![]() ![]() With the aid of Piranha Games on multiplayer dev duty, the Duke’s long brewing adventure was finally made as ready for action as it was ever going to be. Under Gearbox the disparate and disjointed elements of over a decade’s worth of development were brought together and lodged uncomfortably into place. In the period in-between the end of work by 3D Realms and the start of work by Gearbox, indie studio Triptych Games kept the project development ticking over. Having developed the series’ most iconic and well-loved instalment, Duke Nukem 3D, 3D Realms had to fire a large amount of staff and cancel work on DNF in 2009 when its funding ran dry.Ī lengthy and bitter legal battle with publisher Take-Two resulted in the retention by the latter of the existing game assets that had been developed from 1997 up to that point, which led into the project being handed over to Gearbox Software. Duke Nukem Forever plays out like a badly designed brief history of the first-person shooter. It is a game with the character models of late 90s FPS titles trying to replicate the scripted scenes of the likes of Half-Life 2 (minus significant amounts of subtlety and characterisation). This is a game with the shooting mechanics of Doom, and the restricted weapons loadout of Call of Duty. The odd combination of styles brought on by its staggeringly long development makes it even more difficult to engage with than its predecessors, however. THE GAMEĪn jarring mix of FPS conventions from every gaming era since the early ‘90s, Duke Nukem Forever was never going to win any prizes for gameplay innovation. Monotone, muscle-bound and full of hateful one-liners for both his alien foes and the entire female gender, the Duke was the anti-hero Generation X both wanted and deserved, and they loved him for it. ![]() The Ripper is sometimes used by Pigcops and appears to be standard issue for many EDF soldiers.Walking a fine line between tongue-in-cheek and just plain insulting (and spending most of his time leaning to the latter side), Duke found easy fame amongst a generation of gamers raised on the films Swartzenegger and the ‘comedy’ of Tom Green. Duke then performs a mysterious action on the rear of the gun that doesn't require him to touch any part of it. The reloading animation is downright bizarre the entire upper receiver of the weapon retracts from the barrels, then returns to position as the magazine is inserted. ![]() The Ripper seems to have evolved from a belt-fed machine gun to a magazine-fed assault rifle in the dozen years since the events of Duke Nukem 3D. It returns from the last game with the unusable radar display replaced with an unusable Picatinny rail and always-retracted stock. The Ripper is a three-barrel "salvo rifle" possibly loosely based on the Russian Pribor-3B triple-barreled assault rifle, though its magazine is in front of the trigger group. This is through the scope of the Railgun, which for some reason uses the scope_overlay_m40a3 reticle from every sniper weapon in Call of Duty 4. Duke's M1911 is the subject of an Achievement / Trophy, awarded if the player still has the one-off weapon in their possession at the end of the game.Ĭlose look on the shotgun shows that it is indeed a W1300 Defender. 45, for shame!) so it's pointless to carry it around in the later levels as with most games with two-weapon inventories, the pistol is likely to only be a temporary fixture in the player's arsenal until something better comes along. Sadly, the "M1911" offers relatively low power (a weak. Both versions are fitted with a laser sight, tritium illuminated sights, and use 8 round magazines. Duke's personal version has a gold slide, gold hammer, gold assets, decorative engraving, and stag horn grip panels regular black versions are used by Pigcops (who sometimes use two), EDF Troopers and Secret Service agents. It is a heavily customized M1911-type pistol. The primary handgun in the game is referred to as the "M1911". ![]()
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