


Women are bimbos, men want to be Duke, and kids want to be him even more.įrom this point, the game plays out as a continuous narrative, like Half-Life 2 or Dead Space 2. Make no mistake, Duke Nukem Forever has the sexual politics of a '60s advertising executive. The camera pulls back through the fourth wall to reveal "the real" Duke as the player of this video game version of himself, with a pair of twins orally pleasuring him as he plays. I picked up playing DNF where we previously left off, with Duke kicking the eye of a giant Cycloid for a field goal. I'd say it could even be a sort of bonding experience if you've got your own teens now, but then they probably hate your guts, and even if they don't, it would be excruciatingly embarrassing to play DNF with them. If you came of age with Duke Nukem 3D, then you're probably going to have to suspend some years of maturation to enjoy DNF. Somehow DNF still comes out an authentic followup, exuding the blatant - and, by some accounts, even delightful - immaturity of its predecessor. The end result of DNF may be tasty, but it's visibly crowd-sourced by several eras of game design. That's DNF, like a game of telephone, or a (really slow) relay race, or a dish prepared by a line of chefs, each adding an ingredient to the recipe along the way.
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Gearbox CEO Randy Pitchford told me that finishing Forever is about completing the vision of the original design.ĭNF is sort of like the movie A.I., where Steven Spielberg picked up an unfinished Stanley Kubrick project, and in the end you couldn't really tell where one's vision began and other's ended. After playing through the first couple hours of DNF, it's clear to me that this is a project ripped out of time an amalgam of ideas that's difficult to separate into the new and the old. Duke Nukem Forever carries fourteen years of baggage, packed with a gameplay ethos from a bygone era - so very, very gone by.
