Wolfenstein: Youngblood Score: Co-Op Spin-Off Reception
When Wolfenstein: Youngblood was announced, the gaming community buzzed with anticipation. For decades, the Wolfenstein series had been synonymous with single-player, narrative-driven first-person shooters, renowned for their bold storytelling, visceral combat, and iconic protagonist, B.J. Blazkowicz. Youngblood promised a radical departure: a cooperative-focused experience starring B.J.’s twin daughters, Jess and Soph, set in an alternate 1980s Paris. Developed by MachineGames in collaboration with Arkane Studios, the game aimed to blend the franchise’s signature brutal action with fresh mechanics designed for two players. Upon its release in July 2019, it became one of the most divisive entries in the series, sparking intense debate among critics and players alike. The reception of Wolfenstein: Youngblood is a fascinating case study in how a beloved franchise evolves, the challenges of integrating co-op gameplay, and the perils of meeting sky-high expectations.
Critics’ reviews were notably mixed, reflected in its aggregate scores. On Metacritic, the PC version holds a score of 73, with the PlayStation 4 and Xbox One versions sitting at 68 and 67, respectively. These scores placed it significantly below its critically acclaimed predecessors, The New Order (81 on PC) and The New Colossus (87 on PC). The praise was largely directed at the core combat loop and the new setting. Reviewers applauded the satisfying gunplay, the weighty feel of the weapons, and the freedom offered by the semi-open world districts of Nazi-occupied Paris. The vibrant, neon-drenched 1980s aesthetic was a highlight, providing a refreshing visual twist on the series’ usual grimdark palette. The character dynamic between the two sisters, with their quippy dialogue and youthful energy, was also seen as a charming, if occasionally grating, addition that fit the period setting.
However, the criticism was sharp and focused, primarily centering on the new systems built around the co-op experience. The most contentious addition was the inclusion of RPG-like mechanics: enemy health bars, level-gating, and loot-driven progression. Many critics argued that these elements were at odds with the power fantasy Wolfenstein is known for. Suddenly, headshots with powerful weapons wouldn’t kill standard enemies if they were a few levels higher than the player, forcing engagements to feel like bullet-spongy slogs rather than skillful executions. This design decision was widely panned for undermining the tactical, fast-paced shooting the series was celebrated for.
The narrative also came under fire. While previous games were lauded for their compelling, albeit over-the-top, stories that balanced absurdity with genuine emotional weight, Youngblood’s plot was criticized for being thin and underdeveloped. The quest to find their missing father, B.J., served as a weak narrative thread, with the story taking a backseat to the gameplay loop of undertaking missions from a central hub. The supporting characters failed to make a strong impact, and the ending was widely derided as abrupt and unsatisfying. The writing for the twins, while fitting for teenagers of the era, often veered into cringe-worthy territory for some players, lacking the nuanced character development that made B.J. such an enduring figure.
The player reception mirrored the critical divide but was often even more pronounced. The co-op functionality was a double-edged sword. For many, playing through the campaign with a friend was an absolute blast. The buddy-pass system, which allowed a friend to join for free, was praised as a consumer-friendly move. Coordinating attacks, reviving each other in the heat of battle, and exploring Paris together provided moments of genuine fun and camaraderie that the series had never offered before. This social aspect became the game’s greatest strength for its defenders.
Yet, for solo players, the experience was often frustrating. The AI companion, while serviceable, could not replicate the strategic depth of a human partner. This made certain sections, particularly against tough, level-bulky bosses, feel unfairly balanced and tedious. The always-online requirement, even for solo play, was another point of contention, leading to unnecessary connectivity issues. Furthermore, the microtransactions for cosmetic items, though entirely optional, were viewed by many as an unwelcome intrusion in a premium-priced game.
In the years since its release, the conversation around Wolfenstein: Youngblood has subtly shifted. Many of its most glaring issues, such as the aggressive enemy scaling, were patched and adjusted post-launch, improving the experience for newcomers. It has found a more appreciative audience among players who approach it not as a mainline Wolfenstein title, but as a experimental spin-off—a co-op looter-shooter dressed in Wolfenstein’s skin. It is now often judged less for what it failed to be and more for what it actually is: a flawed but often fun co-op romp with a great core combat system.

Ultimately, Wolfenstein: Youngblood stands as a bold, if imperfect, experiment. Its mixed reception underscores the difficulty of tampering with a proven formula. MachineGames took a risk by reorienting a staunchly single-player franchise around cooperative play, and the result was a game that delighted as many as it disappointed. It proved that the world of Wolfenstein could support different genres and styles, but it also served as a cautionary tale about the importance of balancing innovation with the core identity of a series. For every player who lamented its RPG elements and thin story, there is another who fondly remembers blasting mecha-Nazis across Paris with a best friend. In the end, its legacy is that of a fascinating divergence—a footnote in the Blazkowicz saga that was far from perfect, but too ambitious and unique to simply forget.