

The shrink ray and freeze ray are not quite as enjoyable as I remember, and when the best two weapons in the game are the shotgun and pistol, you know things are amiss. The actual shooting in DNF is fun for the most part, but the weapons seem to have lost their appeal over time.

The first and second acts of the game offer up diversity and uniqueness in their environments, while the third act falls flat forcing you through gray corridors and narrow hallways leading up to the final battle. Each level feels like an amusement park ride with wacky locales including Duke Burger, The Duke Cave and of course, the local strip club.
#DUKE NUKEM FOREVER REVIEWS SERIES#
No one ever accused the series of having thought-provoking narratives, and Forever does little to change that. Aliens return to steal the chicks, and that is when Duke springs to action. Duke is back after twelve years living the high life. Now we finally have a chance to play through one of the industry’s longest running game development cycles, and I will be honest, the game feels as old and inconsistent as you would expect it to.įrom start to finish, DNF is about one thing: kicking ass and chewing bubblegum. Saying the game went through development hell is an understatement passed between engines and ideas for over a decade before finally being picked up by Gearbox and 2K Games.
Without further ado, I begin something I didn’t think would happen in my lifetime I am about to review Duke Nukem Forever.įor anyone living under a rock for the past 14 years, DNF is an offensive first-person shooter follow-up to the classic Duke Nukem 3D released in 1997. It almost feels surreal that I am actually playing this game, again not because it is so good, but simply because no one actually believed it would ever be released. I have never seen so much press about a game, and to be fair, there has never been a game that has taken over a decade to finally see the light of day. I like to think of Duke Nukem Forever as the game that has single-handedly changed gaming forever, not necessarily in a good way, but in a way that has changed the way we work in this industry. Somehow still feels rushed after 12 years in development.
