Mike Kayatta said:
The evidence Martel offered for his claims was that DNF shared much in common with Valve's famous Half-Life series. "We've had this internal debate," he said. "Would Half-Life today be reviewed as highly as it is, you know, even today? As a new IP coming out with the same sort of mechanics Half-Life had.
*sigh*
I may be torn to pieces about this, but he
sort of has a point; he's just making it really badly, with an incredibly poor choice of comparison.
I played
DNF, finally, when I could get it dirt cheap. And no, it is
not a particularly good game.
I
have played worse, though, acknowledging that that's damning with faint praise.
I was able to get from beginning to end. I rarely struggled over-long at getting past any section, puzzle or combat, though some areas were challenging; I never had to use a FAQ to advance.
The game displays dozens and dozens of bad design choices through its play-time. Many of those choices make the game far less enjoyable than it
could have been, and I think that's where the criticism becomes most accurate.
I think the foolish Half-Life comparison is basically trying to say:
a) if this game hadn't had this infamous, drawn-out, near-vaporware reputation, and if it hadn't been the predecessor of a game that was still fondly remembered by many, it probably wouldn't have been reviewed as harshly. And yes, that's probably true.
b) Bearing in mind the patchwork of tech that was used to put the thing together, it looks pretty good; if it was measured against other entries from the era its tech came from, it would come across a lot better. This is also probably true, if somewhat irrelevant, and a bit on the whiny side. It certainly doesn't fair well against many of the other FPSs that came out
when it actually came out.
But the thing is, and it's where the
Half-Life comparison deserves eye-rolling, is that the reason
Half-Life wouldn't be as well reviewed today- aside from the age of its engine- is that it would be seen as derivative.
Because of the standards, design choices, and ideas
that Half-Life put into play in the FPS arena.
Half-Life changed a lot of people's minds about what was possible from a FPS.
Duke doesn't. And, perhaps more regrettably, it's hard to imagine there
was a time, looking at the final product, that it could have. It's a game that's played catch-up its whole life, and it shows- from all the work that was scrapped in changing engines, to the half-baked physics puzzles, to the short-sighted "two weapons" rule that took choice out of player hands, to the "and... you just got knocked out for the eighth time" level transitions. About the only thing that makes
Duke stand out is the crass sense of humor and "mature" content, most of which (to my jaded eye, at least) fails to either amuse or titillate.
To further the tragedy,
Duke Nukem 3D was a genuinely innovative game, a game from which
DNF cribs all the wrong things and cuts all the wrong things. The multitude of "interactive" objects the player could play with in
DN3D gave the pseudo-3D stages a greater sense of reality, of
place; in
DNF, all the pool tables and pinball machines barely distract from the fact that the player is going to have to look for the next glowing doorway to continue on his force-marched linear way. Meanwhile, the "we're just waiting for the player to arrive so we can charge in" enemy dynamics rarely give the player a reason or a good opportunity to use the pipe bombs he's collected, never mind the trip-mines. (Tip, guys: trip mines are the sort of thing a player uses when he's planning a strategic retreat through familiar territory;
DNF never gives the player a good reason to retreat through familiar territory with enemies in pursuit.)
Sorry for the wall-of-text. I guess the bottom line is: I hope Gearbox doesn't take the reviewers' "unfair" treatment of
Duke Nukem Forever as an excuse to ignore many of the very valid criticisms people have made about the game, especially if they're seriously considering continuing with the character. I'm not interested in looking at any more levels in ugly green-white nightvision through the eyes of a eleven-year-old's idea of action machismo, even on the cheap.