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Duke Nukem Forever DLC This Fall

The Gearbox Software Forums announce plans to release an Icons Parody Pack for Duke Nukem Forever this fall, offering four new multiplayer maps (each with a new weapon) and three new multiplayer modes to Gearbox's first-person shooter sequel. This will be released for all platforms, and word is it will be free for First Access Club members who registered their membership before the game launched in their territory. The announcement also has word on a play session on the DLC at 2K's headquarters in Novato, California next week, and details on how to get invited are on the 2K Games Blog. As the name of the new DLC implies, it offers parodies of some other games. Here's word on the new game modes: "Three All-New Modes – Freeze Tag provides some of the most fun team gameplay in Duke Nukem Forever. Players cooperate to freeze and shatter their opponents in succession for huge point streaks and combos. See who can hold on to the babe the longest in Hot Potato and play free-for-all Duke style in Hail to the King." And here's an outline of the new maps:

  • Call of Duke – Duke engages in modern combat in a war-torn city. Foes don’t stand a chance against the Duke when he spams the map with the N00b T00b.
  • Sandbox – Players take the role of mini-Duke in a giant sandbox with two bases at either end made out of children’s toys. This map features Sticky Bombs.
  • Inferno – Time machine engage! Duke does combat in a hellish landscape of lava and teleporters. Who turned on the 16-bit graphics, and more importantly, where did this DFG come from?
  • 2Forts1Bridge – Hats? Duke doesn’t need no stinking hats. Give him a minigun and he’ll beat off all comers.

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30. Re: Duke Nukem Forever DLC This Fall Jul 27, 2011, 12:15 Jerykk
 
People love puzzles, vehicles sequences and interactivity but that doesn't mean DNF did them very well.

That's a broad generalization. If Activision put lots of platforming, puzzles and lengthy vehicle segments into CoD 2011, do you think they'd be well-received, even if they were well-implemented? I doubt it. Shooters have become far more focused on shooting over the past decade because puzzles, platforming and lengthy vehicle segments do not appeal to everyone. Just look at the Tomb Raider games. The last few games have had some great puzzle and platforming action, yet most gamers still talk crap about the series because the combat is weak. Conversely, they praise the Uncharted games which have a significantly greater focus on shooting but far weaker platforming and puzzle elements.

Shooters appeal to the lowest common denominator (you don't sell 20 million units otherwise) and the lowest common denominator typically just wants to shoot stuff. The lack of shooting in many parts of DNF is the most consistently criticized element of DNF.

People criticized the inclusion of those elements into the game because it was a Duke Nukem game. No one was saying those elements are universally bad (as in, they worked fine in HL2), they just didn't belong here.

Exactly. Like I said, the simple inclusion of these elements drew criticism, not their quality. I guess people were expecting a remake of Duke 3D but if that had actually happened, they'd inevitably complain about the keycard-directed gameplay and lack of setpieces. The problem with having a 10+ year dev cycle is that people form specific ideas of what the end product will be. If their vision is not met, they aren't happy.

I don't have a problem with people criticizing DNF, as long as they do it based solely on the quality of the game and not on preconceived notions of what gameplay mechanics should or shouldn't have been included. Arguing that DNF shouldn't have a lengthy intro sequence, platforming, puzzling or vehicle segments is like arguing that Duke 3D should have been a 2D platformer like the first two games.

This comment was edited on Jul 27, 2011, 12:25.
 
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