QuakeCon 2008 Hands-on: Wolfenstein RPG (mobile)
Before Fountainhead Entertainment's Doom RPG was released in the dark ages of 2005, playing Tetris on my mobile phone reminded me of playing Tetris on my Game Boy back in the darker ages of 1989. At only seven years old, it was the only Game Boy game I owned because, well, I was seven, and it came with the handheld. Playing Tetris on my mobile phone was similar yet different not because it was the only game I could afford, but because it was the only game I wanted to play. Almost two decades of gaming experience had taught me the important lesson of staying away from console-to-mobile-phone ports, and I wasn't quite casual enough to justify buying Bejeweled -- so, I stuck with Tetris, but this time out of choice.
Doom RPG changed the sneering hardcore gamer's perception of mobile gaming. Not only were the graphics strikingly similar to the 1993 FPS that forever changed the landscape of gaming, but finally, here was a game crafted specifically for cell phones rather than sloppily ported from its original conception. The turn-based gameplay allowed for casual exploration, all of the classic Doom weapons were present, and earning experience points to upgrade the arsenal gave the game an element of strategy.
With the Doom space marine patiently waiting in the wings until the launch of Doom RPG II, predecessor William "B.J." Blazkowicz made an appearance at QuakeCon 2008 to demonstrate why battling zombies and Nazis in id Mobile's Wolfenstein RPG is just as fun as blasting zombies and demons in Doom.




