Does anyone like duke nukem forever




















You see, the women in the alien craft are being forcibly impregnated by the aliens, and during your journey, you hear a mixture of screams and sexual noises. After I accidentally blew up a few of these female victims in a firefight, Duke made a joke about abortion. This is what passes for humor in the game. It's not racy, it's not funny, and it makes you feel dirty. Every time I put the controller down, I felt the need to rub my hands on my jeans as if the game were making me physically dirty.

It's like watching your uncle tell racist jokes at Thanksgiving and praying someone has the guts to tell him to cut it out, but this time it's interactive—and you're the uncle.

We took their concept, their design, and their ideas, and we finished them. We polished them and executed on them. I still remember the moment when Gibson told me that he didn't like the term "toilet humor"; he referred to the jokes in Duke Nukem as "base humor.

Gearbox had an impossible job, and Gearbox CEO Randy Pitchford may have been blinded by his love for the character and the classic game. His adoration of Duke has been plain, as has the team's devotion to the original vision for the game, even though the game features ideas and mechanics that feel a decade out of date. As for the levels, remember when you could walk around in Duke Nukem 3D , exploring the environments, finding items, and locating the path needed to get ahead?

That's over and done with. Duke Nukem Forever is one long corridor. You shoot your way through it, then there's a joke about a penis, then you shoot through another corridor—and then maybe you backtrack! With no exploration, no sense of joy at discovering something, there's no real way to forge your own path in the game. It's all point A to point B. The joke in the image below may have been about Doom and shooters in , but it still fits when talking about Duke Nukem Forever.

It's also not fun to die, only to be faced with a too-long loading time to get back into the action. In fact, the loading times in general are horrendous.

When you miss a save point, have to wait a minute or so, then have to play through the same un-fun firefight Sorry shock humor is funny. Just because something pushes you to far doesn't mean it pushes everyone to far. Not rape, murder, religion or politics. Nothing should ever be off limits. If we sacrifice freedom we sacrafice life.

The very fact that this offends you is more truth that it should be defended. Because you want it silenced. Well freedom means free. Regardless of how much something offends you, we can say and do what we want. Because your feelings don't matter. I don't support rape and this joke goes a little to far even for me.

But I beleive in freedom. So nothing ever should be off limits. Okay, so maybe you don't agree that how a person feels about Duke Nukem Forever is a good barometer of that same person's attitude toward the idea of "freedom. Of all of the sentiments I stumbled across in the still-expanding thread, the words of a reader going by Nivenus —in which they likened a fanboy to a person defending the honor of a family member—were the most insightful.

A fine analogy might be between a family member and a friendly acquaintance. You enjoy the company of the latter, but you've got nothing invested there and you're far more willing to stand up for and defend the former than you are the latter.

The difference between a good game and a great game is that a great game is enjoyable by fans and non-fans alike. The mistake you're making is assuming that anyone who isn't a fan is an anti-fan, someone who dislikes the game off the bat. But that's not true. There's a middle ground and it's the middle ground that great art wins over. Fans of Duke Nukem Forever may not be arguing that the title constitutes high art—but that isn't stopping them from enjoying it.

This game need[s] to be reviewed not against 90's standards, but [as] a standalone product [come back] from the 90's to complete the circle that now is closed. I understand the defense being made, at least in theory, but was Aliens vs. Predator criticized because it was "too atypical" or because it wasn't a great execution of its own idea? I never played the game or really followed the reviews, so I don't know if it was any good or not. Ultimately, though, I don't think a lack of originality necessarily means a game won't be fun to play, nor do I think that originality in itself makes for a good game.

It's "nice" when it comes, but ultimately I think execution is what matters. The A. And it won't be the last time you replay a level twice. On the plus side, I thought the driving bit was actually fun.

At the same time, it's also nice to know that there's still a corner in the FPS world where you can take control as opposed to bolting you into a chair and told to shoot stuff. There are still rail sequences, but you'll often be at the steering wheel whenever Duke needs to jump into a vehicle to race across the desert or ramp across canyon-sized gaps.

Fun, especially when you can run over a few bad guys along the way to grab another can of gas. And DNF stretches its creativity into fun directions with levels such as a fast food kitchen where I ran around as a shrunken Duke while avoiding death-by-fryer.

Pray you don't have the wrong weapon there like I did. Multiplayer, visually, looks a bit worse than the single-player but it does the job across its ten maps and four gametypes with a bare-bones, blast 'em away experience as long as you can put up with the sporadic lag.

Even more impressive is that DNF actually has — hold your breath — a game browser! That's right, an actual window that shows you what games are out here and how many people are in any of them.

I almost passed out on seeing that. But at least you can still make out Duke's mug on the labels. Matches are arranged around 8 players and there are only four modes to play with — Capture the Babe CTF with a 'babe' , Deathmatch, Team Deathmatch 4 vs. The action is fast, quick, and dirty with whoever has the most explosive weapons usually the winner.

It's about as basic as you can make it. Even with its experience point ranking, unlockable clothing mods for tailoring your online look, rewards for your own DNF-sized penthouse, and the competition to rip ideas from, this is all that there is to expect from the mode that made Duke Nukem 3D's multiplayer so popular years ago.

What is here is a disappointment given what other games have already done better, especially considering that Duke 3D even had co-op. After finishing the campaign at eight or so hours, watching as Duke hints at a sequel, and getting blasted by lag and exploding pipe bombs online, I didn't hate the game nor was it the worst thing I've ever played by far. It wasn't the greatest thing I've ever played, either, and I remember the original and the mods for it on the PC.

As fond as those memories were and as important as Duke 3D is, DNF's rebellious presence sticks out like a neon faced bar that someone had stuck on a corner in between the Bellagio and Caesar's. It's a place that beckons everyone to visit, but when they get there, discover that the bar has only one kind of beer and that the only thing available to gamble on is a slot machine from when Sinatra was still around. And even though the food doesn't taste all that great, it comes with a free glass of water.

But hate it? Actual, seething dislike? There are a few games out there that deserve to be dipped in a cauldron of scorn, but DNF isn't one of those even with its faults. At least DNF tries to mix things up with a few new experiences. Many of the lessons that Duke 3D had brought to the table in the late nineties were taken in by everyone else since its release and improved upon, game by game, not only in the FPS world but in many other titles outside of the genre that dared to step away from the curb in pushing the envelope and irritating lawyers and politicians alike.

Repeating what has already been said everywhere else, it might have stood out years earlier when there wasn't so much else to pick from as there is today from Saint's Row to Modern Warfare. The world had changed. Everyone outside of the film wondered just how relevant Britain's fictional superspy would be. But Bond did change, especially after Daniel Craig took over in the Casino Royale reboot as a savvy, gadgets-lite parkour pugilist ready to save the world all over again from a secret cadre of smartly dressed and well entrenched villainy.

People still knew who he was even if the face was different, but his style and character had managed to slip into a different mold for modern audiences to acquiant themselves with him all over again.



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