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Duke Nukem Forever: Hands On

 & Matthew Murray Managing Editor, Hardware

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Two years ago, if we had said in public that we had actually played Duke Nukem Forever, we probably would have been hit with furious eye-rolling, gales of corrosive laughter, a punch in the face—or most likely all three. An ongoing joke in the gaming industry for over a decade now, the game was announced in 1997 and has been subjected to one of the most painful and prolonged development cycles of any piece of entertainment anywhere, ever. (It's taken first place five times in Wired's annual Vaporware Awards, and even earned a coveted Lifetime Achievement honor.)

But now two things have happened that, even as late as last year, we would never have expected: Duke Nukem Forever has been granted a release date of May 3, and... we've actually played it.

Keep your guffaws and fists holstered, please—we're serious. The game's developer, Gearbox Software, and publisher, 2K Games, are on a road trip to introduce members of the media to the real Duke Nukem Forever, and a couple of colleagues and I got our first look at it yesterday.

At first glance, it doesn't look much different from most other first-person shooters on the market. The graphics are crisp and impressive by today's standards (we played on an Xbox 360, but the game will also be released on the PlayStation 3 and PC platforms), a melding of hard-core grit and off-center-smirk cartoonishness. There are lots of big guns firing big bullets and creating big explosions, mutated aliens (these look like anthropomorphized boars), and Las Vegas laid waste in a way even the one-two punch of the CES and AVN conventions in January can't manage.

But it's its attitude rather than its atmosphere that sets Duke Nukem Forever apart from, well, every other game (except its, ahem, immediate predecessor, Duke Nukem 3D). Duke is far from your typical action hero and makes sure you know it every time he spews a withering taunt at an enemy he's gunning down (some of which we recognized from movies like Predator and Army of Darkness), or when he admires himself in a mirror.

His world, too, is one of considerable color and interactivity—we loved seeing the Duke museum full of digital highlights going all the way back to his original 1991 2D platformer, and we could manipulate lots of surprising objects, including a number... uh... found in the bathroom of the hotel where the game begins. (We're going to refrain from commenting further at this point.) At one point Duke even got shrunk and had to drive around his hotel resort in an RC car—something you don't see in every game, but felt right at home here. We didn't get a chance to see what happens when Duke finally arrives at the Hoover Dam, but we can imagine.

We couldn't determine too much of the story from just our brief play session, but according to Gearbox President Randy Pitchford, it survives from the original 1997 Duke Nukem Forever treatment—and is about the only thing left in the game that does. After saving the world last time around, Duke has retired from alien fighting and is living the quiet beer-and-babe-filled life he's always wanted—until the aliens show up again, forcing him into action one more time.

Equal parts adult and adolescent, action and comedy, and satire and gross-out, Duke Nukem Forever looks to contain a little bit of everything—which isn't that shocking given how long it's been in the works, come to think of it. Will it all coalesce into a single unified game? And, most importantly, will it end up being worth the 14 years the world has been waiting for it? We're not sure, but we're looking forward to finding out on May 3.

Watch the Duke Nukem Forever slideshow.

Jeffrey L. Wilson and Will Greenwald contributed to this story.

About Our Expert

Matthew Murray

Matthew Murray

Managing Editor, Hardware

Matthew Murray got his humble start leading a technology-sensitive life in elementary school, where he struggled to satisfy his ravenous hunger for computers, computer games, and writing book reports in Integer BASIC. He earned his B.A. in Dramatic Writing at Western Washington University, where he also minored in Web design and German. He has been building computers for himself and others for more than 20 years, and he spent several years working in IT and helpdesk capacities before escaping into the far more exciting world of journalism. Currently the managing editor of Hardware for PCMag, Matthew has fulfilled a number of other positions at Ziff Davis, including lead analyst of components and DIY on the Hardware team, senior editor on both the Consumer Electronics and Software teams, the managing editor of ExtremeTech.com, and, most recently the managing editor of Digital Editions and the monthly PC Magazine Digital Edition publication. Before joining Ziff Davis, Matthew served as senior editor at Computer Shopper, where he covered desktops, software, components, and system building; as senior editor at Stage Directions, a monthly technical theater trade publication; and as associate editor at TheaterMania.com, where he contributed to and helped edit The TheaterMania Guide to Musical Theater Cast Recordings. Other books he has edited include Jill Duffy's Get Organized: How to Clean Up Your Messy Digital Life for Ziff Davis and Kevin T. Rush's novel The Lance and the Veil. In his copious free time, Matthew is also the chief New York theater critic for TalkinBroadway.com, one of the best-known and most popular websites covering the New York theater scene, and is a member of the Theatre World Awards board for honoring outstanding stage debuts.

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