From the very first day of pre-production, MachineGames had a team in place to make sure Wolfenstein II’s shooting was angry, physical, and cathartic. There is an intrinsic appeal to shooting Nazis, but the developers wanted to ensure you could snuff these historical enemies out in a glorious fountain of claret, popped helmets, and detached limbs, using some of the most satisfying weapons in videogames - probably one in each hand. That is why MachineGames’ through-the-gun team was entrenched in the project from the start, dug in with that singular vision trained in the centre of their sights.
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“The through-the-gun team is led by a guy who is competing in practical shooting,” senior game designer Andreas Ojerfors tells me. “He has a lot of deep insight into different kinds of firearms, how it feels to fire them, and how you need to handle them. He infuses a lot of that experience into how our weapons handle, but also how they feel to just fire.