GENRE : SHOOOTER
DEVELOPER: GT INTERACTIVE
PUBLISHER: GT INTERACTIVE
NUMBER OF PLAYERS: 1


Review by J. M. Vargas
(Reader Review) 

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DUKE NUKEM

This one is gonna be short, because there is very little that needs to be said about the PSX version of the 1996 hit PC game that stood from the sea of "Doom" clones and endeared itself to most gamers with raunchy humor, clever level design and an over-the-top first-person challenge that mirrored Id Software's offerings.  The console ports of "Duke Nukem 3D" hit the consoles in Nov/Dec. of '97, and (interestingly enough) they each had a different company handling the port with very different results.  Lobotomy Software (makers of "Powerslave") created the Saturn version of "Duke", and it is a solid effort with kick-ass speed/graphics/music and internet support via the Netlink.  The N64 cart was done by European company Eurocom (the N64 versions of "War Gods" and "Mortal Kombat 4"), and featured four-player Dukematching capability and cooler-looking explosions, graphics and (some polygonal) bosses.  Did Aardvark Software live up to the legacy of 3D Realms' original vision of a bubblegum-chewing Schwarzenegger-clone blasting aliens in post-apocalyptic Earth?  Read on...

GAMEPLAY / FUN FACTOR:  C+


"Duke Nukem 3D" featured internet support for multiplayer gaming sessions for both the PC and the Saturn versions, and the N64 "Duke" features an acceptable (but flawed in both design and AI for CPU-controlled Dukebots) multiplayer set-up.  The PSX sadly is the only console port of "Duke" that doesn't feature ANY multiplayer support whatsoever, and that is a very big disappointment that takes away a large slice of what made playing the game so much fun.  Sure, the PSX versions of "Alien Trilogy" and "Doom"/"Final Doom" were kick-ass blastfests, but Mr. Nukem packed most of his gameplay heat when being chased by another Duke hell-bent on sticking a rocket up his a**, or by doing a cooperative sweep of an alien-infested landscape, "Aliens"-style.  Personality goes a long way toward making up for the absence of multiplayer options, and Duke Nukem has a hell of a lot more appeal than the 'Doomed Space Marine' (clever) from "Doom", the mercenary from "Powerslave" and the nameless soldier from "Quake".

Oh well, at least there are more than 30 levels in "Total Meltdown" packed with plenty of pig cops, scummy aliens and scantly-clad females that are awaiting for either the sweet relief of a bullet in the head, or a cheesy one-liner to bring a little personality to the mayhem.  Some exclusive levels are included in the "Plug & Play" chapter of PSX "Duke", and they include enemies/backgrounds that parody some of the PSX's best-known hits ("Resident Evil", "WipeOut", "Tomb Raider", etc.), which serves to extend the length of your one-player adventure.  The AI is either a pushover in the easiest level, or a cunning and unbeatable opponent in the hardest difficulty settings; the inconsistent frame-rate doesn't make controlling Duke any easier (more on that later), despite the controller responsiveness being fine most of the time you control your character in a 3D environment.  And in the end, all personality characteristics and quirks aside, "Duke Nukem 3D" is and plays like a "Doom" clone, and that has been done to death already; with the singular exception of Rare's "Goldeneye", originality isn't a characteristic of this gaming genre.  N64 and Saturn "Duke" can at least offer the player the unpredictability of what another gamer might do in multiplayer, but PSX gamers will have to settle for the CPU pig cops and the "MIB" rejects.  Ouch!

GRAPHICS / VISUALS:  C


The pixels are back, and they are more square and ugly to the naked eye than the "filtered" fuzziness of N64 "Duke", or the speedy Saturn "Duke" port that flies by at a constant 30 frames-per-second with PC-worthy light-sourcing.  The PSX "Duke" falls very short of the competition's visuals, with a resolution that isn't even up ̃­to the hardware's mid-resolution, let alone the bare-minimum VGA resolution of the PC version.  There is some "fake" lighting effects used to emulate explosions and rockets going down hallways, but the 32-bit console that was built for true 3D gets its ass kicked by Lobotomy's ace software coders, which managed to convince the Saturn that it could do first-person shooters better than the PSX.  I guess the main problem is that Aardvark Software tried to emulate the exact physics of the PC code and (pardon the pun) ram it down the PSX's minuscule RAM flash-memory, instead of taking the game apart and rebuilding the code from scratch for the consoles (which is what Eurocom and Lobotomy did with their ports).  Believe me when I tell you that pixelated breasts ("Shake it baby"??!!) have never looked so unattractive and un-sexy as they appear in this game; I had to play "Dead or Alive" for twelve consecutive hours to remind me of what realistic breasts look like in the hands of competent programmers :-). 

"Total Meltdown" isn't the worst first-person shooter on Sony's grey box (I dare you to spend more than five minutes with "Hexen" and "Dark Forces" and not get a headache), but its sprite-based graphic engine was dated well-before it hit the market.  The unstable frame-rate, which can be steady 30 per-second when nothing happens but drops horrendously when there are fireworks and enemies all around you, seriously affects the lag time between your pressing the buttons and Duke Nukem performing the requested on-screen action.  It's one thing for a game to be ugly but playable, but it's another to let the shoddy programming of your visuals affect gameplay; unforgivable!

MUSIC / SOUND EFFECTS:  C+


A brand-new musical score was composed (or re-arranged from the PC original, which I've never played) for PSX Duke, and although it isn't half-bad (Saturn "Duke" also had a redbook audio score arranged) it is like an orchestral composition when compared to the silence present in the N64 cart, which had to cut the tunes in order to keep the game within limits.  The one-liners sound fine, but it's up to your sense of humor if Duke comes across as a Bruce Campbell-type funny guy, or a sexist pig in need of a serious tongue-lashing; some of the jokes are too blue and overtly sexual (references to masturbation are frequent), but the 'M' rating guarantees that 'Duke' will be in good company with the criminals of the soon-to-be released PSX version of "Grand Theft Auto".  The Saturn version of "Duke" kept the foul language intact, but Nintendo butchered the dialogue (and sanitized the graphics) of N64 "Duke" and as a result that game is not as faithful to the 3D Realms vision as are the PSX and Saturn versions... ain't CD's grand?

OVERALL:  C+


Duke Nukem will return to consoles in 1998 with "Time to Kill", where our hero will travel back-and-forth in time to chase more periodical bad guys and spew cheesy one-liners in a "Tomb Raider"/"Burning Rangers" 3D environment.  And the recent announcement that the 1999 PC sequel of "Duke Nukem 3D" will be switching technology (from "Quake 2" engine to the one used for "Unreal"... yes!) only serves to remind us that "Duke Nukem 3D" is an old game that had its share of the market and fifteen minutes of fame.  It's still good, but there are better PSX first-person games out there ("Powerslave", "Doom", "Alien Trilogy", "Disruptor", etc.) for you to be wasting time with a game that is covering the needs of a niche market on one console (internet gaming with Saturn's Netlink) and just another game on an overcrowded field (N64 and its "Turok" brothers).  Rent it, play it, beat it, and only remember it for its significant PC heritage; PSX "Duke" blows, and that my friends is something Mr. Nukem knows a thing or two about (wow, stop the presses!).