Wolfenstein 3D / Spear of Destiny Review

Note: The screenshots posted on this page have been scaled up a little from their tiny native resolutions as well as had their aspect ratios corrected to proper 4:3 dimensions as they should have looked on CRT monitors originally. For posterity’s sake you can also click them to view the “pixel perfect” originals.

Introduction

Wolfenstein 3D
“Wolfenstein 3D”

...and Spear of Destiny!
“…and Spear of Destiny!”

I’d been whining to my poor parents about wanting a new PC for literally years. While it seemed like I might have finally worn them down, I’d do whatever I could to play with any and every kind of computer whenever the opportunity presented itself in the meantime. One of those few opportunities was my 8th grade computer class. The first ever class I had with semi-modern IBM compatible PCs. The class was okay, but the main event was what happened when the last bell of the day rang and our computer teacher’s newly formed ham radio club gathered. For one reason or another, the club almost instantly devolved into most of us just hanging out in the computer lab and screwing around most every afternoon, and we were absolutely fine with that.

Our computer lab was in a pretty sorry state. Other than our teacher’s PCs, which were more or less dedicated to ham and, soon, running our middle school’s official bulletin board system, most of the computers we had were some form of outdated IBM AT clone with zero notable upgrades to speak of. Us nerdy delinquents quickly discovered that one was a cut above the rest, though: a 386 with a VGA adapter and an soundcard. Soon enough, this uber PC got pulled out into the middle of the classroom so we could all gather around it, watching and taking turns playing whatever the latest random game someone smuggled in and managed to get working was.

A showdown with a Nazi guard.
“A showdown with a Nazi guard.”

One fateful day it was the shareware version of Wolfenstein 3D. This machine only had an AdLib in it, so no sound effects, but it didn’t matter. To see Wolfenstein 3D smoothly rendering its glorious violence in full 256 color VGA was utterly amazing. On that day, the obsession I had to acquire a new PC turned into absolute fucking resolve. Wolfenstein 3D was already a year old at that point, and I’d get to see the shareware episode of Doom running (rather poorly) on the same machine before the school year was over, but you can bet when my parents finally caved and spent a ridiculous amount of money on a new 486SX/33 for me that summer, one of the first things I did was drag my mom to Radioshack to buy me a copy of the Wolfenstein 3D shareware disk.

Loading it up for the first time, my AZTECH Sound Blaster clone pumping out that distinctive AdLib soundtrack as my cell door loudly rolled open and I cautiously crept around the corner, pistol in hand, a Nazi guard spotting me and shouting “Achtung!” as he sprang to action, is something I’ll probably always vividly remember, and something that still feels fresh whenever I revisit the game. I loved Wolfenstein 3D! Doom soon utterly overshadowed it, sure, but Wolfenstein 3D will always be the game that introduced me to the now ubiquitous First Person Shooter genre and its masters, Id Software.

I still have my original shareware version. 3 bucks well spent (even though there's absolutely no mention on the package that this is only the shareware version... shady!)
“I still have my original shareware version. 3 bucks well spent (even though there’s absolutely no mention on the package that this is only the shareware version… shady!)”

Id Software was formed largely on the back of John Carmack’s technically impressive smooth side-scrolling routines and he soon turned his attention to developing an equally impressive first person ray casting, 2.5D engine which first saw publication in 1991’s Hovertank 3D and a little later, Catacomb 3-D, both released by Softdisk. By the time Wolfenstein 3D was released in 1992, Id had greatly improved the engine, making the controls more accessible, upgrading from EGA to VGA graphics, and adding AdLib music and Soundblaster sound effects. Probably most importantly, they abandoned Softdisk’s subscription publishing model and moved to publishing under Apogee’s shareware model which was already earning them some success with the Commander Keen series. Releasing as shareware meant much, much more exposure, and the game went on to be wildly successful. A commercial only sequel (really, more of a standalone expansion pack) called Spear of Destiny, which I’ll also be covering here, was released by FormGen the following year in 1993, leading to even more exposure. Wolfenstein 3D was a bonafide hit.

Gameplay

Wolfenstein 3D established what quickly became the basic gameplay template for most of the FPS games released in the 1990s. Each level begins in a predetermined location of a self-contained area (usually called a “map” in FPS vernacular) and it’s your job guide your character to the exit. Some parts of the map are behind locked doors which require keys you can pick up along the way, adding a tiny bit of complexity to the exercise. Of course, there are also guards patrolling the map who will shoot you on sight and alert others to your presence if you don’t take them out first. There’s also weapons, ammo, and health scattered around to collect, and unusually for the genre, various treasures that can be gathered to increase your score. It’s a simple formula, and with Wolfenstein 3D’s beautifully performing engine, you can often absolutely blaze through these maps.

The end of level score tally.
“The end of level score tally.”

At odds with the blazing speed of the gameplay, the score tallied at the end of each mission rewards 100% completion, which includes enemies killed, treasure collected, and “secrets” discovered. These secret hidden areas became a fairly normal part of early FPS design, but Wolfenstein’s are particularly infamous for not being marked or otherwise hinted at in any way. This lead to the stereotype of players running up and down every single wall in every single room and corridor frantically tapping the open key, colloquially known as “wall humping” thanks to how absurd this looks and sounds. That said, without exploring quite a bit, you’re unlikely to get a 100% completion in any of these categories the first time through.

Exploration tends to be unavoidable anyway thanks to Wolfenstein’s labyrinthian maps. While the game starts out with simple designs seemingly based on vaguely realistic floor plans, it quickly goes off the deep end with some gigantic and thoroughly maze-like map designs, and with no auto-map to speak of, getting to the end of these take quite a while and be more than a little frustrating. Navigating the map in the correct order to find the aforementioned keys is the closest Wolfenstein ever comes to throwing puzzles at the player – there are no special trigger areas, switches, elevators, etc. as would soon become staples of the FPS genre. Lack of gameplay variety is not the only problem with Wolfenstein’s maps, as the maps themselves tend to be quite repetitive, with the engine only supporting simple, 90 degree angled walls on a single, level plane.

Ow. The mutants in episode 2 are fucking obnoxious.
“Ow. The mutants in episode 2 are fucking obnoxious.”

A bit more challenge comes from the enemies, which are often positioned to strike the second you open a door or go around a corner. While not quite “monster closet” levels of cheesiness, Wolfenstein can occasionally feel a little unfair when it comes to purposely devious placement of enemies, and getting caught by surprise can quickly lead to your death, especially on higher difficulty levels. There’s not too much variety in enemies either, with probably the most crucial variable besides their hit points and rate of fire being how quickly they draw on you in the aforementioned ambush situations.

The variety of your own arsenal is similarly a little slim, with the only thing being anywhere close to exotic being the minigun, which I tend to avoid using during anything but the end of the episode boss fights – the machine gun’s rate of fire is quick enough to effectively stun/stagger enemies but doesn’t chew through the ammo nearly as quickly as the minigun. This is notable, as ammunition can be a little sparse early on which can lend the game a bit of a survival feel, adding some much needed tension to the formula. This mostly falls to the wayside as you progress, assuming you live long enough to hang on to your ammunition supply between maps. These simple, hit scan based weapons do feel pretty satisfying though, which I have to think is a big part of what makes Wolfenstein so damn enjoyable.

As I said in my Duke Nukem 3D review, the old school style of FPS level design ends up feeling quite tedious to me, and in Wolfenstein the simplicity and lack of variety only exacerbates that feeling. As a kid, while playing through the first, shareware episode felt a little bit repetitive, it didn’t really overstay its welcome. By the time you add in the full version’s 5 additional episodes, and if you also play Spear of Destiny, which adds in another 21 levels, that’s a total of 81 levels, never mind the two GenForm bonus mission packs for Spear of Destiny, for another 42 maps, yeah, it’s a bit of a slog.

Probably the most popular map editor at the time, the aptly named MAPEDIT.
“Probably the most popular map editor at the time, the aptly named MAPEDIT.”

Surprisingly, a lot of people didn’t seem to think so though, as in addition to Wolfenstein 3D kicking off the FPS genre, it also introduced the world to FPS map making and modding. Wolfenstein’s data structures were quickly reverse engineered and map creation software was released. Given how simple Wolfenstein’s maps are, these editors were simple to use and a lot of people found themselves creating their own maps and campaigns, and a few even dove into editing the sprites and textures, creating some early examples of something close to resembling “total conversion” mods. Personally, I never played around with 3rd party Wolfenstein 3D maps and modifications back in the day, but apparently they were quite popular.

As a quick aside, some of the later console ports of Wolfenstein 3D do make tweaks to the gameplay, from the minor such as differently designed maps, to the more notable ones such as new weapons and even an automap feature. While it’s mostly the DOS version I’m covering here, I still feel this is noteworthy, as some of you might be reading this thinking “What about the flamethrower?” or “What? I used the automap when I played it!”

Story

Wolfenstein 3D doesn’t have much of a story, rather it sets up scenarios and throws you into the action, never really advancing anything resembling a plot. Nevertheless, in presenting you with excuses to be in these mazes, it does at least make an attempt at throwing some fluff in in the form of text introductions and endings to each episode.

The introduction to episode 1 (as taken from the in-game readme in the shareware version!)
“The introduction to episode 1 (as taken from the in-game readme in the shareware version!)”

Continued.
“Continued.”

I'll definitely tell me grandkids about this..
“I’ll definitely tell me grandkids about this.”

Directly inspired by the 1981’s Apple II action stealth game, Castle Wolfenstein, Wolfenstein 3D follows the exploits of allied spy Captain William J. “B.J.” Blazkowicz against Nazi forces in WWII. The most famous of these scenarios, the first episode, has BJ attempting escape from the dungeon fortress Wolfenstein where he was being held prisoner. After that, BJ heads into Castle Hollehammer to stop Operation Eisenfaust – a sinister plot that involves reanimating corpses in an attempt to create the ultimate super soldier. In the third and final episode of the original trilogy, BJ heads to Hitler’s massive bunker complex underneath the Reichstag to put an end to the Third Reich once and for all. This is the definitive set of missions, without a doubt.

The second trio of episodes, snarkily called the “Nocturnal Missions”, are actually prequels, taking place before BJ was captured, in which he attempts to put a stop to a chemical weapons program. These missions aren’t bad, but don’t really add anything essential to the story.

Spear of Destiny... now with more wall textures!
“Spear of Destiny… now with more wall textures!”

Spear of Destiny, on the other hand, is notable because it fully commits to fantasy Nazi tropes, having BJ attempting to stop Hitler from using the occult powers of the legendary holy relic, the Lance of Longinus. He infiltrates Castle Nuremberg and eventually retrieves it, but not before getting transported to hell and having to defeat a demon “Angel of Death” in order to escape. Yes, you go to hell to fight a demon! Wolfenstein REALLY dove into the deep end of the occult stuff here, foreshadowing the full on demonic assault of Doom a year later. Outside of that, again, these missions hardly feel necessary.

Mission specifics aside, the fantasy World War II setting felt fresh to me at the time, especially when combined with Wolfenstein 3D’s immersive first person presentation. Even today, despite how exhaustively the setting and its associated tropes have been mined, the particular combination of pulp comic book action, occultism, zombies, super technology, and real life World War II presented in the original Wolfenstein 3D games feels like a relatively unique blend. I’d guess most people would prefer either semi-realistic World War II settings or even deeper dives into these concepts (as presented in later games in the series) but Wolfenstein 3D’s take certainly was enjoyable.

Oddly, the SNES port of Wolfenstein 3D features a totally reworked plot in an awkward attempt to censor any association with Nazi Germany. All this really accomplishes is turning the antagonists (renamed the “Master State”) into a sloppy and rather obvious analog for Nazi Germany, with Hitler being named Staatmeister and given a shave. Humph!

Controls

Wolfenstein 3D’s controls probably feel totally alien to gamers that grew up after FPS games moved to the WASD + “mouselook” style of control, but what Wolfenstein 3D did at the time set the template for other first person shooters for quite a while: Both hands on the keyboard with your right hand moving you back, forward, left, and right using your arrow keys and your left hand doing everything else with the far left side of the keyboard – Left Ctrl, Left Alt, Space Bar, and Left Shift were typically used to fire, strafe, open doors, and run, respectively. I got used to this control style with Wolfenstein 3D and perfected it with Doom, and had to pretty much force myself into using the newer convention only after it became the norm across the genre.

Yeah, you shoot dogs in this game. Seriously vicious dogs.
“Yeah, you shoot dogs in this game. Seriously vicious dogs.”

Granted, part of what makes it work is how simple Wolfenstein 3D is. There’s very little going on outside of moving, firing, and opening doors. You don’t need to (and indeed, can’t) look up and down, nor do you need precision aim since there is a vague aim-assist (or maybe just big hit boxes?) While I’m not sure how it technically works, it’s definitely less pronounced than in latter early FPS games since there is no variation in verticality in Wolfenstein 3D to make it jarringly obvious that your shots are being angled outside of your control.

Still, attempts to get those simple controls mapped to my old Gravis GamePad back in the day never ended very satisfactorily. In the case of the numerous console ports, greater care was put into getting the feel of playing on a gamepad right and thankfully, most of them have various degrees of passable implementations. Again, the simplistic controls make that translation fairly easy. Newer console ports, such as the Xbox Live Arcade version, introduce the modern dual-stick FPS control style to the game, albeit with the right stick only used to look left and right. It sounds weird on paper, but it feels pretty normal and overall I found Wolfenstein 3D to be right at home on an Xbox 360 or Xbox One controller.

It's pretty typical to leave a trail of gore in your wake.
“It’s pretty typical to leave a trail of gore in your wake.”

While there is mouse support in the original DOS versions, it’s very rudimentary and won’t satisfy anyone trying to replicate modern control schemes. If you’re looking for that experience, the most popular of the Windows ports of the game, ECWolf, includes support for proper WASD + mouselook, and it works excellently. Like the Xbox 360 port, mouselook is limited to looking left and right, but it still feels fine. In fact, it’s my preferred way to play these days.

Graphics

While Wolfenstein 3D’s graphics aren’t typically the first thing I think about when I look back on the game, I have no doubt that they had quite a lot to do with the game’s success. As mentioned, the Wolf3D engine ran extremely smoothly, even with its VGA textured walls (an upgrade over the original Hovertank 3D) and sometimes large amounts of sprites on screen. Floors and ceilings remained untextured, oddly, but in playing the game this doesn’t really stand out as a deficiency. If anything, it helps the environment feel a little less cluttered than less skilled implementations of fully textured “2.5D” environments in some future games.

The death animations certainly give a hint of what was to come in Doom.
“The death animations certainly give a hint of what was to come in Doom.”

The real standout here is the artwork. An obvious precursor to his work in Doom, Adrian Carmack’s colorful, stylized sprite and animation work is a mix between the cartoony and (particularly in the death animations) dark and macabre, and is simply jam-packed full of character. As with in Doom, he really manages to nail the kind of “cool” that appeals greatly to teenage boys, without fully tipping over the edge into being embarrassingly cringy for adults to enjoy. Interestingly, I read somewhere that one of the reasons for Wolfenstein’s distinct, colorful look is that many of the textures and sprites were originally drawn with the limited EGA 16 color palette and then touched up with the engine’s move to VGA, which makes a lot of sense.

I will have to throw in just a little negativity here. While I mentioned the variety in weapons and enemies, as well as the simplicity of the maps already, the lack of variety in wall textures and environmental objects adds to this feeling of repetition to a large degree as well. While there are a fair number of different wall texture sets, it won’t take long until you’ve seen them all. This is huge factor in what makes the maps a little too maze-like, as well – when every room looks the same, exactly how are you supposed to tell them apart? While Spear of Destiny adds a few new textures into the mix, it really feels like a token effort.

Neat little details abound, like BJ grinning ear to ear when he picks up a minigun.
“Neat little details abound, like BJ grinning ear to ear when he picks up a minigun.”

Still, altogether, the look of Wolfenstein 3D is quite strong and holds up surprisingly well today, with this lack of environmental variety hurting the gameplay more than the presentation.

Interestingly, the graphics found in the original DOS release were not the only ones around. When the game was ported to the SNES some of the sprites were redesigned, most notably the weapons and your character’s head indicator on the status bar. When ported to the Macintosh, the rest of the graphics were redesigned, redrawn, and/or tweaked, including the enemy sprites and wall textures being drawn at double the resolution for cleaner scaling. The Jaguar and 3DO releases were also based on this version, though again with various tweaks of their own. Opinions on these facelifts vary but it seems like the new graphics in these versions are generally well liked and don’t stray too far from the spirit of the original work.

Sound

From the second the title screen loads and the AdLib rendition of Horst-Wessel-Lied starts blasting, you know you’re in for something different. Like with its graphics, it’s hard to imagine what Wolfenstein 3D would have been without its excellent soundwork.

Hitler delivering a serious beatdown.
“Hitler delivering a serious beatdown.”

First, you have Bobby Prince’s soundtrack which is one of my personal favorite examples of classic AdLib music to this day. He manages to combine the sizzling snare rolls of military marches, triumphant anthemic horn blasts, and the intrigue of a good spy thriller into tracks that somehow gel with the feeling of sneaking around these Nazi dungeons almost perfectly. While some of these tunes can get a little repetitive, as an overall package it is very strong.

On top of that you have the Sound Blaster digital sound effects. The first cell door you exit slamming shut behind you, a sound you’ll hear a thousand more times before beating the game, in fact, grabs your attention and puts you at high alert. The gunfire thuds nicely, and the barks of the enemies as they spot you and, with any luck, go down, are awesome regardless of their humorously loose interpretation of German phrases.

Officers draw on you in and instant, barely giving you time to react to their bark.
“Officers draw on you in and instant, barely giving you time to react to their bark.”

More than just sounding cool, this is one of the first games I recall playing where the sound effects greatly affect gameplay. It’s easy to unwittingly attract enemies to your location while clearing out the map, and sometimes hearing a door open in the distance is your only hint that you’re being hunted. Likewise, almost every enemy “barks” at you the second it sees you, often giving you a few seconds to react before taking fire. Besides helping you avoid getting shot, this can also help identify which type of enemy it is, which can make the difference between life and death. That is, getting caught with your back to a normal guard isn’t nearly as detrimental as letting one of the machine gun wielding SS elite soldiers get a free burst off on you.

Returning to the subject of ports, it won’t surprise you by now to read that the music and sound effects in many of these versions have been touched up or replaced entirely. Most notably, the Mac and 3DO versions have their own, mostly totally distinct, orchestrated soundtracks from Brian Luzietti. While these have an entirely different feel from Bobby Prince’s original soundtrack, it’s hard to deny how great they are too.

Old Age and Alternative Versions

As usual, my primary method of playing through the game for this review was my dedicated 486 gaming PC. I didn’t bother disabling my cache or trying to slow my system down in any other ways, as I recalled it running fine back in the day on a machine only a tiny bit slower than this one. Other than running into some issues with the non-standard way I had my Sound Blaster configured at the time, I had no trouble running it, and it ran just as buttery smooth as expected. There is an issue with secret “pushwalls” sometimes moving further than they should on systems with extremely fast CPUs, but this requires some very specific conditions, thus isn’t a widespread issue.

As for playing it on a modern system, I also played through a significant amount of it in DOSBox. I used the pre-configured version from GOG, although I did have to increase my CPU “cycles” setting to make it run as smoothly as I’m accustomed to. Once I did that, I found that it played quite well. Given that if you acquire Wolfenstein 3D legally from places like Steam or the aforementioned GOG these days, you’re almost certainly going to be getting a copy bundled with DOSBox, don’t forget that you may need to tweak this and maybe a few other things to get the game running optimally.

ECWolf running smooth as butter in 1080p.
“ECWolf running smooth as butter in 1080p.”

ECWolf with the ECMac mod!
“ECWolf with the ECMac mod!”

ECWolf's automap, as basic as it is, is a godsend.
“ECWolf’s automap, as basic as it is, is a godsend.”

That said, I also played through a large amount of the game in the most popular Windows ports of the game, ECWolf. I had only intended on playing through a single episode in ECWolf, but enjoyed the experience so much that I ended up playing through the entirety of Spear of Destiny in it as well. Besides running just as smooth as the original engine, ECWolf natively supports widescreen resolutions, modern WASD + mouselook controls, and includes an automap. It’s hard for me to quantify just how much more enjoyable the game is with an automap at my disposal – it’s a huge quality of life improvement and goes a long way to nullifying my complaints about the the repetitive, maze-life maps. ECWolf also includes some pretty cool drop-in modding capabilities, and I spent some time playing with a mod called “ECMac” which overhauls the original game’s maps with the improved aesthetics of the Macintosh version. Extremely cool.

Finally, I also played through an entire episode in the Xbox 360 / Xbox Live Arcade port of the game (on my Xbox One.) Despite some well-known issues with the music and some very minor texture changes, I found this version to be faithful to the DOS original and a fair representation for new players wanting to check out the game without dealing with getting it to work on a PC. As noted above, playing it with dual sticks on a modern joypad is a little odd at first, but I got used to it extremely quickly.

The SNES version looks passable up close.
“The SNES version looks passable up close.”

But the scaling is extremely harsh. You can barely make out the guard here!
“But the scaling is extremely harsh. You can barely make out the guard here!”

The 3DO version, on the other hand, is mostly excellent.
“The 3DO version, on the other hand, is mostly excellent.”

There are, of course, other ports. I mentioned some of the original console and PC ports: SNES, Macintosh, Jaguar, 3DO, and oddly, the Apple IIGS. There were also later ports to GBA and IOS, and unofficial ports for a number of systems, almost reaching Doom’s ridiculous levels of ubiquity. Some of these ports include their own maps and other odd changes that could be worth looking into for the truly dedicated. There are also some hidden versions and throwbacks in newer games, such as the original Xbox port included with Return to Castle Wolfenstein: Tides of War, and the cool little appearances in Doom II, Wolfenstein: The New Order and Wolfenstein: The Old Blood, and Wolfenstein II: The New Colossus… too cool!

The original game manuals are available when purchasing the game and various other sources, though besides being a straightforward introduction to the game, they’re not really required. You can also find the official hint books that came with boxed copies of the games around too. These hint books aren’t too useful outside of having detailed diagrams of every map in the original game, but they’re fun to flick through and even include some bonus vintage pictures of the Id Software guys.

Sequels and Related Games

Id Software moved on to Doom almost as soon as Wolfenstein 3D was out the door, and most wouldn’t consider Spear of Destiny a proper follow-up. It wasn’t until almost 10 years later that Gray Matter Interactive put out Return to Castle Wolfenstein, rebooting the series with some success. It was almost as long for it to get a sequel, the Raven Software developed Wolfenstein in 2009. In 2014, we finally got the acclaimed Wolfenstein: The New Order which continues the series, and it’s prequel, Wolfenstein: The Old Blood, which is somewhat of a re-imaging of the events of the earlier titles. The New Order got a proper sequel in 2017 with Wolfenstein II: The New Colossus. Along the way there was also Wolfenstein RPG for mobile devices, though I never got to play that one before it dropped off the face of the earth.

While the guard is slow to react, the SS soldier is about to drill me.
“While the guard is slow to react, the SS soldier is about to drill me.”

There were also plenty of other games that used the Wolf3D engine and its derivatives. Besides its predecessors, Hovertank 3D and Catacomb 3-D, the sci-fi Blake Stone: Aliens of Gold and its sequel Blake Stone: Planet Strike are favorites of mine and I’ll likely cover them here some day. There’s also the much less enjoyable Operation Body Count and Corridor 7: Alien Invasion, and the infamously bizarre Super 3D Noah’s Ark for SNES. Using a heavily modified version of the engine, Apogee’s Rise of the Triad: Dark War actually started life as a sequel to Wolfenstein 3D, and some hints of that exist in the game as-released. Finally, straying off a little more, technically, the Raven Software developed Shadowcaster used what was a bit of a stepping stone between Wolf3D and the Doom engine, AKA Id Tech 1, kicking off a long history of association between the two companies.

Closing

The camera zooms out to show you in 3rd person as you exit an epsiode. Awesome touch!
“The camera zooms out to show you in 3rd person as you exit an epsiode. Awesome touch!”

It’s honestly been a treat for me to head back into the corridors of Castle Wolfenstein and to see just how closely my memories of blasting Nazis and hording treasure hold up. I think others who remember Wolfenstein 3D and other, similar early FPS games fondly will potentially enjoy playing the game too, at least until its repetitiveness wears out its welcome. That said, if you were brought up on newer FPS games with frilly extras like “stories” and “mechanics” its hard to imagine Wolfenstein 3D keeping your interest even that long. It’s a highly influential, well polished, fun, but at the end of the day, very limited game, and it was improved on in just about every conceivable way by Id Software’s follow-up, Doom, and the long line of first person shooters that followed it. Outside of the nostalgic and those interested in FPS history, it’s unlikely to entertain all that much, sadly.

Bummer of an aside: While writing this and reminiscing about my old middle school computer science class, I thought it might be fun to track down my teacher and thank him for being an influence in my own successful career in information technology, only to discover that he passed away in 2012. Pouring one out for you, Mr. Miller!

Not So Isolated

When Alien: Isolation came out I was happy to see that Creative Assembly’s promises of delivering a game that recreated the look of the first Alien movie were actually kept. Still, I’ve never been a huge survival horror fan, and once reviews started coming in, talking about its long length and pacing issues, my interest waned. As time went on, however, it seemed like there were a lot of pockets of love and support for the game out there. People on podcasts I listened to and in articles I’d read talked about it being their game of the year, sometimes even on their short lists of favorite games ever. Eventually I couldn’t ignore the hype and vowed to play the game after all. Mentioning this to my partner, she soon began a campaign of peer pressuring me to play it so that she could watch and bask in my misery. Honestly, I was far more intimidated by its length than the scares, but eventually it felt like the time was right to commit to the 20+ hours, and dove in.

Welcome to Sevastopol...
“Welcome to Sevastopol…”

First in foremost, as touted, the game is absolutely beautiful. The style and feel of the original 1979 Alien movie were lovingly recreated and, without direct side by side comparisons, seems quite faithful. I especially love the bizarrely retro-future feel of the computers, with their monochrome displays and multitude of lights, knobs, and bizarre noises. Sevastopol station, where you’ll be spending the majority of the game, reminds me a weird combination of the UAC facilities of Doom 3 and BioShock’s Rapture. Maybe that says more about the Aliens franchise’s influence on those games than anything, but I’d call that high praise regardless. The design is meticulously detailed, oh so eerie, and at times oddly claustrophobic. Helping with this immensely, the environmental lighting is great, with enough darkness to produce an intimidating mood without completely impeding the player’s ability to navigate. It all really works.

Alien: Isolation also nails it in the sound department. The sound effects are good all around, but the ambient noise is freakily eerie with the occasional suspicious noise thrown in just to keep you on your toes. Of course, if an enemy (particularly the alien itself) is stalking you, noise plays a big part in trying to track its location and activity. Hearing the alien clunking around as it moves through the vents above you never gets any less terrifying. The soundtrack is similarly well executed, incorporating some of the original movie soundtrack with more modern, electronic elements. It’s perfectly atmospheric, while at times dynamically shifting into a faster pace, crescendoing when the action peaks. Whether purposely or accidentally, sometimes these music changes seemed to be misleading which had me turning the tides on my girlfriend – on several occasions I looked over at her to see her nervously shielding her face in anticipation simply because the music had picked up which she thought meant I was about to be attacked. Hilarious!

Scary. Change my mind!
“Scary. Change my mind!”

The game starts out quite slowly, and the pacing just feels off to me for the first few hours. It takes quite a while before the alien even shows up, in fact. This actually lead to a little bit of unexpected tension, as I was constantly waiting for it to make its first appearance and needlessly psyching myself out. The game even seems to have a little fun with this at the player’s expense in places. That’s not to say there aren’t enemies, though. While the station is largely deserted, you’ll run into the occasional band of unfriendly humans and, much more infamously, androids. I heard a lot of people talk about the “Working Joe” androids, shrugging them off as boring and definitely not at all scary. Well, they’re wrong! Sure, the androids are MUCH more predictable than the more complicated AI tied to the alien, but with their glowing eyes, movements shifting from slow and freakily deliberate to fast and deadly, and their creepy speech, I thought they were plenty menacing.

Anyway, I digress. Let me backup and (vaguely) talk about the story. Amanda Ripley, the daughter of Ellen Ripley, the main protagonist of the original movies, learns that the flight recorder of the ship her mother was on in Alien, the Nostromo, has been recovered. She’s invited to travel to a distant mining station where it’s being held to learn more about her mother’s disappearance. When she gets there, well, let’s just say things aren’t going so great there. Shit gets crazy and Amanda learns more about what’s going on aboard Sevastopol station as well as more about the fate of the Nostromo along the way. The nice thing about the story is that it wedges itself between well known plot points in the first two movies without doing too much retconning, keeping it inoffensive to most franchise purists. The biggest complaints I can muster about it is that it feels a little extraneous and, perhaps, because of the length of the game, some of the plot twists and turns feel a little tedious.

Hack the planet! Hack the planet!
“Hack the planet! Hack the planet!”

The length and the pacing are (again) common complaints. I actually didn’t find the pacing to be nearly as bad as people made it out to be, after that initial slog I mentioned at least. It may just be that how intensely, nerve-wrackingly stressful the gameplay is to a lot of us also makes it feel a lot worse than it actually is, especially given the save system. Saving is done by static, manually activated save points scattered throughout the environment. For the most part they’re spaced just about perfectly to break the game down into relatively small, digestible sections. That said, given that you spend large portions of the game being actively hunted, and being caught usually results in death, the save system feels incredibly unforgiving and, at times, fucking infuriating. I’m 100% sure they went with this style of save system to up the tension, and it is slightly more flexible than hard checkpoints, I admit, but it definitely feels a bit of a dated design. Regardless of the pacing, I definitely agree with the common criticism that the game feels a lot longer than it should. There’s a fair degree of backtracking too. I get the impression that they were going for a sort of “metrovania” approach to gating content and it largely works, though that style of level design pairs badly with a game that already feels a little too long.

Beyond gating related items (the Maintenance Jack, the Plasma Torch, etc.) there are also a number of weapons and other items, most of which can be crafted from certain components found in the station. I personally found very few of these items useful enough to keep using. The Medkit, of course, ended up being pretty essential, particular in certain areas, and the Stun Baton is a godsend against rampaging androids, but otherwise? Eh. I know this is going to vary greatly by person, but this honestly didn’t feel like a playstyle thing – those items just didn’t feel all that useful to me, period. Normally when I play a game with a lot of options and I don’t use them all, I can at least see the potential in them. The whole thing is just… odd.

It’s especially odd in the case of weapons. It takes you awhile to find one, and when you finally pick up your first revolver it feels damn empowering. Then you go to use it the first time and discover that it’s probably a good thing you’ve had up until then to get used to playing without them. The shotgun is a lot better, but by the time you get it you’ll probably find yourself reluctant to use your trigger finger for a host of other reasons.

The Torrens and Sevastopol Station.
“The Torrens and Sevastopol Station.”

The biggest exception to this is the aforementioned creepy androids which, when they turn on you, take quite a beating until you nail them with a Stun Baton or catch them with an EMP blast. Of course, right around the time I felt like I mastered facing off with them you’re introduced to the Hazardous Environment Joes which are pretty much invulnerable to all of that stuff. I found myself in at least a couple of situations where I was stuck with a room full of these bastards and no great way to defeat them. This lead to some very creative (and very tense) trial and error situations that I somehow eventually myself through. It’s worth noting that you will eventually get the Bolt Gun which takes down either sort of android with a single clean headshot, though landing that shot under the kind of intense situations you’ll most want to use it in isn’t always easy, and the gun comes with a punishing reload time.

Dealing with the Working Joes is a walk in the park compared to dealing with our titular alien friend, however. Nothing is all that effective against the alien save for the flamethrower which you get in the last half of the game. It’s often mentioned that the flamethrower makes the game instantly easy, though I didn’t find that to be the case at all. Fuel (ammo) for the flamethrower is limited enough that you’ll want to use it sparingly, and you’ll run into the alien enough, even when playing extremely cautiously, that you’ll burn through it quite quickly if you start to rely on it. That, and it usually only scares the alien off for a short amount of time. While it does undeniably change the game a bit, it still remains tense, and if you do run out of fuel you’ll be faced with a whole new feeling of helplessness.

The motion scanner is extremely useful at times. This isn't one of them.
“The motion scanner is extremely useful at times. This isn’t one of them.”

The topic of the alien itself really deserves a lot of attention. As mentioned, it takes awhile for it to become a factor, but when it does… oof! The game uses some interesting AI scripting for the alien that makes it behave in some pretty unique ways. It’s utterly ridiculous – mostly ridiculously cool, but sometimes ridiculously cheap and unforgiving. I quickly learned a few tricks to allow me to adapt to being stalked by it, or really, just existing in a world where it also happens to be, which is scary enough, but it never really failed to feel like an existential threat, keeping me on the edge of my seat. I did get a little desensitized by the end of the game, but that had a lot less to do with the game’s tricks wearing thin on me, and more to do with having to constantly force myself to resist my cautious nature and adopt a “let’s do it!” attitude to accomplishing my goals that Leeroy Jenkins would be proud of. It’s far too tempting to sit around waiting until you feel safe, but those moments rarely come, and even when they do they’re usually a bit of an illusion. In short, waiting around is rarely beneficial to you – you just need to keeping pushing ahead onto the next area, that next objective, and the next story beat.

Like I said, as amazingly cool as the alien’s behavior could be at times, it could also really suck. There were plenty of quirks in its scripting resulting in kills that felt amazingly cheap and unfair and some generally annoying patterns of behavior, such as the realization that you’re on this massive space station but no matter where you are, the alien always seems to be coming after you and you alone. It doesn’t matter where you are, where you’ve gone, or what else is around, it’s like its tethered to you, which definitely ruined a lot of the immersion for me. As such, I also wish there were more moments of the alien interacting with other humans and, despite some plot points against it, the androids. There are some other minor issues with the game too, like how the auto-map largely feels like it was an afterthought and how some other elements of the UI don’t feel like they spent enough time in the hands of the UX team.

The majority of xenomorph encounters go more like this...
“The majority of xenomorph encounters go more like this…”

Despite all of this, there’s no doubt in my mind that Creative Assembly managed to make a compellingly terrifying experience. Before playing Alien: Isolation, I think the scariest game I ever played was Doom 3. That game was all about tension though – never knowing when the next monster would pop out of a deviously placed “monster closet” to achieve a cheap jump scare. This game, on the other hand, had all of that and more – an incredible atmosphere and an almost palpable feeling of dread at times – I mean, it had me literally yelling out loud multiple times throughout my playthrough. Sure, some of this was me just getting into the spirit of it, which was even funner with my girlfriend just as freaked out by watching me play as I was playing, but this was genuinely a first for me.

There’s probably a lot more I could say, but in the spirit of avoiding too many spoilers and encouraging people to try it themselves, I’ll just wrap up by saying that Alien: Isolation is a great game that more people should play. Should you play it? It’s hard for me to recommend this kind of game in any sort of universal way, given how subjective the enjoyment of these types of games can be. For me, it’s a bit of a love and hate situation, with love undeniably winning out at the end of the day. It’s certainly my new favorite survival horror game, but with the length and odd annoyances added to how nerve wracking the whole thing was for me, I have no plans to check out the DLC any time soon and I highly doubt I’ll ever play through the main campaign again despite how much I ultimately enjoyed the experience.

In the future I will be shoved out of an airlock for my stealing the above screenshots from random sites around the web. Please, just make it quick.

A Farewell to FRAPS

I originally purchased Beepa’s FRAPS back in the early 2000s to do some gaming video captures for my old clan. I put together a couple of little video promos for us, and another couple just to show friends at work, but I did relatively little with it. Keep in mind, this was all in the infancy of gaming videos, a few years before YouTube launched, never mind became popular. A part of me wishes I had kept with creating and editing videos – you could be watching this on my hugely popular, fully monetized YouTube channel instead of reading it on a seldom visited, poorly written blog right now! I digress…

Regardless, FRAPS remained a fixture on my PCs thanks largely to me starting this blog and making it one of my goals to include my own high quality screenshots depicting actual gameplay whenever possible. Most people would agree that it’s much more convenient to bind screenshotting (and saving) to a single key rather than using any of the more complicated methods of capturing to the clipboard, particularly when attempting to screenshot a game you’re actively playing.

Screenshot Options in FRAPS
“Screenshot Options in FRAPS”

More unique to FRAPS was the ability to toggle repeating screenshots on and off. That is, instead of taking a single screenshot, FRAPS can automatically take screenshots over and over again at a certain interval. I’ve made great use of this feature to capture action rather than all of my screenshots consisting of nothing but character vanity shots and scenery. See The Tale of Garn series for a huge number of examples.

FRAPS was easy to use, very light on resources, and produced good results. Unfortunately development was never all that rapid, and suddenly slowed to a total stop in 2013. While the latest version (3.5.99) technically works in Windows 10, it doesn’t support DirectX 12. That, and it flat out doesn’t work in many games. With it falling out of favor with users, game developers have no incentive to ensure compatibility on their end either. Adding to the laundry list of issues, capture codecs haven’t been kept up, nor does FRAPS support many functions that would help keep its place as essential for today’s “let’s play” focused video producers and streamers.

In 2016 a story broke that Beepa were working on 3.6.0 which would include proper Windows 10 support. There was no ETA, just a vague assurance that it was being actively worked on. Yet, here we are in early 2019 with no new version of FRAPS nor even a single update on the official FRAPS site since 2013. It’s clearly time to move on.

Unfortunately moving on hasn’t been so easy. When searching for suggestions for FRAPS replacements, the most common responses by far are recommendations for other video capture utilities. Those popular with streamers such as OBS and Action! as well as some of the newer bundled capabilities such as Nvidia’s Shadowplay and Windows 10’s Game Bar are the frontrunners. But how many of them can do repeating screenshots? Seemingly none of them!

Screenshot Options in Bandicam
“Screenshot Options in Bandicam”

Then I stumbled across Bandicam. I’d heard of Bandicam a few times since it was released back in 2009, but didn’t know much about it. In fact, I was always under the impression that it was more for web cam use, for some reason. In reality, Bandicam seems to be as close as a 1:1 FRAPS replacement as I could hope for. Bandicam features an FPS overlay that works almost identically to FRAPS’s. Even the price and licensing schemes are very similar. It can record video in a number of formats, and it also includes some of those aforementioned “let’s play” features that FRAPS lacks – water marks, webcam overlays including chroma keying, and a separate voiceover audio channel. Most importantly, I was amazed to find that it supports screenshots with what seems like a carbon copy of FRAPS’s screenshot options screen. Bandicam is clearly gunning to replace FRAPS!

So, how’s it actually work? Well, I had some major issues with the screenshot capture. Setting the repeat screenshot to repeat every 2 seconds, I noticed that every screengrab caused the frame rate to dip drastically – dropping from 70 – 80 down to the 40s for a split second in the first game I was testing with. Obviously this caused my average FPS to be a lot lower and, more importantly, made the game feel noticeably “hitchy”. It wasn’t utterly unusable per say, but it was far from what I was expecting. With FRAPS I usually had zero indication that the screengrabs were even happening.

While I was disappointed, I don’t give up that easily. I tried different save formats, I tried saving to a different physical drive, and I tried switching to various other games in case it was a incompatibility with that specific engine, only to find my performance was either unchanged or actually worse. Out of curiosity, I tried capturing video and was surprised to find that there was only a tiny performance hit – less than 10 FPS for a high quality 1080p capture. Whaaa…?! Why in the hell is screenshotting so taxing?

As a last ditch effort I switched Bandicam from “Game Mode” (which hooks into DirectX) to the basic screen grab mode and configured it to do a fullscreen capture of just the monitor I usually game on. The result? No performance hit at all and the screenshots looked great. Well then…

Bandicam's Status Bar (Pinned)
“Bandicam’s Status Bar (Pinned)”

The only downside of using Bandicam this way is that the FPS counter display requires that I’m in Game Mode. Almost every game these days has its own way to display the current frame rate so no big loss there, but in both FRAPS and Bandicam, the counter is also used for indicating when the program is actively screenshoting or capturing video. This is extremely useful for verification of whether a screenshotting or video capturing has been toggled on or not. That said, Bandicam does allow you to “pin” a little status bar to the top of your screen when using the basic screen grab mode which, while a little intrusive, seems like a fair trade-off. Alternatively, you can just collapse the main Bandicam window and have it on a different display. Not bad!

So there you have it – I’m making the switch! Oh, and just to make sure you don’t think I’m getting paid to shill for Bandicam, I should mention that it’s released as shareware, with the only limitations being a watermark and a 10 minute limit on videos. While this probably prevents the free version from being too useful for any serious video recording, the screenshot functions appear to be entirely uncrippled. Enjoy!

A popular video capture software that actually *does* support repeating screenshots is the well-loved Dxtory. Unfortunately Dxtory seems to be early in the process of going the way of FRAPS – support seems to be slowing for it, with no new updates in two years or so. On the contrary, Bandicam seems to be adding more and more features every few months and virtually every issue or missing feature I’ve seen people complain about has been addressed in the last year or so.