Sunday, May 3, 2026

Spear of Destiny (1992)

Name:Spear of Destiny
Number:260
Year:1992
Publisher:Formgen
Developer:ID Software
Genre:FPS
Difficulty:4/5
Time:8 hours 40 minutes
Won:Yes (8W/1L*)

Spear of Destiny, as if you don't know, is the first sequel to Wolfenstein 3D, made in an incredibly short period of time in order to capitalize on the massive success of the game. The story behind this one is much the same as the story behind Commander Keen 6: Aliens Ate My Babysitter, probably because it's the exact same company. Formgen was a company that published shareware titles in real stores, so naturally they would try to reach out to the companies providing them the best games in order to sell originals. Commander Keen 6 must have done well for them to want to publish another Wolfenstein 3D game.

Wherein there's a problem. They already killed Hitler, and nobody else really has the same romanticism in killing them. Stalin gets close, but Wolfenstein wasn't getting that alternative history yet, just into the more fantastical elements of the real world. Emperor Hirohito wasn't really the guy you could paint all the country's evil on, Petain came off as a stooge, and nobody cared about Mussolini after the war was over. (See, Alessandra Mussolini) So, they were stuck with more Nazis. Except, rather than setting it after Wolfenstein, it's instead set before.

So Spear is a prequel, in which Hitler has acquired the Spear of Destiny, the mythical spear that pierced Jesus's side during the crucifixion. Shoot a bunch more Nazis and wonder how they got anything done considering one guy killed like five thousand people between these two games.

Befitting what is effectively an expansion pack sequel, almost everything I said about Wolfenstein 3D applies here as well, the important differences is that there are some new ammo pick-ups with a higher amount of bullets, and a few new enemies. I'm going to be playing this in ECWolf, since I like having an actual automap and on Bring 'em on, because I am insane. 

Floor 1:
A technically competent opener, but I didn't really feel like I was having fun going through here. Plenty of ammo, and the SMG here is held by a SS you can cleverly get the drop on if you know what you're doing, but this really falls into the "wander around until you reach the exit" style of Wolf levels.

The real big change is in how it looks, a lot of the wall textures are now scanned images. Before I objected to them and I still dislike them. It's just odd-looking. Some walls are realistic and others are the more cartoony style and it doesn't work. A lot of later games do have scanned textures with pixel art enemies, but those do so in a more consistent way where even if a wall actually is made using paint tools on a computer, it tends to blend in better.

Floor 2:
It's the second level, they're not going to try anything crazy yet. Try being in a starting area with dozens of guards and a dozen hallways they could come out of. You shoot, a dozen guards wake up, and their AI won't make them head straight to you the entire time, sometimes they'll try to go behind you. That means you'll hear a lot of doors open, and when you fire, whoops, more guards are alert. Hey, was that a SS shouting?

This is a genuinely tense level, and it took me quite a few tries before getting past the opening slaughterfest. It feels different than a Doom slaughterfest, everything tends to die in a few hits, so you aren't going to be gunning down the exact same monster for a minute. That said, the level gives off some serious signs that they gave up afterwards. There are two keys right next to each other and the doors they open are on the other side of the map.
Floor 3:
My god, this game loves ambushes. I swear every single niche has a guard or a SS in it. It was kind of annoying in the last level, but this level is driving me up a wall. It could be my imagination, but it feels like they have larger hitboxes, which means I often touch them, awakening them and causing them to become alert a moment before I realize they're there. It's also one of those where if you go the wrong way at the start, you'll be halfway through the level before you realize there was stuff at the start you probably would need if you were pistol starting.
Floor 19:
The first secret, entered from the fourth floor. While I do generally feel that forcing the player to find secrets to win a level is bad game design, doing so in a secret level is forgivable. What isn't forgivable is that in an area with three obvious secrets, the actual way forward is to find one particular block, in a diamond shape no less, that opens a passageway.

This level adds mutants/zombies to the mix, and boy howdy, did I forget how nasty these guys could be. Especially when the level designer, say, makes them become alert behind a door, and since they're completely silent, the first time you'll notice them is when they're opening doors on your flanks. This level does that sort of thing a lot, to the point that you could probably reach the exit about 20 minutes sooner on a lucky playthrough. It got to the point that between that and the constant corner checking I was sick and tired of the level by the end of it. Unfortunately, I got the impression that the game was just getting started.
Floor 5:
Our first boss. It's just another of the Grosse siblings, this time he's green. This, amusingly enough, is treated as such a serious boss that most of the level is actually done after him. Unless you already know what you're doing. Pistol starting these levels may be technically viable, but in practice, good luck if you don't have a map. There are twelve secrets on this level and only one is before you enter the bossfight, but don't worry, there's a million medikits in one!
Floor 7:
Even if this is not an interesting level, I appreciate that not all these levels are insane endurance tests. It's just some big corridors with the occasional enemy jumping you. You can tell this was balanced around a pistol start, starting with full ammo gives you a lot of leeway, even if you don't find any secrets. Find one, and suddenly everything is in your favor.
Floor 8:
There is a secret right next to the start which just has five SS hanging out in a small, featureless room. Otherwise, it's more of the last level, except now the parts which were nice and simple have turned into the same old, same old full level adventure in dodging the guy you alerted at the start. If you were allowing yourself to fully restart after dying, it's getting to the point where yeah, technically you can, but you need to know where the secret is which has the gatling gun.
Floor 10:
The second boss. This is just a boss in the middle of a normal level. By this point, none of the things this level is doing is really interesting, and together it's not breaking that. All aspects of this level have been done to death by now, and just because the boss shoots rockets and bullets at the same time doesn't mean there's anything new here. The boss arena otherwise falls into the same template we've seen for a while now, down to a secret with health and a secret with ammo.
Floor 12:
They started using the mutants the last level, which wasn't that interesting despite making it blatant that you were to go through the opening section just sidestepping and shooting a guard in a niche. It's odd how many levels here follow the same formula with a few differences thrown in. Secret near the start with the gatling gun, long winding corridors, at least one secret you will never, ever find without pushing every wall on the map. Hey, here's a section where enemies are behind barrels on both sides of a passageway, better be quick or be dead. But the mutants, man, the mutants are just so quick on the draw, it's infuriating.
Floor 20:
The second secret floor. The name ECWolf gives me for this level is Pushwall Panic, I don't know if that's the official name or something ECWolf just gave it, but it's fitting. You start off in a hallway with only the entrance elevator. Fine, it's a secret level. There are thirty two secrets, and it's basically a pushwall maze. Only, it's a pushwall maze you can accidentally cause huge chunks of the level to be blocked off. I'm sure it's even possible to screw yourself over. To start with, this is displaying the worst of Wolfenstein's secret design, random walls lead to the secret. No real method of figuring it out short of just spamming the space key. Fine, whatever, this is just the best of Id's capabilities here. The worst of this is that most of the health and ammo is in a place where you can easily block off without even realizing it. Going for the gatling gun is also tricky. Hope you weren't playing on a pistol start. At least it plays like a secret level.
Floor 14:
I hate zombies/mutants. It feels like unless the game positions one away from you and you're facing them before they become alert, you're getting shot and for quite a bit of health. Naturally, the level does everything it can to make this situation impossible to end up in, so every encounter is practically a guarantee that you'll lose health. It's really helped by the game's insistence on making every single level have a maze.
Floor 15:
Take all of what I keep repeating, now add in a section where you have to rush between doors because there are wells on each side of a corridor, which allow a bunch of mutants to attack you from both sides. It gets a little better as you go along, but even as the game showers you with ammo, health is getting tighter and tighter.
Floor 16:
It's time to fight the Ubermutant. Assuming you can reach him. Because right outside the entrance elevator are, a group of various Nazis to your left and right, more hidden behind walls with strategic pillars so they can snipe at you before you realize what's going on, and the only ammo you get is what you came with and a box in front of the elevator. There's some off to the side, but this is next to even more guys behind pillars. Which, if you go around, you can actually be next to one group, but if you're careful, you can avoid them all together. The only way forward from here is a set of doors, which is within sight of the pillars, hope they can't snipe you. This leads to a set of rooms, which the second you fire in, alerts more enemies. Once you take them out and head further in...there's another set of rooms with a whole bunch of enemies. Then you can do a normal level.
Once you've gotten the first key, you can enter the area behind the pillars. The Ubermutant is inside the room inside this area. I hope you've saved some ammo and can run straight out of here, because there's no cover inside this area. Sure, the Ubermutant is basically another Grosse sibling, but with no real cover, this actually makes him a bit trickier. A bit, I still made it through handily.
Floor 17:
Not exactly an easy level, but easier than the last one. There are two SS outside the starting area, shoot one, and every guard on the outside hallway around the castle becomes alert, but there's more to it than that. They'll open little doors to small rooms, each containing either mutants or keys. Only one key is useful, and you'll know none of which doors were opened. It sounds tricky, considering how quick mutants are on the draw, but opening the door then backing off works in your favor. I actually got killed more by the officers waiting in ambush for the player next to purple walls. It's strange.
Floor 18:
This floor has the Death Knight, the most obnoxious bossfight by far. To start with, the game just puts the gatling gun outside the elevator. Because if you die you will need it. There are no SS on this level, just some officers outside and some mutants next to the Death Knight. He's one of those bosses who throws everything at you, bunch of bullets, then two rockets just to cap off your likely death. In order to actually survive, you need to rush past him, hopefully to a safe corridor, then go outside where all the ammo and health is and use that to slowly wear him down. He drops a key and the Spear of Destiny is in front of a picture of Hitler.
Floor 21:
This leads straight to the final, final level, with the Angel of Death in a quite creepy situation. There are thirty five wandering souls who can only temporarily be knocked out with some bullets. The Angel is a lot less tricky than previous bosses, he just shoots one shot and it's an actual projectile you can dodge. It's not a one-hit kill or anything, so you just have to find him and then try not to get hit. It two me two tries, and the only reason why I died the first time was because ctrl+alt on Ubuntu shifts windows.

Two things, this level has a whole bunch of stuff unique to it in addition to the enemies. Various sprites, including several statues of the boss. There's also a unique music track, which is very nice. The other is that the majority of the health items on the ground are the chicken dinners, which when you think about it, is very strange.

Killing him results in a slow transition to an animation of BJ falling down, then an end text box, an image of BJ getting a medal from FDR and then the credits play with various pictures of the bosses. The end.

Weapons:
The game showers you with so much ammunition and spawns you practically next to a gatling gun on every level that any other weapon usage is practically pointless. Still the same rating though. 2

Enemies:
There's really not much change here despite the new bossfights. 4

Non-Enemies:
None.

Levels:
Wolfenstein's roster just was not designed to last for eighty whole levels. Patterns quickly emerge among the levels, so that while they aren't just the exact same thing over and over again, in practice, they're more or less generated along the same theme. It becomes quite tedious if everything feels the same. 3

Player Agency:
Same as Wolfenstein. 6

Interactivity:
Same as Wolfenstein. 1

Atmosphere:

So much of this comes off as running out of ideas and just trying to put in as much as possible to extend the playtime of a game that didn't need it that much. I shudder to think how much you'd have to play this in order to be able to handle most levels without dying once. 2

Graphics:
The contrast between the old pixel art and the newer scanned image based stuff is annoying, but after a while it tended to fade into just another set of wall graphics. 3

Story:
I feel like the better end animation should get some more credit, but there's basically nothing outside of it. 1

Sound/Music:

Oddly, I felt like the music here was a lot better. Most of it wasn't exactly memorable, but nothing got on my nerves outside of the bossfight music. Some of it was even quite pleasant. 5

That's 27, two lower than what I gave it the first time, and two lower than the improved rating of Wolfenstein. Oddly, I seem to have given it a 2 on story last time, which feels quite inflated for what it is.

It's pretty clear that halfway through the game, ID just ran out of ideas and just threw whatever they could to get this one over the finish line. While I don't think the general design of this style of FPS is bad, it's clear that these guys were just doing it because they didn't have much other choice.

With that, I've finally finished 1992. I'm thinking before I finish the year entirely I should look over the expansions to games I've covered. That leaves expansions to this, Wolfenstein and one for Terminator 2029. I'm not really sure I'm going to do the ones for this and Wolfenstein, simply because most of them are either compilations of user levels, and the ones that are not are infamously terrible. I've heard real bad things about the Spear expansions, and I feel like we'll all probably be better served if I just play some fan games instead. Next time, more Terminator 2029.

*For those that care, I'm not counting it as a win again, this is what it was during the first time around.

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