Duke Nukem Forever

[03.29.15] Review - ‘Cooking Fever’

Nordcurrent

Nordcurrent

Cooking Fever

Rating:

3 Stars

It has been a very long time since I've reviewed a game; although, I’m not entirely sure that this is even a review, a public service announcement, a blog, or what. I stopped writing reviews on principle. I don’t really believe most of what is put out is “bad,” and you can see that based off of the review scores I would attach to my early reviews. A lot of gamers and developers have gone a long way to argue that video games are art, and – assuming that is so – art is a subjective matter. So if these games are going to be viewed as art, then quality is really in the eye of the creator. That’s not to say that things can’t be bad, but very few things, at least until this past year, are released completely broken. In reality, it all comes down to a difference in opinions on what people find fun, and I respect that. Just because I don’t particularly enjoy MMORPG’s doesn't instantly make all of them bad. I think there’s pleasure to be found in most any game, evidenced by my review of “Duke Nukem Forever” which was absolutely obliterated by other reviewers everywhere. “Duke Nukem Forever” might be an extreme example, but sets an important precedence. Sometimes things don’t meet expectations, other times they just might be of very little interest to you, but neither of these things make a game terrible.

In the current day where studios pump out annual titles which all try to match the financial success of “Call of Duty,” there has spawned a belief that every title released has to be the number one seller or it’s a piece of garbage. Despite the iconic words of Ricky Bobby, there is – in fact – a whole spectrum of bad to good in which things can land. Companies gauge their success on Metacritic scores, but most review sites treat a scale of 1 to 10 as a scale of 1 or 10. That’s why I dropped the scoring system in favor of simply explaining what I enjoyed and what I didn't enjoy. That same belief is what later led me to drop reviews overall. Really, what authority am I on what you think is fun? We may have similar tastes, but I would rather you experience it for yourself and make your own decision. If you’re interested in knowing what games I do like (I’m flattered, and thank you for reading!), I generally prefer to cover the things that interest me. If I don’t like it, I probably won’t talk about it as much, and what better endorsement is there than free advertising?

Enough about me, though. The reason I’m writing all of this is because of a recent experience I had with a game which was an absolute blast, until it destroyed its own experience for me. There is a parasite that has infected the gaming industry to the frightening extent in which we’ve come to accept that this is “just how things are now.” Micro-transactions have infiltrated every kind of game and have hurt or even completely destroyed many promising titles. Obviously, from a financial standpoint, micro-transactions offer unmatched benefits, but at what cost? Some games can pull it off, such as “Grand Theft Auto V.” The micro-transactions are there, but they are unobtrusive and have minimal effect on those who chose not to use them. Other games are playable, such as “Plants vs. Zombies 2: It’s About Time,” but created a very frustrating environment where you’re constantly pestered and feel penalized if you don’t buy in. Then there are games, such as the one I’m reviewing, which essentially render themselves useless you shell out some cash.

The jarring end to my playtime in “Cooking Fever” is what ultimately inspired me to write this review. I was so disappointed that I was barred from progressing through the game without grinding tirelessly or shelling out some cash. I would have happily spent a few dollars to purchase this game or even put up with intermittent advertisements since the game was a free download. What I refuse to do, however, is pay into this unhealthy ecosystem created by micro-transactions, just so I can continue to play this one game. There are other experiences out there which I would rather spend my time on, and this is why my time with “Cooking Fever” has come to an end. This is why I’m writing my first (and possibly last) review in years.

The Fun Stuff:

“Cooking Fever” follows a similar formula to the one perfected by “Diner Dash.” Serve customers, do it correctly, and do it quickly. In return, you earn some money, customize or upgrade your restaurant, then do it some more. “Cooking Fever” takes it one step further by packing in multiple restaurants with many different foods to serve while negating the seating of the customers and color matching in favor of the actual assembly of their orders. You can then upgrade your kitchen, your restaurant, and eventually buy additional restaurants to get new levels.

When you begin each restaurant, you start with simple orders. As you beat levels, you gain additional dishes to serve or different toppings and sides for the foods, such as lettuce and tomatoes for burgers, bowls of rice and soup, or fruit toppings for cakes. Meals become more complex and the number of orders increases as well. You also unlock the ability to upgrade your food and ingredients. Eventually, it becomes necessary to upgrade your food as well as your restaurant in order to earn enough money to 3-star levels, as it uses the same grading system popularized in “Angry Birds.” As you beat levels, you earn XP which allow you to level up, earn bonuses, and unlock additional restaurants. Customization is always a nice touch, so letting you pick and choose which restaurants you want to play, as well as customize your interior and kitchen via upgrades, is fantastic.

“Cooking Fever” is also very pretty, with a detailed-yet-cartoony graphic palette, reminiscent of early “Roller Coaster Tycoon” games. The restaurant environments are fun and feel like they belong in a Saturday morning cartoon. The foods themselves actually look delicious and make you want to go out and buy something similar in real life. Menus are laid out nicely, are easy to follow and understand, but are just on the verge of packing in too much information.

The Frustrating Stuff:

This style of game benefits greatly from a touch screen control scheme. On a 5” screen, however, it can be rather problematic at times. The game looks pretty, but over half of the screen real-estate is wasted on displaying the backdrop, customers, and their orders. This severely limits the playable area and makes everything very cramped. Combine that with opacity of a human finger and you’ll find there’s going to be the occasional misstep combining ingredients, which can’t be undone. It’s not game-breaking by any means, but it’s most definitely frustrating when it happens. If you have the hardware, opt into a tablet experience for this game.

That point may be moot, as there is one glaring issue with this game: the premium currency, or rather, the lack of readily available premium currency. After 3-staring every level in the first restaurant and about half the levels in the second restaurant, my progress came to a grinding halt. Even with virtually perfect runs, I could only 2-star the remaining levels in the restaurant. After burning through all of my gems (premium currency) to upgrade the restaurant and food, I bought every single upgrade possible that only required coins (base currency). Still, I could not earn enough to 3-star a level. There is a casino available in which players can gamble coins in hopes of earning gems, but after spending over 450,000 coins max-bidding at 500 and only winning gems once, I gave up.

The only other way to earn gems was to level up, which would require playing the same levels over and over again numerous times, or to earn them from the daily bonus. Gems, however, were not awarded until the 7th consecutive day played and I was only on my 3rd. The reward is also only 2 gems, and the lowest upgrade cost 10. This means I’m left with three options: hours of grinding, waiting it out for a week and a half, or buying gems. This is where my playtime came to an end, as I lost interest for having to wait days to really be able to play and progress. Perhaps it was so jarring because the game presented itself as a “play at your pace” kind of game and has the “Diner Dash” model, which traditionally would let you play as much or little as you wanted. It also could be because the currency system is set up similar to games like “Tiny Tower,” but completely bars progress instead of just slowing it like in those games. Either way, this is where the game ultimately ruined itself for me.

Bottom Line:

“Cooking Fever” was an absolute blast, while it lasted. As a free download, I highly recommend you pick it up to at least enjoy as much as you can. With the right pacing of upgrades, it might be possible to prevent getting locked up as quickly as I did; however, you will inevitably hit a brick wall at some point. If you so choose, you can always buy gems… although I strongly encourage you to vote with your money and refuse to give in to the temptations. While micro-transactions will never go away, hopefully we can fight this current trend in which they have infiltrated virtually every game released today. While I wholeheartedly believe developers deserve money for the work they have done, I don’t believe it should be paid out in a way that compromises the quality of the game.

“Cooking Fever” was developed by Nordcurrent and is available on Google Play for Android and the App Store for iPhone and iPad.

 

[02.01.15] 'Duke Nukem' making a return on Android

It’s been 19 years since the groundbreaking release of “Duke Nukem 3D” on January 29, 1996; and what a crazy ride it has been. If there’s one thing Duke Nukem fans have, its patience. That is, considering the painstaking release process of the heavily debated and frequently-delayed “Duke Nukem Forever.” Fortunately, with the announcement of the “Duke Nukem 3D: Hail to the King Collection” for Android, fans of The King won’t have to wait quite so long for another title… well, hopefully.

In celebration of the passing anniversary, Voidpoint LLC - comprised of the EDuke32 team and its founder Richard Gobeille – announced the thrilling return of multiple Duke Nukem titles all packaged together in the form of the “Duke Nukem 3D: Hail to the King Collection.” The HD collection, set to release exclusively on Google Play, will feature the original “Duke Nukem 3D” as well as the expansions “Duke it Out in D.C,” “Duke Caribbean: Life’s a Beach,” and “Duke: Nuclear Winter.” Also included will be the 1997 original Nintendo 64 release “Duke Nukem 64” and the PlayStation original “Duke Nukem: Total Meltdown” from the same year.

The team at EDuke32 has worked continuously for the past 10 years to preserve the original design for “Duke Nukem 3D” while simultaneously enhancing the visuals. They formed Voidpoint and acquired the commercial rights to all the original titles, paving the way for “Duke Nukem 3D: Hail to the King Collection.” Voidpoint is a completely independent venture from EDuke32 and aims to publish many more classic games, as well as some original titles, with the same attention to detail that EDuke32 is known for throughout the last decade.

While this collection may be their first release, it looks to be a very impressive package. In addition to bundling the aforementioned games and DLC, the “Hail to the King Collection” will also have a few unique features included as well.

· Never-before available re-release of Nintendo 64 version 'Duke Nukem 64' including redesigned and exclusive levels, censorship, lack of strippers/hookers (if that's your thing), new weapons, and new enemies.

· Never-before available re-release of PlayStation version 'Duke Nukem: Total Meltdown' featuring the exclusive episode 'Plug N' Pray,' new enemies, and Mark ‘TDK’ Knight’s atmospheric soundtrack.

· Kick ass on the go with an all-new touch control scheme, or with Bluetooth, PS3, or Xbox 360 controllers.

· Alternate soundtracks, refined visuals, and more! Duke has never looked so good.

Here’s the catch that will be sure to stir sour memories in any true Duke Nukem fan: There is no hard release date, yet. At the moment, it’s set for a “Q1 2015” release. That gives the team at Voidpoint about 2 months to finish and distribute the final package – or, you know, just 14 years and 10 months to beat the “Duke Nukem Forever” timetable.

[09.08.11] Gearbox wants your help shaping 'Borderlands 2'

Borderlands 2Gearbox

Borderlands 2

Gearbox

The guys behind hits like the Brothers in Arms series, Duke Nukem Forever, and Borderlands love to get feedback from the community. Gearbox Software wants your opinion on what should be done with the upcoming Borderlands 2, and they’re pulling out all the stops to make it easier for you to let them know how you feel! They’re looking for input on everything from game design to what should be included in the imminent collector’s edition. If you were a fan of the first Borderlands game or already know you can’t wait to get your hands on the upcoming sequel, there are three ways you can make this game all you’ve wanted it to be.

The first step is to take this survey and answer a few questions about what you think were the highlights of the first game. Expect questions like ‘which of these was your favorite feature’ and ‘would you like to see _____ implemented into Borderlands 2’. It’s quick and painless; and it will also get you entered to win some prizes! If surveys aren’t really your thing, you can always hit them up on their official twitter feed @GearboxSoftware or head on down to their forums where they’ve opened up an official thread asking you what sort of things you’d like to see contained in the collector’s edition. Who wouldn’t like to open up their collector’s edition on release day and have their own little mechanical Claptrap running around? Odds are, we’ll probably get stuck with something more like an art-book though; but the power is now in your hands!

[08.24.11] Review: 'Duke Nukem Forever'

2K Games

2K Games

Duke Nukem Forever

Rating:

4 Stars

Duke Nukem. Many people know the name, and many people also know at least a little bit of the story behind the making of Duke Nukem Forever, regardless of whether or not they even play video games. Stuck in developmental hell for 15 years, the impossible happened when Duke Nukem Forever was finally released to the public in June 2011. Suddenly the cool thing to do seemed to be bashing the game. Critic after critic gave it horrendous reviews, often in the range of 2-3 points out of a possible 10! Metacritic’s score for DNF sits right around 49% for any console. Despite all of this, it still had notably strong sales on release week, although they dwindled out later on that month to a mere 376,300 units. Despite the fact that Take-Two Interactive ultimately did state the game was profitable for them, the big question is, though, was the bashing justified? Or is Duke just another victim of the media?

The Fun Stuff:

Hail to the King, Baby!

What could be more fun than finally getting to play as the larger-than-life Duke Nukem? One of the most ridiculous, over-the-top action stars of all time is brought back in Duke Nukem Forever, and you get the chance to run and gun as The King. Duke has got himself an arsenal of fantasy weapons, goofy one-liners, and some awesome pop-culture references to play through the campaign with.

Freeze Ray! Freeze Ray! Freeze Ray!

Yup, that’s right, the freeze ray is back, albeit a little differently from the original, but it’s still a freaking freeze ray! The fun doesn’t stop there though. There’s the Devastator, which is a dual-chamber rapid fire rocket launcher – every man’s dream weapon! You can also get your hands on the Railgun, which is like a sniper rifle combined with the Spartan Laser from the Halo series. There are many more to list including the basics like the M1911 pistol, a shotgun, shrink ray, RPG, pipe bombs, and trip mines. No matter which weapon you pick up, you simply can’t go wrong. Just make sure you try them all out!

That’s one dead space marine…

If you love pop culture references, you’ve got a lot in store from you. Games, companies, movies… nothing’s safe from Duke Nukem. If it’s been big in the last 10 years, it’s going to get a reference in one form or another throughout the game. Without spoiling anything you’re going to see or hear, expect to catch references to Halo, Valve, and the movie Old School among many other things. The majority of the humor throughout the game comes off as groaners, however quite a few of the pop-culture references are enough to get you to laugh out loud.

We need more crates!

The longest running joke in the first-person shooter genre is the presence of crates anywhere and everywhere in every single game. Think of many mainstream shooters. Take World War III, the setting of some random faceless town already blown to bits, grab a bunch of troops, and run them through a warehouse filled with crates. They’re always there to for some cover. Now I’m not trying to say DNF doesn’t have crates… there certainly are some there, but the best thing about DNF’s setting is that it’s not rinse and repeat. One minute you’re swimming underneath a dam and the next you’re out in the desert driving a monster truck or riding in a mine-cart Donkey Kong style!

The parts that really shine through are when Duke gets shrunken down by the aliens. Now the environments have the charm of Honey, I Shrunk the Kids! but with the flavor of Duke, of course. When you were a kid, didn’t you always want to just hop into your RC car and drive it around? Well, you get that chance in DNF. You’ll also be spending time running around inside ‘Duke Burger’ while micro sized. It’s actually a surprisingly nice change of pace getting to see the world from another perspective. Make sure you look around carefully while you’re tiny Duke! At first it may seem like you’re just running past a bunch of generic condiments; but upon closer inspection, you’ll notice each one has its own little humorous description written up on the labels. There’s a lot to be found outside of the main objective when you’re shrunk.

Why So Serious?

All these war games are intense, really intense. Can’t we just lighten it up a little? Sure we can! If you’re looking to branch out from the seriousness of war, Duke Nukem Forever is the way to go. Technically you’re still a one-man army blasting your way through a war… but the tone of the entire game is a complete 180. Duke Nukem Forever knows better than to take itself seriously. If you’re looking for some foul mouth, immature, potty humor, you’ve picked up the right game. If you’ve got a sense of humor, you’re guaranteed to find something in this game that will make you laugh… just don’t expect all of it to appeal to you.

The Frustrating Stuff:

Loading… lOading… loAding… loaDing… loadIng… loadiNg… loadinG…

If you like to take frequent bathroom breaks during your video games, fear not, for you will have plenty of time to do so. The most frustrating thing about Duke Nukem Forever might just be its loading times. On average, they sit around 45 seconds for each loading screen… and you’re going to be facing multiple throughout each level. Don’t even think about dying either, because each time you’re going to have to wait the full 45 seconds again to reload everything. If you plan on playing through the harder difficulties, you might want to consider having something to do on standby to get you through the loading times.

Hey! Let’s just make them play through every difficulty at the same time!

That’s how it feels sometimes anyway. Some bosses are defeated by the simple strafe-around-in-a-circle-while-blasting-the-crap-out-of-them-with-explosives technique while at yet another point on the same difficulty you literally have to abuse the aim-assist system to pass it, and that’s just barely making it. The inconsistency of difficulties can make you really dislike this game. Most of it is a breeze and you’re just enjoying yourself as you fly through this game… and then you hit a choke point. Maybe somebody was having a bad day when they designed that part of the game, or maybe they just let their dog jump around on the keyboard for a while… whatever the reason, there’s no excuse for the Grand Canyon that sits between the easiest parts and the hardest parts in any given difficulty.

She said what?

There is such thing as too over-the-top, and DNF certainly manages to hit that point at least once in the campaign. It’s guaranteed that someone was going to take offense to this game; however, there are a few things that just seem to cross the line and can hardly be justified in the game. Luckily, these parts are easy to get through so you just have to hold your tongue and move on.

Bottom Line:

Duke Nukem Forever was surprisingly some of the most fun I’ve had with video games in a while. Although some parts almost made me want to throw the game out the window, the majority of the game was incredibly enjoyable. Deep down inside, we were all rooting for The King to make another appearance, and with 15 years of development, it’s obvious it would never meet everyone’s expectations. If you go in with an overly critical attitude, you’re going to hate it, but come in with good humor and you’ll be laughing while overlooking the slightly outdated graphics and game mechanics. Seriously, though, how could you not love a game when the loading screen says, “Remember, if you get stuck, you can always cheat by looking up FAQ’s online!”

Duke Nukem Forever was developed by 3D Realms and published by 2K Games. It was released in North America on June 14th, 2011 with an M rating from the ESRB and an MSRP of $59.99; it now sells for $39.99