Recent from talks
Nothing was collected or created yet.
Wolfenstein RPG
View on WikipediaThis article needs additional citations for verification. (January 2015) |
| Wolfenstein RPG | |
|---|---|
![]() Logo | |
| Developers | id Software Fountainhead Entertainment |
| Publisher | EA Mobile |
| Director | Katherine Anna Kang |
| Producer | Katherine Anna Kang |
| Designer | Matthew C. Ross |
| Programmer | John Carmack |
| Composers |
|
| Series | Wolfenstein |
| Platforms | Java ME, BREW, iOS |
| Release | Java ME, BREW September 30, 2008 iOS May 11, 2009 |
| Genres | Role-playing, first-person shooter |
| Mode | Single-player |
Wolfenstein RPG is a 2008 role-playing video game developed by id Software and Fountainhead Entertainment and published by EA Mobile. It was initially released for Java ME and BREW, before being ported to iOS the following year.[1]
Plot
[edit]While the original Wolfenstein 3D contained Nazi castles full of swastikas and sour-looking Hitler portraits, Wolfenstein RPG is decidedly lighter in tone, with mutant chickens, romance novels, and a playful giant named Gunther. Sgt.[2] William "B.J." Blazkowicz of the Wolfenstein series of video games, is being held captured by the Axis military. He must now escape his captors and try to save the world by defeating the Paranormal Division.[3] To stop the Axis' diabolically evil Paranormal Division, he must escape prison, navigate towns, and infiltrate Castle Wolfenstein.[4] On his way he can use tools and items he comes across such as boots, fist and toilets. He will inflict serious damage with weapons such as a flamethrower, a rocket launcher, and a Tesla.[3]
Gameplay
[edit]The gameplay follows the recipe from Doom RPG as it is shown in the first person while being a turn-based role-playing game rather than a shooter and puts emphasis on the plot. Combat and movement are turn-based, allowing the player time to select their responses in combat. The player turns at 90 degree angles and moves space by space. One step or action by the player allows all other characters in the area to take one step or action themselves. The game takes advantage of its deliberately slow pace, encouraging players to take their time and check out every little corner, read the books on every bookshelf, and destroy all the furniture to see if anything is hidden within.[5] Levels include underground passages and weapon development laboratories plus a level involving a moving vehicle.
The game also includes two mini games: the card game War as well as Chicken Kicking, where the player is awarded points for kicking a chicken into a score area.
Development
[edit]The development of Wolfenstein RPG was a long and difficult task involving id Software, Firemint Software and Electronic Arts and many months of development.[6] The mobile version was released in late 2008. EA Mobile announced the availability of Wolfenstein RPG on August 14, 2009, a new take on the classic game originally created by id, on the App Store. Wolfenstein RPG is a worldwide release to all territories that host the iTunes App Store, including Germany. It is compatible with iPhone and iPod touch and the minimum requirement is iPhone OS 2.2.1 or later. Wolfenstein RPG is the fourth generation of turn-based titles under EA Mobile.[7] John Carmack, founder and technical director at id Software, said that "the App Store version is dramatically better than on any other platform, with by an order of magnitude more media in high resolution graphics and audio, all rendered fast and smooth with hardware OpenGL graphics acceleration."[8]
The game was available for most JRE-capable mobile phones, as well as the various iDevices. The mobile versions and the iOS version have some differences, but they are all largely the same game except that the iOS version has improved sound and graphics, and is more accessible to most gamers than the JRE version. The iPhone version recycles a lot of sound and music from Return to Castle Wolfenstein but the graphics are all new, taking on an exaggerated comic book style similar to Orcs & Elves.[5] It is different from id Software's Wolfenstein Classic. Wolfenstein Classic is a fast-paced retro FPS, while Wolfenstein RPG is a turn-based action RPG that sees you exploring Castle Wolfenstein square by square. It is much like id's other casual RPGs Doom RPG and Orcs 'n' Elves.[6]
Reception
[edit]| Aggregator | Score |
|---|---|
| GameRankings | 87.50%[9] |
| Publication | Score |
|---|---|
| IGN | 8.5/10[10] |
Wolfenstein RPG has received generally favorable reviews upon its release, holding a score of 87.50% on GameRankings[9] based on a dozen reviews by major video game critics. The game was praised for its weapon variation, humour, slow turn base pace, and attention to detail, classic Wolfenstein style, RPG elements nicely blended in, while the lack of animation design were pointed out as the shortcomings. Appspy gives the game a rate of 5 which means great. It describes its advantages as "controls work well", "very user friendly", "looks and sounds great", "remains uniquely Wolfenstein while being updated". IGN gave the game 8.5/10 with IGN's Levi Buchanan praising the game for its "more cartoon-y than the mobile game", "the art direction." and he calls it a "polished production".[10] Pocket Gamer reviewed the game 8/10. It points out the unique of the game which is "a distinctly different pace" and "wonderful black humour".[11]
References
[edit]- ^ "30 Years of Butt-Kicking: The History of Wolfenstein". Xbox Wire. 20 May 2014. Archived from the original on 27 October 2014. Retrieved 26 October 2014.
- ^ "Wolfenstein RPG Review". slidetoplay. Archived from the original on 2014-10-26. Retrieved 2014-10-26.
- ^ a b "Wolfenstein RPG for iPhone". EA. Archived from the original on 26 October 2014. Retrieved 26 October 2014.
- ^ "Wolfenstein RPG". IGN. Archived from the original on 26 October 2014. Retrieved 26 October 2014.
- ^ a b "Wolfenstein RPG - Mobile, iOS (2008)". HardcoreGaming101. Archived from the original on 26 October 2014. Retrieved 26 October 2014.
- ^ a b Martin, Joe. "Wolfenstein RPG released for iPhone". bitgamer. Archived from the original on 28 October 2014. Retrieved 12 November 2014.
- ^ "EA Mobile and id Software Launch Wolfenstein RPG on the App". bloomberg. Archived from the original on 26 October 2014. Retrieved 26 October 2014.
- ^ "EA Mobile and id Software Launch Wolfenstein RPG on the App Store". EA. Archived from the original on 6 December 2021. Retrieved 6 December 2021.
- ^ a b "Wolfenstein RPG reviews". GameRankings. Archived from the original on 9 September 2015. Retrieved 13 November 2014.
- ^ a b Buchanan, Levi (12 August 2009). "Wolfenstein review". IGN. Archived from the original on 23 March 2018. Retrieved 13 November 2014.
- ^ Spencer, Spanner (14 January 2009). "Wolfenstein RPG". pocketgamer. Archived from the original on 24 September 2015. Retrieved 13 November 2014.
External links
[edit]- Wolfenstein RPG on EA Mobile Archived 2010-11-18 at the Wayback Machine
- Wolfenstein RPG at MobyGames
Wolfenstein RPG
View on GrokipediaDevelopment
Conception and id Software's Mobile Era
In the mid-2000s, following the release of Doom 3 in 2004, id Software sought to diversify beyond high-end PC and console markets dominated by emerging platforms like the Xbox 360 and PlayStation 3, turning to mobile gaming as a viable expansion avenue. The studio's inaugural mobile effort, Doom RPG launched in 2005, adapted the real-time first-person shooter formula into a turn-based role-playing game to accommodate the constraints of Java ME and BREW-enabled feature phones, which lacked the processing power for fluid 3D action.[6] This pivot capitalized on the ubiquity of mobile devices, enabling id to deliver core gameplay experiences—such as dungeon crawling and enemy encounters—to a broader audience without requiring specialized hardware.[7] By 2007, id formalized its mobile ambitions through the creation of id Mobile, a dedicated subdivision aimed at porting and developing titles for cellular platforms, including a new entry in the Wolfenstein series alongside sequels to Doom RPG.[8] The decision to reimagine Wolfenstein as a turn-based RPG stemmed from practical hardware realities: real-time first-person shooting demanded graphical and input capabilities beyond most mid-2000s phones, whereas grid-based, pauseable mechanics aligned with limited battery life, small screens, and keypad controls, preserving the series' Nazi-combat essence in an accessible format.[9] id announced the Wolfenstein mobile project on November 15, 2007, positioning it as a strategic extension of their FPS legacy into emerging digital distribution channels.[7] This initiative reflected broader industry trends, with global mobile gaming revenues projected to reach approximately $4.5 billion in 2008, a 16.1% increase from 2007, driven by increasing smartphone adoption and downloadable content models.[10] id's approach prioritized empirical market potential over fidelity to real-time mechanics, aiming to deliver unencumbered Nazi-shooting action to millions of users in an era when console ownership remained a barrier for many, thus broadening the franchise's reach without diluting its foundational appeal.[11]Production and Collaboration
Wolfenstein RPG was developed through a partnership between id Software, which supplied the core Wolfenstein intellectual property and oversaw design fidelity to the franchise's Nazi-combat themes, and Fountainhead Entertainment, a specialist in mobile game adaptation that managed technical implementation for Java ME and BREW platforms.[12] This collaboration built on prior successes like DOOM RPG (2005), where Fountainhead handled optimization for constrained mobile hardware while id ensured lore consistency. EA Mobile served as publisher, funding the project to expand id's portfolio into portable turn-based RPGs.[13] Production spanned roughly 2007 to mid-2008, focusing on integrating Wolfenstein's arsenal variety—such as pistols, rifles, and grenades—with RPG progression systems and episodic level designs inspired by the series' castle infiltration motifs.[14] Developers emphasized slow-paced, deliberate mechanics to suit button-based mobile controls, incorporating procedural elements for replayability without overwhelming limited device resources. John Carmack, id's technical lead, contributed to the mobile codebase, which later informed iPhone ports.[15] Key technical hurdles included reconciling the franchise's first-person viewpoint with grid-based movement, requiring custom pathfinding to simulate fluid navigation on low-resolution screens and under varying carrier APIs. Compatibility across diverse handsets demanded iterative testing for memory leaks and rendering glitches, yet the team avoided significant delays by reusing assets from id's engine lineage adapted for non-real-time play.[16] No public reports indicate budget overruns or internal disputes, reflecting efficient division of labor between id's IP oversight and Fountainhead's mobile expertise.[17]Release and Distribution
Wolfenstein RPG launched on September 30, 2008, initially for Java ME and BREW platforms, targeting mobile feature phones.[2][14] The game was published by EA Mobile, with distribution handled through wireless carriers and mobile app marketplaces compatible with these formats.[18] No versions for PC or consoles were available at launch, as the title was designed specifically for portable, turn-based play on early mobile devices.[19] An iOS port followed on May 11, 2009, featuring updated visuals while retaining the core mobile RPG structure.[19] This version became accessible via the App Store, expanding availability to iPhone users, though the game was later delisted in 2013.[20] Marketing efforts positioned the title as a portable extension of the Wolfenstein series, emphasizing Nazi combat in a format akin to id Software's prior mobile success with Doom RPG, to appeal to fans seeking on-the-go action.[21]Gameplay
Core Turn-Based Mechanics
Wolfenstein RPG utilizes a turn-based system rendered in first-person view, where players control B.J. Blazkowicz via grid-based movement across dungeon-like levels. Movement occurs one square at a time, with each player turn permitting a single primary action—such as advancing forward, turning to face a direction, firing a weapon at visible enemies, or activating items—before enemies execute their responses in initiative order.[22] This structure enforces a methodical pace, prioritizing tactical decision-making and positioning over the rapid reflexes demanded by the franchise's earlier real-time shooters.[23] The mechanics draw direct parallels to those in Doom RPG, sharing an engine foundation and core loop of grid navigation combined with turn resolution for combat and environmental interactions.[24] Designed initially for Java ME mobile platforms, the turn-based format accommodates touch or keypad inputs by eliminating continuous motion, enabling deeper planning against groups of Nazi soldiers and guards without requiring split-second timing.[25] Classic series hallmarks, including the detection of hidden walls via proximity checks and the acquisition of color-coded keys for locked areas, integrate seamlessly into this framework, preserving exploratory tension within the constrained turn cycle.[26]Combat, Progression, and RPG Features
Combat in Wolfenstein RPG utilizes a turn-based system integrated with grid-based movement, where players advance step-by-step across levels, triggering encounters with enemies such as Nazi guards, zombies, mutants, and elite soldiers upon entering their line of sight.[27] Players select actions including movement, melee attacks with fists or improvised weapons like boots and toilets, or ranged fire from pistols (which support dual-wielding for increased output) and the flamethrower, all while conserving finite ammunition to sustain prolonged engagements.[23] Enemy AI reacts immediately to player inputs, pursuing or firing upon B.J. Blazkowicz if exposed, emphasizing positional tactics and risk assessment—such as flanking for ambushes versus direct assaults that invite counterfire—to mitigate damage and exploit vulnerabilities.[28] This mechanic enforces causal consequences, where suboptimal positioning or ammo depletion can lead to rapid health loss, though over-the-top enemy defeats inject humor through exaggerated animations and contextual quips.[27] Progression relies on experience points earned primarily from enemy kills, supplemented by environmental interactions like reading scattered books, which accumulate to trigger level-ups enhancing core attributes such as health, attack power, and accuracy.[27] Each level-up provides incremental stat boosts without explicit skill point allocation, fostering a straightforward grind that rewards persistent Nazi extermination with improved survivability and damage efficacy.[25] RPG depth extends to customizable syringe mixtures—over 16 variants combinable for temporary buffs like enhanced speed or resistance—looted alongside gold and power-ups, enabling adaptive loadouts for specific threats but demanding inventory management to avoid waste.[27] The fusion of shooter heritage with RPG elements manifests in deliberate risk-reward decisions, such as conserving ammo for boss-like encounters versus expending it on fodder mutants, though reviewers observed that the grinding for levels could disrupt pacing in brief mobile sessions, potentially feeling repetitive despite the tactical variety.[29] This system prioritizes empirical strategy over reflex, aligning combat outcomes directly with player foresight and resource allocation.[28]Exploration and Inventory Management
Exploration in Wolfenstein RPG centers on turn-based, grid-based navigation through the confines of Castle Wolfenstein, where players advance square by square to reveal interconnected rooms, corridors, and secret areas stocked with loot and obstacles. Levels like the opening Tower section prioritize methodical searching, with players uncovering health packs, gold-filled treasure chests, and weapons scattered throughout to sustain survival against the Nazi stronghold's layout. This square-by-square progression fosters a dungeon-crawling feel, demanding awareness of environmental hazards such as traps that can inflict damage if triggered during movement.[30][28] Guarding patrols and static enemy positions integrated into the maps heighten the risks of thorough exploration, as deviating from main paths to hunt for superior gear exposes players to ambushes or resource-draining encounters, though successful scavenging yields upgrades like enhanced weaponry essential for progression. The design rewards risk assessment, with hidden caches providing disproportionate benefits—such as rare power-ups—over safer, direct routes, mirroring the espionage theme's emphasis on opportunistic gains amid scarcity.[30][19] Inventory management employs a capacious backpack system permitting extensive hoarding of items, including multiple weapons, health restoration packs, gold for potential upgrades, and over 50 interactive objects like keys for locked areas. Central to this are 16 syringe mixtures, injectable concoctions that grant temporary buffs such as heightened strength, speed, or resistance, which players mix or deploy strategically to counter specific threats encountered during delves.[19][28] Despite the generous capacity, players face implicit trade-offs in item selection, as carrying suboptimal gear crowds space needed for high-value finds, compelling prioritization of versatile tools over redundant supplies in the resource-constrained castle environment.[28]Plot and Setting
Story Summary
Sergeant William J. "B.J." Blazkowicz, leading a team of OSA Rangers, is dispatched to infiltrate Castle Wolfenstein, a Nazi stronghold, during an alternate-history World War II scenario involving Axis paranormal research. The team is captured by the SS Special Weapons and Paranormal Division upon arrival. Blazkowicz escapes his imprisonment and begins systematically navigating the castle's interiors and environs, confronting Axis guards and uncovering evidence of Nazi experiments blending occult rituals with military enhancements.[1][18] Throughout the episodic missions, Blazkowicz interrogates captured scientists—using persuasion or coercion—to extract intelligence on the experiments, which involve supernatural modifications to soldiers and locals, aimed at producing superhuman troops and advanced weaponry. He disrupts these operations by destroying key facilities and symbols of Axis power, progressing from initial castle escapes to assaults on secret bases. The narrative builds to climactic encounters with elite, occult-augmented Nazi forces, including paranormal entities, as Blazkowicz thwarts the division's broader scheme to unleash evil on the world, echoing but standing apart from core Wolfenstein lore through its focus on Allied espionage resistance.[28][29]Characters and Nazi-Fighting Themes
The protagonist, Sergeant William "B.J." Blazkowicz, embodies the archetype of a stoic Allied operative, leading an elite unit tasked with infiltrating Axis strongholds during World War II.[31] Captured early in the narrative, he escapes captivity through resourcefulness and marksmanship, leveraging over 17 weapons against diverse foes in a campaign spanning nine stages.[21] His character traits—unyielding resolve, Polish-American heritage as a half-Jewish resistance fighter, and lone-wolf efficiency—align with the series' tradition of portraying him as an indomitable force singularly capable of dismantling enemy operations.[18] Antagonists consist of fanatical Axis military personnel, including officers like those in the Paranormal Division, who pursue occult enhancements such as summoning undead minions, super soldiers, and demonic entities exemplified by the Harbinger of Doom.[18] [28] These figures, rebranded from explicit Nazis to generic Axis adversaries amid publisher sensitivities, oversee experiments blending pseudoscience and mysticism without any redemptive qualities or nuanced motivations, reinforcing their role as irredeemable agents of totalitarian conquest.[31] Encounters feature over 30 enemy types, from standard guards to tormented supernatural constructs, emphasizing unyielding opposition rather than moral ambiguity.[21] Central themes revolve around causal heroism, where Blazkowicz's targeted strikes directly disrupt Axis paranormal initiatives aimed at world domination, illustrating the efficacy of decisive action against ideological extremism.[27] Humor punctuates this through satirical absurdities, such as mutant chickens and playful giants like Gunther, which mock the delusional grandiosity of occult pursuits while integrating light-hearted items like romance novels for temporary buffs.[27] This blend achieves narrative tension between gritty combat progression and ironic levity, critiquing totalitarian folly without diluting the imperative to eradicate it.[31] Critics have noted the formulaic repetition in enemy archetypes, with generic Axis troops and supernatural variants echoing prior series entries, potentially limiting variety in a turn-based format.[31] Nonetheless, the game's adherence to raw, unfiltered aggression against authoritarian threats upholds the franchise's resistance to revisionist softening, prioritizing empirical confrontation over equivocal portrayals that might normalize or relativize such ideologies in broader media.[27]Reception
Critical Reviews
Wolfenstein RPG received generally positive reviews from critics upon its release in 2008 and 2009, with aggregate scores averaging around 87% on sites compiling professional evaluations.[32] Reviewers praised its successful adaptation of the classic Wolfenstein formula into a turn-based RPG format optimized for mobile devices, highlighting the blend of strategic combat, inventory management, and light-hearted narrative elements.[31] [29]| Outlet | Score | Date |
|---|---|---|
| GameSpot | 9/10 | October 6, 2009[27] |
| IGN | 8.5/10 | August 12, 2009[31] |
| Pocket Gamer | 8/10 | January 14, 2009[29] |
| Pocket Gamer (iOS) | 9/10 | August 12, 2009[33] |

