"I'm going to blow your head off and shit down your neck." Stallone, Schwarzenegger, all 80's angst and 90's edge Duke Nukem shoves his foot up the ass of every alien he comes across. "The mighty foot", dual wielding rapid fire mini missile launchers, Pig cops, interactive strippers and night club combat arenas are the culmination of Duke's tour de force. Duke Nukem 3D in 1996 must have been the most impressive video game yet. It's level of interactivity and grounding of the player, destructible environments, puzzles, first person platforming, combat and weapons would introduce new concepts and experiences for not just first person shooters but video games as a medium. Duke Nukem 3D is the most impressive shooter I've played on this blog.
Duke Nukem 3D is great for a lot of reasons and unlike the game I've wrestled on how to introduce them. I think its best and most befitting of this blog to start with the new concepts Duke introduces to video games. Duke is one of the first games to really explore and deliver a multitude of grounding yet pointless activities for the player. Throughout this blog one thing I'm reminded of is how static game worlds used to be. These activities even if seemingly pointless to the goals of the player show the player a simulated reaction to the players actions. Giving a great sense of presence, modern games like Zelda Breath of the Wild or sim shooters like Prey use these interactions to great effect. Even Hexen or id's violent ascetic in DOOM feel rigid and do little to react to the player. With Duke Nukem I paid a stripper money and she flashed me her breast, I can push pool balls on the pool table, blow up toilets and fire hydrants to see a resulting water fountain out of the ground.

Posters rip, secret switches now have dinner tables sink into the ground or change the positioning of giant hollow gears to create a navigation puzzle. Lighting is used to great effect. It very much completes Duke in the same way blood completes DOOM. The Red Light District and porn theaters wouldn't be the same without the Build Engine. All of this was almost completely unexplored in 1996 game mechanics and setting. Duke Nukem 3D pioneers these efforts largely in a way no shooter or game had ever done to this point. The reason its great though is Duke Nukem couldn't exist with anything less. The gameplay down to its core along with it's levels all go around this sandbox mentality Duke introduced. Because of its ambition Duke Nukem 3D in 1996 showed new potentials in interactive games but also used it to be one of the best gaming experiences ever made.
I've mentioned Duke's philosophy permeating all aspects of its design. One of the most refreshing things about Duke is his arsenal and combat approach. Video games like any other medium establish genre templates that are often borrowed from. Hexen was really the first game on this blog for instance to dramatically break away from DOOM II's weapon set even though it wasn't near as ambitious as Duke Nukem 3D. The pistol fires pretty fucking fast and does a low but reasonable amount of damage.

It reloads every 12 shots and is the only gun to do so. It interestingly enough keeps the rapid fire of the weapon from being a bit over powered on lower end imp like enemies such as the Assault trooper or Assault Captain. These enemies more or less act as imps and can even teleport at times. They have a dying animation of being shot in the throat sometimes and its with things like this that Duke enjoys his gore as much as DOOM guy. Pig cops are similar to DOOM IIs zombies soldiers but shotgun armed and like most enemies in Duke 3D can dodge by lying on the ground. This makes for some dramatic differences in fire fight pacing from other shooters in this retrospect and would introduce reactionary enemy AI to the genre other than simply running into your smoking gun barrel. The shotgun ammo you get from these guys powers one of two DOOM clone weapons. The shotgun itself is nothing special but I am fond of the foregrip, other than that it wears its' DOOM DNA proudly. Duke gunplay and use has a much bigger focus on explosives and the rocket launcher does this well again straight from id's playbook. Octobrains remind me of Cacko demons but after that all the enemies feel new and fresh in game. Battlelord sentry's are so tough at times but so, so satisfying to take out with weapons like the Devastator, a dual wielded rapid fire mini rocket launcher. Like the grande launcher on the Battlelord, Duke uses physics to introduce the concept of proper throw able explosives in FPS games via the Pipe Bomb. All explosives have a chance of literally blowing your enemies to bits that fly around the level. Its a level of cartoon gore that I adore and was pretty incredible for a shooter in this era. There is plenty of other standout enemy archetypes and Duke is the first on my blog to introduce new ones to the fps template that future games even until now would borrow from. The head mounting , life sucking Protozoid Slimer come to mind. However as much as the double barrel shotgun is to DOOM's personality things like the Shrink Gun or Freeze Ray are to Duke. The game allows you to often shrink and stomp on enemies or freeze and shatter them. The guns are fun, sometimes the gimmicks get in the way of the flow of combat but generally I found the opposite to be true.Duke feels his best when running around blowing everything up and very DOOM II speeds. I had the most fun I've had with first person combat and enemies in this blog with Duke Nukem 3D. Its wholly unique and fun while being familiar enough. I would have been floored in 1996 and still in 2020 have newfound heights of respect for this games gun play and enemy designs.

The manifestation of 3D Realms' design philosophy successfully nailed the essential aspect of 3D space in a 3D video game. Obviously they lived up to the company namesake. Duke's levels blow its contemporaries out of the water. One of the things I heavily praised DOOM II for was its allowance of the fast strafing and forward/backward movement. While the game played with vertical scale it never did anything like Duke or modern games do. Levels like Flood Zone have duke fighting on dry planes while going underwater dealing with all kind of caverns and planes. Open areas like the opening to Bank Roll leave tons of strafing horizontal space akin id games. Then some of my favorite levels like Raw Meat find some nirvana middle ground employing both sides of the design coin. It's not just design in the ways 3D Realms made Duke's levels. Duke Nukem 3D is the first game I've played in this retrospective look that feels like they could finally visually represent whatever environment they wanted. Dark Forces, DOOM II, Heretic all looked largely the same. The thematic and atmospheric aspects of level design is one of the most important things in video games. While Duke goes to the moon I do feel like he finds his identity at home with nightclubs, porn theaters and city streets. Red Light District, Hollywood Holocaust,LA Rumble, and Movie Set all took me to places not possible in games before. It fits the 90's edge and pop culture hard.A far cry from DOOM II's "city".The levels are big and use vertical movement very much connecting floors of buildings and adding platforming mechanics to Duke's dynamic. While jumping and jet-packing or scuba diving around 3D space gives you this sandbox feel. Duke's levels aren't without fault. Some of the destruction needed to progress or that gets triggered near the player isn't intuitive or obvious and sometime poorly timed. It can be frustrating at times and it shows designers wrestling around how to introduce mechanics or signal objectives. Most of the game's puzzles are straightforward enough and don't add much to the experience sometimes they are less obvious and I found them tiresome. These levels are made to be interacted with even with small details and
are meant to be explored in 3D space thoroughly. Duke Nukem set a new
standard for 3D game level design.

The wrapper on 3D Realm's ambition is Duke Nukem himself. I've quoted him several times, talked about paying strippers, and blowing everything up. He constantly delivers one liners that suite his character making me for the first time in this blog feel like I'm actually playing a character. Much of his alpha male, 80s'/90's disposition sits between cheap Water Boy levels of comedy and actual parody. It really is memorable thus perfect for a 90's FPS character. Duke as a character and the game are memorable in ways the other games in this blog have not been. Broken into episodes akin to id games, Duke has 4 chapters. The first chapter introduces all the themes I love about the game. I feel like unlike the other games I've played on this blog Duke is the first game to have a somewhat cohesive approach to introducing mechanics, enemies and difficulty across episodes of the game. Hollywood Holocaust got me hyped but Lunar Apocalypse is the second and worst episode of the game. Playing much more in DOOM design principals and worse for it. It kind of drags on but then my favorite chapter Shrapnel City more than makes up for it. Throwing in full confidence everything that makes the game great. At this point the game is fine at taking moments to really punish the player but I'd found my skill had grown by this point and it really let the game mechanics shine.

Thinking about Duke Nukem 3D in the perspective a 1996 fps fan is easier than many games on this list. His character is fun, the game is bright and thematically a treat. Its technologically a big jump over anything before it. I think as someone who enjoys the creative output but doesn't design games I would have been playing things I never could have dreamed of. I am personally a huge fan of interactive games like Skyrim or Crysis so this would have been the equivalent at the time. Sometimes a game comes around and just delivers everything, shifting the medium and the genre its part of. I think for 1996 Duke Nukem 3D was that game. This blog is a real pleasure and I've learned so much from this game as it wholly justifies the whole process. 3D Realms' master piece is one of my favorite games and one of the best shooters I've ever played. While game design is still rough, not player forgiving or intuitive it took big forward steps with Duke. Designers where no longer stumbling on the basics but wrestling issues that come about from much more ambition. Duke's high level of interactivity and retro sprite based visuals make it an odd ball of time. It plays and feels more advanced than it looks. No game on this blog so far had came close to the influence and impact DOOM II had until now. While Duke does indeed still borrow some id basics I'd argue this game is just as big a milestone for the FPS genre. Duke was tremendous.