Duke Nukem 3D Review
Got any gum?
Version tested: Xbox 360
Back in about 1988, a friend told me about a new horror film from New Zealand. The film was Bad Taste, Peter Jackson's outrageously over-the-top debut feature, and my friend excitedly told me that it was exactly the sort of horror movie you always wanted to make when you were fourteen. Likewise, if you asked a horny, gore-fixated teenage boy to describe his perfect game, he'd probably have described Duke Nukem 3D - a shooter as infamous for its splatter, strippers and quips as for its gameplay.
You play as Duke, star of a couple of early '90s 2D platform shooters on PC, now brought to swaggering 3D life. He's a parody of every movie tough guy ever; all sunglasses, tight vest and boorish machismo. Alien bastards have invaded LA, and are stealing all the babes. Duke sets off to kick their ass. There. That's your plot. Now get shooting.
For all its goofy excess, Duke Nukem 3D can actually lay claim to being one of the pioneers of the FPS genre. Bridging the static mazes of Doom and the more realistic environments of Half-Life, which followed two years later, it places you in a world of everyday locations where objects and appliances are surprisingly interactive. There's a pool table early in the game, and shooting the balls sends them ricocheting around in a reasonably good approximation of actual physics. Mirrors reflect what's in front of them, light switches actually work and even the toilets can be used to relieve yourself (topping up a small amount of health in the process).
Back in 1996, this seemed like an insanely detailed playground, and the game does a great job of showcasing its feature-rich world over the first few levels. Combat is fast, frequent and gory, while the arsenal of ten weapons covers all the expected bases and still finds room for such fun additions as the Shrink Ray, which reduces your foes to squashable size, and the Freeze Gun, which lets you shatter their icy carcasses with a well-placed kick.

Children, look away now! She's a dirty girl and she's about to reveal her mummy-pillows!
The game is also famous for containing more easter eggs than the Easter Bunny's spare room, with each level concealing dozens of nooks and crannies where items and throwaway gags await the adventurous gamer. Although the game suggests some tight time limits to try and beat in speed runs, the real fun comes from poking around and finding the weird little references, jokes and hideaways lurking off the beaten track. From nods to inspirational movies such as Die Hard, to the "doomed space marine" whose rotted carcass provides a sly jab at the competition, it's a game that is always a joy to explore.
Revisiting the game today, it's clear that the structure suffers from the traditions of its era. Back then, PC shooters followed the Doom model of releasing the first third of the game as a shareware demo, with the rest unlockable upon payment. Duke Nukem was no different, and the pitfalls of this front-loaded approach are apparent when the second episode slides back into the sort of generic space corridor shooter rut that the early stages so gleefully avoid. Thankfully things return to Earth for the finale, but even then, the game never quite recaptures the spirit and energy of its audacious opening. For this Live Arcade version we also get The Birth, an additional expansion pack episode subsequently added on for the "Atomic Edition" PC re-issue. All told, there are thirty nine levels here (six of which are secret) which is a staggering amount of content. It's understandable, then, if the inspiration gets spread a little thin at times.
Graphically, the game has aged fairly well. You can smooth out the pixels if you like playing through a smear of Vaseline, but apart from some disorientating quirks of perspective when you look up or down while moving, it still looks solid and free from any major visual snags. The sprites look odd, essentially 2D characters in a polygon world that rotate to face you at all times. The effect can be distracting, but for a game caught between the old and the new, evolving the genre as it went, some technical mismatching was unavoidable.
The good news is that it still plays as well as it did in 1996, with the deliberately puerile attitude and humour doing much to make up for any creaky moments. It's notable that of all the games that tried to copy Nukem's approach - games like Postal and Redneck Rampage - none were able to compete on gameplay. They all had to become more scatological to compensate. Levels often boast several paths to success, and the addition of a jetpack and scuba gear to your inventory frees you up to explore in ways that other shooters could never offer. Some levels fall into the old FPS trap of poor signposting, leaving you dashing around empty areas, looking for the door or button you've somehow missed along the way, but for the most part the level design is still worthy of praise for its ideas and execution.
New to this version is the option to respawn at any point in your game. Unlike Prince of Persia, or other time-rewinding games, this isn't an ability you can call upon at will. It only kicks in when you die, and the game suggests a restart point based on your performance. You can take control and drop back into the game at any moment from when you started, however, so if you feel you need more health and ammo to get past a troublesome section, you can head further back and play more carefully.
It sounds like a cop-out, and it's certainly true that progress now relies more heavily on perseverance than pure skill. It's also a necessary evil, because Duke Nukem 3D is often a horribly unfair game, with a sadistic habit of dropping enemies silently behind you, or triggering massive deadly explosions when you innocently stroll past a certain point. Trial and error is key to survival, so the rewind function ends up acting more like a surrogate quicksave than a built-in cheat system.

Somehow, shooting aliens in a toilet is still hilarious even after ten years...
There's also online play, which hasn't aged as well as the solo game. Dukematch is the multiplayer fragfest mode, supporting up to eight players, but I've been unable to find any matches that weren't reduced to the level of farce by lag and an archaic deathmatch system. Circle-strafing around flickering, disappearing sprites, shooting wildly in the hope of earning a kill, is just not much fun. The co-op mode fares slightly better, allowing eight players to rampage around the levels in story mode, against a constantly respawning army of enemies. It's not really a co-operative experience - the game doesn't have the strategic depth to justify such manoeuvres - so you really just rush about killing dozens of bad guys until someone reaches the end of the level. Fun, but not something worth returning to that often.
Duke Nukem 3D was one of my favourite games of the '90s, and it was with some trepidation that I returned to it in 2008. Thankfully, while some of its design decisions are more than a little frustrating, it remains a brilliantly entertaining first-person shooter and probably deserves more credit for helping to shape the genre than it has been given. It's a shame the online modes aren't more compelling, but having spent two blissfully nostalgic days battling through the single player campaign, I'm happy to consider it 800 Points well spent. Now just give us Duke Nukem Forever. Please...
8 / 10
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Comments (85) Latest comment 8 months ago
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One, is that there's a bizarre lighting effect going on with the graphics that appears as banding and I found it very, very distracting. I don't remember it in the PS and N64 versions. The big issue for me though is the truly weird perspective which distorts the buildings and floor if you look down or up. Again I don't recall this from the playing the earlier versions (is this how old 3D games really looked?) but I was actually starting to get motion sickness while playing the game, something that has never affected me before. Whether that's because of this odd perspective or the sheer speed I don't know. A shame really because I was having a lot of fun with the game up until that point - it's supremely designed... and funny - even if visually the game is a tad blocky (what's the point of the Smoothing option though if it doesn't actually smooth the textures a la N64? And why no widescreen option?).
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Darren: Everything you mention was in the original game.
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I still haven't recovered fully from the shock.
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Sometimes I wish MS would pull their finger out and realize there's more to Europe than the UK, Germany, France and Spain. Who knows, maybe next time they'll get it right...
EDIT: Darren, could it be that you haven't played the PC original and remember only the console versions?
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Is it any wonder the Xbox 360 isn't selling as well in the rest of Europe as it is in the UK if Microsoft have such a lazy attitude towards other European countries.
Tut!
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"Wahhh all these menus are in a language I don't speak wahh" MAN UP.
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Duke Nukem 3D was 1996, Half Life was 1998. Quake came out a few months after Duke Nukem.
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Oh wow, I didn't realize all that happened in such a short amount of time.
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I have the same problem (I live in South Africa but have a UK account because Live hasn't been officially launched here, even though the 360 has), as I understand it MS has instituted an IP-check to appease the German regulators who were concerned that you could download titles that weren't cleared for release in Germany just by creating a foreign account. So, for most 18-rated content on Live, it will check that your IP address corresponds to the region that your account is registered in, and if it doesn't, it blocks the download.
Don't know why there would be a problem with Buku Sudoku, though. Licensing issues, maybe.
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My main issue with the XBLA Port is that autoaim seems to be disabled (maybe I can enable it in the options but I haven't found that) so you have to aim up and down unlike in the original. This if course is much easier with the second stick but they really should have corrected the distorted perspective when you look up/down. This of course has also been a problem in the original but since it didn't rely that much on actually having to look up or down this wasn't much of a problem.
I also think a bit more work should have gone into the music. Duke Nukem has awesome music - why didn't they bother to play the original midi files on a decent synth? The quality of the music isn't what it should be, it simply doesn't do it justice.
Since I'm not that interested in playing this online I think I will skip it.
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[link url=http://www.escapistmagazine.com /videos/view/zero-punctuation/222-XBLA-Double-Bill
]http://ww w.escapistmagazine.com/videos/v...[/link]
@Darren
The bonkers perspective was always there. Its just a symptom of the "not actually 3D" 3D engine. Dark Forces had the same issue iirc. You will notice that nowhere in DN3D will you find one walkable floor above another one. This is because it doesn't map out the vertical plane in a proper 3D way, but instead extrudes the vertical information from a 2D map.
"Mirrors reflect what's in front of them"
Another weird facet of the DN3D engine is that mirrors don't actually reflect anything (insofar as mirrors in games every actually do). As I recall from my dabblings with the level editor back then, if you wanted to make a mirror you had to actually build a room behind the mirror, in which your reflection would run around. Odd, but true.
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Thanks! That's more or less what I've suspected regarding violent-type games, but in the case of a sudoku game it really gets silly...
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Anyway, I don't mind. It's still as good imo as it was back then. Started playing and before I realised it I was at the last level of episode 1 and several hours further.
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One year after quake they released quake 2, several months after that they released unreal 1. Progress back then was happening at lightning speed. Meanwhile, consoles where still in the graphical stoneage.
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You think that hitler was right?! 0_o
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Well, in the very first level there's a walkway towards the exit, that crosses over the rear entrance to the cinema. There are also several areas in that same level that feature holes blasted in the floor that can be jumped through.
However, if I remember right, it was all a clever trick using teleporting or something, rather than being true 3D. I think John Carmack has plenty to say about it, calling it a fudge or something
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Retro gaming FTL.
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Also the N64 version gave me motion sickness, the only game ever to do so....
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Greece Banned electronic games. Including PC games in 2002. Greek game ban This time it's not actually Microsofts fault because untill they actually repeal the law, its a legal minefield.
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Are you absolutely sure? The cinema in the first level has a projection room that's directly above the corridor that leads out of the cinema. There are also numerous moments where you can blow open manholes and drop down into sewer tunnels below, as well as levels where you can swim underneath objects and floors. It may just be an optical illusion, with the map not really using all three dimensions in virtual space, but it's a pretty clever trick if that's the case.
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"Oh wow, I didn't realize all that happened in such a short amount of time. "
Xerx3s
"One year after quake they released quake 2, several months after that they released unreal 1. Progress back then was happening at lightning speed. Meanwhile, consoles where still in the graphical stoneage."
Bollocks
the consoles were restricted by low Res TVs. The graphical affects were still good in the consoles early life considering a 3D card was not the norm on the PC. Come to think of it, Apples Amigas and Ataris had custom graphics chips 10 years before they were affordable on the PC.
At the time of the PS1 a Pentium 1 200mhz PC was over £1000 * without* 3D card. Most people I know played Doom and Duke with the inbuilt PC speaker at work FFS. The PC couldn't touch Ridge Racer and Tekken from 1994, not to mention the superior platformers on the PS1.
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You could use flattened sprites to make platforms if you set them to solid
(still has duke 3d level editing guide)
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It's clever how it's achieved (Doom was the same) in that you think you're above and it's all a complete 3d world. (We used a similar technique in Alien Breed 3D). Quake was fully 3d (as was Alien Breed 3D 2!).
The development of 3d FPS engines raced along after Doom/Duke... with Quake being the first truly 3d one I can recall (someone may like to correct me)
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See, that's even more impressive to me. Kind of like how I'll always be more impressed with the dinosaurs in the original King Kong than in the 2005 remake.
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/starts humming 'over the rainbow'
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In your face, Groucho.
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One year after quake they released quake 2, several months after that they released unreal 1. Progress back then was happening at lightning speed. Meanwhile, consoles where still in the graphical stoneage.
This is precisely why by 1997 I had no need for a Playstation. Got a 3DFX Voodoo 2 and some extra RAM, and had a wonderful time playing GTA multiplayer on the PC (The 3DFX version is fantastic - even on a P120).
The Playstation and Saturn were outdated graphically, by the time that Quake 2 came along. The Playstation version is horrendous! Duke 3D is pretty nice on the Saturn though, as Lobotomy Software knew how to get decent 3D from the console.
Grabbed a PS2 on impulse for GTA III in 2001. £220 with 2 games!
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Wow! I thought I was the only person on earth who remembered Magic Carpet. What a fantastic game. Way ahead of its time IMO.
I always thought it was amazing that PCs took such a hold in the consumer market. As noted above, even as VGA cards and Soundblasters finally trickled into the market - at considerable cost - they were years behind the technology curve of 16-bit Amiga and Atari products... and even the 8-bit Atari's and Apple's that preceded them! Very strange.
How long is the DN3D demo, anyway? It sounds like the best stuff is front-loaded, so I'll probably have a blast just playing the demo. Then again, the mention of scuba gear etc does bring back memories.
Wasn't there an expansion pack at one point? Duke Nukem in Washington DC IIRC? Is that bundled in, too?
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And it had that cool radio-controlled car sequence that got ripped off by a Star Wars game a few years later. Props for that.
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Proves nothing except that you bought yours a week later than Pulsar. Welcome to the world of PC hardware longevity.
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Mr Brown! I can't believe that you are here! For years now I have had the cheat code 'beware aliens spadge has dropped one' rolling around in my head.
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Been playing thru it (on my original copy of duke).. it's ace.. level design is BRILLIANT!! Modern shooters could learn a LOT from this game..
But instead end up being boringly static
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Would love to try this again but seeing as MS has not yet launched Live here yet (Czech Republic), I am forced to use a UK Live account which you would think would work.
But it seems they are IP filtering downloads of some of the BBFC rated games, at least this, Doom and the Dead Rising demo. I can grudgingly understand why they block the Video Marketplace downloads, but Doom and Duke Nukem?
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It was a question of... tolerating Windows 95 / 98 falling over.
...or p*ssing around with autoexec.bat and config.sys.
I made a fantastic little gaming rig between '97 & Windows XP.
I did some fantastic experimenting with MP3 and MPEG video at the time too. By '99 I pretty much had my own PVR with VCD recording... that ran in Win98 and fell over.
A lot.
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@darc
Wasn't there an expansion pack at one point? Duke Nukem in Washington DC IIRC? Is that bundled in, too?
There were quite a few of those expansion packs - a Caribbean one and a Winter one too. I don't think they were made by the original developers though so aren't included.
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One of my better 360 arcade purchases.
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At the time of the PS1 a Pentium 1 200mhz PC was over £1000 * without* 3D card. Most people I know played Doom and Duke with the inbuilt PC speaker at work FFS. The PC couldn't touch Ridge Racer and Tekken from 1994, not to mention the superior platformers on the PS1.
C'mon. Im not going to argue costs, you have a fair point there. But sound cards in PC's were standard long before Doom and especially Duke 3d came along. Maybe some numpty at your work didn't have one but a £1000 P200 PC most certainly came with a Sound Blaster Pro or something like that.
As for games that couldn't touch Ridge Racer check out Fatal Racing and Screamer. They may not have been quite as good, but were pretty decent and fun arcade racers. There has never been a big market for beat em ups on the PC, so again that's a fair point.
The PC has and always will be one step ahead of consoles. This was especially true during the 90's. Sure the difference was hardware capabilities but it doesn't change the facts.
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Hmm, dunno, in graphical terms, certainly, but in gameplay terms it's less one sided. It's easy to cite the usual conveyor belt of racing games and shooters on consoles, but actual innovation is equally scarce on PC's imo. In both cases you have to sift the good stuff from the epic amount of generic shite.
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Thank you for that, I now have the intro music for Project X runnig through my head...
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"Your face, your ass whats the difference!"
"Let god sort em out!" (and you would fire your shotgun)
Loved this game played it all the way through on the PC.
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You might not but I am as it's the same bull we still hear today.
You could have a good 200mhz mmx pentium 1 WITH a video and sound card for as little as 800 guilders (about 400 euros if you don't include inflation). Did some digging a while back and I owned an IBM Aptiva in 96 (most likely bought it early 96 late 95) that cost me 799 guilders (i'd guess it at 300 quid back then). It had a a P1 166 mhz MMX, an ATI rage, svga screen (resolutions consoles couldn't even dream of) and a very good sound system. It played just about every game I could throw at it with great ease (quake, that awesome alien shooter, unreal, etc.).
So there you have it. Not only a better value for money deal (did you get a telly with the ps1?) but it also had a better games lineup and had visuals that console gamers didn't see until 1999/2000.
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I'm having a blast playing this and just about every addon made for it on my xbox with the updated graphics patches. No need to get the xbla version
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