Duke Nukem Forever Updated Hands-On Preview - Multiplayer and Weapons
Duke Nukem Forever's competitive multiplayer will recall the glory days of old-school online deathmatch. Get the exclusive details here.
People have been waiting for Duke Nukem Forever for…a long time. The wait will finally be over this June when the game hits store shelves. While the single-player game will offer a substantial adventure with several new features, the multiplayer will, in many ways, pay tribute to the old-school, twitchy, sci-fi deathmatch games of yesteryear. The game will have four different multiplayer modes: Dukematch (free-for-all deathmatch), Team Dukematch (team-based deathmatch), Hail to the King (a king-of-the-hill mode with randomly spawning control points), and Capture the Babe (the game's highly talked-up take on capture the flag, which we'll get to later). We got our hands on the game's multiplayer and have much to report.
Our first go-round with multiplayer was in free-for-all Dukematch in a Wild West-themed map known as Morningwood. Even though the map's locale was an arid, outdoor setting with only a handful of buildings, the actual layout resembled the kind of tight, quick deathmatch maps that old-school Quake and Unreal Tournament players know and love. The map spawned various weapons in specific spawn points (empty spawn points were occupied by spinning nuclear trefoil icons that started off red, changed to yellow, and then changed to green before respawning new weapons). Lower-end weapons, such as shotguns, seemed to spawn on the outskirts of town, while the high-end stuff, like the rocket-propelled grenade launcher, ripper minigun, shrink ray, and the double-barreled missile launcher known as the devastator all spawned either within the derelict houses or on difficult-to-reach-but-easy-to-shoot catwalks above and around the buildings.
Interestingly, the shrink ray is one of the weapons on this map, and its slow-firing energy burst still shrinks its target to a humiliatingly small size (and makes your opponents vulnerable to being squashed by running up to your tiny foes, targeting them with the crosshair, and pressing the fire key again), but this map also had numerous gaps and holes leading into its buildings and through cover that could be navigated only by players who had been shrunk.
It took us all of 11--maybe 12--seconds to realize that Duke's default weapon, a shiny gold handgun with a nifty red laser sight, just didn't pack the punch of his old semiautomatic pistol. This meant that each time we died (and we admit, we got fragged quite a few times by the 2K Games staffers and testers in the session), we really had to get moving in search of better hardware. It took us a few moments (and several deaths) before we got a general sense of the map's layout (keep in mind that this was the first time we had played the game in multiplayer, as well as the first time we tried any of these maps), but soon, we were snatching up weapons and bunny hopping like mad while trying to snag as many kills as possible. We were only occasionally thwarted when someone would either pick up the golden Duke statue (which doubles your damage output with any weapon) or steroids (which makes you more resistant to damage and makes your melee attack--a punch, rather than the mighty foot of yore--deliver almost-always fatal damage). We also picked up a couple of pipe bomb kills by tossing the items like grenades; interestingly, these weapons now explode on contact if you can tag your target with a direct hit.
After playing through Dukematch, we jumped into Team Dukematch, which took place on a level called Hoover Damned. The map consisted of cordoned-off streets outside of a hydroelectric plant that had been infested with a gigantic, fleshy alien outgrowth above it. This map had a pretty linear design that seemed to encourage players to keep moving in groups from one end to the other, bookending their trek with jump pads that launched us up into the pulsating alien growth, where the RPG waited for us.
We found ourselves slowly but surely recalling some of our old deathmatching skills in this map, especially when we picked up one of the game's all-new weapons, the railgun. It worked just like the similarly named weapon from the Quake series, with an instant hit scan on its laserlike beam that works well under fire and even better if you have a moment to stop, perch somewhere safe, and use the zoom alternate-fire mode (pretty much all of Duke Nukem Forever's guns have a zoom or iron-sights alt-fire mode) to get a better shot. This map was also the first one we played that had a jetpack, which worked much like it did in Duke Nukem 3D, propelling you upward and letting you temporarily fly before it ran out of juice. It was also the first one we played with laser trip mines, which worked just like they did in the original game; you can set them up in a narrow corridor to be spanned with a laser sensor that will set off the mines with a bang if anyone tries to walk through.
Review Scores
| Platform | GameSpot | Metacritic / User Score |
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Game Info
- Release Date: Jun 14, 2011 (US)
- ESRB: MTitles rated M (Mature) have content that may be suitable for persons ages 17 and older.
- Release Date: Canceled (US)
- Release Date: Aug 18, 2011 (US)
- ESRB: MTitles rated M (Mature) have content that may be suitable for persons ages 17 and older.
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