Saturday, 19 May 2018
A Call of Duty Retrospective
So with the releases of Call of Duty WWII and now the announcement of Black Ops 4, I have reached the sad conclusion that I will not be buying either of these games, after getting each annual Call of Duty game for about 5-6 years now. And to properly explain why I have decided to not get them, I think it's time I gave a proper retrospective look on my relationship with the Call of Duty franchise. It will be less of a review of these games and more just a look back at the franchise and the memories I have with it. Those of you who hasn't should probably check out my reviews of the older games on this blog to get some perspective but here we go.
For about 5-6 years now I've been borderline obsessed with Call of Duty. It's been not only my go-to multiplayer game but also surprisingly games that I would buy for the single player campaigns. And while my interest in the zombie modes have never been that great I have dabbled into them too.
My first experience with Call of Duty was buying Modern Warfare 3 in 2011. I had recently built a new gaming PC so in many ways 2011 was the first year that I really got into current gen gaming as my previous rig up until that point just couldn't handle modern games beyond Half-Life 2 (which I had to run at 640x480). The jump in resolution, quality and so forth was extreme for me and it really felt like I was jumping a generation ahead. This PC that I built, which is the same PC I'm using today and will soon retire from gaming as I am planning on building yet another PC, was built to last at least 5 years into the future so in a way, this PC has been the PC I've enjoyed the entire Call of Duty series on.
I had never really been into Call of Duty as my interest in WW2 shooters and generally more realistic shooters was never that great. While others were playing multiplayer games like Counter Strike and Call of Duty I was kind of on the sideline of it all as I was never really that into multiplayer as most of the places I lived at never had stable internet or I was not allowed to use it for multiplayer gaming. So MW3 was really my first venture into online multiplayer. And most shooters I had played up until that point were mostly sci-fi shooters like Quake 4, Doom 3 and Half-Life 2, shooters that I played more for the single player campaigns than anything else. At heart I remain a single player gamer but this all changed with MW3.
Aside from the campaign, which I really loved, I found myself addicted to the multiplayer part of the game. Around this time my boyfriend had also gotten Steam so he could chat with me online and one of the first memories I have of chatting with my boyfriend on Steam was doing so while playing Modern Warfare 3. This game got a lot of bad criticism from gamers who had been long time fans of the series, especially seeing it as a clone of MW2 and I think this was just the point where the series was being criticized for essentially releasing the same game over and over. Ironically this was the point I got into the series so my perspective was entirely different from most fans of the series. I had never played the first 3 games, nor had I played much of MW1 and MW2 and thus I didn't have the same bias and I really enjoyed MW3 for what it was. It was and still is a rock solid shooter and I felt really enamored by the slightly futuristic tech in the game. Of course being a sci-fi geek I was over the moon when Black Ops 2 was unveiled in 2012.
Black Ops 2 was the point where my love for the series grew bigger than before. I was actually really craving a Call of Duty that was more futuristic so when Black Ops 2 came it felt like a game more tailored to my taste. It also had actual colour as opposed to the drab grey and brown tones of Modern Warfare 3. And the multiplayer was probably one of the best in the series, introducing the new point build system which introduced even more flexibility in class creation. What had really drawn me into the multiplayer was the custom classes and the freedom that came with that. MW3 and BO2 were really made to suit YOUR playstyle and whether you wanted to play defensively, offensively or any other combination, chances were high that as you leveled up and got more gear you could really find a combination that worked really well for you. I absolutely adored this and playing around with different builds became one of my favourite things to do in these games.
Then Call of Duty Ghosts came and while I was a bit disappointed it didn't entirely continue in the futuristic direction Black Ops 2 had taken it was still an amazing experience. It brought a really engaging single player campaign and mixed it with the first time you could actually play as female soldiers. Once again it felt like the developers had read my mind and knew what I wanted from the series. While it wasn't perfect and I had some issues with it, Ghosts was still a great experience but then they revealed Advanced Warfare.
It was 2014. I had just moved down to a new city and moved into a new apartment. I wasn't in a particurarily good place mentally, struggling with a lot of anxiety and it didn't help I was starving myself to lose weight. But it didn't really matter cause when Advanced Warfare came out I was beyond excited. It had jump jets, lasers, a futuristic setting, everything was made for exactly what I loved to see. Innovation, and most of all, just sheer fun! Advanced Warfare remains my favourite CoD to date as I had immense fun with it, so it's a bit sad that nobody really plays it anymore and it received very lackluster reception from a lot of people. I didn't care, I enjoyed every second of it and I once again felt that same excitement I had when playing Modern Warfare 3 for the first time. It felt new, refreshing and unlike anything that was on the market with the possible exception of Titanfall. And I loved Titanfall so seeing the Call of Duty series take some notes from it was not bad in my book. It still felt like Call of Duty to me and even better than the older games. There was no way I could go back to playing Black Ops 2 or Ghosts at this point. This game blew everything out of the water. And the campaign had a ton of really great moments and setpieces, with everything from sneaking into places to mountain climbing and even piloting a jet. It felt just like a CoD campaign should, like an interactive high budget action movie and with the new amazing technology behind the game providing life-like facial capture and motion, it was even more into that area than ever before.
2015 rolled around and Black Ops 3 came. While not impressing me as much as Advanced Warfare, it was still immensely fun playing the campaign co-op with friends, and the multiplayer is still something I enjoy today as the game still has a healthy amount of people playing it and it's really fun to pick up once in a while especially seeing as the game continues being supported by Activision with new modes like the newly introduced Prop Hunt mode being added 3 years after the game's release. It once again continued the futuristic direction of the series, which while a lot of people disliked, I was all for and it felt just slightly different from Advanced Warfare in some ways so I still loved it enough on its own. And apparently despite what people felt about the game's direction, a lot of people are still playing it.
2016 would see the release of the final game of the series that would follow in this style, Infinite Warfare. For some reason this game was almost universally hated when it came out and I failed to see why. The campaign was really strong and it was actually really refreshing seeing a Call of Duty set in outer space. In a lot of ways it didn't even feel like a Call of Duty game anymore and felt more like something from Mass Effect, especially in how you approached missions as you had side missions and story missions and could choose which to accomplish. The multiplayer also wasn't amazing or anything but it got the job done and was a lot of fun. Again, I still don't know why people were so negative towards it. People kept screaming about wanting games like Modern Warfare back and wanting the series to go back to its roots. Yeah, this was the SAME fanbase who just a few years back had been screaming for the series to innovate and when it actually did they just wanted it to go back to how it was? To this day I absolutely fail to see what's so wrong about the innovations they did cause they ultimately made the franchise way more enjoyable and more fun. Call of Duty has never been about realism, it's always been about arcady shooting, about high budget experiences and more seeing where warfare could go and what it could become in the future rather than focusing on realistic scenarios.
But people had their voices heard and 2017's WW2 certainly proved that. It stripped the series of its futuristic direction and went back to a WW2 setting with one of the most bland and uninteresting trailers I've ever seen. Nothing about it felt interesting or exciting and it even looked really grey and drab and for that reason I just skipped on it. It wasn't MY Call of Duty and it seems... neither is Black Ops 4. Yea, surprisingly they are going back to a "boots on the ground" gameplay which to me is flabbergasting. The devs of the series have prided themselves on the innovations they've done and how much fun they have made the games and now they're just stripping away those elements. And yeah, call me negative but I don't see how a freakin' Battle Royale mode can replace a single player campaign. I mean, I get it's not meant to but seeing as they scrapped a single player campaign in favour of Zombie and Battle Royale modes just disappoints me on so many levels.
At this point I'm just done with the series and it feels really sad and almost kind of melancholic for me. This is a series that have delivered annual releases that have excited me, inspired me, captivated me and kept me addicted to the series since 2011. And now I'm just not feeling that excitement anymore. I get that things change and sometimes these changes aren't always for the better. It seems Call of Duty is no longer made for me and so I guess it is my time to sign out for good. It's really sad cause for years now Call of Duty has always been this annual thing I've been excited for, always safe bets for me cause none of them disappointed me. I am happy for those who wanted these games and wanted these changes but man... I just can't share your joy. And with a new PC coming, it's also time to retire my old gaming beast. Times are changing indeed...
Alyxx out.
Friday, 11 May 2018
Build Engine Retrospective Part 3: Redneck Rampage
GAME: Redneck Rampage
DEVELOPER: Xatrix Entertainment
PUBLISHER: Interplay
RELEASED: 1997
PLATFORMS: PC
It's that time again, kids. No... not THAT time. No, it's time to look at yet another game using the famous Build engine and today we're taking a look at one of the more... quirky games to use this engine. Yeah. Quirky. I think that word perfectly sums up this game.
Imagine, for a moment, if you will, that you're a redneck named Leonard living with your brother of... questionable intelligence, in the fictional town of Hickston, Arkansas when suddenly one day aliens invade and steal your prize pig Bessie and your town fills up with clones of an old Coot and a fatass named Billy Ray. Yeah, that's kinda what you're dealing with here. A full scale alien invasion in the heart of southern America. And just like any self-respecting 'murican you of course go on a rampage. A... redneck rampage if you will.
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| Several questions come to mind. Why is there a car driving in circles, why is everyone trying to kill me and why the f*** did the chicken cross the road? |
The weapons don't really handle like any other shooter I've played. Your starting gun is the revolver which feels really powerful despite its lackluster damage. It doesn't really work that well against most enemies but it has its uses for sure like shooting switches or smaller enemies. But you quickly replace it with the double-barreled shotgun which fires one barrel if you tap the mouse key, and both barrels if you hold it down. It's kinda strange to see shotgun firing being implemented like this, but you kinda get the hang of it after a while. It's a good close quarters weapon but does less damage over distance. After a while you pick up some dynamite which has an insanely short fuse (seriously, you can blow yourself up WAY too easily in this game), but has a ton of use in the game for blowing up walls and such in classic build engine fashion. The "huntin'" rifle is probably the coolest weapon in the game though it feels less like a hunting rifle and more like a bloody AK-47 with an insane amount of recoil and sounding like an automatic sniper rifle. It does have really good range though, and firing in short bursts is really recommended... The crossbow doesn't really fire arrows cause... why would you do that when you can use it to fire dynamite at enemies. I mean, it just makes more sense, right? The ripper saw I never used mostly cause it's just... kinda useless. Or I just suck at using it. Whichever you prefer. The alien arm gun is... an alien arm gun. You pick it up from fallen aliens after blowing them up. It shoots what I imagine are lasers at your enemies and is honestly one of the most powerful weapons in the game and you'll probably need it a lot for that reason during the later levels of the game where you'll be facing a lot more of the more powerful enemies. The powder keg is probably one of the most useless weapons in the game next to the ripsaw if only cause it's more likely to blow YOU up than the enemies. Even more so than the dynamite.And then there's the alien teat gun. You strap on machine gun titties. I'm not kidding. Sadly these only show up at the very end of the game so their addition is a bit wasted. To sum up the weapon selection I think it goes pretty much how the rest of the game goes. There's a lot of cool ideas and they feel really unique and memorable to use, despite their quirks and flaws.
Now with the weapons out of the way we can get to the really fun stuff. How you stay alive in Redneck Rampage. You see... in Redneck Rampage you don't heal via medkits or stuff like that as in more traditional shooters. No, you heal by consuming alcohol and food. Here's the thing though... these things affect you negatively. The more alcohol you drink, the more inebriated you become until you eventually can't walk straight. And the more you eat, the more bloated you get until you get really explosive farts that propel you forwards. This really adds a very unique dynamic to the game's entire flow where you are really given incentive to not get injured too much as in order to stay alive you have to do things that could make the game more difficult if you soak up too much damage. So playing the game like a trigger-happy amalgamation of Rambo and Arnold Schwarzenegger with a murderboner is actually kinda not recommended given you take damage very easily and it's more important to be aware of your surroundings and taking it slow. At least in my experience. Alcohol typically comes in the form of whiskey and beer, with food being pork rinds (which you consume directly when picking up), cow pies (comes in packs of 6), and Goo Goo Clusters, which is probably one of the weirdest product placements in any video game ever. I mean, I get the connection. They're rednecks and Goo Goo Clusters is a candy from Nashville. But seeing a real life product in a game where all the other consumables are not branded, it just feels strangely out of place. In either case, Goo Goo Clusters function largely like the nuclear health from Duke 3D and boosts your health beyond the maximum 100. There are also other items that affect your ability to survive such as the moonshine which for a limited time boosts your speed and resets your alcohol and gut meters upon finishing and using toilets in the game will empty your gut and make you fart free until you stuff your face again. Like I mentioned earlier, this does add a lot of strategy to the game regarding how you stay alive as food will lower your alcohol meter slightly, but alcohol can often be more potent. You also have mainstay items like the "vacuum hose snorkel" which lets you breathe underwater and the "hip waders" which allows you to effortlessly walk through mud or... mud-like substances.
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| Seems legit. |
Another enemy that kinda made me cringe a bit was the rabid dogs. When you kill them they let out a really sad whine and it made me feel really bad for killing them. I am glad the game didn't shy away from this but it does feel a little fucked up to be killing someone's pet. Then again, they are rabid so hopefully I'm doing them a favour...
You also have the occasional mosquito to deal with but other than that there really isn't a huge variety to the enemy roster in this game and it does make it feel extremely repetitive at times. I'm thinking they did this to have more non-hostile entities in the game like pigs, cows and chickens. Cause... I guess the aliens were only interested in YOUR pig.
The level design is simultaneously some of the best I've had the pleasure of playing and some of the worst I've encountered with probably the worst example being the sewers early in the game. This level almost single-handedly killed the entire experience for me as I was stuck for HOURS upon HOURS trying to find the way out until I caved in and resorted to a walkthrough (which didn't help much in all honesty). This level is just designed by a complete twat who expects far too much from the player. I think there was a similar puzzle near the end where I was completely stumped and I have no idea how they expect players to even be in the mindset for stuff like this. At times the game relied entirely on the player completing infuriating jumping puzzles, solving switch puzzles from hell or going through mazes. But then again you have so many memorable locations like an insane asylum, a meat packing plant, aforementioned sewers (like it or not, I will never forget them), a trailer park, a drive-in theater, a huge ass mansion, old ruins and so forth. This game really nails having memorable levels and I definitely feel like I remember more from this game than I do from Shadow Warrior. If anything cause a lot of the levels use exclusive textures that helps give each level its own unique tone and feel. So when the game wasn't making me pull my hair out I was legit enjoying the level designs.
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| For the love of god, NEVER think jumping puzzles belong in a first person shooter... |
I also really love the sound. The voice acting is superb with lines like "your ass is grass and I'm the lawnmower" really legit cracking me up and the weapons all sound powerful and beefy. The soundtrack is also incredible featuring a nice selection of psychobilly artists like Reverend Horton Heat and Mojo Nixon, with the latter easily having my favourite songs on the soundtrack. My only real gripe is the 8-track limit to the game's soundtrack but given the songs are really good and fit the mood of the game it can be excused. I am eternally grateful to this game for introducing me to the amazing thing that is "You can't kill me" by Mojo Nixon.
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| Now that's a guy I wouldn't mind making my chicken. |
STORY: 5/10
GAMEPLAY: 7/10
GRAPHICS: 8/10
SOUND: 9/10
TOTAL SCORE: 8/10
Saturday, 28 April 2018
PC Game Review: Need For Speed 3 - Hot Pursuit
GAME: Need For Speed III - Hot Pursuit
DEVELOPER: EA Seattle
PUBLISHER: Electronic Arts
RELEASED: 1998
PLATFORMS: PC, PS1
When I grew up, I was pretty fortunate to have a father who not only was a PC enthusiast, but also a gamer. And one of his true passions was racing games, something that I of course shared as with many things. And one of the games I ended up playing the most growing up, and still do to this day, was of course the original Need For Speed games, with the third one, Hot Pursuit, being one of my absolute favourites to play. This was back when Electronic Arts were known for releasing pretty solid racing titles, and with this and Moto Racer they pretty much crafted some of the best racing experiences of my childhood. So since this game is celebrating its 20th anniversary this year, I felt it was time to take a look at one of the defining racing gamers from my childhood!
I've never had a ton of experience with the first two titles in the series, and in many regards, NFS 3 was my first entry into the series. One of the key aspects that drew people into the series was of course the fact the games had real life cars and some fantasy cars, which helped set the series apart from other racing games of its era. For me, the main reason I love playing this game is the ability to race 2 Lamborghini cars; the Countach and the Diablo SV. Though while these remain my favourite cars for purely aesthetic reasons, there's a lot of other luxurious sports cars to drive in NFS 3 including the Italdesign Schigera, the Ferrari F1 Spider, Chevrolet Corvette and a few secret bonus cars to unlock. All the vanilla cars have complete showcases with voiceovers presenting the cars and their technical specs, slideshows with amazing car pictures (basically car porn) and the ability to tune the car to your liking (and of course to the track you want to drive on).
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| A rainy day in Hometown |
The third mode is Knockout, a tournament variation where you drive a set amount of races and for each race, the last placing car is knocked out of the tournament, so in the final race you end up with a duel against the remaining car. It's a good mode and exciting for sure, but probably not as good as Hot Pursuit in my opinion. The fourth and final game mode is Tournament, where you race on on all of the game's tracks on either a Beginner or Expert difficulty in succession. In this mode you cannot choose which track to play and once you have chosen a car you have to stick with it during the entire tournament. Between each track you can save your progress in case you wanna pick up again later. It's recommended to do the Single Race mode to practice the tracks before tackling Tournament, especially on Expert difficulty.
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| Most of the tracks feature some memorable scenery, such as this underwater tunnel in the appropriately titled Aquatica track |
During gameplay the game records your race, so after a completed race you can go back and view a replay of the race from different camera angles which you can choose from. Leaving it set to Auto can give some exclusive camera views from the track which you cannot access manually. You can also save your replays to watch again later. The game can also save your ghost data if you wanna do practice sessions against yourself or a friend. It also saves your Knockout and Tournament progress as I mentioned earlier. All of these can be loaded from the Load menu.
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| Damn. Busted. |
The best part of the game for me is without a doubt the sound and music. Driving in Hot Pursuit mode is a spectacle unlike anything at the time, with the police radio constantly feeding you information into your left and right ear, the incredibly realistic car engine noise constantly murring in the background and the sound of screeching metal stabbing your ears whenever you crash or rub against the opponents. On the tracks themselves, you can hear dogs barking or seagulls calling depending on your location giving that additional layer of environmental audio to really draw you into the game's tracks.
And the music... good god the music... while the rock tracks you can choose from really do a good job, the standout tracks on offer here is definitely the Techno selection. Done by primarily Saki Kaskas and Rom Di Prisco, the tracks on offer here are outstanding. Tracks like Aquila 303, Hydrus 606 and Knossos are still on heavy rotation in my playlist now and then and it's worth playing the game just to hear these tracks. They really help give the game a hi-tech futuristic feel that I absolutely adore and they truly add to the feeling of speed and freedom the game offers. In the audio settings I always leave the music set the highest cause if I had music like this while driving in real life, you can be I would be blasting this shit as loud as possible. :D
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| The weather option will even add snow fall on this winter themed track instead of rain. The game's attention to detail is amazing in this regard. |
GAMEPLAY: 9/10
GRAPHICS: 9/10
SOUND: 10/10
TOTAL SCORE: 9/10
Saturday, 21 April 2018
PC Game Review: Duke Nukem
GAME: Duke Nukem
DEVELOPER: Apogee Software
PUBLISHER: Apogee Software
YEAR: 1991
Hello, followers and fellow gamers! Today I'm taking a bit of a brief look at one of my favourite DOS games, the first Duke Nukem.
Duke Nukem is a game that brings back some of my earliest gaming memories. It's 6 o'clock in the morning, my dad is asleep on a saturday morning when I walk over to his computer and turn it on. Using a simple to use DOS menu, I navigate to the game I love playing the most. Duke Nukem. I load up the game and I am greeted with the familiar PC speaker sound effects and the EGA 16 colour graphics.
To this day whenever I play Duke Nukem, those memories come flooding back and I'm instantly back in that room, only lit by the glow of the CRT monitor, surrounded by the sounds from the PC speaker below me. It is probably my earliest gaming memory as far as I remember and during a lot of my childhood, Duke Nukem became a borderline obsession for me. It was my first encounter with a sidescrolling shooter (this was before my mother had gotten any video games) and it blew my young mind.
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| A typical level in Duke Nukem. Duke surrounded by barrels of nuclear waste while gathering footballs, flags and floppy disks of his own game. |
Gameplay wise the game plays like a run'n'gun shooter, with focus on collecting things for points and killing enemies, as well as finding keys to open doors in the level (a game mechanic that survived through the entire franchise). However, there are some things that helps keep the game interesting. For one, the health items can often be interacted with, an example being turkey legs you can shoot to get a whole turkey (which makes no sense but just roll with it), and soda cans which you can either pick up for 200 points and a health point, or you can shoot them, causing them to fly up in the air and if you catch them before they are gone, you gain 1000 points but no health points (I guess since the soda vaporized). This offers a little bit of tactical choice since you can either go for points, or go for health. Another is the various upgrades you get throughout each episode, like the robot hand which can create bridges to walk across, the grapple hook which can let you hang on to ledges, high jump boots which allows you to jump much higher. These upgrades may seem a bit similar to Metroid though given the linear design of the game, they're more there to mix up the gameplay a bit as you get further into the levels, and less to give additional options for the player.
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| The game makes good use of static bakgrounds upon which the gameplay moves, keeping it visually interesting, and fairly impressive for the time. |
Graphically the game looks alright. It utilizes the 16 colour EGA graphics to a fairly decent degree and offers a lot of variety in the level designs, giving different backgrounds and settings to explore. Granted a lot of it was ripped from other games, but it all does feel somewhat cohesive in a strange way. The sprites are very easily visible against the background and there's nothing I can really complain about. The scrolling effect is also very effective for the time and shows off what Apogee could do with strict limitations given the game had to run in EGA and with PC speaker sound effects only. And the PC speaker sound effects are all pretty good. It's a shame the game has no soundtrack unlike Dark Ages and Cosmo's Cosmic Adventure which came out around the same time, but I guess you could just put on something in the background while playing the game and it'd work fine.
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| More barrels of nuclear waste. And a space ship being refueled in the background... |
Now, Duke Nukem is a bit difficult to get a hold of these days. It was possible to get it via the 3D Realms Anthology, but after Gearbox Software bought the rights to Duke Nukem, any digital copies of the game have been pulled from online stores. It's still possible to get hold of the game if you do a google search, but be aware that obtaining free copies of the full game is still illegal.
Finding the full game on eBay can also be a bit tricky. That's not to say it's impossible but it may be expensive. Though keep in mind that some copies of Duke 3D (the big box version) contained full versions of Duke 1 and 2 as well, and those are really easy to find on eBay so if you want a legal way to play the game, just get one of those.
STORY: 8/10
GAMEPLAY: 7/10
GRAPHICS: 8/10
SOUND: 5/10
TOTAL SCORE: 7/10
Sunday, 15 April 2018
Build Engine Retrospective Part 2: Shadow Warrior
GAME: Shadow Warrior
DEVELOPER: 3D Realms
PUBLISHER: 3D Realms
YEAR: 1997
Note: Screenshots are from the Classic Redux version of the game.
Riding on the immense success (and soccer mom notoriety) of Duke Nukem 3D, and despite Quake's massive success with its fully 3D engine, 3D Realms decided to utilize the somewhat less graphically impressive but still versatile Build engine for several more projects, of only one they ended up releasing themselves in the end. A horror themed game (which ended up being the Monolith published Blood), an Egyptian themed game (which ended up being PowerSlave aka Exhumed) and a game spoofing Kung Fu movies (Shadow Warrior), which is the game I'm taking a look at today in the second part of my Build Engine Retrospective.
The overarching theme of the 3D Realms Build Engine games seem to be that they all take inspiration from other genres. Duke Nukem 3D was a spoof on action movies (and sci-fi to an extent), Blood was more of a horror/slasher movie spoof and thus Shadow Warrior is a spoof of Kung Fu movies. Granted, this is not to be confused with spoofing Asian culture (although it does that to a fair degree as well) but rather spoofing the kind of Asian culture typically depicted in Kung Fu movies. Like Duke Nukem 3D the story is rather thin and mostly consists of spoofing movie clichés and tropes.
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| She looks happy to see me... |
Truth to be told, I've never really been a huge kung fu movie fan, and while the game does contain some anime references, most of them are of stuff I've never seen so it felt a bit difficult for me to really "get" a lot of the references and such in this game (outside the ones that aren't strictly kung fu movie references). But that's not to say I didn't enjoy it as this game still offers some classic 90's FPS charm in spades, at least for the most part. And while a lot of the silly stuff in the game might be considered slightly culturally insensitive nowadays, it's not really meant to be taken seriously.
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| Konami would love this game. |
The first thing you will probably notice is that you actually have a melee weapon in this game (you still have fists if you absolutely wanna karate-chop enemies to death), and it's actually a fairly powerful melee weapon too (befitting the game's title a fair bit). Another thing you will also notice is that enemy death animations are also dependent on which weapon you use to kill them as slicing them with a sword will give a different result compared to peppering them with UZI's or splattering them across the room with a Missile Launcher. Speaking of which, let's discuss the other weapons. In addition to the sword, you have Shuriken/darts (which you throw 3 at a time of, and can pick up from the environment again), the Riot Gun (basically a shotgun), the UZI (which can be dualwielded once you find another one), the Missile Launcher, the Grenade Launcher, the Sticky Grenades, the Railgun, a Guardian's Head (yes) and a Ripper Heart (an actual beating heart). As you can see, some of the weapons are fairly standard for the time while others are... let's say, more unique. Especially the Railgun since it's probably the earliest FPS to use one as far as I know, a whole year before a similar implementation in Quake 2. Given the movie Eraser came out around this time, it's easy to understand why Railguns became such a hot topic in shooters for a while.
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| The game is fairly bloody for its time with unique death animations depending on the weapon used. |
The game is fairly difficult, even on easy mode... at least early on. Once you get into the further levels, ammunition is fairly common to come across for pretty much all your weapons, and weapons like the Railgun completely OWN smaller enemies, at times gibbing them in single shots, and ammo for the Railgun is surprisingly not that scarce, I don't think I ever encountered a single instance where I ran out of ammo on that thing (I was playing on Easy difficulty mind you and I was using it somewhat sparingly). Not to mention fortune cookies (which function as the game's equivalent of the Nuclear Health pickups from Duke 3D) are increasingly common in later levels as well as medkits. This kind of makes the game's difficulty curve a bit uneven as you'll start out pretty weak with weapons that aren't capable of dispatching enemies quickly so on the higher difficulties where the enemy count is higher you'll most likely have a really bad time in the beginning of the game, but then the game almost becomes too easy once you get your hands on the more powerful weapons in the game.
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| Splat! |
For most of the game I ended up not really using much of the inventory items and mostly stuck to the riotgun, UZI's, Railgun and the grenade and missile launchers. The guardian head is a cool weapon but most of the time I just kinda forget it's there. The ripper heart is kind of useful as it summons a secondary Lo Wang who goes around killing enemies using a railgun but these are kinda rare pickups anyway. I mean, it kind of suffers the same issues as Duke 3D in that sure, the unique weapons are unique and cool and gimmicky, but when it comes down to it, you'll most likely use the other weapons since ammo is much more common for them. I don't think I ever used caltrops a single time because the enemy AI isn't really that smart and will just kinda wander around aimlessly or shoot at you.
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| A giant sumo wrestler using farts as an attack. Classy. |
Graphically the game looks fairly impressive for a Build engine game, featuring some 3D objects in place of sprites for stuff like weapons, powerups and keys. It achieved this by using voxels (3-dimensional volumetric pixels) to give objects a 3-dimensional appearance without actually using polygonal 3D models. But for the most time, the palette looks kinda brown and ugly (not sure if this was done intentionally) and while I like some of the more urban industrial looking levels, a lot of the other levels just look kinda bland and a bit drab aside from the numerous Chinese style buildings and such. I can remember some levels standing out a bit to me, like an airport with a crashed airplane, a train station early in the game and a volcano as the final level, but a few of the levels just kinda blend together in my head. That's not to say the level design is bad or anything, I just found that a lot of the time it felt a bit uninspired and a bit of a product of its time. Most of the time, navigating the game was a breeze.
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| Jesus, Lo Wang, can't you let a naked Anime lady with diarrhea have some privacy? |
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| I'm sure this scenario has occurred in some Tomb Raider fanfics... |
STORY: 6/10
GAMEPLAY: 8/10
GRAPHICS: 7/10
SOUND: 7/10
TOTAL SCORE: 7/10
Friday, 6 April 2018
PC Game Review: Fallout 4
GAME: Fallout 4
DEVELOPER: Bethesda Game Studios
PUBLISHER: Bethesda Softworks
YEAR: 2015
Disclaimer: All of the screenshots are using mods.
It's kind of hard to imagine but it's already been 3 years since Bethesda's official sequel to Fallout 3 finally released, to somewhat mixed reviews, except my own. I guess I've needed this much time to truly make up an opinion on the game to be honest, and in my opinion, Fallout 4 does improve immensely on its predecessor in a lot of ways, but also still brings on a lot of the same problems that typically plague Bethesda titles. But before getting ahead of myself, let's discuss Fallout 3 for a bit since it's impossible to talk about Fallout 4 without mentioning Fallout 3 and a little about the franchise as a whole...
Fallout 3 was a game that was, most of the time, at odds with itself. It wanted to be a RPG but compared to the earlier Fallout titles was fairly simplified to the point a lot of perks didn't matter that much, traits were done away with entirely and SPECIAL points didn't really matter as much anymore, putting you in a position where having a single point in a SPECIAL attribute would inconvenience you, sure, but it wouldn't outright cripple you like in Fallout 1 and 2. While this did make it a more player-friendly experience, it also made it impossible to make characters with serious disadvantages.
It also wanted to be a FPS but the combat system employed a fair bit of randomness (in an attempt to add realism I would assume, or just as an RPG gimmick), resulting in the player being unable to hit something despite aiming dead center at it. A higher Luck skill would improve this somewhat, but even at medium Luck it would make it at times really frustrating to play the game. The game also lacked ironsights, sprinting, and the FPS mechanics were so barebones it didn't really feel all that satisfying.
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| *cue badass music* |
Thankfully, in my opinion this is where Fallout 4 improves the most, although in all honesty the story is almost verbatim the same as Fallout 3's, except the roles are switched. Where in Fallout 3 you're a child searching for your parent, in Fallout 4 you're a parent searching for your son. I mean... not exactly being original there, Bethesda... But at least it has a lot of improvements. For one, it doesn't try to set up too many relationships during the intro sequence which is thankfully a lot shorter than Fallout 3's. It sticks to the core, the family, setting up your relationship with your spouse and your son before throwing you into the nearby vault when a nuke nearby goes off. As it turns out, this vault is actually a cryogenic storage, and you're chosen to be frozen for an indefinite amount of time. During your time being frozen the vault is broken into by an unknown person who kills your spouse and takes your infant son. You wake up again later and this is your main quest. Finding the asshole who killed your spouse and finding your son. It's dead simple but it works wonderfully as a setup and doesn't go into too much detail, making it much less of a chore to get through for players like myself who create a lot of new characters.
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| *sniff* Did someone fart? |
Companions have also been fleshed out a lot more compared to Fallout 3 and also made invincible so that they cannot be killed (which I am HUGELY grateful for...), only downed in which case you can stimpak them to get them back up. They're also given way more personality, given more proper backstories that are revealed to you as you talk to them over time, and also give you unique quests, in which you can assist them to gain their loyalty (a note taken from Mass Effect that I like). They're also a lot less 2-dimensional than the companions in Fallout 3 which were usually, well, pretty one-sided and would pretty much judge the character based on their current karma level. And sure, these companions will judge the player based on their actions too but it's less because of them being good or evil characters and more because of their own convictions. It's also possible to romance some of them, giving you a permanent perk, and this is NOT restricted by gender either.
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| DAMNIT, DOGMEAT! Get out of the damn way! |
So with the story bits out of the way, let's get into the gameplay. Where Fallout 3 felt at odds with itself, Fallout 4 feels more like it has less of an identity crisis and knows what it wants to be. It has much smoother combat and the VATS system has been changed to not stop time and only slow it down (which feels a lot more believable in my opinion), making it feel less like a remnant from when the games were turnbased and more like the character being imbued with faster reflexes. The FPS elements take more of a center stage, adding a sprint button, ironsights, leaning and generally feels a lot less clunky to play. The game also adds weapon mods into the mix, allowing you to craft and add weapon attachments and upgrades to your guns, sometimes allowing you to do as much as upgrading a pistol to a sniper rifle depending on the parts you choose to install. In all honesty, it feels like playing Fallout 3 with the mods that made it actually playable, and even going a step further from there.
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| You know... I may have to lay off the irradiated water when I start seeing flying ships with rocket engines... |
The most notable change from Fallout 3 is undoubtedly the removal of the karma system. In Fallout 3 the karma system was a carryover from Fallout 1 (in Fallout 2 there was less of a karma system and more of a general reputation system reflecting less bad vs good and more reactions from people to your actions), and made the game unnecessarily focused on extremes. You either had to play a saint or a mass murdering psycopath, creating an intense disconnect at times where there was no middle ground to choose. Fallout 4 drops this entire idea in favour of a system where you're either altruistic or self-serving, focusing less on being good or evil, and more on whether you think people are worth your time or not. I will admit I kind of prefer this as your player actions flow much better and you're never in situations where you could have nuked Megaton for instance and then given water to a beggar until you were the saviour of the wasteland. Fallout 4 also gives you a lot more choices regarding the main quest and your actions have lasting impact on the outcome of the game, though it never feels like you're doing something evil, but something you believe is good but that WILL have consequences.
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| A possible hobby in Fallout 4: Maintaining power armor. |
Power armor is also treated very differently in Fallout 4 compared to earlier games. Where in earlier games it was pretty much just a really powerful armor that required special training to use, in Fallout 4 you can (somewhat inexplicably) use any power armor without much special training and it's treated more like a vehicle that requires power cells to be used effectively. Of course, you can customize it with custom paint jobs, changing out parts, giving it special enhancements and upgrade the hell out of it so even if it does at times feel completely at odds with how power armor was established in the franchise, it's still interesting to see power armor be given more of a unique position in the game in its own way.
The dialogue system has been a bit of a controversial topic regarding the game as the amount of choices has been limited to 4 categories of answers, similar to games like Mass Effect. An inquisitive response at the top, a negative response at the right, a neutral response to the left and a positive one at the bottom. Mods have been released that make the dialogue system more like the old games though, if this is not to your liking. Having played a ton of Mass Effect and understanding that the game doesn't really wish to be a true RPG I didn't and still don't mind this system much personally and never got too worked up about it. I mean, yeah, it's not really giving you much flair to your options but considering your character is voiced in this game and considering its focus, I am completely fine with it. I also think overall the conversation system is HUGELY improved over earlier titles where conversations would freeze time and have you simply standing still with a person as you talked to each other, making conversations feel entirely static. In this game, people will still do things around you as you talk, conversations can be interrupted and you can walk around as you talk, and the camera feels a lot more active and dynamic too, making conversations feel much more "alive", especially with your character finally having a voice as well.
Of course it's worth mentioning that much like Fallout 3 and New Vegas the mod scene for Fallout 4 is as active as ever, despite Bethesda's continued attempts at stopping modders from adding free content to the game and completely refusing to work with the mod scene in any helpful way, even going as far as launching their own mod store and trying to monetize what is essentially free on PC. Bethesda's recent attitude towards the mod scene really has to be mentioned as pretty appalling and it disgusts me that they treat modders with such contempt when they are practically the people who keep breathing life into their games. Anyway, there's probably a lot more about the gameplay I could go into detail about but I think I've covered the broad strokes of it and what I wanted to comment on.
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| To be fair, I've woken up with my pillow like that too. |
The music is mostly forgetable sadly, most of it falling into the same trap as most modern AAA game music and just sounding like background noise. And while the radio stations offer up some variations with some classic oldies, it does get fairly repetitive after a while. The voice acting is pretty good for the most part, with props going to the protagonist voice actors who do a pretty good job voicing the protagonist of the game. I did notice some voice actors from Mass Effect here though, like the voice actor for Garrus who pops up in several minor roles, and the voice actor for the companion Caite would go on to voice a character in Mass Effect Andromeda (which I am getting around to reviewing eventually...). Together with the dialogue system and companion loyalty missions and romance system I can't help but feel like Fallout 4 is more of a spiritual first person Mass Effect sequel than a Fallout 3 sequel, in all honesty. Not that I mind...
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| I guess the roach found some armor... |
STORY: 8/10
GAMEPLAY: 9/10
GRAPHICS: 8/10
SOUND: 6/10
TOTAL SCORE: 8/10
Sunday, 1 April 2018
Build Engine Retrospective Part 1: Duke Nukem 3D
GAME: Duke Nukem 3D
DEVELOPER: 3D Realms
PUBLISHER: 3D Realms
YEAR: 1996
When it comes to first person shooters, the most groundbreaking games in the genre undoubtedly came out during the 90's. This time period was truly the golden age for the genre, releasing a ton of classics in the genre that laid the groundwork for much of today's titles in the genre. Wolfenstein 3D started it all but then we got titles like Doom, Rise Of The Triad, Blake Stone and eventually a game would come out that really carved its own unique place among other so-called "Doom clones". With its groundbreaking engine, impressive amount of interactivity and one-liner spouting titular action star protagonist, Duke Nukem 3D managed to create quite a few ripples in the gaming community despite the incoming Quake which would make its technology look a generation behind in comparison. So today on my blog I'm starting a new series called Build Engine Retrospective where I'm taking a look at games that utilized the now legendary Build engine, many of these released in the years between 1996-1998. What these games often share in common is a unique theme, scripted events and a ton of other features that for the time and given the limitations of the engine make them quite memorable to play even today. And I'm starting with the first commercial game to utilize the Build engine, the king himself, Duke Nukem 3D.
I practically grew up with Duke Nukem so the character holds a very special place in my heart. The very first game I remember ever playing was the very first Duke Nukem, an EGA platformer for DOS that was a really popular shareware title around '91. Already then Duke Nukem was established as a gun-toting badass who was Earth's only hope. In the first game he went after the evil Dr Proton and his army of Techbots, and while his personality was a bit derivative and referencing pop culture like watching Opera Winfrey show, it wasn't until Duke 3D his personality as a woman-loving pill-popping ultra-macho amalgation of 80's action heroes came into play. And in a way, Duke grew up with me. When Duke 3D came out I was about 8 years old and just about to enter my teens and with Duke 1 being my first game, it felt as if the character had grown up with me. I was always interested in a lot of typical boy stuff at that age, watching a lot of movies that I wasn't allowed to, playing games I wasn't allowed to and generally showing more and more of an interest in the kind of masculine entertainment that there was a lot of when I grew up. And a lot of it really influenced my tastes and shaped me to be the person I am today. I of course also liked feminine stuff, I hung out with other girls a lot, played with dolls and did all of that stuff, but I was also into guns and shooters and such things, and always have been. And something about the Duke Nukem games almost embodies all of those core interests. There's a dystopian and almost cyberpunk future feel to the games, and this carried on very well into Duke 3D although it has a distinctly more realistic feel than the first two games.
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| I can't let you rip off that movie, Duke... |
The story is pretty simple. After returning to Earth after defeating the aliens in Duke 2, Duke finds that another alien race has wiped out most of Earth's population and taken most of our women, and turned all the police into pigs. His mission becomes to wipe out most of the aliens on Earth and take the fight to their mothership in space, culminating with a battle with the one-eyed commander of the entire fleet and the alien queen in a bonus episode called The Birth.The story never takes itself seriously, with Duke at one point saying he'll shit down a boss' neck after killing him. And promptly does so. So yeah, it's not a huge story or anything but it's funny, works for setting the game's derivative tone and there's nothing really bad I can say about it.
What really set Duke 3D apart from its contemporaries such as Doom and Quake was its environments. Up until that point, levels in shooters were often very abstract and maze-like. Duke 3D's levels on the other hand almost had a bit of an open world feel to them and were often much more urban in nature, giving them a very realistic feeling. They felt like locations that could potentially exist in real life as you moved through buildings, underground tunnels and visited everything from brothels and strip clubs to a burger restaurant. Of course, all of the levels still have an exaggerated look to them and feel like something out of an action movie, but compared to the levels of Doom for instance, the difference is night and day. The exception of this is obviously the second episode which takes place in space and has more of a Doom-like sci-fi influenced level design that pays homage to H.R. Giger's Alien environments among other things.
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| Episode 2 features some pretty cool sci-fi esque levels. |
The game really does feel like an homage to the 80's and 90's, with its plentiful references to everything from Aliens, Evil Dead and They Live to OJ Simpson's car escape. It ends up feeling a little dated but in today's nostalgia-driven retrowave culture it still holds a lot of appeal and it's easy to see why this game continues to be so influential to a lot of modern oldschool shooters. Control-wise it was pretty ahead of its time allowing for not only mouse aim but also remapping the movement keys to WASD makes it feel surprisingly modern in terms of controls. It even allows for jumping and ducking (which was actually a fairly new idea at the time). Another new idea it added was an inventory with different items, which could be activated at your leisure and adding some tactics to the game in when you used these items. The idea of an inventory would be used again in several other Build games, often copying Duke's item selection, which consists of a portable medkit (which can be used to heal up to 100 health points), Night Vision goggles (that really don't work as you'd expect, they mostly just put a green filter on the screen and make enemies into glowing green figures), Boots (give protection against acid, lava and other harmful substances), Steroids (pretty much turns you into Sonic and I think they give you additional melee strength), and Scuba Gear (lets you breathe under water). The final one is the Holoduke, which I probably end up never using as it is far more useful in multiplayer matches than single player. It projects a fake version of the player but most of the AI simply doesn't give a fuck about it.
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| Dem titties! Shake them! |
The weapon selection is also pretty classic but also has some guns that are pretty unique to Duke 3D itself. You have the expected Doom-style loadout with the melee (Duke's mighty foot), pistol, shotgun, chaingun and rocket launcher, but then we get into the somewhat more iconic weapons. The pipebombs are throwable grenades that explode when you click the button a second time, meaning they explode exactly when you want them to which is perfect for not only getting rid of badguys but also blowing up parts of the environment to reveal secret areas You then have the shrinker which does what it says on the tin, it shrinks your enemies to action figure size and allows you to step on them. Of course the reverse is also true and if you get hit with a shrinker beam you yourself become tiny and will have to watch out for enemies stomping on you. The Atomic Edition also adds the Microwave Expander, a gun that does the exact opposite, blowing up your enemies literally until they explode. You then have the Devastator, a really powerful dual rocket launcher that fires miniature rockets at a high fire rate. It's probably my favourite weapon in the game and fits its name as it makes short work of most enemies in the game sans bosses and larger enemies, but its major caveat is that it burns through ammo like a fat guy through a donut shop. You then have the laser tripmine which is pretty good for multiplayer matches but like the holoduke rarely comes into play in single player. Finally you have the Freezeray, which freezes enemies and allows you to break them easily with a kick or fire from any of the projectile based weapons. It creates this unique tactical combat where some of the weapons give a basic combo attack, like the shrinking and stepping on enemies, or freezing and shattering them. I can't really think of any shooter at the time who had this kind of combat.
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| Can't a man enjoy a flat martini and a looping animation in peace? |
As varied as the guns are, so is the enemy roster. You have your basic grunts, the assault troopers who do little more than shoot lasers at you though some of them have the ability to temporarily teleport out of experience before appearing behind you. Some of the may even fake their death (if you see them going into their choking animation upon death there is a chance they will get back up again). You then have the iconic pig cops, who wield shotguns and take a little more damage before going down. After that you have the Fat Commander (officially called the Assault Commander), a flying slob firing rockets out his ass while grunting "suck it down". They can be a right pain in the ass but using the shrinkray on them makes them surprisingly easy to kill (a trick that also works well in Duke Nukem Forever). In addition to these you have the larger enforcers who shoot chainguns at you, and the Battlelord, a hulking monstrous alien firing miniguns at you and launching grenades. You also have the iconic Octabrain, a flying brain with tentacles shooting sonic waves at you, and the Protozoid Slimer born from alien eggs who attaches to your face, similar to the facehuggers from Alien.
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| Boss fight time! |
Most of the gameplay revolves around grabbing keycards, much like in Doom, and reaching the end of the level. Interestingly a lot of the levels seem connected as you may seem parts of an upcoming level near the end of the current level and so forth, a concept that further evolved into the level structure of games like Half-Life. You also have babes scattered around a lot of the levels (particurarily the alien environments) who are trapped in vines. You can choose to mercy kill these poor women, though doing so will provoke the enemies and spawn in additional reinforcements. Of course, killing babes that are NOT trapped is NEVER okay and the game will punish you for this by spawning in enemies.
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| Should've been the title of the game, lol |
Graphically the game looks pretty good for the time. While not as good as Quake, it still looks like a pretty logical evolution of the kind of technology used in Doom, and allows for more advanced level geometry, larger levels and a lot of the levels are pretty good at giving the illusion of rooms above rooms. The most fun part of Duke 3D is the interactivity though and it's what truly set the game apart from its contemporaries at the time. You could blow up parts of the level (indicated by cracks in the textures), you could drink from fountains, use toilets, break toilets, drink from said broken toilets, play pool, oogle women, oogle yourself, you get the point. This helped a lot in making the game world feel real and believable in addition to the realistic level design. It was also one of the first games to rely somewhat on scripted events (something that would be greatly expanded upon in other Build games), with parts of the levels being restructured in a pretty impressive fashion, a great example being when Duke blows up a building in a level and climbs into the ruins, or creates and earthquake in another level to reveal more of the level. This kind of interactivity in the levels made the game feel much more alive and explosive than something like Doom and even Quake.
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| How about no. |
In addition the game featured some pretty nifty lighting for its time, featuring light switches that could dynamically light up an area and coloured lighting that directly affected the player's sprite and everything around it. The developers really made sure to push as much as they could out of the engine and it shows. The screenshots in this review are from the latest version of the game which is the 20th Anniversary World Tour edition and it's probably the best looking version of the game so far.
Sound-wise the game presents some pretty cool MIDI tracks (in modern source ports like the aforementioned World Tour edition these have been remastered as ogg files) that have more of a rock feel to them than Doom did. None of the tracks aside from the main theme can really be called memorable though and most fall into the category of being pretty much background music. And of course, Jon St. Jon's portrayal of Duke is now legendary with the game's many one-liners being classic quotes even today, so not a single bad word about his performance. Although his re-recorded lines in the World Tour edition does lack a bit of their original punch. The weapons all sound really cool, ranging from the beefy shotgun and peppering chaingun to the satisfying explosion sounds makes the game a joy for the ears.
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| Slurp. All space stations should have water fountains. |
So a question remains, which version of Duke 3D should you get? Well, at the moment there is only a single version available and that is the World Tour edition. It comes with re-recorded lines from the Duke himself, improved graphics, as well as some rather lazy developer commentary (and most of it coming from Randy Pitchford himself, who isn't exactly popular among Duke fans nowadays), but for the most part is kind of lacking as it does not include the 3 expansions Duke It Out In DC, Nuclear Winter and Duke Carribbean: Life's A Beach. It does however include a new fourth episode which is worth playing. The earlier Megaton Edition did include these expansions and multiplayer but lacked some polish, especially on consoles, and the original DOS version was included as part of 3D Realms' Anthology pack but this pack has since been discontinued as well as the Megaton Edition, since Gearbox claims to own the IP and won't allow 3D Realms to release any of the original Duke Nukem games (which is highly ironic considering 3D Realms gave birth to the franchise...). So that's a kind of sad affair altogether. However due to how well the game has sold it's not hard finding physical copies online on places like eBay (which is where I bought my own boxed copy) and most of these physical copies work fine with DOSBox so however you obtain the game, it's definitely worth playing, cause even 22 years later, Duke Nukem 3D is still one of the most badass shooters in existence. I mean, it may seem a bit dated today but when this game came out, there was simply nothing like it.
Hail to the king, baby!
Stay tuned for part 2 of my Build Engine Retrospective where I'll be taking a look at what many consider the spiritual sequel to Duke 3D, namely Shadow Warrior!
STORY: 10/10
GAMEPLAY: 10/10
GRAPHICS: 10/10
SOUND: 8/10
GAMEPLAY: 10/10
GRAPHICS: 10/10
SOUND: 8/10
TOTAL SCORE: 10/10
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