The biggest difference seems to be in the implementation of the shadows - in many places, there's a feeling that they are missing on the Xbox 360 version of the game. In truth, there is very little to separate the two versions of the game in terms of artwork and effects - as you might hope, bearing in mind the overall antiquity of the visuals. The game is a mess of shimmering jaggies and high-contrast edges and there's very little in the way of post-processing (for example, motion blur or bloom) that would help to mitigate the very visible aliasing, which is only exaggerated as the game is upscaled by the consoles to a 720p output. What we're seeing here looks like an 1152圆40 framebuffer on both console versions, without the benefit of any kind of anti-aliasing whatsoever. Unfortunately though, despite the simplistic graphics, this game doesn't actually run in a high-definition resolution on either console platform.ĭuke Nukem Forever compared on 360 and PS3 - use the full-screen button for 720p resolution, or click on the link below for a larger window. Perhaps it is best to view Duke Nukem Forever almost as a retro piece, and at a stretch you might even call it an HD remaster of a game that never came out. The notion of being able to wield just two weapons (patently and obviously nicked from Halo) just doesn't sit right in the overall scheme of the game. In terms of gameplay, there's a range of hit and miss "one hit wonder" ideas peppered throughout the campaign, which at least keeps things interesting, but the more magpie elements in the design aren't quite so welcome. Texture quality is often extremely low, suggesting that even the target PC spec for the game is somewhat ancient. Overall quality of the art often seems as if it hails from the late PlayStation 2 period, although we occasionally see a level of complexity akin to a year-two Xbox 360 title. That outfit named themselves Triptych Games, who then relocated to the offices of Gearbox Software and worked with Randy Pitchford's team in finishing the game, farming out console duties to Piranha Games, previously credited with Transformers: Revenge of the Fallen.īearing in mind the decade-plus development cycle, it's perhaps not surprising that Duke Nukem Forever looks and to a large extent plays like a game from long ago. In the wake of 3DR's implosion, eight developers began work piecing together the existing assets into something approaching an actual game. The story of Duke Nukem's resurrection in the wake of 3D Realms' demise in 2009 is remarkable in itself. Duke Nukem Forever in its final form is not a good game, and yet it is one that should be played for precisely the same reason that retro addicts crave those unreleased Mega Drive and Saturn titles: it's a fascinating episode of our gaming heritage, and it's a miracle that we're playing it at all. There's nothing quite so welcome in the retro community as the release - or leak - of a hitherto unpublished game, the chance to check out a slice of gaming history that, for whatever reason, was never released.
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