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Return to Castle Wolfenstein Interview

GameSpot has conducted an interview on Return to Castle Wolfenstein, cornering id Software producer Kevin Cloud about the first-person shooter sequel in development at Gray Matter Interactive. Kevin explains id's involvement with the game, provides an overview of the backstory, talks about the weapons, enemies, and levels, and the proverbial more. Two new screenshots are also included. Here is an excerpt:

GameSpot: So what's your favorite aspect of Return to Castle Wolfenstein?

Kevin Cloud: It's tough to pick one particular element as a favorite. All the game elements are coming together and working together so well that without any single one of them, the game would be lacking. There are so many small details like eavesdropping on conversations, enemies taking cover to reload, and enemy reinforcements coming in via trucks or parachutes that really make you feel like you are part of the game. Probably my favorite part of the game is the sense that the world is alive. The designers were able to put together a script that sets every piece of the world in motion when you enter the level. Enemies will patrol, stand guard, and fight zombies, and your actions and reactions to the world and events as they play out affect the way the remaining events occur. The speed at which you play, the tactics that you use, and the order in which you kill enemies all have a direct effect on the world. It's incredibly fun when you get a real sense of "true to life" randomness while playing a game, and that is really coming through in Wolfenstein.

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