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Posts Tagged ‘2K Games’

ESH Podcast Episode # 308: We Are More Vertical Than Horizontal.

This week’s show presents some opposites. We know the sistahs are quite similar–they are related after all– but they are also very different. Ninja–as always– starts off the show talking about her time spent with the very new, still shiny Borderlands 2 for the XBOX 360. Panda shares some of her first impressions as she […]

ESH Podcast # 303: Massage Parlors Do Wonders For Your Health

Plus 20 to your health bar but you’ll have no stamina for 20 minutes after you listen to this… YOU HAVE BEEN WARNED! Greetings and Salutations ESH lovers. Monday doesn’t truly start until you’ve had a healthy dose of Vitamin ESH. Ninja wastes no time getting into…a tangent? You guys should be used to it […]

"Spec Ops: The Line" Offers New Perspective Into War-Based Gaming

Union general William Tecumseh Sherman once said, “War is Hell.” Gamers who have spent countless hours on any Call of Duty or Battlefield, however, would think that it’s all guns and glory. Perhaps it is time that a game came around to slap these gamers out of their bullet-riddled fantasies and into the harsh realities of serving in the military. That time has come, and it has been presented in 2K Games’ Spec Ops: The Line.

Dubai is in ruins, thanks to a horrible series of sand storms. An evacuation attempt is initiated by General John Konrad and the U.S. Army’s 33rd Battalion, but quickly finds that it’s too much to handle. A message is sent out from Dubai: “This is Colonel John Konrad, United States Army. Attempted evacuation of Dubai ended in complete failure. Death toll: too many.”

Click here to read the full review!

Teg’s PAX East Wars: Episode III – Revenge Of The Dance!

Ok, I know I am late with this one, but by the time I got home and over the past few days I have been tired and work did not slow down also. So I finally am going to take some time to document the final day where I was fully made into a zombie. You wake up after an event like this and as much as you like it, your body tells you that this cannot keep going on. Especially after dancing the night away at the curse party, I realized on Monday that I did not have the strength to shift my car into reverse. Let’s jump into what the final day had to offer.

Waking up was especially hard after the party at Curse. I knew I would hate myself, but in the end it was worth that night. It was going to be another question if it was worth doing PAX for the final day. Only time could tell, and it was a question I was willing to go find out. I showed up to PAX around 9 am to pick Blueonic and KBD up, since I had been driving into PAX every day and they had a room. First item for those who were not following the coverage of PAX was the round table at 10 am. Everyone in the media area was amazing with helping set up this discussion, and providing us with a table and internet access that was not wireless. This was the ESH sit-down and summation of the first two days of PAX, and you should be able to catch it on the B3 UStream channel if you want to see and hear the details. The summation of this conversation would be that PAX was amazing, but would be better if we got support and a showing of Activision, EA, and other major publishers that day-by-day seem to care less about the people that support them. I would love to see EA pay for a convention like this if only to make themselves not look like all they want is money. My ranting aside, great conversations were had.

After our cast was done, it was back off to the floor for what few interviews that we could come up with and a final sweep of the floor. Most of this day was booked by 2K Games and seeing what they had to bring to the stage. Our first round was playing Borderlands 2, Spec Ops: The Line, and a preview of XCOM: Enemy Unknown.

So Duck, Blueonic, and I sat down at the Borderlands 2 booth first to see what Gearbox was up to. We were originally going to split the sessions, but that would soon change. I loved playing the original Borderlands, so I was going to watch Blue play it first and then take over. As I watched I realized how long it had been since he had played, and I was ending up telling him what to pick, what to do, and yelling at him to put points in his talent tree. I think at this point he realized what a fan I was and handed the controller over to me, the back seat driver so I could set everything up and play.

We had picked the Siren as I loved the running and SMGs of the original game, and I could not wait to see how the class played. Quickly I saw that the talents were completely different and I confirmed in the interview that everything on that end was changed. After placing many points in the special powers and the survival skills based on it as I did not know how well my partner would play, I ran off to kill stuff. We were faced with a crab like creature who had crystals protecting critical strike area’s on his legs. As we killed these and moved forward I learned that my partner had also not been at my level of play so the new special power of locking up an enemy in a distortion bubble came out working extremely well. I was able with the new power to either stun a target and take it down, or stun a target to fight later on.

The basic concepts from the game are still there so getting into the new one was really easy and seemed like an upgraded version of the first. I quickly marked quests on the map and kept moving forward hoping that I would make it to a boss battle. I succeeded in my rush and was rewarded with a 50-foot crab to kill while my partner was trying to figure out where he was. Okay, I must confess that I had played the original Borderlands recently, so I was accustomed to what I was going to face; and I did die once, but I was able to revive myself unlike my partner. I ended up killing the boss and getting some extra time to run around the level exploring before time was called and we ended the session.

The interview also revealed that many interesting additions to this game including a new damage type and an expansion to the artifact system that will make every class even more unique then before. I was also happy to hear that each class is good with all weapons instead of making someone focus on just shotguns or SMGs. Catch the rest of the audio interview to get the full effect, any way I am already planning on spending a lot of my already little free time playing this game. Gearbox has always been an amazing group of people. I would love to get my hands on Borderlands 2 when it comes out, and I will probably come back to do a full review of the time I did get to play.

The next stand that we went to was for Spec Ops: The Line. I took more of a back seat on this because I hogged the Borderlands 2 play, and I was quickly realizing that I was dehydrated from all the time running around. This was also a game that it seemed Duck was looking forward to as much as I was looking forward to Borderlands 2. I sat back and watched amazing visuals of a city taken over by a sandstorm and destroyed by conflict. I can tell you from watching the game that the artists should get a commendation for all their work setting a great tone for what looked like an interesting FPS. I watched combat happen over dunes, in planes, and through a skyscraper. This was all single player content that I was watching, but it easily made me interested in what happened and what type of world the character was located in. Duck currently has an article up on this so I will not take this game away from him, go take a look as he had the most hands on and interview setup.

Next up would be a game known as XCOM. If you have played it, you might love it or be completely frustrated with the original. This game started off its life with an amazingly hard difficulty and was a love it or hate it title. So what is this new game like then? Well if you loved cheap deaths then I am told you will be disappointed because this game is based on decision and not luck like the earlier games. It is a turn based strategy game where you control members of a squad, and set up their weapons and training. In fact you can build the base that your troops will live in after every mission.

XCOM has a nice little tactical setup where if you get a team member killed then he will not come back at the end of the mission. I love to see games that have consequences for messing up, as to many games now seem to hold a players hand. The way this game was designed is so you can build a custom squad that you will care about and be able to follow through all the missions. Since nobody wanted to answer questions about the multi-player I decided to ask if there was a random component to this game to extend multiple play through. It turns out that there are so many levels that were made; it should take you a very long time to start seeing repeats. This game sounds interesting; making many more comments on it would require a sit down play session that was not being offered at the time. All we can do for now is research and wait to see what is offered.

After the 2K Games lineup was done, we had some time before the Fire Fall interview and play through. We decided to walk around and see what we might have missed. We came across a nice little indie game known as Drunken Robot Pornography. In its current state it is a shooter about picking up power ups and defeating a boss for each month of the year. This game plays like a boss battle endurance match with a score system to see if you can top your friends at it. We were told that there is also a boss-building section to this game where you can make a custom boss for your friends to try and complete. I always try and support the indie companies because they inspire amazing new idea’s to the community, so go out and buy some indie games. You never know what you will find.

Ok, I have been harping on the Red 5 interview for Firefall, and the time has finally come. We had a special computer in a little hidden area in their booth. This was an interesting interview with Red 5’s James Macauley, because it was less of a play and ask questions session. We were able to do the interview while playing the game, so it was more of a walkthrough with questions while we played. So what is this game that I got to play and was making such a big deal about?

Well it is a 3rd/1st person shooter (you can decide what you like) with an RPG component. This is not a tacked-on part like most games, you get levels and stats along with a PVE aspect. This is really like if Borderlands were to be combined with Team Fortress. You can run around with friends gathering resources and building weapons and gear along with a fully built in team competitive mode for PVP. I would like to stress also that this is not an MMOFPS in the fact that you will not be spending hours getting to a max level in order to compete with people. I would say that it takes the approach that guild wars did, give people the option to decide what they want to do when they start.

So you get your normal TF2 base classes of dreadnaught, recon, medic, engineer, and soldier to choose from. Each one of these classes has its own play style and special powers, and you can change between the classes as you play so there is no need to create a new profile. I have not had a chance yet to try the PVP aspect, but in the PVE I have placed a tiny “Thumper” and I have defended it from waves of bug-like creatures. I am told that the starting town that you are in can be controlled by assaulting enemy force and a community event to retake the location will happen, so dynamic events around the world will be common place.

The map shows a grey area around the starting location that if you go outside your link to data (radar on map) will not work, and in future patches you will be able to build relays to stop this effect. From the little time I had to play this game I see lots of potential in it, and I look forward to playing more. (Take a listen to my walkthrough interview with Red 5 whenever you get the chance.) I plan on a LAN party for my favorite PAX games this weekend after I move to my new house, and Firefall will be the first game I will play when I get the chance.

It was time to head home and go back to my normal life, and as much as I did not want to I was more tired during this weekend then I have been after a long week of work. My PAX experience has renewed my love of games and the culture that follows them even more, and makes me want to put more effort into the development of my own personal project. I have many full reviews to make, and with a list of games still in beta it makes time short to write them. If you have not seen a game reviewed here that I have shown interest in, then it is because I am looking for the time to get the most out of the review.

I have many keys to games that I think deserve screenshots and a more in-depth look than I can give them in this journal. Expect many reviews to pop up in the near future (if work allows me time) about many of my PAX games that I have mentioned. I hope the developers will hang in there for a little longer as I sort my life out and try to make reviews at the same time. I still want to make a video review site in the very near future, so I will probably even double review many of the games I have played now. For those who have looked at these epic walls of text I hope they have added an understanding of the coming games and PAX in general. Now get out there and play some games!

2K Games Lays Down "The Line" At PAX East

The very first scene I bore witness to at the PAX East demo for Spec Ops: The Line had me hurdling in a helicopter through a ruined Dubai, as opposing forces were doing everything they could to shoot us down while we were returning fire. Its fast-paced moments had me gripping my controller ever-so tightly as my copter swerved around rotting towers, while my jaw dropped slightly as I lit up enemy copters and tore down crumbling buildings. Then came the kicker: the helicopters all got trapped in a sandstorm, ripping through everything until the screen turned black. I realized at that moment that Spec Ops: The Line was turning out to be a wartime game unlike anyone has ever seen.

Developed by Yager Development Spec Ops: The Line will have you control Captain Martin Walker through his journey to search for Delta Force founding member John Konrad in a very bleak Dubai. In it he and his two comrades will roam the desert, search through buildings, and persevere terrible storms in order to complete the mission. It also doesn’t help that there are some survivors that are looking to take you and your men down.

The environments you are can be quite handy when it comes to taking down multiple men. In one instance there were roughly four men pointing their guns at me as they stood below a bus filled with sand. By shooting out the windows of said bus the enemies were taken out by the desert grains in an instant. You can also signal your fellow soldiers to take out enemies at specific points, which is good when you are trying to deal with a sniper as other enemies are firing at the same time. Meleeing enemies and sneak attacks also come in handy when dealing with multiple targets in the same room.

With all the battles happening in the demo for Spec Ops: The Line, the one thing that stood out most for me was the camaraderie between Walker and his partners in war. Both the serious aspects and the humorous elements of what they would be talking about added a sort of realism that really hasn’t been seen in video games. It’s been done in such films as Three Kings and Full Metal Jacket, sure, but here it just seemed more natural and down-to-earth. In one instance you are laughing as Walker acts like a kid while sliding down a rope, but in the next moment you are doing everything you can to save you and your friends from dying in battle. It sort of adds on to the factual idea that in war, anything can happen unexpectedly.

So far the control scheme works wonders in Spec Ops: The Line, and could be considered as one of the most volatile in the third-person shooter genre. Switching weapons, giving your other soldiers commands, and hiding in safe areas as literally as simple as pushing a button. Aiming your grenades might take getting used to (as Blueonic found out the hard way), but all in all how you play it is pieced together wonderfully. The graphics look fantastic, and the attention to detail especially during the opening sequences will be sure to make EA Games and Activision jealous.

One other thing makes Spec Ops: The Line stand out from the Call of Duties and Battlefields of the gaming world: the main game focuses on Walker, and Walker alone. While other war-based shooters tend to jump around from soldier-to-soldier, here you will spend your entire time with Captain Walker, getting to know both the man and the soldier that defines him. While there will be some multiplayer thrown into the game for people to compete in, the story itself will be just a single-player experience, with no co-op whatsoever.

Spec Ops: The Line is due to be released on June 26 on Xbox 360, PS3, and PC. With what we’ve seen so far, it is looking like a safe bet that 2K Games and Yager Development have brought the Spec Ops series back into the forefront of realistic combat. After waiting two years to go hands-on with it, I can honestly say it was worth it. Here’s hoping the full experience will bring us one unique shooter in the long run.

Be sure to check out Blueonic’s interview with Spec Ops: The Line‘s lead writer Walt Williams and lead designer Cory Davis.

PAX East 2012 Special Podcast Report: "Spec Ops: The Line"

Blueonic sits down with the two minds that brought the visual and written aspects of 2K Games and Yager Development’s upcoming shooter Spec Ops: The Line.

Recorded at the 2K Games booth at PAX East Blueonic chats with The Line‘s Lead Writer Walt Williams and Lead Designer Cory Davis, who dive deep into why they chose Dubai as the setting for the latest Spec Ops game, and how they wanted it to stand out from the run-of-the-mill “popcorn-styled” war-based video games. Plus find out how players will see this game from a soldier’s eyes, and if some might react in an upset manner at some of the events that will happen in The Line.

It’s another PAX East 2012 Special Podcast Report: Spec Ops: The Line!

PAX East Hands On: SPEC OPS: The Line

20120407-175349.jpgThe last SPEC OPS title I touched was actually on my SEGA Dreamcast back in 2000, so when I first heard that 2K Games was working on a new entry to the franchise, I honestly didn’t pay much attention. Then I thought about how much I had been enjoying 3rd person shooters of late and decided to give this new outting, SPEC OPS: The Line a second look.

When I play a 3rd person shooter I look for 3 things: easy to use – but accurate – controls, characters with a little bit of depth to them, and an interesting plot-line. Ultimately, I want my play-through experience to be challenging, but not impossible. As long as these things are present, you will typically get my money and a smilie/happy NinJa. With these things in mind I sought out the 2K Games booth today to get hands on with SPEC OPS: The Line to determine whether or not this new addition to the old franchise would be worth it.

The Setup

In the game, you [the player] takes control of Captain Martin Walker who is voiced by one of my favorite voice actors, Nolan North. Sandstorms have all but destroyed the once vibrant and affluent city of Dubai, and Captain Walker accompanied by Delta Team Bravo (two NPC support characters) have been tasked with recovering Colonel John Konrad from a rescue OP that has somehow gone horribly wrong.

The Basics

If you’ve ever played a 3rd person shooter, you’ll feel very comfortable playing this game. Expect the standard fare when it comes to weapons and their use in the game. Like any strong 3rd person shooter there is a wide range of weapons you will encounter as you play through the game that will allow you to make mince meat of your enemies as you progress through the story. Players will be able to take advantage of “Squad Commands” that help you focus your support NPC’s attacks to a specific enemy targets of your choosing in real time, allowing you additional cover or time to flank an enemy for easier targeting. My demo was on an XBox 360 system, so the Squad Commands button was mapped to the right bumper. I am not sure if it was due soley to the button mapping or simple ease of use when it came to issuing “Squad Commands” but I found myself using Squad Commands far more often in this game than I directed my support team while playing Mass Effect 3.

The tried and true mechanics of 3rd person shooters are also present in The Line, so you will duck walk, run for cover, weapon swap, ammo hunt, grenade toss, and snipe your way through the game. What is different about this game is how much the environment the player works his way through will directly affect the player. The sandstorms I mentioned earlier are actually dynamically created as you play the game, and not only can, but will affect you. The game engine randomizes when and where sandstorms appear, or how devastating they’ll be to an area. These storms might open up a path for the player to traverse, or close off a path to the next area they must explore. Storms can even affect a players active firefight. While The Line is not the first game to use dynamic terrain mechanics in their game, use in this storyline adds an addition silent character to the story that makes it more interesting to me.

I’ve said it before that I’m not a 3rd person shooter junkie, but I’m starting to enjoy them more and more, and SPEC OPS: The Line is no different. Because of previous titles I’ve played, I jumped right in and was able to concentrate more on the story being told than trying to remember how to crouch or cover. I had 40 minutes to spend with the game today and I have to say, I’m glad I thought about giving it another look. SPEC OPS: The Line looks great, sounds good, and feels balanced.

The game releases in June and will be available on the PC, Xbox 360 and PS3

Panda Chats With Producer Matt Charles About Borderlands 2


…and she’s sad to report that she couldn’t get an exact figure on the % of wub wub

Day Two started on high note for me. I got 30 undisturbed minutes with the eagerly-anticipated sequel from Gearbox Software, Borderlands 2. We are returning to Pandora and playtime is over.

I stood dead center of the space while talking to producer, Matt Charles, who was just as excited as I was to talk about this game. Instantly, my first question was the one we all wanted to know: Was there really 96% more “wub wub”? Charles smiled at it, either because I wasn’t the first to ask this, or because I was the first to actually ask this. Sorry dubstep fans, at this time Gearbox could not actually gauge the amount of “wub wub” from Borderlands to the this upcoming title. “We didn’t have any dub step in the first game so it’s hard to give you the exact amount that is present here” Charles commented.

Secondly, I asked about the weapon upgrading system. The question centered around how Borderlands 2 was going to expand on the already existing weapons format. Matt was happy to talk about how weapon upgrades would be optimized through the skill trees of the characters. He did not speak about being able to upgrade a particular weapon through mods stations.

PC gamers have always had an advantage over the console gamers. They always find ways to mod EVERYTHING. Matt reassured me that Gearbox was aiming to make the experiences in Borderlands 2 as similar as possible cross platform.

There has always been a question lingering in the back of my mind. I am more than 96% certain Borderland fans have it too: Who are these people? Matt did elude to the expansion of our silent heroes, which I was relieved and anxious to hear about. “We are still using silent heroes in Borderlands 2, but you’ll be exposed to missions that will introduce their backstories. The question that I’ve personally played with will be brought to light in this sequel; not answered, just exposed.

When it came to my question about multiplayer outside of the cooperative campaign gameplay, Matt reinforced that Borderlands’ foundation was the cooperative campaign gameplay. “Don’t forget that you can traverse Pandora in single player.” Which to me sounded like he wanted to add “but why would you want to?” However, it doesn’t look like Gearbox is looking at competitive death match type multiplayer. There is a stronger presence of healthy competition in the game. Matt began to talk about enhancements to the trading element. “No more having to drop weapons on the ground.” He said. From the smile I got, I could tell he could see my ridiculously huge “YES” grin. Trading has been given a tint of trial and reward. Now players can attach a condition to the trade: dueling. Players might have to win a duel to claim that awesome new sniper rifle with + 25% poison damage.

Speaking of sniper rifles, I asked Matt about the element of stealth; mainly if we were going to get more instances that would require it. Nodding slightly, Matt spoke about the elusive new character: Zero. Zero is an assassin, and has an ability to send out a decoy that when used effectively could help bring about more instances of stealth, or time needed to pull out the big guns.
I then asked Matt if the lovable claptrap will play a bigger role in Borderlands 2, to which he answered, “Claptrap would say he does–yes.”

–I can ONLY imagine what that means!–

My last two questions for Matt were about something I talk about constantly:personal customization. First, I asked him: Are we were going to be able to further customize our characters? “We are working on some things yes.” He started, “but I can’t really go into what those things are right now.”

Nice and to the point Matt. We have something to look forward. So lets all sit still and wait.

At the very end of my time with Matt Charles, I asked, who– of the returning characters– got the most restructuring? “Well, Axton, is similar to Roland from the first game” Matt began, ” but Maya ,the Siren, has grown, even though she is a Siren, like Lilith from the previous game; her abilities are different. Instead of phase walking, she has the ability “phase lock” which allows her to enclose certain enemies in a force field type sphere. She is my favorite character.”

Well there you have it folks, this was my talk with the producer himself. It was an honor to get a chance to talk to him AND get some hands on. But if you want to know about my hands on you’ll have to wait for my next piece!

"Spec Ops: The Line" Trailer Is Gruesome, Sandy and Awesome

Spec Ops: The Line is about a squad of soldiers who investigate what has happened to their compatriots, who have gone rogue and are committing atrocities.

What;s unique about this game? Sand. The game is set in Dubai; there is a lot of sand. You can use sand to your advantage in accomplishing your mission, like, for example, burying dudes alive. Also, Nolan North!

Check it out!

Duke Nukem: Hail to the…WTF!

The Duke of the Nuke has returned with Duke Nukem Forever, tracking the good, the bad and the fugly with it. Were all those years of work worth the wait? Let’s break it down into the proper three categories.

THE GOOD:

Duke Nukem Forever was true to its word about being able to play as old-school Duke Nukem. They brought back some of the classic guns, such as the very sexy Colt 1911, freeze ray, pump-action shotgun with fore grip, the Ripper machine gun, rail gun, rocket launcher, shrink ray, Devastator and few other guns. The folks at Gearbox Software redesigned a lot of the characters and graphics, and while they could’ve been a tad better still managed to keep the spirit of the original game and taking heed of the current-gen appearances. They left off this game where Duke Nukem 3D ended, which makes me very happy because that was one thing they really could of messed up on. The strip club is awesome, but the only issue I see is you never get back into the strip club as (spoiler alert!) it’s a dreamscape sequence. The executions are pretty sick, where if you’re able to shoot up the aliens to the point where they drop down to their knees you can give them a big uppercut, curb stomp, or — if it’s a pig — you can basically tear his head off.

One of the best levels in the game is where you blow up the Hoover Dam. You travel through the landmark, taking on the monsters trying to shut off the power. You can’t shut it down, so you get some serious explosives and have the underwater mission begin. Once you get through the explosions it has a great part where you get tossed out the exhaust port of the Hoover Dam while you watch the whole thing explode.

THE BAD:

I can see now why a lot of people are upset about Duke Nukem Forever. I’m still pissed that it took as many years for them to go through this process to make the freaking game! Someone had told me that there was supposed to be 25 hours of gameplay, but that was a lie seeing that the load times are wicked long!!! Next to that you are only able to carry two guns in the whole game. Come on, it’s Duke Fucking Nukem! If he can bench press 600 pounds he can carry at least three guns. It’s a pain in the ass sometimes running around killing the main aliens, and once you’ve spent all your bullets laying to waste aliens, you got to rock fists with steroids to kill the aliens faster.

Some of the levels have messed up on me, in which I had to reload the last checkpoints where it seemed to take FOREVER! The crane level where you take on the giant Octa-King was a pain, as you had to do a massive amount of button-mashing on parts where you knock down the bosses, run up to them, press the button to hop on top of them, then finally button-mash what ever button is on the screen. If you do it wrong the big asshole alien gets back up and knocks you down, having to restart the whole process again.

The worst level in Duke Nukem Forever was probably the starting point, where you’re trying to get through the mansion after beating the mini-game in the start. When I had a friend over they got bored saying they want to kick ass and take names against the aliens. It seemed very dry considering how much time they had to make this game, and I think having the title switch hands back-and-forth between companies made the game what it is in some of its areas.

The online play is kind of spotty, as some of the people you end up playing with have crap for Internet connections. I ended up getting lucky with maybe a couple rounds of play, and then all of a sudden I got kicked off. It doesn’t have a setup so you can play with the same level of people if you suck, so prepare to get your ass whipped if you don’t know the levels or where the guns are. (I’m not saying I had a problem, as I kick ass and take names like always.) Then you have the set up where you battle online so you earn stuff for your place. That’s where the babes come in, along with all the nice stuff. (Not sure I can comment more on what happens because I haven’t gotten that far as of yet.)

THE FUGLY:

YOU’RE NOT ABLE TO SAVE THE BABES!!! Yes, you get to see the naked girls, but the issue is you can’t save them after seeing them caught by the pregnator aliens. To add insult to injury you have kill the babes before they explode with the aliens.

THE BALLS OF STEEL EDITION:

The Balls of Steel edition gives you two poker chips (meh), dice (good), and a small deck of cards, which is disappointing as there should’ve been naked ladies from the game, damn it! It also comes with a statue bust of Duke, which could’ve been a hell of lot bigger. The post cards are all right, as was the Duke Nukem sticker, though I wish it was a magnet. The cool parts of the package were the comic book and the 100-page hardcover book The History, Legacy & Legend: Duke Nukem Forever Art from the Vault.

RATING:

I waited on for Duke Nukem Forever to come out for a long time, from back when I started playing the 1996 Duke Nukem 3D game. I even got the special pack where I was able to play the original Duke Nukem games. It was awesome to see them play some of the old game footage in the extras you opened once you beat the game. One of the big issues I had was that it seemed that they showed the old E3 videos which had a lot of the gameplay from back when Duke Nukem Forever was in the early stages. They seemed to have taken out a lot of the video game that 3D Realms had originally thought of putting into the game.

As a whole Duke Nukem Forever is — at its best — an 8.0 out of 10. This game is not for everyone. If you’ve got a lot of time to kill, it’s going to take a lot of time to finish the game with how they designed it. For the most part it’s around 6 to 10 hours of gameplay, depending on how many times you mess up and have to wait on the load time. I suggest either playing a friend’s copy or rent the game before you buy it.

FINAL THOUGHTS:

I feel that they should’ve taken this version of Duke Nukem Forever and put it on the back burner. I know it would’ve been an even longer wait, but I feel what they should have done is instead of just dropping the original Duke Nukem 3D game for you to play on Xbox Live Arcade they should’ve actually refurbished that title (which then would’ve looked like this Duke Nukem Forever game). This would’ve helped them figure out what they were doing wrong, and then they could’ve made Duke Nukem Forever what it was suppose to be. I have been hearing constantly about mess-ups between loading screens, along with actual in-game issues where people get stuck and have to restart from the last checkpoint. I hope that Duke Nukem Forever is a learning experience for everyone at Gearbox Software, and that they come back with an even better Duke Nukem game after this.

Game: Duke Nukem Forever
System: Xbox 360, PS3, PC
Rating: 8.0 (out of 10)
Official Website