Although the Duke Nukem franchise still maintains a healthy fanbase, it’s not without its fair share of controversy from those less familiar with the IP, namely with the argument of how certain aspects haven’t aged well. In light of this, around the release of Duke Nukem Forever in 2011, San Diego-based YouTube comedy troupe Mega64 released a sketch called “Doug Huggem”, in which the team of the People for the Enriched Tutorage of Attitudes Particularly In Teens (PETAPIT) announced their own game called Doug Huggem, with the intention of spreading positivity and with a release date of March 2024. Like many, as the next 13 years went by, I started to wonder if the game would ever actually see the light of day, mainly due to Mega64’s talent of staying committed to a bit for extended periods of time. Though Mega64 did formally announce Doug Huggem last month, I was still skeptical of it actually coming out due to its announced March 31 release date, with a one-day delay to April 1, but then I was surprised to wake up this morning to see the game had actually come out, available for free on the Mega64 website and itch.io. After finally getting to experience the game in its full glory, I would say the wait was well worth it, and actually pretty decent for their first game.
Showing posts with label Duke Nukem. Show all posts
Showing posts with label Duke Nukem. Show all posts
Monday, April 1, 2024
Saturday, July 1, 2017
Review Hub - Duke Nukem
Duke Nukem is a rather recognizable character in the video game world, known for his attitude, penchant for pop culture references, and iconic voice by Jon St. John. Today, the series is perhaps better known for the unnecessarily long development time (15 years!) of its fourth main game, Duke Nukem Forever, which has spawned countless jokes about the whole ordeal in the interim. When preparing for our initial review of Duke Nukem Forever, before two of us on this blog had any actual responsibilities, we played through the series to get a better understanding of the character and franchise, and was the first time we had attempted anything like it. Unfortunately, due to being among some of our earliest on this blog, most of these reviews are also some of our most awkwardly-written, so proceed at your own risk.
Below is a collection of links to every Duke Nukem review on this blog, sorted by main series games, spin-offs and other media (ex. comic books), and by order of release. (Links to Second Looks and such will be listed next to the main review in parenthesis).
Update (4/28/2024): Added Doug Huggem
Main Series
Duke Nukem II
Duke Nukem: 3D (PS1 Ver.)
Duke Nukem Forever (Second Look + The Doctor Who Cloned Me)
Spin-offs
Duke Nukem: Time To Kill
Duke Nukem: Zero Hour
Duke Nukem: Land of the Babes
Duke Nukem: Manhattan Project
Other Media
Tuesday, September 13, 2016
Second Look - Duke Nukem Forever + The Doctor Who Cloned Me
If there’s one game that’s managed to
remain a running joke for its constant delays throughout half the industry’s
life cycle at the time, that would be Duke Nukem Forever. Originally announced
in 1997, Duke Nukem Forever was meant to act as the sequel to the ever-popular
Duke Nukem 3D, with the intent that it would be out the door shortly. However,
the release date kept getting pushed back until it eventually became the
infamous and oft-mocked “When It’s Done,” making one lose hope in the game ever
being made a reality. The extensive development history of this particular
title has been well-documented, especially in regards to the various changes in
content and even graphics engine; the game took so long to develop that there’s
an entire website dedicated to documenting major things that happened while
Duke Nukem Forever was still in development, and several outlets such as the
Penny Arcade webcomic have made a number of jokes about it on par with the
“When Hell freezes over” or “When pigs fly” metaphors.
![]() |
| The famous pre-order receipt from a "patient, patient man." |
In 2010, things seemed to have finally
come to a halt when 3D Realms finally had to abandon development of Duke Nukem
Forever, having been forced into bankruptcy by their own game. However, all was
not lost as Borderlands developer Gearbox picked up the Duke Nukem IP in order
to finish off development of Duke Nukem Forever, resulting in its long-awaited
release in 2011, 14 years after the original announcement. Owners of
Borderlands: Game of the Year Edition also got a code granting membership to the
Duke Nukem Forever First Access Club, which included special content exclusive
to Club members, as well as a free copy of the Hail to the Icons Parody Pack
DLC.
![]() |
| And if, like me, you bought the Balls of Steel Edition of the game, you also got a bunch of extra cool stuff. |
Five years later, I finally decided to
get around to actually playing the game, which I had been meaning to do for the
sake of its historical significance (although I wasn't actually among those waiting for the game during its entire 15-year development cycle). While it initially released to no shortage
of controversy for a number of reasons (chief among them being some long-time
Duke Nukem fans over-hyping the game for themselves), enough time has passed
for the dust to have settled and to finally look at this title more
objectively. While normally this would be a Second Opinion due to having had a Duke Nukem Forever review already, there’s been so much of a time gap since the
original review that this will be labeled a Second Look to determine how well
this game has held up after five years since its initial release.
Taking place 12 years after Duke Nukem
3D, the world has been at peace. Duke Nukem has become a celebrity, having an
appearance scheduled on a talk show when the aliens invade once again for
seemingly personal reasons. Duke seems to not think much of this, though things
become personal for him once the aliens kidnap two of his babes, twins, and
vows to take the aliens down. Despite Duke’s eagerness however, the President
orders him not to go after the aliens; Duke does anyway.
![]() |
| The game starts off with a rematch against the Cycloid Emperor from the end of Duke Nukem 3D. |
This story serves as merely an excuse
for the plot to get rolling, which is actually rather typical for a Duke Nukem
game. Rather, the gameplay takes center stage while whatever story there is
becomes more or less relegated to the background. The core gameplay is similar
to Duke Nukem 3D in that it’s a fairly linear first-person shooter with a
variety of weaponry and gadgets. However, there is some variety in that there
are some elements of platforming and puzzle-solving, as well as a good number
of driving sections. The driving sections are a good way to break up gameplay
that can otherwise become monotonous, with fairly decent controls and physics
to allow traversal across a vast area to reach the next destination.
There’s also the ability to interact
with a number of objects within the world, most of which are there to provide a
humorous distraction from the main game during a quiet moment. Their main
purpose, however, is to provide a boost to Duke’s Ego, the health system
introduced in the spin-off game Land of the Babes and improved upon in
Manhattan Project, the first time they are interacted with. Such activities
include, among others, throwing a paper airplane, admiring yourself, and
getting a high score in pinball (though the pinball physics themselves leave
something to be desired). Ego regenerates over time when you are not taking
damage, though performing an execution on an enemy will fill it back up
completely.
![]() |
| You can even sign a copy of Duke's book, Why I'm So Great, from Duke Nukem II. |
Likely a byproduct of the game’s rather
lengthy development time, the graphics are a little sub-par, as though mildly
unfinished, not helped by the presence of texture loading that usually takes a
couple seconds. The loading times themselves between each level can also take a
couple minutes, so it can take a while to get back into the action if you die
at any time before reaching a checkpoint. There’s also the fact that you can
only carry two weapons at a time (unless you play the PC port, which I did
not), although I was able to get by with only two by playing on Easy/Piece of
Cake (you also earn a Trophy/Achievement for carrying the starting golden
pistol with you the whole time).
The game contains a plethora of pop
culture and internet references, many of which are evident of the game’s
development cycle. Pop culture references include jabs at the games Dead Space,
Halo and Half-Life among others, as well as references to movies such as
Robocop, while an example of nodding to internet culture would be to memes such
as Leroy Jenkins and one that stemmed from a misquote of South Park. References
of the sort are not new to Duke Nukem, though at least unlike Duke Nukem 3D
these are not required knowledge to advance the game; on that note, Keycards
are no longer necessary to get to the next area, which helps everything go more
smoothly.
While the game can be easy to get through if you know what you’re doing, the Boss fights at the end of some stages are actually rather difficult, particularly if it is a multi-stage fight; dying once means you have to start the entire battle over again, and multi-stage fights are no exception. The most difficult of them is the Octaking, especially since it can spawn Octabrains to attack you, forcing you to have to either multi-task or try to take the Boss down as quickly as possible before being overrun by Octabrains. Though the Bosses can be difficult, the Ego boost you get for defeating one is worth it in the end.
While the game can be easy to get through if you know what you’re doing, the Boss fights at the end of some stages are actually rather difficult, particularly if it is a multi-stage fight; dying once means you have to start the entire battle over again, and multi-stage fights are no exception. The most difficult of them is the Octaking, especially since it can spawn Octabrains to attack you, forcing you to have to either multi-task or try to take the Boss down as quickly as possible before being overrun by Octabrains. Though the Bosses can be difficult, the Ego boost you get for defeating one is worth it in the end.
A positive about the game is the music,
consisting mostly of the main theme “Grabbag” and numerous remixes, since it
worked well with whatever was going on, though there are moments where it
worked not to have ambient music. Some bits I particularly liked were the music
that played during puzzle sections, as well as the sound that plays when an
enemy encounter is over. The voice acting is pretty decent all around, but the
best performance comes from Jon St. John as Duke Nukem himself, his experience
voicing the character shining through as his delivery helps pull off the
one-liners and pop culture references Duke spouts.
A few months after the release of Duke
Nukem Forever, a new bit of single-player DLC was released expanding on the
game’s story, called The Doctor Who Cloned Me. This DLC brings back Dr. Proton,
the villain of the original Duke Nukem game, who plans to use an army of Duke
Nukem clones to try and defeat the alien menace on the moon. Notably, The Doctor
Who Cloned Me feels more story-driven than the base game, though what probably
helps is that it didn’t take 15 years to make, thus feeling generally more
focused.
The music in this add-on content is
still good, though I noticed that some of whatever was in the main game had
either been cut or altered; for example, the puzzle music is absent in what
seemed like a puzzle section and the sound that plays during an Ego boost is a
little different. I can only speculate that it may have had to do with original
DNF developer 3D Realms in some way, but I can’t say anything for certain. The voice
acting is still great, with Jon St. John still providing an excellent
performance for Duke Nukem. This is also the first time I’ve heard Dr. Proton
speak (I gather he was also voiced in Duke Nukem: Critical Mass for the
Nintendo DS), though unfortunately it’s impossible for me to find out who exactly
voiced him in this game.
![]() |
| Behold, the return of Dr. Proton. |
The graphics quality is similar to that
of Duke Nukem Forever, though that’s likely a result of recycling the same
engine; there’s even the same issue with loading screens and texture loading,
though at least the loading screens contain new messages. The add-on also
introduces some new enemies and Ego boosts, plus there’s now a mechanic where
you can just let the aliens and Dr. Proton’s forces fight each other, provided
you don’t get caught in the crossfire.
I was going to make a quip here about
how much longer we’d have to wait before getting another Duke Nukem game, but
coincidentally enough a new one was formally announced within the span of my
Duke Nukem Forever playthrough, Duke Nukem 3D 20th Anniversary World
Tour, an HD remake of Duke Nukem 3D. The remake is set to include new music
from the original composer, a brand new level designed by the original level
designers and new voice recordings and one-liners for Duke Nukem by none other
than Jon St. John. This seems like a great way to celebrate the legacy of the
franchise, though it appears we’ll still have to wait a bit longer for a proper
Duke Nukem 5 (that hopefully won’t take 15 years to develop).
![]() |
| Let's just hope this is good until then. |
As a whole, Duke Nukem Forever is an
okay game. When you know that it took 15 years to develop, it kind of shows in
the end product, though on its own the game is actually pretty enjoyable to
varying degrees. It doesn’t really stand apart that much from other games in
its genre, but the charisma of the Duke Nukem character and the historical
significance of the game are enough to give it a shot.
As for The Doctor Who Cloned Me, it
takes many of the better aspects of Duke Nukem Forever and concentrates them
into an enjoyable extra campaign that is arguably better than the game itself. I
would still recommend playing Duke Nukem Forever first, mainly for historical
and story purposes, but generally fans of the original Duke Nukem will find
great entertainment in seeing a classic villain return to take center stage in
this DLC.
Remember, always bet on Duke.
Wednesday, December 12, 2012
[OLD] Duke Nukem: Glorious Bastard (Comic) - Glorious Indeed

First, let's get to the story, written by Tom Waltz. In 1945 Germany, three escaped prisoners (the French Elise Plewmann, the British Major General Conner Sean, and the African-American Corporal Flip Henry), are battling against Nazi forces who are working with an alien force called the Vril-ya, lead by the evil Maria, who takes the form of a hot human female. Right now the soldiers need a miracle if they wish to stand a chance against the Nazi/Vrillerinnen forces. Cue Duke Nukem in the present day, who, after "taking care of" some members of a mass harem in his mansion, is visited by an elderly Elise Plewmann, who tells him that he is needed in the past in order to ensure the future. Initially the prospect of Duke time traveling seemed frustrating after experiencing three particular games, but this comic managed to pull the concept off better.
In my opinion, Tom Waltz nails Duke Nukem. Everything he says sounds like something Duke would say (I could even imagine Jon St. John's performance), and everything about his personality remains intact. His one-liners are also very funny, as they should be, and he takes many an opportunity to drop a pop culture reference (including a particular phrase that is now associated with him) or a sexual double entendre. As a further display of Duke's badassery, there's a hilarious scene near the end involving Adolf Hitler, showing that the reason he committed suicide was because of Duke, who even calls him a "pussy" for it. That's not to say the villains and supporting cast aren't written well, as they get a decent amount of characterization in the screen time they have. The escapees that get assistance from The King are also shown to do something, and aren't just there to stand on the sidelines and praise him.
Next comes the artwork, with most covers (IDW comics usually have multiple covers, including retailer incentives) provided by John K. Snyder III and interiors by Xermanico. John K. Snyder III presents an interesting take on Duke Nukem, providing a sketchier, more geometric look while showcasing how awesome he is. Most of the total events on all of his covers actually happen to an extent, but in any case they seem to do their job. Snyder III's covers also feature a phrase at the bottom in white text against a black frame, which I think helps to solidify the tone of Duke Nukem. Xermanico's interiors, including the first issue's cover B that I have in my possession, fit perfectly with The King's universe. Everything looks just right, including the appearances of the aliens that Duke Nukem fans are familiar with, and while the comic gets pretty gory at times, it isn't overly gory, rather sticking mostly with blood to display Duke's carnage. This, combined with the adult language in the dialogue, maintains the M-Rated atmosphere of the games and ensures that this definitely is not a comic you should be showing to your kids.
In conclusion, Duke Nukem: Glorious Bastard is a solid Duke Nukem product. Admittedly, it doesn't have much depth as far as the story is concerned, but that has never really been an issue with Duke Nukem before, so why should that stop here? The artwork is actually pretty good and is drawn fairly realistically, but just enough so that it matches the tone of the games. If you have an interest in picking up this comic, I would suggest you go in having played at least one of the games first (just so long as you avoid the ones developed by n-Space). Otherwise, there's plenty of Duke for everyone (aged 17 or older).
Labels:
Comic Book,
Duke Nukem,
Glorious Bastard,
IDW Publishing
Friday, June 17, 2011
[OLD] Duke Nukem Forever - Always Bet On Duke
This game has been re-reviewed. Read it here: https://trophyunlocked.blogspot.com/2016/09/second-look-duke-nukem-forever-doctor.html
Finally, after 15 years worth of development and delays, Duke Nukem has returned to us in the modern gaming world with Duke Nukem Forever. A lot has happened in that time to make Duke seem like a lost cause, but developer Gearbox Software has managed to resurrect a classic icon and make him relevant again. While it's great to meet Duke once more, his greetings need a little improvement.
The story of the game is mostly razor-thin, but it is at least coherent and easy to follow. With Duke Nukem inactive for twelve years, aliens have come to Earth to invade it. However, the President of the United States believes he can negotiate peace and tells Duke to back off. Unsurprisingly, he attacks anyway, starting a chain reaction of events that only he can undo. However, the story is not the important thing here, as Duke himself is used to thin stories. What is important is just about everything else.
When you look at the graphics of Duke Nukem 3D, released originally for PC in 1996, and then look at Duke Nukem Forever, it's truly amazing how far technology has come. The game is visually stunning and there is hardly a thing not worth looking at. The detail is especially impressive on the enemies, who have their own defining features that are really shown off by this game's engine. So much in fact, that you may end up examining their corpses just to see what you missed while killing them. It also showed off how exhilarating an explosion can be when it hits the intended target, making the virtual destruction all the more beautiful.
As for how the environments are built, they are more linear than Duke Nukem 3D which sometimes had multiple ways the players could proceed to the end. This wasn't much of a problem for me, but leads to some questionable level design in some areas. When levels don't provide a thrilling challenge, they could get downright frustrating, as with a particular underwater level the game may have done without. Encounter design is done rather well, but could sometimes seem a bit overwhelming, like the rooftop of the Duke Burger or the first time the player gets to handle a Freeze Ray. Nevertheless, I enjoyed tearing aliens a new one with the variety of weapons available for use.
On that subject, the weapons that Duke can use include the standard FPS weapons, such as a pistol, a combat shotgun, and a rocket launcher. Even with these standards in place, it is also possible to use a Shrink Ray to make your enemies go to miniature size and them simply kill them with a single stomp, which is quite hilarious no matter how many times it's done. As the weapons are also lifted directly from Duke Nukem 3D, it helps them stand out better from the competition, but at the same time they don't handle as well. While the guns work solidly, it can sometimes be difficult to aim at times due to the aiming required for each gun being a little different from guns of the norm. Despite this, it was fun finding the right weapon to use in the appropriate scenario and watching the results come to fruition.
The gameplay of Duke Nukem Forever take cues from modern FPS games, such as regenerating health and the two weapon system, but also has some returning elements from previous Duke Nukem games. The Ego mechanic returns from Land of the Babes and Manhattan Project, but Duke no longer gains health from defeated enemies. Rather, it takes the form of the aforementioned regenerating health with the performance of manly actions, which range from using the toilet to killing bosses or playing pinball, increasing the maximum ego Duke has. The two weapon system is unexpected yet easy to get used to, but it is also possible for Duke to have an inventory of items accessed with the directional buttons. If Duke needs extra strength, he can pop some steroids for more strength or drink a beer for less damage, complete with beer goggles as a result. He can also use night vision to see the unknown, which thankfully has unlimited use, or even bring out a Holoduke in the heat of battle to distract his enemies from the real threat. These items are well implemented into the game and their assistance is needed in certain situations.
As with Duke Nukem 3D, Forever is an FPS but with a platforming element as well. It takes some getting used to, but after a couple of tries the environmental puzzles that use this to its advantage become easier and some stages, such as being shrunk in the Duke Burger, seem more creative, although some are more uninspired. Overall though, the gameplay is well-built for a game that has been rebooted several times during development and more often than not works for the game's advantage.
However, the most important thing about a Duke Nukem game is always the man himself. He keeps his iconic look from previous games and his personality is perfectly intact. Jon St. John continues to provide the perfect voice for the perfectly executed one-liners that Duke manages to churn out through the game, a lot of which are pop culture references. While some are more current, like taking a crack at Master Chief from Halo, the majority are to various 80's and 90's games and movies such as Donkey Kong and Army of Darkness. The game even takes cracks at its own development time and even previous games in the franchise. There is also a lot of variety in what Duke says when he kills an enemy, and it's always funny to hear what he'll say. His actions are also accompanied by a great soundtrack that matches the mood and never really gets old.
Now one thing this game brings back is multiplayer, and it doesn't feel tacked-on at the last minute. In fact, there is a surprisingly deep level system with plenty of ways to kill other Dukes and earn XP. When Duke levels up, it unlocks new items to fill his pad, ranging from paintings and statues to a full working air hockey table. The maps are also small and provide some pretty frantic gameplay no matter what mode you choose. However, any flaws in the gunplay carry over to here which can make the hit detection appear off for some of the weapons. The other deal breaker is the long load times this game has. Every time Duke dies in the main campaign or moves to a new level, the player has to wait about 10 seconds for the game to finish loading, sometimes even longer. In multiplayer, the loading times carry over to loading a match, changing Duke's look, and even going to his pad. It is very unlikely I will touch this mode again anytime soon, although I'd love to see all the rewards unlocked.
And just in case you haven't been keeping score at home the whole time, like me, completing the campaign will enable the player to view the entire development history of the game. This includes an interactive timeline as well as gameplay and E3 videos from previous builds, which is very helpful in seeing how the hype grew in the first place.
And just in case you haven't been keeping score at home the whole time, like me, completing the campaign will enable the player to view the entire development history of the game. This includes an interactive timeline as well as gameplay and E3 videos from previous builds, which is very helpful in seeing how the hype grew in the first place.
Duke Nukem Forever is a hard game to judge. It doesn't do anything significantly different from the heavy hitters in the genre, and the 14-year wait will disappoint those with unrealistically high expectations. Is this a great game? No, but it's not a terrible game either. This game is actually a lot of fun, if a little rough around the edges, and I would recommend it to anyone (17 and above) no matter what they have heard about the game's reception. It's definitely worth a look and is essentially an artifact of gaming itself, as nearly half of the industry's life cycle was spent giving it life. Now let's just hope we don't have to wait another 15 years for his next game (teased after the credits).
Friday, June 3, 2011
[OLD] Duke Nukem: Manhattan Project

As with the first game, this installment has a rather simple plot. Duke's new nemesis, Mech Morphix, has created a substance called GLOPP (Gluon Liquid Omega Phased Plasma) that mutates living creatures on contact. Morphix plans to use this substance to take over the world, and it's up to Duke Nukem to stop him. Along the way, he must also rescue babes from detonators while giving his enemies his usual style of ass-kicking.
The game is comprised of 8 episodes split up into 3 parts, for a total of 24 levels. In each one, you must rescue a babe and use a colored Keycard before you can advance. The game itself returns to the roots of the first two games in that it plays like a side-scroller complete with a similar control scheme. However, this game puts a spin on it in that it's more three-dimensional, with some areas even having multiple layers, stretching the definition of 2.5D to its limit. As such, there are times where you can go between the different layers at designated points in order to perform certain tasks to help advance the level.
This game also sees the return of the Ego system from Land of the Babes, except this time it's treated more like Health. You get Ego boosts by killing enemies and grabbing what resemble Health boxes, small ones giving you 25 Ego and large ones 100. You can also gain Ego from vending machines, albeit with limited usage, and Ego is lost from contact with hazards such as lasers, enemy attacks, and uncontained GLOPP. When you exceed your maximum Ego, it will slowly drain until it hits the cap, but thankfully you can still use the extra amount like a shield. Another collectible is Nukes, and there are 10 in each level. If you manage to get all 10, your maximum Ego, GLOPP, and Ammo count will go up.
Speaking of Ammo, this game has a range of weaponry you can use, but unlike Time To Kill or Land of the Babes, there isn't an overabundance of them. Rather, you have a choice between a select few weapons that you pick up along the way, including your starting Golden Eagle Pistol and Pipebombs among others. You also have a GLOPP Ray and a Pulse Cannon, which both use GLOPP to restore mutated enemies to their original, unmutated forms and fire charged lightning respectively. In some sections you are also allowed to use a Jetpack, albeit for a limited amount of time. Other temporary power-ups include Double Damage and Forcefield, which both do as they say until they expire.
The graphics are a great improvement over Land of the Babes, with the character models looking smoother and more realistic. While movement is still somewhat limited, actions are still presented in a very fluid manner and the great AI helps to create a better immersion. The level design is very well laid out and reminded me of my experience with the first game in that you can easily memorize where you need to go and what you have to do to get through each stage. The Save system also improves over the last 3 games in that like in Duke Nukem II and 3D, your progress is saved at well-placed checkpoints and you can save whenever you want to, so that when you die you come back at the last point you saved.
The voice acting here is casted very well, with Jon St. John playing Duke Nukem as sharp as ever. Duke's one-liners are handled better than in Land of the Babes and I would go so far as to say they're a bit funnier. While he does still make pig jokes when facing Pig Cops, a lot of the dialogue is self-referential to it being a game. For instance, when you try to open the exit without having a Keycard, he will make a stab at how frustrating it can be to look for Keycards and how they're required to move on.
While this game was really fun, I must say the bosses were a little easy. Though they can take a few tries to figure out how to beat them, some you can just endlessly shoot if you have enough Ego to spare. Despite this they still provided a good challenge, a few having multiple parts that you need to go through in a single sitting.
Duke Nukem: Manhattan Project is an excellent game that any Duke Nukem fan will enjoy. Though it doesn't have a big legacy like Duke Nukem 3D, it's an excellent throwback to the original games that also flawlessly utilizes the best elements of the franchise. Even on the lowest difficulty it provides a great challange that will make you think harder about how to defeat enemies in a dire situation. If you're a Duke fan or haven't played any of the games yet, I highly suggest you check this one out.
Playing the Duke Nukem games like this has been like seeing the evolution of gaming itself. From the roots of 2D side-scrolling to the transition into 3D, these games have evolved over time and will continue to do so, even with some drawbacks. After 15 years, Duke Nukem Forever will finally be released from development hell into the hands of patient players. To quote the end of Manhattan Project's credits, "Look for Duke next in Duke Nukem Forever."
Labels:
3D Realms,
ARUSH Entertainment,
Duke Nukem,
Manhattan Project,
PC,
Pig Cops,
Sunstorm Interactive
Saturday, May 14, 2011
[OLD] Duke Nukem: Land of the Babes - Land of Mediocrity
Continuing the string of side games in the Duke Nukem franchise made for satiating fans, n-Space was handed the reins once again for the release of Duke Nukem: Land of the Babes in the year 2000. I wasn't enthusiastic to play this game due to how dull Time to Kill was, but I gave it a try anyway. After playing, however, it seems that n-Space still couldn't get the formula right to create an enjoyable game.
According to the manual, the story goes as follows: In Earth's future, aliens have taken over the planet and have killed off every male, afterwards enslaving all of the females. The reason for this is so they can breed with them to create a hybrid race that would be more worthy to rule. However, some of the enslaved women have escaped, froming an alliance known as the Unified Babe Resistance (UBR). Soon, the UBR is strong enough to resist the aliens and gain access to the Earth Defense Force Base, where they discover the one thing that will give them hope: an old time machine. They plan to use the machine to gain the assistance of the only man known to have defeated several aliens invasions. However, an alien named Silverback has managed to figure out what the UBR is doing and has one mission: to wipe them out. Enter Duke Nukem, who is minding his own business at the Bootylicious, until he is rudely interrupted.
The opening cutscene more or less shows what was just described, but actually does a slightly better job of setting the ball in motion, accompanied very well with Push It by indsutrial metal group Static-X. While this is the fourth Duke Nukem game to involve time travel (with Duke Nukem, Time to Kill, and Zero Hour), there does seem to be more of a plot this time around than with Time to Kill. I could get into the story to a degree, but I couldn't shake the feeling that the time travel formula wasn't really original for the series anymore. It seemed more like a game built around the fact that Duke is a ladies man and nothing else.
The control scheme is lifted directly from Time to Kill, complete with all of its weaknesses. Jumping is still akward and the tank controls continue to bog down the gameplay. However, there is one new addition in the form of Auto-Aim. By holding down L1, Duke will automatically target an enemy's head, allowing for easier aim. While aiming is easier, there is nothing the enemies do to compensate for this. You could literally stand there and kill an enemy with ease, especially if you have the sniper rifle. It just seems a little more hollow than just fixing the slow aiming from before.
Duke's arsenal is also lifted straight from Time to Kill, with some minor tweaks in design. Without the unique weaponry from n-Space's previous game, it does offer a better selection of guns. However, you may find yourself running out of ammo pretty quickly, even when using the Auto-Aim function. While this does make you use more guns, it feels wrong to have to depend on that happening, and it happens frequently.
The graphics are near identical to Time to Kill, mainly because the game appears to use the same engine. This includes all of the somewhat blocky textures and see-through graphics. All of the cutscenes rendered with these graphics are a little odd to look at, but I was able to tolerate them. I can note that Duke Nukem actually looks more like Duke Nukem in this game, which was very welcome compared to his feminine model before. The enemies also look better than before and have more variety, but the AI hasn't changed very much from Time to Kill. I would say that the level design is good, but it's actually more confusing. Not just with exploration, although you get used to it, but also with the size of some of the rooms. Enemies can sometimes be too tightly packed in one spot, but they can be thinned out easily provided you're not still in the hallway or have to climb up a ladder.
Duke's dialogue, thankfully, has a bigger pool than in Time to Kill to draw from. This helped make his one-liners more humorous, as he doesn't repeat the same grating lines as often. There is also a bigger voice cast here, a lot of it casted fairly well. But there are some moments that are just annoying, like when you talk to Jane through comlink and her dialogue has a lot of uneccessary static added to it. Silverback's voice was also tolerable, but it could have helped for him to have a voice that was less obviously evil.
Once again, the game utilizes an arcade-style continue system. While I was initially annoyed by this, it didn't really get in the way, mainly because I could get through a level a little easier. But the checkpoints are still placed far apart, which can be frustrating if you die just once. I had less trouble losing continues, but there seems to be a maximum of four, which is pretty flexible if you're careful.
It is also worth noting that this game is the first in the Duke Nukem series to use a new health system known as Ego. Getting hit causes Duke to lose Ego, but it can be regained by killing enemies and collecting Ego-boosting items. This system made it easier to navigate through the levels, making the game overall less painful than Time to Kill if only because you can heal your wounds easier.
After playing a couple of rounds of the Dukematch multiplayer with my brother, we agree that it wasn't implemented very well. It is possible to have a "Diagonal" screen cut, but it's very clumsy to work with. Even when you pick the right screen cut you want, the guns are very imbalanced and the spawn points are easy to camp at since the levels are too small. I wouldn't recommend trying this mode at all, as there are much better offerings out there for local multiplayer.
Land of the Babes takes a couple steps forward, but also a couple steps back. New ways of utilizing Duke fall flat due to the overall poor design of the game. I can only recommend this game to people who are really into Duke Nukem or have had experience with an n-Space game before. There are much better TPS offerings out there, so I would suggest others to look harder.
Monday, April 18, 2011
[OLD] Duke Nukem: Zero Hour - Zero Patience
The game begins with an unskippable cutscene explaining the plot: A Duke Nukem from the past contacts the present one, revealing he is stuck there because aliens destroyed his time machine. It is then up to Duke to travel back in time in order to save the future and prevent the aliens from screwing it up. As I do not own the manual for this game, this is all I have to go by. While it's not original for time travel to be in a Duke Nukem game (Duke Nukem 1 and Time to Kill), I would say that Duke seems to have a better incentive to time travel than in the last game.
The controls are solid and respond perfectly, but can get awkward at times, if only due to the layout of the N64 controller. By itself, however, you must move Duke using the C D-Pad while controlling the camera with the Analog Stick in the center which takes some getting used to. Also, you use the Right Shoulder Button to jump, which is fine, except that the animation to jump is a little slow, making the timing off for jumping out of water. Otherwise, the aiming is much improved over the previous Duke game, since the red icon in the center will always stay where you point it.
Like the previous game, there is plenty of variety in the weaponry, and ammo is dropped with every enemy you kill. Your weaponry changes depending on the time period, which makes plenty of sense for a time-travel game, but you will find a favorite to use in no time. You can also use a variety of items such as Medkits and Gas Masks, the latter of which is especially needed when facing certain Pig Cops. The graphics are actually nice for an N64 game at the time, a notable aspect being that the Pig Cops are this time much less portly than in the last game. Everything is rendered with clear detail, with Duke looking more noticeably masculine than in Time to Kill. When you get a view of the background scenery, the buildings contain a lot of humor alone. The sound quality is also nicely put together, with a great score and Duke seeming to have less-annoying one-liners this time around (again, compared to Time to Kill).
However, there is one big flaw I should mention with this game, so big that it can just as easily cripple the experience as the game can make it: There's no Save feature. Rather, there is one, but it's like in the first game where it can only Save after every level, meaning that you have to start over again after you die. This would be more accepting if the levels were smaller, but they are actually quite large, so you must re-do everything you ever did every single time. What makes this worse is that the game is very scripted, so you'll more often than not die after seeing something unexpected and have to re-do at least 20-30 minutes of progress at a time. Unless you have an ungodly amount of patience and willpower, you are likely to give up rather quickly.
I apologize for this, but this flaw actually caused me to give up after a few hours, without even beating the first level! Without the motivation to keep playing, I looked up the ending on YouTube to see what it was like. I will say that it's better than the last game, but I honestly don't think getting frustrated over replaying a level several times in a row is worth the effort.
Duke Nukem: Zero Hour is fun at first, but that can all change in an instant once you start dying a few times. Because I succumbed to the game's major flaw, I can't exactly say whether or not it's overall good, but I can say this: If you're a big Duke Nukem fan and/or have patience for this kind of Save system, you might get some enjoyment out of this game. However, if you are the type that gets easily frustrated with that kind of system, this probably isn't a game for you.
Labels:
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Sunday, April 17, 2011
[OLD] Duke Nukem: Time to Kill - You'd Better Have Plenty of It
After the release and success of Duke Nukem 3D in 1996, 3D Realms announced the long-delayed Duke Nukem Forever. Once development hell began for DNF, 3D Realms and n-Space developed the first of many side games for the franchise called Duke Nukem: Time to Kill for the PlayStation (PS1). Released in 1998, this was not only the first game created specifically to satiate fans until the release of DNF, but it was also the first third-person shooter (TPS) in this line of games. While this game should be able to keep one entertained for as long as it should, I can say that I am definitely not a fan.
The first thing to mention, as always, is the story of the game. It is actually important that you don't skip the cutscene that plays when you pop the game in for the first time, which I must say was put together rather excellently with great accompanyment by "The Thing I Hate" by Stabbing Westward, as the game picks up exactly where it leaves off. We see in the video that aliens, including the familiar Pig Cops, have come to take over the Earth, again, and it is up to Duke to stop them. The manual elaborates by telling us that the aliens are called the Draks and they have the goal of altering Earth's past in an attempt to erase Duke from history. While time travel isn't completely original for the series, Duke Nukem I had this for Episodes 2 and 3, it seems like an interesting concept in theory, especially since the entire game is built around this. Unfortunately, it only goes downhill from here.
When the game actually starts, there is a pretty steep learning curve for controlling Duke. It doesn't help that the game utilizes "tank controls", where moving and turning the camera are assigned to the same stick. While you would think the rest of the controls would probably make up for this, they seem to only work when they feel like it, especially Duke's movement speed and jumping. This is a real pain during later platforming segments where your control has to be very precise or you end up dying or halting your progress, which led me to using a jetpack to bypass even the smallest jumps over lava. The control is further crippled by the ratio of the speed of Duke's actions to the speed of his enemies. The speed of drawing and holstering his weapons, and even strafing, is so slow that you will more than likely take a hit or two before you can get one on the enemy.
But the aiming system itself deserves special mention, which you'll have a hard time wrestling with. The manual states that Duke can aim pretty well as long as you point him in the general direction. During gameplay, this seemed more and more like an outright lie. While it is true that Duke can aim at an enemy on his own, it only applies to what appears to be a thin line of sight in front of him. So naturally, I tried to aim manually, which is also very tedious, as enemies are much faster than the aiming speed in both normal and precision modes. However, the biggest problem I had was trying to aim at an enemy directly in front of me. To elaborate, when near an enemy, the red aiming reticle, which only appears when in a firefight by the way, will attach to the enemy like it should. But instead of staying there, the dot will sometimes bounce back and forth between your intended target and the wall behind them, leading to more lead in the wall than in an alien's chest. For this reason alone, I used the Combat Shotgun as soon as I could and never thought twice about it.
Duke is definitely no stranger to weaponry, and this game has plenty of choices, overwhelming even. There's the standard Desert Eagle, Combat Shotgun, and RPG, among others. But throw in the fact that each time period also has it's own unique weapons, like a Buffalo Rifle and Holy Hand Grenades, and your list of weaponry will cover the selection screen, which ends up with you having more weapons than you will actually use. While most of these work just fine, especially the guns, some of the weapons, like the Throwing Knives, have abyssmal control and overall aren't worth using.
The graphics of this game are pretty standard fare for that point in the PS1 era, but I found that the graphics of Duke Nukem 3D were a lot better to look at, and those were mostly rotating sprites. Duke's character model actually looks a little feminine, even with his time-accurate costumes, and the Pig Cops are more obviously portly, which can be a little jarring after watching the opening movie. However, I can't complain too much, as it is an older system, but it was still a little hard to look at at times. At the same time, the level design was done well for a TPS like this, but some moments are a little cryptic, like needing to blast open a wall to get to the first Gun in level 3 or needing to push a trash bin in level 6 to get one of the crystals for the time machine. Overall, some of the levels could have used some minor tweaks in size and design to be more interesting to play through.
On that note, the boss levels are the shortest, being basically a room. However, instead of being challenging, they can actually be taken out with total ease. You don't even have to enter the center part of the room to kill the first one and hiding in one of two pools of water is enough to kill the second, which even conveniently hovers above to let you get in a few cheap shots. These stages just didn't provide enough of a challenge to excite me, instead making me wonder if they knew how to properly design a boss room. The same can be said for the overwhelmingly difficult challenge stages. If Duke finds a Stopwatch in a level, he can be transported to an extra level at the end where killing the enemies in a room within a time limit will net you a new weapon. However, the enemies deal enough damage that it is very unlikely you will get the weapon, let alone survive with it.
The biggest aspect of a Duke Nukem game is actually the one-liners that he churns out. They are the bread and butter of his dialogue and are usually pretty hilarious. But this game is actually a little off here. While it is funny the first couple of times to hear what Duke has to say, it gets annoying when you hear him say the exact same lines repeatedly, sometimes in a row. It appears that Duke here has a limited dialogue pool, which is a shame as a bigger selection for the game to cycle through would have made it easier to tolerate.
Now, the game would be a fairly decent reccomendation, even with the control problems, if not for one simple flaw: the game utilizes an arcade-style continue system. While it is easy to get used to at first, screwing up enough can get you to focus on getting through levels flawlessly and saving continues, actually making the experience more painful given the wealth of enemies and the damage they can deal at once. Compounding this further is the fact that checkpoints seemed to be placed too far apart from each other, making for large sections that need to be redone at a time. This became more and more unbearable over time, reducing my willingness to continue playing. In fact, it got to the point where I was almost getting to an "infinite death cycle", where no matter what you do your progress is forever halted, the only solution being to restart the entire game.
I have played through a majority of the game, about three levels off from the end. But at this point, I had just about lost all will to continue playing. I decided to watch the ending on YouTube, and it turns out that a scene in the opening where Duke's motorcycle is transformed into a pink girlie bike offers a rather questionable motivation for the narrative. This just didn't make sitting through the game seem that worth it anymore, so I just relinquished all will then and there.
Duke Nukem: Time to Kill has an interesting time travel premise, but the numerous gameplay and control problems actually make it more frustrating than fun. I have read that there was some influence from Tomb Raider, but I have no experience with that line of games and thus have no comment on that. I can't really recommend this game, except to those who have played both Duke Nukem and Tomb Raider before, or are brave enough to bear the flaws and make it to the end. Otherwise, I would suggest that you look somewhere else to find a TPS worth playing.
Labels:
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Duke Nukem,
n-Space,
Pig Cops,
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TPS
Monday, March 28, 2011
[OLD] Duke Nukem: Total Meltdown - Hail To The King, Baby!
The story of Duke Nukem 3D takes place immediately after the events of Duke Nukem II, which is explained in the manual of Total Meltdown (the PC version has it on-screen). After the defeat of the Rigelatins in the last game, Duke has hijacked one of their ships, making his way back to Earth for relaxation. As fate would have it, his ship is shot down by unknown hostiles, forcing him to eject. He lands miraculously on the roof of a skyscraper, vowing revenge on the aliens that attacked him.
Like the second game, you get a choice of difficulty settings before you start: Piece of Cake (Easy), Let's Rock (Medium), and Come Get Some (Hard), with an unlockable Damn I'm Good (Very Hard). I played on Piece of Cake, not only for the sake of efficiency, but also because I'm not very good with FPS games. Even then, the game provides a bit of a challenge, often leading me to come up with creative ways to kill aliens on very low health. This game also has an improved Save system, allowing you to Save permanently or Quicksave temporarily at any point. Even on Piece of Cake, I recommend using Quicksave as often as you can, since you can easily die if you're not careful.
You start off the game with a Pistol, but over time, you can pick various weapons, including a Shotgun, RPG, and Chaingun Cannon to name a few. At times, you will see a crack in a wall, so it's good to have the RPG or Pipebombs on standby. You can also use your Mighty Foot as a kick attack, which can also be used on glass or trashcans to conserve ammo. In order to advance to certain areas, you must also gather keycards, colored yellow, red, and blue. Power-ups in the game include, but are not limited to, Portable Medkits, Steroids, and a Jetpack, and can be found not in crates, but in the open, behind secret compartments, and inside trashcans. In a change of pace from the first two games, this third installment is a First-Person Shooter, but remains the only one in the series aside from the upcoming Duke Numen Forever.
The controls are tight and respond perfectly, though it can get a little awkward depending on how you use them. Total Meltdown, even though the box doesn't say, is Analog Compatible (recommended), with the Left Stick for normal movement and the Right Stick for strafing. You can move the camera up and down using L1 and L2, which can lead to the aformentioned awkwardness, especially if you are facing a ledge or tall platform. Fortunately, you can center the camera by pressing both Left Shoulder Buttons at once. Aside from that small hurdle, the controls are, as stated, perfect.
The game comprises three episodes (L.A. Meltdown, Lunar Apocalypse, Shrapnel City), with a fourth one (The Birth) for owning Duke Nukem 3D: Atomic Edition. Total Meltdown has its own fourth episode (Plug N' Pray), but I only played the first three as they are universal to all versions. Each episode is comprised of many levels, 7 for the first and 11 for the other two, each with a couple of secret levels. Each episode has its own challenges, but you can also find videos on YouTube on how to progress through each level much quicker, given this game's massive following. Every episode also has a Boss at the end, the first two of which you must find, which prove to be quite a challenge, and can take some time to figure out how to kill in the most efficient manner.
A notable thing about this game is the number of movie references it makes. For instance, the cover is a reference to Evil Dead, and at one point you encounter the monolith from 2001: A Space Odyssey. However, you actually have to know the references in order to get them, and a couple of times they are required in order to advance in the level. At one point early in the game, you see a poster that covers an obscure pathway. I didn't know this was a reference, let alone that I had to go through it, so I had to find that out with an online walkthrough. I was aware of the 2001 reference, but I didn't know I had to go through it, and again I found that out through a guide. Newer players, like me, are likely to miss a lot of these references, so they are more prone to looking them up in a walkthrough. Still, the jokes are funny when you know the references.
The graphics are a big improvement over Duke Nukem II, although they are sort of pixelated in Total Meltdown compared to what I've seen of other versions. To create the 3D effect, levels are constructed in the style of DOOM, with enemies, women, and objects being rotating 2D sprites. Despite the downside of the PS1 port, they're still rather impressive, and still seem to hold up to this day. Since the music seems to change depending on the version, I will say that the music of the Total Meltdown variant is pretty well-done, and you are able to to listen to a few of them by using the PS1 disk as a CD (though the manual warns against playing Track 1 because its really a data file). The voice of Jon St. John suits the Duke Nukem character quite nicely, and it's nice to know that he treats this role with great admiration and respect. My only complaint about it is that some sounds that should be playing at the end of each episode are left out of this port, so I had to look for them on YouTube in order to know what they were.
One last thing I should mention is that this game has a multiplayer function called Dukematch. However, since Total Meltdown, the only version I have, requires two PS1 consoles, I am unable to comment since I only own one.
Duke Nukem 3D is a game I would whole-heartedly recommend. It's fun, even for those like me who don't excel at its genre, and provides a bit of a great challenge. As said with the first two games, it has a lot of trial-and-error gameplay, presented in an enjoyable and satisfying way. It's good to play the first two games so that you know the story better, but this can still easily be one you can pick up and play. As said before, this is a game that has a large fanbase to this day, and chances are, after playing it, you will become part of it.
Labels:
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Apogee,
Duke Nukem,
Duke Nukem 3D,
Pig Cops,
PS1,
Total Meltdown
Tuesday, March 15, 2011
[OLD] Duke Nukem II - Not Quite 3D Yet
About two years after the release of Duke Nukem in 1991, Apogee launched the first sequel of the series, simply named Duke Nukem II. As with the original, it was released as a Shareware title (offer a portion of the game for free and then pay to play the rest) for DOS. Is it any better than the original? And more importantly, is it worth paying attention to today?
For starters, there is more of a story in this game than there was in the original. Here, a year has passed since the defeat of Dr. Proton in 1997, with Duke promoting a new autobiography, humorously titled "Why I'm So Great." During a news interview, Duke is taken aboard a spaceship occupied by an alien race known as the Rigelatins, who wish to extract his brain and use it to plan an invasion. Duke escapes from the ship and has to save Earth by fighting on the Rigelatin home world. Again, this is more fleshed out than before but seems more like an excuse plot than anything else. What helps though is that the pixel art is improved and players are accompanied by a static cutscene at the end of each episode as a way to lead into the next. The dialogue from Duke is actually very humorous and well-written, providing the only, but great, source of humor for the game. Then again, it's a game from 1993, so I probably shouldn't be complaining much about the story. After all, the technology wasn't very advanced compared to what we have today, so it suits the time it was made.
Unlike the first game, there is now an option to set a difficulty level when you begin a new episode between Easy, Medium, and Hard. For this review, I played on the Easy setting for the sake of efficiency for this blog's project of playing through as many Duke Nukem games as possible before the release of Forever. The game is fairly challenging by design anyway, with the only main difference being the amount of enemies on screen or how many power-ups you can obtain in a level.
Speaking of power-ups, while they exist in this game, they are, thankfully, not required in order to advance through the game. Instead, power-ups include four different guns with limited shots. These guns are a Laser, a Rocket Launcher, a Flamethrower, and Normal, which sets the gun back to the default one you carry around. Each gun has its own special effectiveness. The Laser can go through anything, including multiple crates and enemies at once; the Rocket Launcher will destroy any enemy in a single hit; and the Flamethrower has a wide range and is the only gun that can continuously fire without needing the Rapid Fire power-up, plus it can act as a makeshift jetpack when pointed at the ground. Health items come in the form of Cola, Turkey, and Atoms, each which boost your Health by one section. However, you can refill six sections with a Six-Pack, or refill by two when you grill the turkey, which now runs toward you instead of being a drumstick, by shooting and then touching it.
All of these power-ups are contained in crates of four colors. Red (Health or harmful Napalm bomb), Blue (Point Items and Atoms), Green (Weapons), or Gray (Essential items or nothing). The placement of these items is not random like one might assume from playing modern games, but rather set in stone. Because of this, it is fairly easy to memorize the placement of certain essential items should you die and have to restart at the beginning or at a handily placed checkpoint. Thus, you can bypass large amounts of crates to get to the essential ones quickly and avoid the crates with bombs more easily.
The game is a platformer by nature, and the last in the series for about ten years to be so. There are eight levels for each of the four episodes, each which seem should get progressively harder as they go. That is actually not the case here. While the first game could get really difficult in the later stages, this game actually has certain "types" of levels, which seem to follow a patterned placement for the first half of the game, but the second half has them placed in a nearly unpredictable fashion. I'm sure this was for challenge, but even that doesn't distract from the fact that the game has a very erratic difficulty spike between levels. The crowning example of this is Episode four, which starts with a difficult platforming segment on the outside of a spaceship, but then the next level is essentially a breeze. Then the game is more difficult but in a way that seems to level out in a very consistent fashion. The penultimate level of that episode, however, requires you to have mastered the platforming of the game to a degree that you will require inhuman reflexes. While I could get used to the game's platforming in the masterfully designed levels, it still doesn't make me less annoyed at the game’s erratic difficulty.
The end of each episode has an entire room dedicated to a boss fight. These fights puzzled me, but in all of the wrong ways. For one thing, there is absolutely no variety in the bosses, save for their pattern of movement or their attacks. Otherwise, they all look exactly the same. Secondly, every single one of them is a total breeze. Their patterns are very easy to figure out and adjust to. Sure you may take some damage during the fight, but they seemed to actually get easier as the game progressed, rather than more difficult. In fact, I purposefully grabbed a power-up in the fourth fight and died just so I could come back with the gun still in my hand and take down the boss with minimal damage. Still, I applaud the developers for making the fights at least somewhat challenging. The first boss requires you to have catlike reflexes to dodge the pattern of nukes and another requires a lot of ducking to stay alive. It may not be much, but I still managed to get some enjoyment out of beating them, if only so I could see another wonderful ending cutscene.
The controls for this game are exactly the same as the first, so I was able to just pick up and play the game with ease. However, some of the platforming can get awkward, since you need to be dead center to climb up poles or chains. This likely stems from the game using blocks of space to determine location instead of individual pixels, so it's really more because of limitations than anything else, only becoming annoying when asked to do this in midair.
Now, the graphics are done very well for the time it was released and vastly improved over those of the first Duke Nukem. The variety of the enemies really shows this, as well the backgrounds standing out better and combined with better textures. However, my hardware would not allow me the pleasure of listening to the music, so I am unable to personally comment on that. It should be noted that Duke's appearance here is much closer to his iconic image from later games, as well as the final time we see him without his shades. His voice is also only heard once at the very beginning before the Main Menu screen, albeit a different one.
So is this game worth your time? I would say that it actually is. Duke Nukem II is significantly improved over the first game all across the board, even if they aren't completely perfect. While there is a large amount of trial-and-error gameplay going on, I can say that Apogee knew how to do it right and is thus a game worth checking out, especially if you have played the first game beforehand. The 3D Realms site has the first episode for free download if you want to try it out first before deciding to buy the full version. Like the first game, there is a word of warning: The game may not work on newer operating systems, so it would be a good idea to unearth an older computer, up to Windows XP, for full enjoyment.
For starters, there is more of a story in this game than there was in the original. Here, a year has passed since the defeat of Dr. Proton in 1997, with Duke promoting a new autobiography, humorously titled "Why I'm So Great." During a news interview, Duke is taken aboard a spaceship occupied by an alien race known as the Rigelatins, who wish to extract his brain and use it to plan an invasion. Duke escapes from the ship and has to save Earth by fighting on the Rigelatin home world. Again, this is more fleshed out than before but seems more like an excuse plot than anything else. What helps though is that the pixel art is improved and players are accompanied by a static cutscene at the end of each episode as a way to lead into the next. The dialogue from Duke is actually very humorous and well-written, providing the only, but great, source of humor for the game. Then again, it's a game from 1993, so I probably shouldn't be complaining much about the story. After all, the technology wasn't very advanced compared to what we have today, so it suits the time it was made.
Unlike the first game, there is now an option to set a difficulty level when you begin a new episode between Easy, Medium, and Hard. For this review, I played on the Easy setting for the sake of efficiency for this blog's project of playing through as many Duke Nukem games as possible before the release of Forever. The game is fairly challenging by design anyway, with the only main difference being the amount of enemies on screen or how many power-ups you can obtain in a level.
Speaking of power-ups, while they exist in this game, they are, thankfully, not required in order to advance through the game. Instead, power-ups include four different guns with limited shots. These guns are a Laser, a Rocket Launcher, a Flamethrower, and Normal, which sets the gun back to the default one you carry around. Each gun has its own special effectiveness. The Laser can go through anything, including multiple crates and enemies at once; the Rocket Launcher will destroy any enemy in a single hit; and the Flamethrower has a wide range and is the only gun that can continuously fire without needing the Rapid Fire power-up, plus it can act as a makeshift jetpack when pointed at the ground. Health items come in the form of Cola, Turkey, and Atoms, each which boost your Health by one section. However, you can refill six sections with a Six-Pack, or refill by two when you grill the turkey, which now runs toward you instead of being a drumstick, by shooting and then touching it.
All of these power-ups are contained in crates of four colors. Red (Health or harmful Napalm bomb), Blue (Point Items and Atoms), Green (Weapons), or Gray (Essential items or nothing). The placement of these items is not random like one might assume from playing modern games, but rather set in stone. Because of this, it is fairly easy to memorize the placement of certain essential items should you die and have to restart at the beginning or at a handily placed checkpoint. Thus, you can bypass large amounts of crates to get to the essential ones quickly and avoid the crates with bombs more easily.
The game is a platformer by nature, and the last in the series for about ten years to be so. There are eight levels for each of the four episodes, each which seem should get progressively harder as they go. That is actually not the case here. While the first game could get really difficult in the later stages, this game actually has certain "types" of levels, which seem to follow a patterned placement for the first half of the game, but the second half has them placed in a nearly unpredictable fashion. I'm sure this was for challenge, but even that doesn't distract from the fact that the game has a very erratic difficulty spike between levels. The crowning example of this is Episode four, which starts with a difficult platforming segment on the outside of a spaceship, but then the next level is essentially a breeze. Then the game is more difficult but in a way that seems to level out in a very consistent fashion. The penultimate level of that episode, however, requires you to have mastered the platforming of the game to a degree that you will require inhuman reflexes. While I could get used to the game's platforming in the masterfully designed levels, it still doesn't make me less annoyed at the game’s erratic difficulty.
The end of each episode has an entire room dedicated to a boss fight. These fights puzzled me, but in all of the wrong ways. For one thing, there is absolutely no variety in the bosses, save for their pattern of movement or their attacks. Otherwise, they all look exactly the same. Secondly, every single one of them is a total breeze. Their patterns are very easy to figure out and adjust to. Sure you may take some damage during the fight, but they seemed to actually get easier as the game progressed, rather than more difficult. In fact, I purposefully grabbed a power-up in the fourth fight and died just so I could come back with the gun still in my hand and take down the boss with minimal damage. Still, I applaud the developers for making the fights at least somewhat challenging. The first boss requires you to have catlike reflexes to dodge the pattern of nukes and another requires a lot of ducking to stay alive. It may not be much, but I still managed to get some enjoyment out of beating them, if only so I could see another wonderful ending cutscene.
The controls for this game are exactly the same as the first, so I was able to just pick up and play the game with ease. However, some of the platforming can get awkward, since you need to be dead center to climb up poles or chains. This likely stems from the game using blocks of space to determine location instead of individual pixels, so it's really more because of limitations than anything else, only becoming annoying when asked to do this in midair.
Now, the graphics are done very well for the time it was released and vastly improved over those of the first Duke Nukem. The variety of the enemies really shows this, as well the backgrounds standing out better and combined with better textures. However, my hardware would not allow me the pleasure of listening to the music, so I am unable to personally comment on that. It should be noted that Duke's appearance here is much closer to his iconic image from later games, as well as the final time we see him without his shades. His voice is also only heard once at the very beginning before the Main Menu screen, albeit a different one.
So is this game worth your time? I would say that it actually is. Duke Nukem II is significantly improved over the first game all across the board, even if they aren't completely perfect. While there is a large amount of trial-and-error gameplay going on, I can say that Apogee knew how to do it right and is thus a game worth checking out, especially if you have played the first game beforehand. The 3D Realms site has the first episode for free download if you want to try it out first before deciding to buy the full version. Like the first game, there is a word of warning: The game may not work on newer operating systems, so it would be a good idea to unearth an older computer, up to Windows XP, for full enjoyment.
Friday, March 11, 2011
[OLD] Duke Nukem - Introducing the King
Before I begin, I should mention the backstory behind the name. The game was originally going to be called "Duke Nukem," but was temporarily changed to "Duke Nukum," since the intended name belonged to a villain in a cartoon, Captain Planet and the Planeteers. Thus, the game was released with the changed name. However, Apogee, the developers, found out that the name "Duke Nukem" was actually up for grabs, so they went back to calling the game what they wanted. This is even addressed on the 3D Realms site in order to settle any confusion buyers may have.
To talk about the actual game, the story is rather simple. Duke Nukem must defeat the evil Dr. Proton in order to save the Earth. The game is split into 3 episodes, each taking place on Earth (Shrapnel City), the Moon (Mission: Moonbase), and Earth's Future (Trapped in the Future!) respectively. Not much else to say, really, although the fights against Dr. Proton are rather easy.
Each episode has a few items, which you must collect each time in order to advance. They are the Super Jump Boots, which allow you to jump higher; the Robohand, which lets you activate certain switches; and the Grappling Hook, which lets you latch onto certain ceilings. Your weapon is a Nuclear Pistol, which can be upgraded during gameplay to allow more shots to appear on-screen at once. In order to reach the next level, you will need Keys and/or Access Cards in order to unlock certain doors or get rid of certain hazards.
Power-Ups in the game include Cola Cans and Turkey for 1 Health (shooting the Turkey makes it Cooked Turkey for 2) and Atomic Health for Full Health, while hazards include spikes, dynamite, and lasers. You can find certain things in a variety of boxes that come in 3 colors: Blue (for bonus point items), Red (for Cola Cans or Turkey), and Grey (for Atomic Health, dynamite, items, or nothing).
I'm not sure what to say about the graphics or sound, since this is a rather old game, so I'll just say they're good for when it came out. There are a couple of small issues I have with the graphics, though. For starters, it's sometimes hard to tell at first what you can or can't interact with, depending on what you expect at the moment. However, it becomes easier to deal with as the game progresses. The other issue I have is with the environments. They work at first when they're on Earth, but it's a little hard to accept when the setting becomes the Moon in Episode 2. However, I just went with it, since it's something best not dwelled upon.
The only actual complaint I have about this game is with the controls. They work well and respond as expected, but sometimes an issue comes up with the timing of the button presses. For example, there's a level in Episode 3 where your timing has to be perfectly accurate in order to ascend a column of blocks. In order to go up, you have to jump and go right at the same time, then immediately go left when you reach the next block. It takes a frame for Duke to turn around, and you have to be careful not to apply too much force to the left key or he'll go right across and fall back down. Once you figure it out, though, there's a feeling of accomplishment when you make it through.
Overall, this is a great game that serves as a good introduction to the Duke Nukem franchise. There are some difficult moments here and there, but it's all about trial and error. If you have any interest in playing this game, I suggest you download the first episode for free off the 3D Realms site to see if you want to play any more. Before you do, I should mention that the game might not work on newer computers, so you might want to dust off your oldest one, up to Windows XP, if you still have it.
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