Compare Duke Nukem Forever prices across 50+ stores and find the best deal. Developed by Gearbox Software. Published by Take 2 Interactive. Released on 6/13/2011. Available on PC. Genres: Action. Metacritic score: 54/100.

Fourteen years of hype collided with a 2011 FPS that feels like it was built in shifts across two decades, worth picking up if you want a curiosity piece, not a competent shooter.

I went in with calibrated expectations, a game that spent fourteen years changing engines, studios, and ambitions before Gearbox Software finally shipped it in June 2011. That context matters, because Duke Nukem Forever is less a coherent game and more a Frankenstein project, and you can feel every stitched seam while playing it. The question isn't whether it's great. It's whether the strange, broken thing it turned out to be is worth your time anyway. As a first-person shooter, the fundamentals are at least present. You carry a two-weapon loadout, shotgun, Ripper chaingun, rocket launcher, rail gun sniper rifle, Enforcer Gun, and mow down returning alien enemies like Octabrains and Assault Troopers across levels spanning Las Vegas, ghost towns, and the Hoover Dam. The core gunplay is loud enough and moves fast enough in its better stretches. Active items like steroids (boosted melee), beer (damage resistance, blurry screen), and the Holo-Duke decoy add light tactical color, though you'll forget they exist half the time. Duke's "Ego" meter functions as a regenerating health bar that you can permanently extend by interacting with the environment, peering at magazines, playing pinball, shooting air hockey pucks, or scrawling on whiteboards. That interactivity was the standout feature of Duke Nukem 3D, and it still provides most of whatever charm DNF scrapes together. Here's where it falls apart. The pacing is a genuine disaster. Shrink-ray platforming sections, extended underwater swimming with a breath meter, and vehicle sequences across linearly designed tracks drag on well past the point of novelty. The two-weapon limit, grafted on from contemporary shooters, strips out the old-school chaos without replacing it with anything sharper. The level design lurches between three-minute corridors and overlong setpieces that seemingly have no end. Enemy encounter design swings from bland to actively frustrating, with feral pig cops that charge just outside range and then melee your back in enclosed rooms. The ending is abysmal enough that Duke himself lampshades it, which tells you everything about the self-awareness on offer. Visually the game was dated on arrival, corridor-heavy levels with flat textures, poor lighting, and character models that looked rough against 2011 contemporaries. Over a decade later, it looks worse, though at least the weapon sound design holds up: guns feel loud and impactful even when they handle poorly. The humor, the franchise's core selling point, misfires more than it lands. Duke's one-liners pile up without the ironic self-deprecation that made Duke Nukem 3D work. He was always a parody of an action-movie meathead, DNF made the mistake of playing him straight. The people who get something out of this today are a specific type: fans of Duke 3D who want closure, retro shooter completionists, or players curious about one of gaming's most infamous development disasters. A few of the environment interaction gags still raise a genuine smile, and the world has the density of secrets and mini-games the genre abandoned long ago. But if you want a functional, fun first-person shooter, there are dozens of better options at any price point. DNF is more interesting as an artifact than as a game. Alex, Scout Team

Duke Nukem Forever
Action

Duke Nukem Forever

Jun 13, 2011Gearbox SoftwareTake 2 Interactive
GamerScout Says

Fourteen years of hype collided with a 2011 FPS that feels like it was built in shifts across two decades, worth picking up if you want a curiosity piece, not a competent shooter.

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About Duke Nukem Forever

I went in with calibrated expectations, a game that spent fourteen years changing engines, studios, and ambitions before Gearbox Software finally shipped it in June 2011. That context matters, because Duke Nukem Forever is less a coherent game and more a Frankenstein project, and you can feel every stitched seam while playing it. The question isn't whether it's great. It's whether the strange, broken thing it turned out to be is worth your time anyway. As a first-person shooter, the fundamentals are at least present. You carry a two-weapon loadout, shotgun, Ripper chaingun, rocket launcher, rail gun sniper rifle, Enforcer Gun, and mow down returning alien enemies like Octabrains and Assault Troopers across levels spanning Las Vegas, ghost towns, and the Hoover Dam. The core gunplay is loud enough and moves fast enough in its better stretches. Active items like steroids (boosted melee), beer (damage resistance, blurry screen), and the Holo-Duke decoy add light tactical color, though you'll forget they exist half the time. Duke's "Ego" meter functions as a regenerating health bar that you can permanently extend by interacting with the environment, peering at magazines, playing pinball, shooting air hockey pucks, or scrawling on whiteboards. That interactivity was the standout feature of Duke Nukem 3D, and it still provides most of whatever charm DNF scrapes together. Here's where it falls apart. The pacing is a genuine disaster. Shrink-ray platforming sections, extended underwater swimming with a breath meter, and vehicle sequences across linearly designed tracks drag on well past the point of novelty. The two-weapon limit, grafted on from contemporary shooters, strips out the old-school chaos without replacing it with anything sharper. The level design lurches between three-minute corridors and overlong setpieces that seemingly have no end. Enemy encounter design swings from bland to actively frustrating, with feral pig cops that charge just outside range and then melee your back in enclosed rooms. The ending is abysmal enough that Duke himself lampshades it, which tells you everything about the self-awareness on offer. Visually the game was dated on arrival, corridor-heavy levels with flat textures, poor lighting, and character models that looked rough against 2011 contemporaries. Over a decade later, it looks worse, though at least the weapon sound design holds up: guns feel loud and impactful even when they handle poorly. The humor, the franchise's core selling point, misfires more than it lands. Duke's one-liners pile up without the ironic self-deprecation that made Duke Nukem 3D work. He was always a parody of an action-movie meathead, DNF made the mistake of playing him straight. The people who get something out of this today are a specific type: fans of Duke 3D who want closure, retro shooter completionists, or players curious about one of gaming's most infamous development disasters. A few of the environment interaction gags still raise a genuine smile, and the world has the density of secrets and mini-games the genre abandoned long ago. But if you want a functional, fun first-person shooter, there are dozens of better options at any price point. DNF is more interesting as an artifact than as a game. Alex, Scout Team

Tags

steamDevelopment DisasterRetro FPSEgo MeterInteractive EnvironmentsShrink MechanicTwo-Weapon LimitVehicle SectionsNostalgia BaitAlien Shooter

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Reviews & Ratings

Metacritic
54
Steam
69%(11,485)

Game Info

Developer
Gearbox Software
Publisher
Take 2 Interactive
Release Date
Jun 13, 2011

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