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| [Jun 03, 2011, 11:07 am ET] - Share - Viewing Comments |
Several readers who are members of the "first access club" have let us know that the demo for Duke Nukem Forever is now available on Steam for those who have preordered Gearbox's first-person shooter sequel or who own the Borderlands Game of the Year Edition. Apparently the Xbox LIVE version of the demo is also now available.
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Re: Duke Nukem Forever Demo |
Jun 3, 2011, 18:51 |
Ray Marden |
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It is nice to finally be playing this, but I still question some over the overall decisions.
Upfront, the graphics are tad outdated, but that is expected. Old or new, though, I do not get the obsession with making games look ugly. I do not want motion blur. I do not want film grain. I do not want everything outside of my immediate focus to be covered in vaseline. And when I do want to turn off this crap, I want to be able to individually select it, not lose every graphical enhancement.
Playing the demo, two thoughts spring up - one, they need to work a bit on the options/control/feel and, two, a lot depends how how much the final game opens up.
For the former, it is all the little things - it does not properly support 1920x1200, I want to tweak the FoV, Duke walks a little slow, running is overly exaggerated and has a split second delay, I do not like how the mouse input is handled, the scripting is a bit wooden, the animation feels a little stiff, weapons feel a bit weak, you're confined to only two primary weapons, the contextual use command is a little flakey, Daikatana taught us long ago that shooting small toads suck, I wish the kick feature was there for opening crates, etc.
For the latter, I am coming into this game looking for the fun and over the top aspects. From the demo's perspective, at what point was I really free to run around everywhere, explore for secrets, and create havoc? These were relatively linear, confined sequences. Looking back to just the first level of the prior game, I was using a jetpack, finding secrets, looking for cracks in the walls, playing in the arcade, screwing with the projector, going through an air duct, finding a secret via the cash register, etc.
I am mildly intrigued and need to play it again, but it really depends on what the final game is. If this style of gameplay - confined, linear areas with few special areas - is what the game is about, I would argue both developers failed at making a Duke Nukem game. So long as there are more unique or just improbable situations - the alien is in the building; go kick its ass! - in the final game, it has the chance to be fun. Even then, though, they really need to tweak some things to bring back the sense of speed and power. I must be naive, but I see the possibility. I just don't think they did it. Betting the driving segments will be the weakest portions of the game, Ray
This comment was edited on Jun 4, 2011, 07:40. |
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