagazines. 

#Wolfenstein #Youngblood #finds #fresh #ways #killin #nazis #riot #weve


Synthetic: Vik News

Đỗ Thủy

I'm Do Thuy, passionate about creativity, blogging every day is what I'm doing. It's really what I love. Follow me for useful knowledge about society, community and learning.

Trả lời

Email của bạn sẽ không được hiển thị công khai. Các trường bắt buộc được đánh dấu *

Back to top button