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11. Re: Ships Ahoy - Duke Nukem Forever Jun 14, 2011, 14:03 SectorEffector
 
Keith wrote on Jun 14, 2011, 13:34:
Been fun so far. Played about an hour last night. One-liners are pretty good; a little nostalgia goes a long way for me. Graphics are what you'd expect from a game that went through who knows how many houses, but still functional. The multiplayer is cool, especially when using jetpacks, remote detonators, etc., all the stuff that made the original Duke 3D great. I do agree the 2 weapon limit is BS. I want to carry a veritable arsenal. Rocket Launcher? check! Shotgun? Check! Mini-gun? Check! Explosives? Check! Perhaps that retarded idea can be patched out at some point. If you liked Duke 3D, I'd say you're going to like this.

I'd say you're incorrect sir.

Spent years post Duke3D on build engine.

Definitely not feeling the later half of the map design, let alone the "arenas" where you are locked in a room, have to kill re spawning enemies, then the door to leave flashes. I have no problem with the content, or the dialogue etc. It's purely gameplay just not being fun. The railgun is one of the cheesiest weapon designs I've ever seen. It's literally the design from the 1998 trailer of DNF on the quake engine ported over to Unreal, and then shooting a pig cop and seeing him disappear, with a bit of blood particles fading out quick just feels weak.

Factor in, if you can look at games for their mechanics, this is really,
Halo Forever: FPS De-evolved. (with some minor fun puzzles which pale compared to the gameplay's shortcomings. It even has Halo2 esque shitty pistol/weapon whipping animations.

Also, as my friend said who also loved Duke3D. "where is there no kick!?"

maybe it would've been better if gbox didn't mess with any mechanics. At least palpable to duke 3D fans seeking "fun". Which isn't a lot to ask. The Mechanics ruin this title.
 
Avatar 55456
 
https://vimeo.com/37281485 -- 2013 FX Reel
 
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