Duke Nukem Forever - contact@rockpapershotgun.com (Alec Meer)

Today’s the day. Today is> the day. The day that over a decade of abject silliness is finally resolved: Duke Nukem Forever has been released. Good grief! It’s actually happened. It’s available in shops, whatever they are, right now, and also on Steam. Unfortunately, a number of players, myself included, are experiencing a problem wherein over 100 game files – including the main .exe – are not downloaded, thus preventing access to the game. (Yes, I’ve tried validating and redownloading; no, it didn’t work). Graaaaaaaah! A final, cosmic joke perhaps? I hope you’re not prey to it, but it does mean my plans to run an as-I-play liveblog have been denied for the time being.

So, anyone fired it up yet? How’s it seem? And how does it feel, to be playing this game of such infamy?

Duke Nukem Forever
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Is it worth the wait? Of course not, don’t be ridiculous. How could any game possibly be worth waiting 14 years for, especially one that only ever aspired to be a low-brow comedy first-person shooter? There’s no reinvention of the genre here, no real attempt at grandeur. More than anything, Duke just wants to party like it’s 1997.

Check unrealistic expectations at the door and forget the ancient, hyperbolic promises of self-deluded developers before you even consider buying this suddenly corporeal ghost of PC gaming history. The development-time-to-awesomeness ratio isn’t impressive. If you can do that, Duke Nukem Forever can at least mostly succeed in its aspiration. After all of its tumultuous history, it’s ended up as an entertaining FPS wrapped in juvenile, smut-laced humor. Its gameplay is a hybrid of old-school and new, and it won’t wow players with stunning visuals—its window of opportunity for that passed years ago—but it does put on a good show of alien ass-kicking by working what it’s got.




Like a hyper-violent, over-sexed Peter Pan, Duke Nukem refuses to grow up. Though 12 years have passed since the events of Duke Nukem 3D, he’s the exact same trash-talking, cigar-chomping, muscle-bound man of action, still rocking that ’90s-style buzz cut and red tanktop. The source of his superhuman action-hero powers is his own ego, which doubles as a literal recharging shield over his (also recharging) health. It’s reinforced by an entire world of people who worship him as an infallible man-god and sex idol—women want him, men want to be him. He’s the stereotypical teenage boy’s power fantasy personified and turned up to 11. Sure, he’s a ham-fisted action hero parody, but Duke remains one of the most memorable characters in gaming history for a reason: he’s simply more fun to play as than SERIOUS FACE ARMY MAN.

As two-dimensional as Duke himself, the story gets right to the point: intergalactic sex-criminal aliens are re-offending, and Duke must defy orders and step in to defend Earth’s chicks. Even that flimsy B-movie tribute plot is resolved (sort of) half way through—DNF becomes simply about shooting aliens ’cause they’re ugly, and bits of the script are little more than profane Mad Libs. Lazy writing or pointed critique of the state of story in first-person shooters? I prefer to think of it as the latter.



Reloaded
Action-wise, the single-player game fulfills its obligations as a successor to Duke Nukem 3D. It’s fast-paced run-and-gun battle against diverse, love-to-hate ’em monsters, using weaponry ranging from conventional boomsticks toover-the-top sci-fi, and fought through a long series of corridor levels where there’s almost always something unique to see and interact with. Almost every original weapon (except Duke’s boot) returns—and after taking the Shrink Ray and Freeze Beam for a spin, it makes me wonder why few shooters have appropriated the joy of killing enemies in two-step attacks. Sure, shrinking enemies and then squashing them or freezing and shattering isn’t as efficient as double-tapping to the head, but it’s more fun. There’s also the Devastator, a ridiculously powerful, double-barreled, rapid-fire rocket launcher that never pauses to reload until it’s spent.



Duke’s trusty pistol, shotgun, Ripper chaingun, and rocket launcher may not be anything particularly unique or special (and certainly not realistic, lacking even a hint of recoil) but they’re loud and potent alien killers. The new weapons, a rail gun sniper rifle, an alien laser, and a triple-missile-launcher called the Enforcer Gun are pretty ho-hum—no new classics here. The biggest sadness is that DNF has adopted the Halo-style two-weapon system, which frequently forced me to abandon my beloved Shrink Ray for lack of ammo. Even with all of that heavy weaponry, I still died quite a bit—despite the regenerating health system, Duke Nukem Forever is one of the more challen­ging shooters I’ve played in years.

At least the signature remote-detonating pipe bombs, laser tripwire mines, and Holo-Duke decoys (plus melee-enhancing steroids and pain-mitigating beer powerups) exist outside this limitation, allowing you to set all manner of devious traps in the diverse range of linear, corridor-style levels and lure enemies into them. Duke battles the aliens through his high-tech Duke Cave, his self-styled opulent casino, the aliens’ disgustingly organic hive (complete with Prey-style sphincter doors that open when tickled), a Vegas skyscraper, a Dukeburger restaurant, Hoover Dam, construction sites, Nevada canyons, underwater, and more.





Oh yeah, and there’s a shameless strip club level with no combat—it’s mostly a showcase for boobs and a playground for the many interactive games (pinball, air hockey, billiards, video poker) and gross-out moments in the bathroom. No two settings are alike, and with plenty of Easter eggs scattered around that boost your health when interacted with, exploring the world is a frequently rewarding high point.

Blast from the past
At the end of these levels lie some old-school-tough boss battles. Almost all of the hulking beasts took me out at least once before I figured out and exploited their attack patterns (notable exception: the final boss). Fights against a mothership, a massive alien queen, an underwater leech, and others are more about the spectacle of fighting huge unique monsters (plus an excuse for Duke to nut-punch something for an ego boost) than creating interesting gameplay.



The old-style design is probably due to the fact that DNF should’ve come out years ago. (Hell, 2K’s recommended PC is built from five-year-old hardware.) Here and there, it shows; while alien monsters look pretty cool—particularly the iconic Pig Cops and flying, tentacled Octabrains—humans and many of the environments look well behind the curve. But thanks to the aliens’ comical massacre of EDF (Earth Defense Force) troops, you don’t spend a lot of time looking at people, so it only really offends when the incompetent President waves his unarticulated fingers in your face.

Pop culture references are similarly out-of-date—even growing moldy. Considering that the freshest ones I caught date back all the way to 2004’s Team America: World Police (excluding reenactment of Christian Bale's 2009 meltdown in the opening and a crack at Call of Duty 4: Modern Warfare tacked on at the end), most of Duke’s one-liners were probably recorded in the early half of last decade. Though Duke still delivers several chuckles per level by quoting ’90s films like Pulp Fiction and Starship Troopers and jabbing at Halo, it’s noticeable that he’s been living under a rock for quite some time.



Meatheaded
I encountered a lot more puzzles (of the jumping, physics, and switch-throwing varieties) than I’d expected, and few are befitting of Duke. Dropping barrels into one end of a shipping container to tilt it and create a ramp is too mundane a task for a super badass—Duke’s not making fun of the puzzles other shooters started using a decade ago here, he’s imitating them. Poorly.

The more innovative puzzle gimmick is shrinking Duke down to a few inches tall and sending you scurrying through levels made for man-sized play. Being action-figure sized gives you a new and interesting perspective on the world—jumping around a vast kitchen battling rats and mini Pig Cops among the shelves while using mustard jars as cover is a very different experience, and one encounter in particular makes an epic battle of what would normally be a one-shot kill. However, running any significant distance on tiny legs can get tedious.



Action is also varied up with frequent turret-shooting scenes, most of which are thankfully short and punchy, and two separate driving sequences: one as mini-Duke in an RC car, one in an oversized monster truck. Both are longer than they probably should be, as the uncharacteristic lack of guns on Duke’s cars limits you to repeatedly running over enemies and turbo-boosting over jump after jump.

One category in which DNF has surpassed its predecessor by leaps and bounds is in its uncensored nudity, particularly in the first half. Breasts abound, some attached to shapely but dead-eyed ladies, some to other, less appealing things. If that kind of thing bothers you, you’ve probably already been warned away by the long-as-your-arm ESRB rap sheet—but my personal taste threshold was exceeded only once, by a mid-game incident that goes just a little too far in mixing boobs, comedy, and gore.





Other points of pain are the checkpoint-only save system, which is at least courteous enough to only rarely respawn me farther from the point of death than I’d have liked, and mercifully brief quick-time events—mostly just tapping Space bar for feats of strength.

Duking it out
DNF is a throwback to the age when shooters were long single-player experiences first and multiplayer games second, and as such the eight-player multiplayer modes aren’t going to challenge Call of Duty or Battlefield for the competitive crown. It’s often hilariously effective at showing us a good time, though—the 10 maps, which are diversely designed with the same wide range of locations as the campaign, are built to create goofy and memorable moments when combined with Duke’s weapons. Moments like shrinking and squishing a guy carrying a babe-shaped flag back to his team’s base, or hitting a jetpacking enemy with the Freeze Ray, causing him to fall to the ground and shatter. And those laser tripwire mines? Hilarity ensues.



There’s a persistent character progression system, but fortunately (in my opinion) leveling up only unlocks cosmetic items to make your Duke avatar distinct with silly hats, shirts, and glasses and not weapons and perks. Bonus: it supports Unreal Tournament-style mutators, such as the classic rail gun insta-gib.

Checking “flying a jetpack” off the list (in multiplayer only, sadly) meant that the reasons I loved Duke when I was 16 are all present and accounted for in DNF. They’re no longer new, and I’m not 16 anymore, but the combination of nostalgia and juvenile humor can still crack me up.



It’s a healthy chunk of game, too. The Steam clock read “10 hours played” when I’d finished the single-player run on normal difficulty, and that’s without devoting time to posting a high score on the pinball machine or conducting a thorough search for secrets. Completing the game unlocks classic, why-doesn’t-anyone-do-this-anymore cheats like character head scaling, and I might have to replay at least part of it just to see that absurdity in action.

I’m sure that years of anticipation will spoil Duke Nukem Forever for some—there’s no getting around that at the end of that long road is only a good game and not an amazing one. It is what it is. He may not be at the top of his game, but even after all this time, Duke still knows how to party.
Jun 9, 2011
Duke Nukem Forever

It's RealConceived in 1997, born in 2011. Duke Nukem Forever is no longer vaporware. It comes out in Europe today; it'll be out in North America next week. For real.


Duke Nukem Forever - Valve
The King is Back! Duke Nukem Forever is now available in Australia, New Zealand and parts of Asia. *Duke Nukem Forever will release in other regions soon, please see the store page for release times.

Put on your shades and step into the boots of Duke Nukem. The alien hordes are invading and only Duke can save the world. Pig cops, alien shrink rays and enormous alien bosses can’t stop this epic hero from accomplishing his goal: to save the world and save the babes!

*Game not available in all regions. Please see product page for availability.

BioShock™
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Last year's Bioshock Infinite reveal was spectacular, an introduction to the fascinating flying world of Columbia so immacuately choreographed that people doubted whether it was actually being played at Gamescom, or whether the guy with the controller was just finger-syncing.

This year's demonstration was the exact same way. It looks so stunning, so dramatic, action-packed exciting, that it feels like it's either going to be inhibitively scripted or that the illusion will break as soon as the player decides to toodle around rather than look where they're supposed to.

On the other hand, it's dramatic, action-packed and exciting. Every corner of the world is packed with detail. It's funny. It's better written than anything else I've seen at the show. The characters have real character. If it does turn out to be little more than a scripted rollercoaster ride, then I'm glad it's through a world that looks like this. I've included my frantically typed moment-by-moment of the presentation below.

First, a little background. Designed by Ken Levine, he of the original BioShock, Infinite uses some of the same principles to explore a different world. Instead of a city at the bottom of the ocean and a story that explores objectivism, it's a flying city, held aloft by balloons, and a world defined by early 20th century ideas of American exceptionalism.

There's an off-putting 1:1 ratio in all of the elements that made the original BioShock great. Big Daddies are gone, but there's the Songbird, a flying, robotic protector for Elizabeth. Plasmids are gone, but there are bottled vigors in their place, gifting you similar abilities.

The player is Booker DeWitt, a former Pinkerton agent on a case to find Columbia - lost for years in the clouds - and to rescue a woman named Elizabeth. The Songbird keeps her locked in a tower, and is programmed to feel betrayal should she escape.



Which is exactly what Elizabeth has done, with your help, as the demo begins. Since breaking free, Elizabeth has discovered she has powers that she doesn't understand and can't control. Booker is taking her to meet one of the Founders, about whom we know little, but who apparently should be able to provide answers.

Booker and Elizabeth head into a shop called Major's Notions, Sundries and Novelties. It's filled with clutter, random pieces of tat, and extremely colourful.

The first really different thing here is that Booker, the player character, talks. And often. He talks when you pick up a weapon in the store. He has great banter with Elizabeth. At one point, she calls Booker over, and when you turn, she's wearing a novelty oversized Abraham Lincoln head and doing doing impressions. It's all just lovely.

Which is when the heavy breathing starts. Elizabeth hides behind a desk, and Booker does the same. The Songbird is outside, looking for the two of you, and beaming coloured lighting into the room for his massive, seeking eyes. There's stuff in the audio that's like the smoke monster from Lost, a messy mechanical terror.

The songbird moves off, and Elizabeth peeks through the door. "Promise me," she says. Booker cuts her off. "I will stop him." "No. That's a promise you cannot keep. Promise me, that if it comes to it, you won't let him take me back." She's wrapped your hands around her neck as she talks.

You move outside, and the city is bright and beautiful. It strikes me that the closest analogy is another, real world paean to American exceptionalism: Disneyland. It's a flying Disneyland, clouds wafting between the floating streets.

The next weird thing: Press X to euthanize horse.



Elizabeth has found a dying horse in the street, and she wants to use her powers to bring it back to life. "It's just an animal." says Booker. "It's too powerful, we won't be able to stop it."

"I wasn't asking for permission," she says.

Booker doesn't just talk, he has a personality that is his own. It's slightly jarring - I'd quite like the horse to not die, but my representative in this world feels different. But it seems worth it for what is gained: conversations that reveal character, and not just plot. It's worth it just for making Elizabeth a living part of the world, and not just a speakerbox standing behind unbreakable glass. The conversations the two have make the whole adventure feel like Indiana Jones and Marion Ravenwood, or Nick and Nora Charles.

We don't find out how Elizabeth would react if the player had followed that button prompt, though, as the player in this instance doesn't press it, and Elizabeth starts to use her powers to open a tear.

As she does, Columbia is painted over with a different reality. It spreads out along the ground from where Elizabeth crouches, and then surrounds them both. Her first attempt paints the world around us as a beautiful garden, before we snap back to Columbia. She tries again and, this time, the world becomes a city street. And not a street in 1912, but much later. A cinema on one side of the street is showing Revenge of the Jedi, which was the original title for Return of the Jedi.

A car streams down the road toward Elizabeth and just before it hits, she snaps the tear closed again. Booker and Elizabeth are back in Columbia. The horse is not.



From here, they move up some steps, and emerge into larger city streets. There are more balloons visibile in the distance here, and massive posters for an orgnisation called Vox Populi. The streets are cluttered with debris here, and fights are breaking out. Booker points a gun at someone to drive them away when they're eyeballing Elizabeth.

There's a lot of colour. Streets are draped in red banners, on to some of which a woman's face is being projected. I couldn't quite hear what she was saying, and then Booker and Elizabeth entered a town square centered round an large, golden statue.

There's a small crowd here. A man is about to be lynched, accused of crimes he denies. As soon as people see you, though, they start screaming. That's Booker! Combat explodes. Multiple people start shooting you at once, and one man starts cranking an enormous megaphone device. Booker kills him before he can get it revved up, but there are explosions and bullets and soon, Booker and Elizabeth are pinned down.

Here, we get a glimpse of another of Elizabeth's powers. She's able to magic into existence different objects, and with clouded representations, gives you a choice of three here, one of which is a new door in a wall, another of which seems to be a train. Booker selects the train.

By this point, events are happening in the demo too fast for me to note them all down. Booker uses magic to make things float and Elizabeth smashes a trailer through them and you jump on to the rail and you're skyhookingaround. You're speeding past so many posters and bits of art. There are other guys chasing you, speeding by on the rails, swinging between them, leaping, chanting. It's so pretty. The clouds. Another person cranking the big megaphone thing, and this time a flare is fired into the air.



Which is when the airship arrives. Apparently, this isn't a scripted thing. It's a boss. It's a Big Daddy as a zeppelin; a patrolling airship you can climb aboard and blow up from within.

You ask Elizabeth to create a turret, and she can't do it yet. It's too soon since her last magic use. The airship starts firing at you, dozens of rockets smashing into the ground and walls behind you as you're again leaping between the rails. Again, it looks scripted, but it's not, just tightly rehearsed. It's thrilling to watch. I want to explore this world.

Evventually, Booker gets high enough that he can leap on to the airship, shoot his way inside, and blow up the engines within. It quickly catches fire, and Booker makes a hasty escape by jumping out and into the clouds, being lucky enough to land on one of the skyrails.

Elizabeth comes over to you. "Booker, that was amazing."

"Good, because I don't think I can do it again."

Which is when the Songbird arrives and hurls you through a window, into the top floor of a building. The Songbird is pitched as a controlling, abusive husband, and he's really, really pissed at you. It tears off the roof of the room you're in and thumps down inside, and is about to crush you when Elizabeth leaps in to stop it. Songbird gently pushes her aside and returns to end you whe she yells "I'm sorry!" He softens, and she asks to be taken back, back to the prison she earlier described as being worse than death.

She reaches out to you for a second as she's carried away, but your hands never quite meet. And after a second's pause, Booker dives out the gaping hole in the building, off the floating island it sat upon, and back on to the skyrails in pursuit.
BioShock™ - contact@rockpapershotgun.com (Alec Meer)

Only a shortie for Ken & chums’ latest, but it’s pretty confident proof that we’re not in Rapture anymore, Andrew. Rocket-spewing zeppelins, anti-gravity powers, gruesome splatting via sky-crates and, at the end, a hint of how large the environments may be. Also, it really plays up the fact that this is a buddy game – but not exactly a buddy comedy. (more…)

Duke Nukem Forever
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Gearbox announce that who pre-ordered Duke Nukem Forever, or bought the Game of the Year edition of Borderlands can now download the Duke Nukem Forever playable demo. All you have to do is whack your code into the box on the Duke Nukem access site and get downloading. Gearbox haven't mentioned a date for a full public release of the demo, but it seems likely it'll hit alongside the release of the full game on June 14 in the US, and June 10 everywhere else. Don't worry if you can't play the demo yet, console yourself with the new launch trailer, released yesterday.
Duke Nukem Forever



Welcome to bizarro-world. The Duke Nukem Forever launch trailer is upon us, and it's ashamedly gratuitous as you'd hope, or at least expect from the Duke. Shrinking rays, pole dancers, bad language and breasts all make a predictable appearance. The game's out everywhere except the US next Friday. The Duke hits the US on the following Tuesday. Will you be picking up a copy?
Duke Nukem Forever
Duke Nukem Forever Thumbnail
Members of the Duke Nukem Forever First Access Club and owners of the Game of the Year edition of Borderlands will get the first slice of Duke Nukem DLC for free. Gearbox haven't said what the update will include, but a "source familiar with the situation" has told Kotaku that it's "a full DLC. Not some silly skin." The voice of Duke, Jon St. John dropped a hint, saying that it's "something that may involve singing. I'll leave it at that." Duke Nukem karaoke, anyone?

Duke Nukem Forever surprised the world recently when it finally went gold. It's coming out on June 14 in the US, and June 10 everywhere else.
PC Gamer

This week, Head Intern Anthony assembles a team consisting of Lucas, Chris and PCG's newest editor, Tyler Wilde (formerly of GamesRadar) to stop the Reapers and save the Galaxy. But first, they must discuss the topics of the week that was. Stories include Modern Warfare 3, League of Legends' new Tribunal system, Age of Conan going free-to-play, the announcement of Ghost Recon Online, Windows 8 and Duke Nukem Forever finally going gold. We also do a round of Truthiness and Falsity, answer your questions and say our goodbyes to Anthony.

PC Gamer US Podcast 274: Hello Tyler. Goodbye Anthony.

Have a question, comment, complaint or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

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