Friday, June 17, 2011

Virtual Dork-Duke Nukem Forever Review

Read this review on Neoseeker.

All you really need to know about Duke Nukem Forever can be found out during the brief introductory video that precedes the main menu the first time you pop the game into your console. A grainy video featuring the eponymous hero firing stiffly at franchise-staple pig aliens while a generic three-chord power metal song plays in the background invites players into the action. A tint of red bathes all objects on screen, signalling the gory death that will abound during the roughly sixteen hours of gameplay in the single-player campaign. At the end of the CGI sequence, Duke (voiced once again by Jon St. John) brazenly declares, "I'm back, baby!" Is that a good thing?

Not if you read several prominent gaming publications. DNF (as I will refer to the game from now on...those of you lucky enough to compete in a timed sport will understand the irony of the acronym which stands for "DID NOT FINISH" in the results) currently can lay claim to a paltry 50 score (out of 100) on Metacritic. Yesterday, 2K Games (the publisher of DNF) fired the PR firm in charge of handling publicity for the game after its President tweeted a warning to all gaming journalists mocking the title in the press. It's not hard to understand this reaction after playing DNF for five minutes or so. The game takes clear potshots at industry leaders (Halo, Call of Duty, even Mario gets called out at one point), inviting through its arrogance the wrath of gamers and other developers in response to the game's faults.

Of which, even as a huge Duke fan (I'll admit I hobnobbed with the super-geeks early Tuesday morning to pick up the game at midnight), I have to admit there are several. Originally, Duke Nukem games allowed for a high level of interactivity in the main world, either for comic or gameplay-specific effect. This feature finds its way into DNF, though in comparison to games like the recent Fallout titles which boast the ability to manipulate all objects in the game world through the first-person perspective, Duke's interactivity seems mild by comparison. Also, in the first few minutes of the single-player campaign (after a rather interesting and-to a certain extent-refreshing take on the tutorial mode present in most of today's shooters) and in the room of rewards present as a result of accomplishments in online play, the ability to interact the world causes framerate hiccups and stuttering.

Enemy intelligence is another sticking point. Foes will repeatedly rush you aggressively, but rarely work together as a team. Circle strafing can take out most enemies, just as it did back in Nukem 3D back in 1997. The most advanced tactic enemies will use to defeat you (outside of some of the inspired, old-school throwback boss battles that occur frequently to break up the action) is to toss some pipe bombs every now and then. Pacing throughout the game can be hit-or-miss. In addition to the aforementioned boss battles (which are difficult, but not impossible-the way shooter boss fights should be, rather than the scripted sequences seen in games of today if you ask this reviewer), there are turret sequences which are rather straightforward scattered throughout as well as some actually enjoyable platforming and physics puzzle sequences.

Many reviewers (including IGN) panned DNF for its decision to include driving, turret, and puzzle/platforming sequences in between the competent shooting mechanics present in the game. I, instead, found these additions to be rather entertaining and certainly enjoyable when used as transitions between fast-paced shooting. We're obviously not talking Half-Life 2 quality mind-benders, but Gearbox does make a point to both introduce interesting challenges within their game world that transcend simply pointing a shotgun or yanking the tusks off a pig-cop close up. During one inspired sequence late in the game, players are treated to a sequence that integrates a lift, a physics puzzle with barrels, and gunplay into five or so minutes of perhaps the most promising DNF gameplay. The physics system in DNF, however, can at times be wonky, and platforming can be frustrating with some unresponsive controls on occasion. Expect to fail and even die a few times making the correct jump.

Which leads to my biggest complaint with DNF. The loading times on the Xbox 360 are unacceptable even by N64-generation standards. I spent more time waiting for the game to reload after dying in a boss battle than I was actually fighting. I got in the habit of leaving a book open so I could at least feel like I was doing something productive with the time I had to wait for the game to catch back up with me. In these days of autosaving and massive game worlds that can be streamed instantaneously with only minimal loading times measurable in seconds, it is absolutely inexcusable that, after learning a strategy to defeat a boss in the first few seconds, I have the time to watch an episode of The Wire, heat up a ham sandwich, and map the human genome before I get back into the action.

This problem could have been alleviated entirely if DNF had simply employed a feature present in many games today of an interactive loading screen. The pinball, air hockey, and crude whack-a-mole (Alien Abortion!) games playable during a strip-club dream sequence in the middle of the narrative would have made nice loading screen distractions. As it stands, we have some stock music that repeats itself every five seconds (we're talking dream-haunting levels of redundancy), a concept art image of the level we are playing, and a few bone-headed text suggestions at the bottom of the screen (these things have to be ironic inclusions by the developers. "When getting shot at, try to avoid bullets" is a "pro tip" that appears frequently during loading screens. Can Gearbox come over to my house and mash up my solid food for me, too?).

This criticism brings up perhaps the central conflict present between the audience and DNF, and fuel for the review conflict that cost that PR firm a client. How do we judge DNF? As a game developed in 2011 with the current shooter audience in mind, or as an homage to a generation of gamers who have evolved themselves, but simply looking for a nostalgic good time? To answer this question, I found myself drawn back to my experience with the Wii version of Goldeneye released late last year. That game was essentially a retelling of a classic title with the trappings of modern shooters. The gameplay was competent, the multiplayer was just as much fun as gamers remembered, and it employed certain features that were sure to bring in a new and younger audience to a game that was a classic of a previous generation.

In many ways, I think DNF tried to do the same thing. There's a competent shooter here, with some fun gunplay (the shotgun, for lack of less punningly-excruciating terms, is a blast to fire at enemies) and the same attitude you remember from back in the day. I believe the reviewers at IGN, who suggested the game would only be funny to a 12 year old, missed the point. Duke Nukem will always be about going over-the-top. In the humor department, that means taking the macho, Hollywood action hero (who may be disappearing, except in revivals like "The Expendables" and therefore no longer as funny to a mainstream, youthful audience) and extending him to his chauvinistic and arrogant limit.

Duke is still Duke (even though some of his quotes will be repeated to the point of nausea by the time you complete the game) and the attitude of the series is still very evident. Several instances in the game let you know the developers are self-aware, and that we shouldn't be taking this too seriously. In a shooter genre where we're forced-with games like Bioshock and Modern Warfare 2-to make ethical choices based on what and whom we're shooting, it's nice to know that we can step into the shoes of a guy who simply wants you to know, "I'm from Las Vegas, and I say KILL 'EM ALL!" That Duke is back, and love him or hate him, DNF at the very least reminds us that such a hero can still exist. With more polish and a focus on its own identity and that of its audience, a sequel to this mediocre title could show us that subsistence in the modern world isn't all the Duke should be looking for.


COME GET SOME!

Verdict: 3.0/5 stars

No comments:

Post a Comment