Duke Nukem Forever Hands-on Preview
by Brian Leahy, Sep 04, 2010 1:00am PDTI can't believe I just wrote that headline. I have played Duke Nukem Forever. Announced (again) here at PAX 2010, development will be finished by Gearbox. The game will be released on the PC, PS3, and Xbox 360 sometime in 2011. Let's just right into things.
First off, the good news. This game is Duke. The action is fast-paced, the one-liners are great, and Jon St. John sounds great. In true Duke fashion, the humor is very self-aware, with Duke even joking about the game's legendary development time in game. The weapons all feel great--especially the shotgun--and a sprint button helps bring the gameplay into this decade.
Okay, here's the bad news. The engine looks dated. The color palette felt dull and the game appeared blurry at times. Since the game is scheduled for next year, it's likely that the engine will be even more outdated when it (finally) releases. I don't need it to look like Crysis, but I'd just a bit more clarity than what I saw. Hopefully, this is something that will be addressed by Gearbox.
The demo opened up with Duke relieving himself at a urinal and you find Duke in a football stadium. After some cool scripted events following soldiers, Duke finds himself up against the Cycloid Emperor from Duke Nukem 3D. Devastator in hand, Duke defeats the boss and kicks his eye through the uprights. Credits roll and the camera pulls back to find that Duke was playing the game on a wall-mounted TV, while two women--ahem--take care of him.
The demo jumps to a later level in a canyon, with Duke driving a truck as enemy ships fire at him. The driving is okay, but definitely not the high-point of the demo. Once out of gas, Duke is off to find gas, but is ambushed by uniform-less Pig Cops (do I just call them Pigs?). This is where the demo was definitely at its best. The gun-based combat is excellent. I got to use the pistol, a railgun, the shotgun, and the Ripper Chaingun.
Unfortunately, I was only able to carry two weapons at a time. I was hoping to carry Duke's full arsenal, but it looks like we're going to be dealing with weapon juggling. I'm not sure how this will play out. It could encourage using a variety of weapons, but it could fall flat, angering fans of classic PC FPS games. The other warning sign is that I was only fighting two to four enemies at a time, maximum. I hope this is based upon that level that I played and not a larger issue.
Again, my time with DNF was limited to about 15 minutes and the hype was almost unbearable. For better or worse, Duke is back. I'm picking it apart in this preview, but make no mistake, I had a lot of fun and laughed out loud several times. It was a great throwback to classic gaming and it's great to have Duke back once again.
I'm not sure how younger gamers will react to Duke, but I'm sure 2K and Gearbox are hoping to usher in a new generation of Duke fans. Regardless, this game isn't for them, is it? It's for you and me and let's hope it lives up to even a fraction of our expectations. Feel free to ask questions in the comments if you have them.
[Well played, Gibson. Well played.]
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Comments
If that's not proof that gearbox is doing more than just "polishing up" I don't know what is. FIX IT GEARBOX.
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An example of a violation of this rule or law is the space taken by weapons. A player can have 10 different weapons and 10 diffrent kinds of ammo in his pocket and never misses a step.
I've heard the arguments about this before, about how it's just a game and it isn't reality. About how people play games to escape reality and don't want to be limited by it and so forth. I find it interesting that it took the controller compromise to finally address this issue, for an AAA title no less, and shifted the difficulty imbalance it created to the strategic placement of varied weapons throught the game instead of having the player become a walking armory. The laws of physics in gaming are there and to ignore them is silly. Maintaining a suspension of disbelief to explain how the laws get bent is the job of the developers.
A great example of adhering to the laws of reality is encumberance. 1500 bullets or 25 missiles still consume space and have weight. When a player is damages, his vision can become obscured and movement can become erratic. That's reality. When a player is realistically damaged by a fictional weapon that has no mass, no weight, and never breaks, that's a violation of those rules. A good excample in the leap forward in the depiction of what can be done with the physical laws of reality were the 13 "Gore Zones" (I believe it was via their GHOUL rendering solution) in Raven's Soldier of Fortune franchise, where individual body parts could be targeted and sustain damage. Unfortunately, Raven broke another law by limiting the player with a mission weapon loadout - that became irrelevant because the player could pick up additional weapons during the mission.
Destructable environments are another area addresses the modeling of reality. Volition's Red Faction franchise tackled that subject in what could arguably be the most aggressive example of destructable environments thus far using their Geo-Mod engine, which is in continued development and use. More and more we are seeing games where the player faces the correct implementaion of these physical laws. Weapons need to be repaired, ammo now takes up weight. Things break. Inventories are more restricteed. The player is limited (or liberated) in realistic and believable ways.
Developers have said the state of games has matured and I am glad for that. Games may very well take place in fictional, other world settings, but the player is still bound to those basic underlying laws. Its the job of the developer to tie the player to that world in a believable way and still remain faithful to the physical laws of reality that they include in the game. Even if it was the result of a standarized controller compromise.
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Improved graphics and a new engine in todays financial climate aren't going happen.
So another words its a dud, a nostalgic dud, but a dud and can we should all move along to
COD of medal of honor, that have up to date graphics and engines and perhaps justified media hype.
Leave Duke to the bargin bins where it sounds as if it belongs
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http://talkinrealatyou.blogspot.com/2010/09/dnf-wtf-wake-freak.html
http://talkinrealatyou.blogspot.com/2010/09/ride-continues.html
Randy Pitchford seemd quite weird right from the start with his unnecessary selfish swearing attitude
QUOTE from one of the links::::
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The Ride Continues!!
Ok, I think everyone and their parents NOW know that Duke is not dead and is very much alive. If you didn't know,...well... Duke is not dead and is very much alive. You have now been informed.
Ok, so before I start this, I'd like to say this. Duke Nukem Forever is alive and well BECAUSE of what the EX-3dr Soldiers of "Triptych Games" did. Ok, just in case you didn't hear me. ...HEAR THIS,.... a hand ful of guys that were on the team when internal development shut down at 3dr, took the game and finish it (PC version). These are the guys that truly made DNF happen. Triptych Games. (had to say it again for the search engines out there). That is the level of dedication I was talking about earlier. Just when I thought people would start to understand that the DNF team was the truth. Straight up true heroic shit.., I see this ... (insert screeching tire sound)
(www.gamasutra.com)
"After 3D Realms shut down last year, the game seemed doomed, but Gearbox quietly picked up the slack in late 2009, according to the report. "Clearly the game hadn’t been finished at 3D Realms but a lot of content had been created,” said Gearbox CEO Randy Pitchford in comments to the WSJ.
"The approach and investment and process at 3D Realms didn’t quite make it and it cracked at the end. With Gearbox Software we brought all those pieces together," he added. "It’s the game it was meant to be." The game is debuting today -- in playable form, no less -- at the Penny Arcade Expo consumer game convention in Seattle, WA."
...ok, WHAT?....um Double-U Tee Eff?
Really, is that the deal? Ok, now, you read that statement. I'd like to know what you think that means. Because I could be reading into this, being the emotional beotch that I am. This says to me that Gearbox took a steaming sack-o-crap and made a diamond out of it. Additionally, it reads to me that we (3dr) had no clue how to finish or complete the game.
Let me break this down for you. 85% of the work you see coming out of PAX is from our group at 3dr. 10% Triptych (the last 10% is the hardest ask any game developer) Which leaves 5% for the guys at Gearbox (with help from Triptych). To be perfectly honest, that Gearbox percentage could be plus or minus a few points. Bottomline, DNF was damn near completion if not completed when Gearbox got it (PC version). I'm not trying to discount anyones efforts as I have nothing to gain at this point. I just want to the truth out there in some form or fashion.
So heres the truth... Gearbox was handed a game that was pretty close to finish (pc version), polished it, ported it to the Ps3 and x360 then goes to PAX and says crap like that.
In my honest opinion, Randy could have made his company look just as good, if not better, if he would have told the true story of how the game was completed. The true story alone is worth the price of admission. I've seen movies made from less. http://www.slashfilm.com/2009/07/01/universal-to-make-asteroids-movie/ <--exactly
In summary
* 3dr made a great game, couldn't finish it due to lack of funding
* x3dr guys formed Triptych to finish DNF
* finished the pc version
* Gearbox helped polish the PC, ported to ps3 and 360
* Randy P goes to PAX and tells the world GearBox saved the worlds most delayed game from extinction
* T.Ray Talks real at ya' and tells the world the truth from where he sits,
....and the saga cntinues
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Would you prefer the no weapon, no gameplay, no game at all version from the last 13 years?
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Duke was about fun not the highest end graphics, a tad outdated graphics means it'll run on my PC (I hope). If not, I might buy an XBox for this (which I was thinking about anyway). Duke3D wasn't the most spectacular back then, Quake was, but Quake was boring and Duke was fun.
George, unfortunately I can't complement you on the development process, but I'm sure glad there's finally a light at the end of the tunnel and I can't wait to try the game.
Let us have our gigantic armory of weapons, and if you can't do that, at LEAST let us hold more thank fucking two weapons. Two is the absolute bare minimum of weapons you could deal with in a level, one for short and one for long range. That means I'll never pick up a more interesting weapon because either a) There isn't enough ammunition around or b) It isn't as general as the standard rifle-and-shotgun combo. At least let us go with 4 for fucks sake, that way I can keep the requisite heavy munitions and a sniping weapon.
I really hope Gearbox wise up about this, because even though I've been waiting (Patiently!) for almost 13 years for this game, this may actually be enough to put me off buying it. They're going to piss off the older, die-hard crowd to satiate a younger generation that'll probably blow the game off for being antiquated anyway.
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Frankly, it was more interesting as perpetual vapor-ware.
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And don't give me this "consolized" argument. Warhawk is a recent console game that is an absolute blast to play because it kept the power-ups and the large weapon arsenal. It even had a jet-pack added later via DLC.
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Duke, it's been a good run.
( Yeah, we all waited 13 years for this game to be turned into a CoD knockoff. What a waste. )
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http://www.escapistmagazine.com/videos/view/zero-punctuation/1546-Battlefield-Bad-Company-2
Duke Nukem, all is forgiven. The one-liners, the average running speed of 60 miles per hour, even all the stripper business that meant I had to play with one hand hovering over the reset button whenever my mum was around. I'll wait as long as you want me to; just please let me play another shooter where I can have more weapons than eyeballs! Where if I get bored, I can clear out a room with a transfunctionating cyber-blasty-bollocks-cannon I was saving for the next boss fight! Where I can run out into the open with the tactics of a suicide bomber and suffer no damage that can't be fixed by Sellotaping a first aid kit to my chest! I'll be glad when the modern warfare bubble blows over and we can end the tyranny of "realism"!
Well, now that Duke Nukem Forever has a maximum of 2 weapons, AND regenerating health, I can't wait to see the inevitable reaction play itself out on a future ZP or an article.
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Heck, there's probably enough of a good story there to fill a small book.. Here's a nice goodie idea for the Collector Edition.
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