The Biblical Urheimat of 3D shooting games. Asking if it’s fun is like asking if the Hammurabi Codex is good writing: it’s transcended such things.
In 1992, Wolfenstein 3D changed everything. It made people nauseous. And upset. There were violent games before, but their lack of immersion softened the blow. “You” didn’t rip out spines in Mortal Kombat 2, a sprite on the screen did. But from a first person perspective (with a phallic gun-barrel intruding into your viewfield), the illusion breaks. In this game, you are definitely the one pulling the trigger.
Nobody who’s played Wolfenstein 3D could be seriously offended by it. The Nazi element is played for kitsch and camp, this is Springtime for Hitler: The Game. And the game’s sense of realism is shallow at best: the corners are all 90 degree angles, the ceilings and floors lack textures, the repetitive environments make you feel like a rat in a maze, etc. The massive body count has a nugatory effect: after a few hours, shooting someone is as shocking as the 300th “fuck” on a rap album.
Gameplay kicks off with a screen saying “GET PSYCHED!” and this captures the game’s flavour: a crazy sugar rush. You charge around turning Wehrmächte into Swiss cheese. You’re not exactly thinking “only the dead have seen the end of war”.
Wolfenstein 3D is an arcade game. The more you play WOLF3D (as the DOS executable was called), the more it feels like it belongs on a CPS-2 arcade cabinet with wadded-up gum jamming the controls. You have lives, and a high score. All that’s missing is B.J. Blazkowicz telling you to insert a quarter. Modern 3D shooters aspire to be on the cutting edge. There’s the feeling that a game with revolutionary graphics needs to be revolutionary along other axes, too. Wolfenstein 3D remains (as it did at the time of release) stuck in the past.
There’s lots of fun goodies herein. A hidden “Call Apogee say ‘AARDWOLF'” message, remnants of an aborted contest that was immediately made pointless by fan-made data viewing programs. A Pacman level. Another level made entirely out of swastikas. The statement “This game is rated PC-13, for ‘Profound Carnage'”. A naff and entertaining battle against Adolf Hitler. A episodes 4-6 are called Nocturnal Missions. Barring Rise of the Triad, this is perhaps the most overtly comedic FPS until the release of Duke Nukem 3D (Ken’s Labyrinth was too autistic to be funny).
Little map design is possible with such a limited engine. You wander mazes and shoot groups of enemies. While Doom would give the player new and varied things in its later levels, WOLF3D has nowhere to go except harder mazes and larger groups of enemies. At a certain point, your brain becomes bored, and starts craving more stimulation. You could argue that the game reinforces the social message that mass murder is boring.
Even the game’s technological wizardry smacks of Uri Geller. Just fire up Ultima Underworld, which came out six months earlier, and had angled walls, textured ceilings, slopes, look up/down, swimmable water, etc. Not a fair comparison, since that game was developed over years next to this one’s months. And Wolfenstein 3D’s engine is faster and leaner. Too bad that equals a fast and lean journey through Legoland.
Wolfenstein 3D is a dated experience with immense historical. I can’t imagine myself ever replaying Wolfenstein 3D the same way I play Doom. But though I don’t play it, I can’t ignore it.
In the 70s, a journalist was diagnosed with cancer. He had reason to suspect it was terminal. To take his mind off the thing growing in his body, he started work on a fantasy novel about a mighty fortress under siege from a vast army. He left the final chapter unwritten. Did the fortress stand, or did it fall? He didn’t know. Not every question has an answer, but to even stand a chance of resolution you must do one thing: live.
Gemmell didn’t die, and the fortress didn’t fall, and heroic fantasy got a new classic: forty years later, Legend’s still a fun read. And a big one. Every single character is so massive and archetypal that they almost threaten to overpower the story, like ships so big that they displace oceans in their passage.
The Delnai empire is weakening, collapsing from inside from corruption and decadence. The warring Nadir tribes to the north have united under the charismatic warlord Ulric, and are invading. The end of an empire seems to be at hand. A few thousand ill-prepared Delnai warriors assemble at the ancient fortress of Dros Delnoch, where they await their fate. They are joined by legendary hero Druss the Legend, who was instrumental in defending the Delnai from an invasion decades ago. But he’s an old man, in poor health.
Parallels to real world historical events and figures show through (though it always puzzled me that Gemmell’s I-Can’t-Believe-It’s-Not-Mongols are lead by a man with a High Germanic name). Gemmell doesn’t do anything wholly new, but he’s an expert at tweaking things that need to be tweaked, so that the experience is one of freshness. When Druss arrives at Dros Delnoch, he finds it commanded by a laughably incompetent martinet whose appointment is political. And yeah, we get the expected scenes of Druss Delnoch whipping this stupid guy into shape like R Lee Ermey, but where Gemmell ends up going with this character…well, it took my by surprise. He didn’t have to go there, but I’m glad he did.
Gemmell has said that one of his goals with this story was to “fix” the Alamo. It’s hard to have heroes in the 21st century, history has become too good and now those stirring American frontier stories make you think of plague blankets, forced marches, slavery, et cetera. Legend is the Alamo story as Gemmell thinks it should have been, with great deeds and golden heroes that will never be sullied by history.
The first half of the novel is a slow, burning build, like lactic acid in a muscle, as the fortress prepares for war. The second half of the novel is virtually a single solid action scene spanning weeks. I liked the way the siege drags on for so long that soon everyone loses hope…but they look at their hands, and those hands are still fighting. Druss’s tale is concluded in spectacular fashion, and you almost wish the book had ended there, because nothing that comes after it matches it.
This is “first novel” territory, and there’s things I never liked. The sheer overdose of heroics kind of cheapens the effect – everyone here’s a master warrior, or magician, or strategist. And there’s a kind of tacky “DnD” element that Gemmell would carry on throughout his career: whenever he wants to demonstrate a character’s martial prowess, he has them kill a bunch of random bandits.
Despite its roughness, Legend is the book that made Gemmell’s name. The action is fast and unrelenting, the pace never flags, and bathos is laid on with a trowel. Forty years later, the fortress still hasn’t fallen.
Pets can tell when their owners have died, even if they’re hundreds of miles away. It’s true. Happens all the time. Joe Bloggs goes into cardiac arrest, and at that precise moment his adoring dog Fido will get up and take a shit on the front lawn. Something it was going to do anyway, but now it’s a mournful shit.
I think I might share this psychic link with certain celebrities. Occasionally a name will pop into my head, and I get worried. Many people in my mental Rolodex are old and in bad health. So I’ll immediately ask Dr Google for a prognosis: are they still alive?
Sometimes they’re not. David Gemmell wasn’t. Tom Clancy wasn’t. Often they’ll have died weeks or months earlier, which weakens my claim to psychic ability.
But sometimes, as now, the prognosis is good. Harlan Ellison is still alive! In fact, he recently published a new book. It’s called Can and Can’tankerous. He’s more than alive, he still has his workclothes on.
He’s a writer who has spent nearly sixty years producing output in forgotten wastelands – first 1950s pulp fiction, TV shows, a few comic scripts, even a computer game – he seems attracted to media with a brief expiration date. He’s known for filing suits and (in the case of Connie Willis) groping them. He’s a strange creature, a narcissist who can be self deprecating (one of his collections has the endearingly honest subtitle “Seventeen Stories Written Before I Got Up To Speed”).
He’s also proof that you can be too good at self-promotion.
Becoming a funny dancing monkey is always a successful marketing strategy, but it’s no good as a long con – at the end of the day you don’t actually want the attention on yourself, but on your art. Rebecca Black’s art is now completely ignored – she was only valuable as a brief cultural zeitgeist, forgotten and disposed of once we found other dancing monkeys to gawk at. I don’t even have the courage to see what the Numa Numa Guy is doing now. Probably trying to launch an actual musical career. I feel depressed just thinking about it.
H.E. is different, yet in a sense, he isn’t. There’s a line of demarcation between selling a product and providing a spectacle. Harlan Ellison spent a career straddling that line blowing raspberries.
He’s so over the top and ridiculous that Nick Mamatas draws a distinction between “Ellison stories” (which means H.E.’s science fiction oeuvre) and “Harlan Stories” (stories about Harlan, the man). H.E. presumably wants the world to care more about the Ellison stories than the Harlan ones. My impression: maybe the Harlan ones are winning out. It’s hard to find in-depth commentary on his science fiction (and much of it has gone out of print). But man, the internet won’t stop talking about that time he got fired from Disney after four hours of work.
Ellison’s fascinating in a way that sometimes overshadows his work. But as I said, he does a lot of work in fields that lack longevity – how many Mickey Spillane paperbacks have you bought in the past whenever? Does your heart bleed from the loss? I don’t know if Ellison’s stories will disappear from our culture’s memory the way Spillane’s have. I think that his most famous efforts (“Repent, said the Etc”, “I Have No Mouth and I Must Etc”) will survive the memory hole for a long time, but someday even they will be forgotten.
But there’s a certain sad poetry in impermanence, and beautiful things that die quickly.
Think of the female mayfly, which rises from a swamp and lives for only about thirty minutes. Its compound eyes open, take in their surroundings…and then close. Forever. Its wings unfurl, beat upon the malarial air, and then are still. Only the swamp that spawned it remains.
Maybe Ellison knows what he’s doing, and maybe he’ll even have the last laugh. He’s cultivated an impressive amount of art, and maybe we could include Ellison himself in that body – a demonically charming man, both irritating and unforgettable.
Barthes wrote about the “Death of the Author”. Well, here’s one author that isn’t dead, and still won’t be dead when they put him in the ground. That might have been the plan all along.