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.
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In zoology, you’re not supposed to anthropomorphosize animal behavior. For example, a dog doesn’t “laugh”, it “vocalises”. The idea is that you keep a bit of daylight between human emotions and animal emotions, because they’re not the same thing.
But people are fine with anthropormophisizing other things. We talk about nations, states, churches, backyard mud wrestling federations, etc as if they’re people. Reagan described the USSR as an “evil empire”. Can an empire be evil? Any more than an empire can have a favourite basketball team?
(All adjectives are behavioral. “Evil empire” = “an empire that does evil things”)
Ayn Rand once said “don’t ask me about my family, my childhood, my friends or my feelings. Ask me about the things I think.” But the things she thought were caused by her family, her childhood, her friends, and her feelings. There isn’t some “Ayn Rand” homunculus issuing orders from on high. It seems to me more likely that Rand’s feeling of free will emerged from lots of little incidents, both inside her mind and in the world outside, and they composited to form her personality. And if they created her personality, maybe they deserve the credit or blame for her actions.
Like Rand, The Soviet Union was a very large emergent froth coming from many subunits, which themselves were made up of many subunits, etc. What level of the apparatus bears the mark of Cain? Which level is “evil”? When talking about, say, a massive artificial famine like Holodomor, who do you blame?
The USSR itself? No, it only acted the way it did because of the smaller gears ticking inside. The NKVD, or the People’s Commissariat of Land Cultivation? No, same problem.
What about the minions who enacted the policies? Were they to blame? They would have claimed they were following orders.
So we can blame Stalin. He was the irreducible evil. Hopefully he won’t claim that he acted ideologically, otherwise blame for the Ukrainian famine gets passed back to Vladimir Lenin, then to Karl Marx, then to Adam Smith, then to John Ball, then to Jesus (and then to…). But hey, at least we’ve found the ultimate source of the Holodomor…
…No, we we haven’t. We’re still horsefucked. A nation is very complicated and elaborate, and if we’re withholding judgement on the USSR for this reason, we need to realise that Joseph Stalin’s mind was even more complicated and elaborate. There were 100 billion neurons in his brain. Each hemisphere had 400 to 500 distinct brain areas. His genome encompassed 20,000 genes, 84% of which were expressed in the brain. He was an incredibly sophisticated thinking machine.
Even if we understood a normal person’s brain, I don’t think we could have understood Stalin’s. Everyone who knew him or his works commented on how unusual he seemed, how cold and cruel. No more a human being than HAL9000. Adolf Hitler, although he owned a dog, strikes me as a stereotypical “cat person” – anxious, neurotic, sensitive, and artistically-minded. Benito Mussolini is more like a stereotypical “dog person” – a gregarious backslapping Il Duce, prone to self-aggrandisement and egotism. Stalin strikes me as a person who would have brooked no pets at all. Although maybe he considered Lavrentiy Beria a kind of pet.
So what in this confusing mare’s nest can we “blame”? Stalin’s neurons? They have to fire together in elaborate Hebbian patterns, and no one neuron is responsible for anything. His genes? All behavioural traits are heavily polygenic, there wasn’t any one “evil gene” in Stalin’s mind. And these genes were gifts from his parents, so we’re almost back to blaming cavemen again. “What caused the Holodomor?” It seems the answer might be…everything.
Homer Simpson’s method for getting out of trouble is to say “It was like that when I got here”, and so is mine.
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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.
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