Friday, June 10, 2011

Duke Nukem Forever


Duke Nukem Forever is here. I’ve been playing it for a couple of days now. I haven’t finished it yet though that’s not to say the game is long, just I’ve been doing other things simultaneously and I intend to complete the whole game before committing to a review and score.Safe to say though, even without finishing it I know it’s a bad game. A bad, bad game. And not ‘bad’ in the way the Duke would want it to be.No, this is very much a product of 12 years of disjointed, confused, unfocused development.

are as many old-fashioned, outdated callbacks to the time when the game was first put into development as there are hastily-introduced ‘new’ FPS elements (recharging health, can carry two weapons etc and it’s all cobbled together in such a haphazard fashion it’s just… no. It doesn’t work.Stilted, clumsy combat that sees repetitive waves of enemies thrown at you as you circle-strafe around a bland, poorly-textured room wouldn’t even have been that much fun ten years ago, but it seems to be the main way of pushing DNF along.

Oh, along with mounted gun sections, obviously. Because we all love having 20 of them per hour so bloody much. It’s unbalanced, not as funny as it wants to be, has awful AI, looks like a 12-year-old game half the time, has only one jump grunt from Duke, has complete piece of trash driving sections and generally makes me want to not be playing Duke Nukem Forever. I was playing yesterday when a workmate put on the most recent in-game video for Uncharted 3. Things like that really drive home how bad – how awfully dated – DNF is.
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