Eric Blessman: Wolfenstein 3D was released in 1992, it was made id Software, it’s considered grandfather of the first—shooter.
Michael Clausen: Basically, we’re taking the origins of Wolfenstein and bringing it in to the next gen. so, things visually are way more over the top, but we’re still dealing with nazi, zombies, monsters, all that cool stuff that you saw in the original Wolfenstein.
Eric Blessman: We have added something called the Veil, a bridge between the supernatural and occult directly through our character.
Christopher Reed: It’s filled with all sorts of creatures that are floating around and everything is all dark and wispy. You can only be there for a little while, but when you’re there you’re very powerful.
Eric Blessman: You move a little faster, your enemies are highlighted, you can walk through walls.
Manveer Heir: You can slow down time and basically use that to get around some of the enemies.
Eric Blessman: In the end, it still is about using your guns, big combat, bit explosions, but we thought that this was a perfect way to really enhance to combat of the game.
Manveer Heir: We looked at some of the weapons that were big hits in all 3D and return to council Wolfenstein. We took the flame-thrower, put it in our game and cranked it up another notch. We’ve also added some other more science fiction weapons that you don’t normally see in a World Ward II game. We have a particle cannon for example that can disintegrate enemies and have them scream. It’s really one of the most fun weapons that we play.
Tim Elek: We have been really conscious here at Raven, looking at the legacy and then trying to continue along those lines and develop the weapons, but to keep that heart and sole that is Wolfenstein.
Eric Blessman: As the games have evolved, we have seen the character, BJ—he has turned from the sort of faceless, nameless person into a solider and then in the latest game, he has become more of a solider spy.
Michael Clausen: He is still that all American, every man type character, he is exiting, he is heroic, he gets his fist dirty and he kicks ass.
Eric Blessman: This time around, with the veil, we have been able to introduce a whole brand new type of features that only live in this place.
Ryan Watson: The Dispoiled is actually one of the human characters that gets changed over time by some unforeseen things that would be divulged later. It makes some a little more powerful and kind of mindless switches, a little scary.
Christopher Reed: We put as much personality on the other characters as we can and we let BJ just be whoever the player is that’s actually driving the game.
Eric Blessman: Franchise I think has a special place in a lot of peoples hearts, and over the years has consistently evolved. If you’re an older fan coming with memories of the previous games, you’re going to really like the nostalgia, the feelings, the remembrance of characters and that sort of thing.
I think as a newer fan, you’re going to get introduced to fast action, big combat, really powerful weapons, interesting characters and things like that.
Christopher Reed: The previous game was five, six years ago now, technology has come a long way so we have been able to do things that you cold never have done before.
Eric Blessman: There was a lot expectations for us to continue this license, the power that it deserves and the love that deserves. So having the opportunity to work on it has just been really awesome.
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