Graves tells Duke that the women are being held in the Duke Dome and that the aliens have a vendetta to settle with Duke. He also warns Duke that the aliens are using the Hoover Dam to power a wormhole so that more aliens can come to Earth.
Duke uses a wrecking ball to plow his way into the Duke Dome. Inside, he finds swarms of Octabrains and the missing women, who have been impregnated with alien spawn. The Holsom twins die when alien babies burst out of their bodies.
Duke finds the Alien Queen in control of the Dome and kills her, shortly before being wounded and fainting. After fainting, Duke has a dream in which he is in a strip club, and he is tasked with finding a bag of popcorn, a vibrator, and a condom.
Upon completing the task, he receives a lap dance. Upon awakening, Duke travels to the Hoover Dam in his monster truck. After battling through the dam, he finds his old friend Dylan , mortally wounded. Dylan tells Duke that the Cycloid Emperor is at the dam and that the only way to shut down the portal is to destroy the dam. Before dying, Dylan gives Duke his demolition charges and wishes him luck.
Duke places the explosives and destroys the dam, but the currents nearly drown him. Duke is revived after a soldier performs CPR on him. He awakens to find the portal gone. The president, who was also at the dam, screams at Duke for ruining his plans to work together with the Cycloid Emperor. The president orders a nuclear strike at the site of the dam to wipe out the remaining aliens, intending to leave Duke there to die.
However, the Cycloid Emperor emerges and kills the president and his security detail. Finally, Duke kills the Cycloid Emperor and is rescued by Graves, just before the nuclear bomb explodes. The game ends with a satellite surveying the detonation area and listing Duke Nukem as "KIA," to which Duke replies off-screen, "What kind of shit ending is that?
I ain't dead, I'm coming back for more! Duke Nukem Forever is an action-oriented first-person shooter. Players take control of Duke Nukem as they navigate through a series of levels which take place on Earth and beyond.
The gameplay is similar in some respects to the first-person shooter games of the late s and early s, with each level culminating in a boss battle in which the player must fight and kill an especially powerful enemy. In contrast with previous Duke Nukem games, the player can only carry two weapons at a time, which is similar to the Halo series, but Pipe Bombs and Trip Mines are now considered inventory items and are not limited by this restriction. The health management system has also been overhauled; Duke Nukem Forever employs an " ego bar " similar to Duke Nukem: Manhattan Project.
The ego bar depletes when the player is attacked. Once it is fully depleted, the player becomes vulnerable to damage. If the player avoids further damage, then the ego bar is restored, as is the player's health. Duke Nukem Forever features a checkpoint-based system for saving the player's progression.
The main campaign in Duke Nukem Forever consists of 24 levels, known as "chapters" in-game:. Duke Lives 2. It's Late The Duke Cave 4. Mothership Battle 5. The Lady Killer 6. Vegas in Ruin 7. The Duke Dome 8. The Hive. Queen Bitch This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: Nudity or Sexual Content, General Mature Content.
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Gearbox Software. The King arrives with an arsenal of over-the-top weapons, giant explosions and pure unadulterated fun! But Broussard decided to make the change. Only weeks after he showed off Duke Nukem Forever, he stunned the gaming industry by announcing the shift to the Unreal engine. Broussard soon began pushing for even more and cooler game-building tools: He ripped out the ceiling of a room at the 3D Realms office to assemble a motion-capture lab, which would help his team in rendering "complex motions like strippers," he noted on the 3D Realms Web site.
Broussard simply couldn't tolerate the idea of Duke Nukem Forever coming out with anything other than the latest and greatest technology and awe-inspiring gameplay.
He didn't just want it to be good. It had to surpass every other game that had ever existed, the same way the original Duke Nukem 3D had. But because the technology kept getting better, Broussard was on a treadmill. He'd see a new game with a flashy graphics technique and demand the effect be incorporated into Duke Nukem Forever. When the influential shoot-'em-up Half-Life debuted in , it opened with a famously interactive narrative sequence in which the player begins his workday in a laboratory, overhearing a coworker's conversation that slowly sets a mood of dread.
The day after Broussard played it, an employee told me, the cofounder walked into the office saying, "Oh my God, we have to have that in Duke Nukem Forever. He'd rather throw himself on his sword and kill himself than have the game be bad. Half the weapons were still just sketches, and when a new version of the Unreal engine was announced — one designed for live, multiplayer online battles — once again Broussard opted to upgrade. Worse, former employees say, he did not appear to have an endgame — an overall plan for what the finished product would look like, and thus a way to recognize when it was nearing completion.
It was incredibly cool technology," says the developer hired in It's a dilemma all artists confront, of course. When do you stop creating and send your work out to face the public? Plenty of Hollywood directors have delayed for months, dithering in the editing room. But in videogames, the problem is particularly acute, because the longer you delay, the more genuinely antiquated your product begins to look — and the more likely it is that you'll need to rip things down and start again.
All game designers know this, so they pick a point to stop improving — to "lock the game down" — and then spend a frantic year polishing. But Broussard never seemed willing to do that. Mike Wilson, a former games marketer with id Software and year veteran of the industry, suspects that Broussard was paralyzed by the massive success of Duke Nukem 3D. How often does someone have the best thing in their field, absolutely?
They basically got frozen in that moment. Normally, game developers don't have much cash. Like rock bands seeking a label to help pay for the cost of recording an album, game developers usually find a publisher to give them an advance in exchange for a big slice of the profits.
But Broussard and Miller didn't need to do this. They even licensed their Build engine for a dozen games, bringing in more dough. So when Broussard and Miller began work on Duke Nukem Forever, they decided to fund its development themselves. Other game developers envied the freedom that Broussard and Miller had, at least at first. Developers and their publishers, indeed, are often at war. It's like many suits-versus-creatives relationships: Developers want to make their product superb, and the publishers just want it on the shelves as soon as possible.
If the game starts getting delayed, it's the publisher that cracks the whip. Broussard and Miller were free to thumb their noses at this entire system. Indeed, they even posted gleeful rants online about the evil of publishers and their deadlines. They even criticized their publisher viciously in public. Broussard erupted. So either we're absolutely stupid and clueless, or we believe in what we are working on. Yet the truth is, Broussard's financial freedom had cut him off from all discipline.
He could delay making the tough calls, seemingly forever. The other people just groaned. The only serious pressure came from fans. Duke diehards were losing their minds waiting for the game, crowding discussion boards to pester the developer. Evils are looking at us yelling 'throw me a frickin' bone here! To keep fans at bay, Broussard decided to put together another trailer for E3 in It was the first peek at Duke Nukem Forever in three years, and it was genuinely spectacular.
Duke rode on trains and in cars while blasting enemies. Wounded soldiers held their guts and groaned in pain. Scale and Variety: This game has it all; packed with explosive FPS action, outlandish settings, vehicle driving, and puzzle solving — gamers will never tire of the endless fun.
Multiplayer Like No Other: Duke re-envisions classic modes of play in his own hilarious and humiliating way. Shrink your opponent and squash him with your foot.
Freeze and shatter him.
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