Duke Nukem Forever Review
2011Gearbox SoftwareGame
Fourteen years of restarts arrive as a passable 2004 shooter with a two weapon limit and jokes that expired en route.
| Category | Critic | Users |
|---|---|---|
| Difficulty to make | Weak | |
| Visuals | Weak | |
| Story | Avoid | |
| Gameplay | Average | |
| Overall | Weak |
The development story is the famous part: announced in 1997, restarted across engines and years, finished by a different studio and pushed out in 2011. What that history explains best is how layered the thing feels. The strongest sections are the oldest ideas. The shrink ray levels, where you run a burger kitchen at toy scale, are more inventive than anything else released that year, the arsenal is still the arsenal, and the interactive junk in every room, the pinball table, the weights, the whiteboard you can draw on, is a real and generous piece of design work.
Then the modern fittings land on top. A two weapon limit on a shooter whose whole personality is its gun closet is precisely the wrong borrowed idea, and the ego meter is regenerating health wearing a costume. Loading runs long and, in 2011, runs again every time you die. Textures and lighting sit a generation behind the shelf around them. The writing is where the reviews turned, because Duke is played straight as a 1996 artifact rather than examined as one, and the multiplayer mode built around hauling women about is indefensible on any reading.
This is not the catastrophe the wait set it up to be. It is an ordinary shooter that showed up fourteen years late and paid the whole difference at the door.
Duke Nukem Forever at a glance
- Platforms
- PC, PS3, Xbox 360
- Developer
- Gearbox Software
- Year
- 2011
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