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Wolfenstein: The New Order — the Reboot With Something to Say

MachineGames took id Software's oldest franchise and built a genuine tragedy out of shooting Nazis

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Wolfenstein 3D invented the modern first-person shooter’s basic grammar in 1992, and every subsequent entry in the series spent two decades trading on that historical credit rather than earning new credit of its own — a run of increasingly generic Nazi-shooting games that got less interesting the more technically capable the hardware running them became. MachineGames, a small Swedish studio founded by veterans of the Chronicles of Riddick and The Darkness games, inherited the license in 2009 and released Wolfenstein: The New Order on 20 May 2014 for PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One. It is, by a wide margin, the most structurally ambitious thing the franchise had attempted, because MachineGames’ actual proposal was a genre swap disguised as a reboot: what if the oldest FPS series alive stopped being a power fantasy and became a tragedy about what fascism actually costs the people who resist it.

The premise: BJ Blazkowicz, the series’ recurring hero, is left catatonic after a failed 1946 mission and wakes fourteen years later into an alternate 1960 where the Nazis won the war, having developed advanced technology and occupied most of the globe. That’s the pitch a marketing bullet point would lead with. What the game is actually interested in is smaller and stranger — a shattered resistance cell hiding in occupied Berlin, a supporting cast MachineGames spends real time letting you sit with between combat sequences, and a hero who is, unusually for the genre, allowed to grieve on-screen rather than simply reload and move to the next objective.

Small rooms as the combat’s actual innovation

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The New Order’s most quietly radical design decision is scale. Where Modern Warfare-descended shooters of the same period were building sprawling, scripted linear corridors, MachineGames built most of Wolfenstein’s combat encounters as compact, genuinely tactical rooms — small enough to hold in your head at a glance, dense enough with cover, verticality and multiple entry points that a stealth approach, a loud approach, and several hybrid approaches in between are all viable in the same space. This borrows directly from the immersive-sim tradition of building a level as a puzzle box with several correct solutions rather than a single authored path, without adopting that genre’s slower pace or inventory-management systems — it’s a hybrid that keeps a shooter’s pure combat satisfaction while giving the player enough room to actually choose how a fight unfolds.

Dual-wielding returns from the series’ earlier entries, but MachineGames ties it to a genuine risk-reward calculation rather than a straightforward power boost: two weapons means faster room-clearing and better odds against groups, at the direct cost of accuracy and the inability to aim down sights, which pushes it toward close-quarters aggression specifically and makes it a real tactical choice tied to the room’s geometry rather than a strictly-better default. It’s a smaller-scale version of the same “aggression as the correct playstyle, but never a free one” logic that Call of Duty 4’s create-a-class perks tried to balance around the same period, solved here through a mechanical trade-off baked into the weapon system itself rather than an external perk economy.

The character writing as level design’s justification

What makes The New Order more than a well-built shooter is that MachineGames earns its slower moments. The extended sequences set in the resistance’s underground hideout — conversations with Anya, Set, Caroline and Fergus that unfold in real time, without a UI prompting you toward the next objective — exist because the writers understood that a game asking you to care about a tragedy needs to let the tragedy’s characters exist as people first. The choice midway through the campaign to permanently kill off one of two possible characters (Fergus or Wyatt, depending on an early decision) and let that loss ripple through the remaining hours’ dialogue and mission structure is a genuinely bold structural bet for a series with no prior reputation for narrative ambition, and it works specifically because the small-room combat design has already trained the player to treat every space, including the quiet ones, as worth paying close attention to.

What the franchise’s own history made possible

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Wolfenstein’s specific position in FPS history gave MachineGames a licence few reboots get. id Software’s Quake and the earlier Wolfenstein 3D established the genre’s technical baseline decades before “narrative ambition” was ever an expectation placed on a shooter, which meant The New Order carried none of the weight a Half-Life or a BioShock reboot would have — no beloved plot to protect, no iconic characters whose voice a new writing team had to match precisely, because the original 1992 game barely had either. That absence of narrative baggage is precisely what let MachineGames build BJ Blazkowicz as a genuinely new character in all but name, giving him internal monologue, grief and moral complexity that the source material never remotely gestured toward. Reboots of franchises with thin original storytelling have more creative room than reboots of franchises with beloved ones, and The New Order is a clean illustration of that asymmetry working in a design team’s favour.

The case against — the tonal whiplash between comedy and horror

The New Order’s biggest formal risk doesn’t fully land. The game swings between broad, almost slapstick action-movie beats (BJ’s internal monologue is frequently comic, several set-pieces are gleefully over-the-top) and genuinely harrowing material — a torture sequence performed by the sadistic General Deathshead, extended dwelling on the psychological toll of resistance fighting under occupation — without a consistent tonal throughline connecting the two registers. A game confident enough to kill a major character permanently and sit with the grief afterward is also, in the same runtime, comfortable with a boss fight against a robotic dog and a fairly broad running joke about a Nazi moon base. Neither register is poorly executed in isolation, but the whiplash between them is a genuine structural weakness rather than a stylistic choice that reads as intentional, and it’s the clearest sign the writers hadn’t fully settled on how seriously the game wanted its own premise taken.

The stealth option, while genuinely viable in most rooms, is also noticeably under-rewarded relative to loud play — a silent knife takedown grants little beyond avoiding an alarm, where a shotgun-and-dual-wield approach to the same room produces a faster, more visually satisfying clear with comparable risk once a player has learned the enemy patterns. A design this committed to offering multiple approaches per room could have done more to make the quieter option feel like a distinct reward path rather than simply the slower one, and the imbalance nudges most players toward the louder combat style by the campaign’s midpoint regardless of how the opening hours were played.

The other honest limitation is combat variety across the back half — the small-room tactical design that makes the first two-thirds so distinctive gets replaced in several late-game sequences by larger, more conventional arena fights against bullet-sponge advanced-technology enemies, trading the game’s own best idea for a more generic power-fantasy climax that the earlier hours had specifically been arguing against.

The alternate-history setting as a design tool, not just an aesthetic

The 1960s-Nazi-victory premise gets discussed mostly for its shock value in trailers — moon bases, robot dogs, advanced armour — but it functions as a genuine level-design permission slip as much as a shock tactic. Because this is an alternate timeline rather than a historical recreation, MachineGames could build environments and enemy types unconstrained by what real 1946 hardware could plausibly do, which is what allows the small-room tactical combat to include verticality options (jetpack-equipped soldiers, robotic sentries with distinct patrol logic) that a strictly grounded historical shooter couldn’t justify. The fantastical setting is the reason the tactical design described above had room to be as varied as it is, in the same way a strictly realistic setting would have boxed the level designers into a narrower toolkit of human soldiers with rifles.

Spoilers below

The permanent death of whichever companion the player didn’t save in the game’s early asylum-escape sequence — Fergus losing his hand and eventually his life, or Wyatt being captured and transformed into the villainous Bubi Deathshead’s protégé in the sequel — gives The New Order’s back half a genuinely different shape depending on the choice, which is an unusually consequential branch for a linear shooter to build around a decision made in its opening hour. The revelation of Anya’s family’s fate and BJ’s own advancing paralysis from a piece of shrapnel lodged near his spine, tracked through the game’s health-upgrade system rather than a cutscene, ties the mechanical progression directly to the character’s physical decline in a way that’s easy to miss on a first playthrough but rereads as deliberate on a second.

The finale — BJ single-handedly assaulting Deathshead’s fortified base and killing him after a boss encounter built around exploiting the same small-room tactical logic the rest of the campaign has taught — resolves the plot’s central antagonist cleanly, though the game wisely leaves the larger alternate-history occupation entirely unresolved, understanding correctly that BJ Blazkowicz killing one general was never going to undo a fascist regime running the entire planet.

The verdict, and what to play next

The New Order’s real achievement is proving that a franchise’s oldest, most disposable premise — shoot Nazis in corridors — could be rebuilt around genuine stakes without losing the moment-to-moment combat satisfaction that made the series worth reviving in the first place. MachineGames would refine the formula considerably across the sequels that followed, and would eventually apply the same small-room, character-first instincts to an entirely different franchise in Indiana Jones and the Great Circle, which suggests the studio’s real specialism was never Wolfenstein specifically so much as this particular marriage of tactical level design and patient characterisation. The New Order remains widely available across PC and console storefronts, and it’s worth playing specifically as the moment a nostalgia-trading franchise found an actual reason to exist again.

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Jay
Written by Jay

vo.rs's games critic. Jay covers the medium as a system rather than a spectacle — this month's release, the indie nobody bought, and the Amiga game it's quietly descended from — asking what a mechanic makes you feel and why the loop holds. Learned to wait through a C64 tape load, never stopped playing since, and still finishes the odd 60-hour RPG out of spite. Expect argued verdicts, no score ever, spoilers below the line, and a running list of older games worth your weekend.