Hi all,
I'm the author of the contentious Duke Nukem Forever 2013 mod review. Normally I don't do this kind of thing, but as someone who sank many many hours into Duke3D and Doom back in the 1990s, I was concerned that some took me to be a clueless noob on the basis of the review.
As mentioned, I'm in contact with Terminx via email and do hope to put together a feature on eduke32 which should reference this community. I would like to say that I am in fact all about classic gaming - that's the main reason I'm responding here.
So I've written another version of that review, one that is able to assume an audience that likes playing Duke3D mods and knows what the hell the game even is - a luxury I didn't have within the pages of the magazine. Enjoy or destroy, as you will!
DECLARATION OF BIAS
Any reviewer who claims true objectivity is, well, not a very good reviewer. Reviews are opinion pieces filtered through a standard framework for assessing a game.
I was always a Doom guy (and more contemporaneously to Duke3D, Quake). I preferred Doom to Duke3D. However, as a reviewer I am mindful that Doom is not "objectively" a better game than Duke3D and I make certain to highlight the shortcomings of both in equal measure to their strengths.
Though I have never built a map in Duke3D, I did build extensively in Doom - first with the visplane limitations of the original release (frustrating!), and then later with Ultimate Doom and using new renderers such as zDoom. I have a basic grounding in the way binary space partitioning works, and with so-called 2.5D engines that use polygonal sectors as the basic building blocks of their virtual space.
I have never designed a map with room-over-room much less true-room-over-room functionality. I never used ACS in my Doom levels - they were pretty basic, core-gameplay in their design.
As a result, I may express some things incorrectly or in insufficiently specific terms. All I can do is beg your indulgence!
THE PREVIOUS PIECE
The review that appeared in the paper edition of PC PowerPlay was written for a general audience and as a reflection on the ultimate fate of DNF - a game we waited 15 years for (depending how you count it).
It contained a couple of errors. One was a reference to Human Head - the reference should have been to Gearbox. The other was describing a railing as "literally one dimensional" - I confess I didn't analyse the map geometry at that point so I'm not sure if the railing was just a texture on what I as a Doom guy would call a sidedef (in which case it would be literally two dimensional) or whether it was actually a very thin separate sector which was too easy to accidentally run over the top of... or to be honest if there was a railing there at all. Sometimes, specificity is sacrificed in the name of ironic humour.
PIRATING
Look, people pirate games. As a result, I make jokes about pirating games. Offensive to people who make games? Perhaps. But on the scale of offensive jokes, pretty mild, surely. I don't pirate games. But them I'm a game reviewer so I don't have to
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A REVIEW FOR DUKE3D FANS
Which brings me to an analysis of this mod for people who consider themselves at least more than passingly familiar with Duke3D and the mods available for it.
The problem with DNF as it was released in 2011 is that it represents, in some ways, a betrayal of the Duke Nukem community. Fans of the game who kept the IP alive in a real sense - ie by playing actual Duke Nukem games instead of just signing licensing agreements and spending millions on corporate lawyers - had come to expect, over a fantastical span of time, an FPS that would push the boundaries of world interactivity, scripting, map design, and more.
Instead they got a generic shooter with dick jokes. As an FPS, the real DNF wasn't terrible, and that's the problem. "Not terrible" is actually worse than terrible. A terrible game could be written off and excised, expunged from the collective consciousness. A not-terrible game just kind of hangs around there with epithets like "well... actually it wasn't that bad, there was this one bit that was okay and it sort of captured some of the spirit of..." No. This is Duke. Duke deserves something more. He deserves the game that the trailers, so many trailers, promised.
Duke Nukem Forever 2013 is part inside-joke, part wry smile and - don't try to deny it - part attempt to make a cardboard-cut-out caricature of an FPS with modern sensibilities inside the restrictions of a 2.5D engine. On the one hand, a mod is a mod - a not-for-profit-or-even-much-fame exercise in creativity. It is, to some extent, outside the scope of regular criticism.
On the other hand, this mod references DNF and boldly attempts to recreate scenes from a true 3D engine. So, apt metaphor: when you stick your head above the parapet, sometimes it gets shot off.
The question is whether Duke Nukem Forever 2013 is a good Duke3D mod. When you have such a vast array of free content to choose from, is an inside joke about a long-delayed sequel enough to justify the time we have to spend with it to see all the classic trailer scenes?
I'd argue that if presented as an unthemed mod - ie without reference to DNF - this mod would be slick, maybe even interesting, but hardly stellar.
The first thing that jarred for me was the placement of keycards. To be honest, in my time away from Duke3D and Doom, I had sort of forgotten the whole "you need the blue keycard" thing.
In my level designs, and in the designs from such people as - gasp - John Romero, the point of the keycards was to create "hub" areas and ensure the level was not a straight corridor run from point A to point B. I've played amazing maps where the positioning of keycards and coloured doors is hugely effective in obscuring the essential linearity of these games.
But in this mod, the keycards are so often placed really close to their respective doors. It's more like a quick double-back or brief detour - and that makes the locks seem pointless. It reminds me that modern FPS doesn't use coloured door locks, and at times it feels like the authors of DNF2013 are similarly rusty with their application.
Now let's talk about scale. Throughout the mod, with some exceptions, Duke felt to me about the size of a child. Sometimes a taller child, but mostly a child. In other words, the world felt too big. Especially in the casino "gaming pit"; running around on the Strip; and probably most of all in the cockpit of the fighter jet. There are also times when the world seems vastly empty - this most of all in the motorcycle sequence driving from the Strip to the highway checkpoints, along those long empty desert roads. So long. So empty. I would get off from time to time to hunt for secret goodies... but no. Just empty.
As for the sequences that pay tribute to that 2001 trailer, some of them work exceptionally well (the pig-breaking-down-the-door sequence, the bike jumping sequence) while others... not so much. The highway battle is conceptually great, but the loop on which the enemy trucks run is simply far too short and the trucks drive far too fast. It's frustrating, and even confusing since the trucks are identical... wait, didn't I shoot that guy already? Are they respawning? Oh, it's a different truck.
And the bit where the harrier jump-jet (or whatever it's supposed to be) spins out of control and "smashes" into the building is an awe-inspiring piece of ahead-of-its-time pyrotechnics in the 2001 trailer, but here a blocky cardboard-box version of the jet runs up against the building and... just stops. Maybe this is a joke, a pitch-perfect bit of irony, but if so, it was insufficiently telegraphed.
This is a pervading problem of tone actually - are we supposed to play the mod at face value, or are we supposed to go "haha, yeah, Build totally sucked at doing that bit, haha"? I'd suggest both... but not always at once.
However, the way this mod pushes you forward through a breakneck story with lots of changes of scenery, lots of set pieces and unique locations and things to do, and the way it uses "real world" locations (as opposed to Quake's essentially abstract geometry) is VERY good. Apart from the graphics - sorry Build - this feels like a modern FPS. Now, that's not necessarily 100% a good thing, there's not much sense of exploration. And linearity? Well, it's based on a trailer. And so you follow the trail...
One of the problems with doing something bold like DNF2013 is that people like me do take notice of it and analyse it far too closely. Criticisms of basic level design aside, this is a really smart idea executed beautifully. With a little tweaking, it could have been a mind-blowing expansion pack to Duke3D in, say, 1997 or 1998. That's intended as a compliment, by the way. Classic games are forgiven much, since they're classics, but this could have wowed audiences when Build was cutting-edge.
And though it appears the authors had this intention furthest from their mind, I do view the mod as a flippage-of-the-bird to the remains of the corporate fuck-fest that was what became of DNF. And even a raised finger to 3Drealms itself perhaps, which ruined the promise of what could have been the greatest unselfconscious FPS of all time by continually switching engines.
Because this mod says, maybe without even meaning to say it, that brilliant gameplay and fun level design isn't about the bells and whistles of a new engine. It's about pushing your existing engine to breaking point and beyond. 3Drealms should have stuck with Unreal, or Build3D, or whatever the hell it used to make that 2001 trailer. And released it in 1999. So Duke could party like it was, well... They should have let the two or three things that engine couldn't do for them go, and made a game like this mod.
Furious fun. A knowing wink. A celebration of the man we call Duke.