Duke Nukem has finally returned from the graces of the mid-1990s timeline giving the overly caustic delayed development a final close and a newer product on gaming shelves today. Unfortunately, the long-awaited return of an icon has sadly faltered with no bounds to save it from the graces of over-hyped testosterone, one-line movie quote wonders, beautiful references to girls, and what Duke Nukem does best: decimating alien life forms. While Duke Nukem Forever provides a level of mediocre gameplay and semi-decent design in terms of the pacing between the shooting and the transitional sequences of the game itself, it all transforms to one of the biggest tragedy examples of a video game after a point in time due to the repetitive structure of the consequential differences between what truly makes an icon himself, and what makes a former-icon feel antediluvian in machismo and persona until his very death on the screen.
The gameplay journey starts off Duke Nukem Forever with a simple memoir: killing aliens that are threatening to invade. The only savior becomes a vulgar and yet charismatic character in Duke Nukem that will bring about the safety of the planet and the utter embarrassing destruction of the incoming threat. Duke Nukem Forever utilizes the level of thematic stance which is purely classical: a hero returns and has not felt the grasp of time. The shooting rail sequences provide a fair level of fun in terms of the various weapons that are to be used to kill aliens. With his fists and an entire arsenal of creative guns, Duke Nukem can destroy the threat with a variety of powers ranging from shrink rays to point blank shotgun action. There is a constant storyline humor to Duke Nukem which fans of the series since the MS-DOS days will appreciate, but there is also the lack of a true joining experience that makes for a fun display of a 90’s icon returning. The gameplay plays just as soon as the storyline starts, with no true exposition or development of someone who has been gone for over 12 years. The bosses themselves are fairly challenging, but there is a constant repetitive nature of taking them down: shooting directly at them with no real challenges. This sort of format is definitely more than disappointing for a title that has been in development since 1997 to 2008 with on/off repeated delays.
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