A bridge between the abstract action labyrinths of Doom and the future more cohesive places of the genre like Half Life, Duke Nukem 3D just occasionally reaches anything interesting on either side or on their union. With a much less combat focused than usual approach (enemies having 101 shooter design, most interesting situations relying on traps and thus in item usage and environment awareness to get around them) the game leans toward more of a navigational puzzle. Which is not something that different from the pure labyrinth that was Wolfenstein 3D to begin with, with the difference that the Duke is searching for a less gamey sense of place.

At first, the trick doesn’t work that bad since the attention to detail (in decorative interactions particularly) does give the illusion of a more sophisticated approach to what even a level is. However, this same illusion turns on itself when the exploration is forced and, when actively asked to pay attention to the map, the gamey sense is stronger than the most obvious lazy Doom arena, at least those were coherent inside their own logic. The real places start being small, forgettable samples among a greater, not that good navigational chaos.

Moreover, it seems that there is a conflict of wanting to avoid plaguing everything with action, worrying that it would detriment the contemplative approach to understand the level on a logical level, when a year later Blood would demonstrate that taking more cohesive, less abstract places as inspiration while maintaining the usual level of adrenaline everywhere resulted, even though similar to a theme park, in an unmistakably felt sense of a cohesive place.

Reviewed on Jan 08, 2023


2 Comments


1 year ago

I have to mildly agree, but the reason I personally think Duke Nukem 3D is so evokating is precisely this overgunning sense of appealing to realist player interaction with the word, through pretty naive elements offcourse but the L.A. constructions and skyscrapers with chinatown stuff and all, with that overburdening sense of exploration (being quite the maze at the end of the day) is what makes it so enthralling. It's downtown level design that expects a lot from the player and takes certain sense of wonder and "what if" to click with it. However, I do think the non-city levels are more sci fi pastiche, with confusing keys and all, that certainly does not give justice to this explore-the-city illusion. DN3D shines when it's about killing aliens in the city, everything else is kinda shortage.

And yeah Blood is king.

1 year ago

Yeah, I get how the city bits are the highlight for most, and I think they would be for me too, but I end up getting more the sense of their intention rather than their realization. It reminded me a bit of F.E.A.R. too in the closed areas, searching for air ducts, darkness filling whole rooms, keeping a lot of long sections without encounters or relatively quick ones, but that one managed to get a better natural sense of just being in the place without screaming at you to get into it by finding keys and doors that clearly (and a lot of things in that game may come from DN3D, probably the same thing happens with Blood). I don't know if the word is subtlety, elegance or something else but I think Duke Nukem lacks that to fully convince me.