Wolfenstein II postmortem interview: Nazi storytelling is risky and complicated

Wolfenstein II: The New Colossus was one of the great games of the fall season when it debuted last October. Most people have forgotten about it, but one of my favorite things to do is to talk with a creative director about a game after I’ve finished it and after most players don’t worry about spoilers anymore. I took advantage of this kind of opportunity last week at the Game Developers Conference, when I had a chance to interview Jens Matthies, creative director of Wolfenstein II: The New Colossus.

Matthies is a Swedish born game developer who teamed up with fellow Swede Tommy Tordsson to take a satirical and distant look at American society and what it would be like if the Nazis won World War II and instilled their culture in the U.S. You would think that Swedes writing about American society under a hypothetical German victory is a recipe for disaster. But they pulled off a brilliant story and an outstanding game, and they showed how complex telling stories about Nazis can be.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.