"If I'd thought of that, that guy might still have his arm, and at least one of his balls!" The newest trick the basic pig enemy has learned is to launch himself toward you using muscular hind legs, so that he crashes wavelike against your fumbling macho hands with the geometric precision and violence of the Fiend from Quake 1. You never feel as close to 2011 as you do to 1997, and despite the ageing technology the frame-rate of the Xbox 360 version I'm getting to spend 90 minutes playing is inconsistent.ĭuke's sense of humour remains just as unreconstructed as the visuals are of their time, complete with cultural references that the kids of today won't understand ("I'm from Las Vegas and I say kill 'em all!" Five points if you correctly identified Starship Troopers), while his menagerie of alien opponents do things that the rest of the FPS genre gave up on years ago.Īssault troopers hover through the air, dodging left and right or teleporting across the screen with frustrating unpredictability. The developers have slapped some lipstick on the odd pig but the occasional modern graphical effect - like depth-of-field as you change your focus between an armoured snout in the foreground and an assault trooper further away - jars with lighting arrangements, boxy geometry, angular character models and textural detail that often lacks the definition and subtlety we came to expect after Half-Life 2 in 2004. The fact the game is going to see the light of day at all is a testament to the wills of the nine 3D Realms staff who kept working on it in secret after their employer's demise, and to the artistic sympathy of Randy Pitchford, president of Gearbox Software and one of the industry's great showmen.īut the craziest thing about Duke Nukem Forever's "development hell", as Pitchford refers to it, is that the game's age has become its unique selling point.Īnd make no mistake, this is a 13-year-old game. We all know that Duke Nukem Forever has been in been in development for 13 years.
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