New book: “The Art of Wolfenstein: The New Order”

Bethesda and Dark Horse Comics have announced the upcoming release of a new hardcover art book about Wolfenstein: The New Order. “The Art of Wolfenstein: The New Order” will retail for $39.99, and will feature commentaries of developers, high-resolution game concepts and artworks, characters designs, etc…, in more than 200 pages. You can preorder the book in the shop of the site.

And in order to celebrate the release of this book, Bethesda has published some extracts from it:

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Wolfenstein: The New Order – New gameplay video & screenshots (2)

Other websites have also posted some parts of the new gameplay video from Wolfenstein: The New Order. EuroGamer‘s one is very interesting, because we can see the user interface of the game with talent trees allowing BJ to evolve towards a specific gameplay: stealth, tactic, assaults and demolition. We can also discover a screen where the collectibles gathered all through the game are listed, and where you can combine some of them in some mini-games (with, for instance, the Enigma machine codes, which was used by Germans in order to encrypt their messages, with a code broken by the Allies in the middle of the WWII).

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The EuroGamer video:

 

And some new screenshots coming from this video:

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Wolfenstein: The New Order – New previews & screenshots

Many previews of the game appeared today on the Net. Globally, they’re not very enthusiasts, but still quite positive. They all note that the game seems better and more dynamic than what was shown in the last demos at E3 and QuakeCon, with a mean solo game duration of about 13 hours. You can read them on PC GamesGameSpot, EuroGamer, NZ Gamer, Polygon, Joystiq, Washington Post, Venture Beat, Examiner, VG24/7, PS Blog, TSA, and many others.

No new info about the game, but some new screenshots:

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Wolfenstein: The New Order – Release date and new video!

Today, Bethesda has officially announced the release date of Wolfenstein: The New Order : 20 May 2014 in USA, and 23 May in Europe. The game will be released on PC and consoles (PS3, PS4, XBox 360 and XBox One). Note that pre-ordering the game will also give access to the beta of the upcoming id Software’s Doom 4, which has no official release date yet.

The publisher has also released a new video from the game, simply called “Boom boom”, and with a lot of action:

Interview of John Romero

The English website Games TM recently interviewed John Romero in order to remember his career, and his work at id Software. They talk about many things including Wolfenstein 3-D:

We were all brainstorming one day for the next game to make, and I said ‘Why don’t we just redo Castle Wolfenstein in 3D?’ Me, Carmack and Tom Hall were all major Castle Wolfenstein freaks, so that was it. We were going ‘Can you imagine killing Nazis in 3D? There’s no game like that!’ One thing people don’t really know is that the game ran at 70fps because the video controllers of the time ran at 70fps, unlike today, where they’re mostly working at 60. So all of the technology behind it was built in four months, from January to April 1992, it was released on 5 May 1992 and the response was just massive. Like, Commander Keen’s sales were a joke compared to Wolfenstein. That first month we sold 4,000 copies and were doing phone interviews, and the local news came over and videoed the team. We really knew we were onto something – this 3D, violent thing is huge! [laughs]

They also discuss about his departure from id, and his difficult relationship with John Carmack soon before…

In 1995, when I wasn’t working directly on Quake, and John was working really hard on it, I was busy with all the other stuff in the company. Heretic had just come out, and I was dealing with that, as well as the development of Hexen with Raven. There was also the re-release of Doom to retail, the amount of things going on was huge, and I was the only one doing these things, and I think John didn’t feel like I put enough into Quake. I was building the level editor with John so that all of the level designers could build levels, and I kind of waited until the engine was ready to make the game. It took about a year to get to that point, and so I think that he was mad because I wasn’t on the game like he was on the game. I think that upset him, and it could have gotten fixed if we had reorganised the company into an engine development team and a game development team. If we could have carried on making games in the Doom engine and then when the Quake engine was ready switched over to that, that would have been an optimal strategy for the company, but we did not really analyse the problem back then. All we really knew was how to work on the game together. Looking back, I believe that was a mistake.

A sad view of what could have become id with a better internal organization…

John Carmack leaves id Software

After being hired by Oculus VR to work on their virtual reality headset – the Oculus Rift -, John Carmack has decided to definitely leave id Software, after 20 years spent to create some of the most advanced 3D engines for the company he created in 1990. From the original creators of Wolf3D, only Kevin Cloud still works for id.

John Carmack, who has become interested in focusing on things other than game development at id, has resigned from the studio,” id’s studio director Tim Willits told IGN. “John’s work on id Tech 5 and the technology for the current development work at id is complete, and his departure will not affect any current projects. We are fortunate to have a brilliant group of programmers at id who worked with John and will carry on id’s tradition of making great games with cutting-edge technology. As colleagues of John for many years, we wish him well.

Carmack also reacted on his twitter account: “I wanted to remain a technical adviser for Id, but it just didn’t work out. Probably for the best, as the divided focus was challenging.” He also added: “If they don’t want me to talk on stage at Quakecon next year, we’ll just have to fill up the lobby like the old days. 🙂

More info about John Carmack in the encyclopedia

John Carmack hired by Oculus VR

The id founder and technical director John Carmack has officially joined the Oculus VR company, which creates virtual reality devices – a subject that has interested Carmack a lot for years. In QuakeCon 2012, he spoke about such devices, complaining about their poor quality for games. He will work first for Oculus, and will stay at id and Armadillo Aerospace.

Note that the Oculus Rift, the device the company is creating, was founded successfully via KickStarter, similarly to another project that should get the attention of any FPS fan: the Omni – which uses the Oculus Rift in order to *really* walk and run freely in 3D games.

Todd Hollenshead, CEO of id Software, leaves company

CEO of the studio since 1996 – after the departure of Jay Wilbur for Epic -, Todd Hollenshead has decided to leave the studio, according to Bethesda:

After many years with the studio, Todd Hollenshead decided to leave id Software to pursue other personal interests. While Todd was not part of the development teams, he was an integral part of id Software’s success as the business head of the studio and we wish him the very best in his future endeavors.

Even if there is no other information about the reasons of his decision, it is most likely that it’s due to the problems of the studio with the development of Doom 4, which was set by Bethesda as the highest and unique priority of id Software.