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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22.
 
Re: Duke Nukem Forever DLC This Fall
Jul 27, 2011, 05:19
22.
Re: Duke Nukem Forever DLC This Fall Jul 27, 2011, 05:19
Jul 27, 2011, 05:19
 
Nobody ever said that DNF was equal to HL2. What I said is that they share a lot of similar design choices. Namely, the lengthy intro sequence, the puzzle and platforming segments and the lengthy vehicle segments. Many of the people who criticized DNF did so because these elements existed, not because they were poorly done. These same people praised HL2 as one of the best games ever made.

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.

In Duke Nukem, you shouldn't have to have a long, lengthy intro, because you play the game to jump right into the action. That's the style of DN3D, and should have been the style of DNF. Having a lengthy intro to HL2 worked (and worked in HL as well) because they aren't instant action games, they are slow build-up games. The same disconnect is true for platforming, and to a lesser degree, vehicles.

Just because something worked in HL2 doesn't mean its inclusion in another game is going to work, unless the style of the game is also similar to HL2. And despite them both being FPS, the styles of the two games are nothing alike.
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