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- Enemies respawning after you've already cleared an area. You may have finished a mission and go to backtrack to the central hub, only to discover that the seemingly-empty central stage has once again been littered with additional fresh troops who are trying to impede you. This aspect of the game was repeatedly called out by reviews, who said that it had a detrimental impact on the flow of the missions.
Wolfenstein II: The New Colossus (2017)
- Annoying in that it's actually a vital part of shooter gameplay: player damage feedback. While the previous game wasn't the most consistent or efficient with it either, in Colossus, there's barely any indication that you've been taking damage beyond the blurring and some darkening of the screen edges. The result is that there could be an enemy behind you plugging you with a shotgun and you may not have a single idea he's doing that until you notice you're taking damage while no one in front is shooting. Considering the Nintendo Hard nature of the game, it's entirely possible and even extremely likely that you'll keel over dead and not have any idea what just killed you because two soldiers chewed through your health and armor out of view in seconds.
- Unlike New Order, in which stealth was a viable (and even suggested) way of moving through many levels, it has been greatly downgraded in this installment. No longer does the player have the ability to choose a perk to help them find officers on the map, while enemies in general have had their armor and perception greatly increased, not to mention the player not having the ability to move bodies out of sight. As a result, players are generally advised to ignore stealth entirely and simply go through missions guns-blazing.
Wolfenstein: Youngblood (2019)
- The game doesn't pause when the player enters a menu, meaning that if this is done during an active firefight, it will leave them vulnerable to attack and become extremely easy to down. Unlike games such as Alien: Isolation (where the lack of ability to pause is a gameplay mechanic that's largely tied to the presence of a single, unkillable enemy), attempting to pause the game in the middle of a hectic scenario in Youngblood is a surefire recipe for a quick death.
- Enemies have different weaknesses to certain guns, which are represented as small (very small) icons below their health bars. The problem is that the system isn't particularly intuitive, and it can be difficult to figure out which weapon corresponds to which type of armor. In addition, it doesn't take into account the possibility of you not upgrading the "right" weapon or running out of ammo for it, forcing you to engage enemies with the "wrong" weapon, meaning you have to consume even more ammo to take them down. As a result of this system, you don't have the freedom to switch up your weapon loadouts however you like based on your playstyle, instead having to pay constant attention on saving the right weapon for the right enemy.
- Should you die to a boss, you will be kicked back to the beginning of the stage they were in, meaning you will have to replay up to 20 minutes worth of gameplay just to get back to the boss. Even worse, your ammo doesn't refresh when you are sent back to a checkpoint, and you respawn with the amount of ammo you had when you died. This means you can potentially restart an entire level or boss fight with no ammunition.
- The "buddy" system in the single-player mode was criticized for not working as intended, with the AI sister often being downed, forcing the player to resurrect her constantly during boss fights. Conversely, the AI will often refuse to revive the player when they are downed, in many cases refusing to do so even when they are near each other. This was criticized for having a detrimental effect on the flow of gameplay, especially within the later stages.