Duke Nukem: Zero Hour

Game Description: The greatest action hero in gaming is back in Duke Nukem Zero Hour, exclusively for N64! A third-person time traveling extravaganza that takes Duke to even greater heights of Mayhem! Kick ass in this giant 32 MB game with 22 levels, four time periods, 25 killer enemies, eight bosses and an arsenal of up to 20 all-new weapons. Multiplay up to four people on 14 levels, with 29 skins and four game modes. This game is 4 MB Expansion Pak and Rumble Pak compatible.

Duke Nukem: Zero Hour – Review

Remember the time you first saw Rob Schneider on Saturday Night Live doing his "Talking to the Rich-man" sketch? You know, the one where the guy takes a name and plays with it endlessly: i.e. The Rich-minator, Rich-meister, Rich-tola. Many of you probably laughed when you first saw it. And remember the first time you saw Damon Wayan's "Homie the Clown" routine on In Living Color? I recall peeing in my pants when I first saw Homie bop a guy upside the head, then followed by his trademark line: "Homie don't play Dat!" Now that we're in the present, when was the last time you saw either of these characters on TV? Simply, the guys just aren't as funny anymore. After the umpteenth time, the Rich-man wasn't just annoying the latest host, he started getting under our skin too. And after seeing Homie bop 'The Man' over and over, the only thing that was getting played was Homie himself. With those two comedy bits in mind, that's pretty much how I felt while playing GT Interactive's new release of Duke Nukem: Zero Hour.

Duke Nukem may have entered the gaming scene as kiddy shareware fodder for the PC, but somewhere along the way, he evolved into a technologically advanced first-person shooter (FPS) with a politically incorrect bad-boy attitude that brought him recognition. Since then, developers have tried unsuccessfully to plug his mug into more lucrative, mainstream console systems, some of which came in the form of third-person auctioneers. Zero Hour is the latest of these attempts, now for the Nintendo 64. On paper, that sounds like a good idea (keeping Duke's image fresh along recent console trends), but in execution, things get uglier than Norm MacDonald's Weekend Updates.

All of the problems stem from one thing: sticking with the exact same elements that were perceived to have made Duke a success. And all the while, failing to really evolve the franchise to the next level. Rather than utilizing Duke's characteristics to platform a new genre, the developers have basically tried to fit the original FPS into a third-person perspective mold, which is not unlike trying to fit a square peg in a round hole. Those expecting Tomb Raider's expansive exploration, Super Mario 64's playfulness, or Soul Reaver's abilities will be supremely disappointed. Zero Hour makes no effort to truly take advantage of its new perspective. Stages are laid out in the typical 'find the key' or 'hit the switch' fashion, which is more akin to FPSs. Duke's capabilities are also archaic, not allowing you to lock onto enemies, hang on ledges, or acrobatic jumps of any sort. The lack of new maneuvers makes negotiating obstacles more frustrating than trying to figure out Pat's gender. So while the mildly impressive graphics may superficially resemble a third-person game, they serve only an illusory purpose, exposed by the gameplay.

Beyond the gameplay, just about everything else remains equally stale. Voice samples of Duke's rip-off action movie one-liners sound EXACTLY as they did in previous installments, leaving me to wonder if they even bothered to remix some new ones or are they simply regurgitating the same old lines. The game is still filled with what John Carmack accurately labeled (with quite a bit of disdain, I might add) "one-shot gags," dealing mostly with porno, sex, urination, and minimally witty, pop-culture jabs. And without a solid game revolving around the gags, it all feels too shallow. What used to pass for chuckles and laughs now only evokes groans and disbelief.

Ultimately, I think it comes down to fear. Whether it's sketch comedy or a videogame, there's a fear that if the creators mess with the original formula, it won't generate the same big laughs or excitement it once did. Consequently, we end up with comedians rehashing the same material over and over. And likewise, developers continue to dress up the same old gameplay in different clothes. There's a failure to realize that part of the "formula" for success is originality and innovation. Zero Hour lacks that understanding completely and with such a name, Duke may not only be out of time, but out of steam as well. Rating: 3.5 out of 10

Duke Nukem: Zero Hour – Second Opinion

If you didn't yet "get it" from Chi's review, then let me say it again. Zero Hour is a fine example of going to the well one too many times. When I was younger, I was too caught up in the game's overuse of T&A and Duke's "witty" retorts to really criticize Duke as being a blatant Doom-clone. That was then—game machines have since evolved and so have the gamers (sort of); it's 1999, we're on the Nintendo 64 now, and I am a much more discerning player. For a game from the past to appeal to me, it would have to show some sort of acceptance of these simple facts of life. I mean, look at how popular Pac-Man was back in the 80s, but when was the last time we got an even halfway decent sequel prior to the 8-bit days?

Duke Nukem is an aged marketing concept, where a hulking guy destroys everything in his path and highlights the destruction with cool one-liners. It was worked to perfection in the 80s when Arnold Schwartzenegger and Sylvester Stallone were dominating the box office. But in the 1990s, even Sly and Arnold have conceded to the times and have changed accordingly. Why haven't the developers of Zero Hour realized the same thing? Sure Zero Hour is now in real-time 3D and a "new" third-person perspective. But it's all been done to death by now and he doesn't even bring anything new to the table. It's as if his old lines and enviable machismo was enough to overshadow the complete absence of gameplay. There are no new or interesting weapons, no new or interesting environments, and certainly no new or interesting storylines. It's just one long, boring remake of the original Duke Nukem.

The 90's are now winding down and we're entering a possible golden age of gaming with all the technologically advanced systems already on the market and on the horizon. The expectations of gamers are at an all time high and for a game like this to be thrown at them is a sure sign that there are still many developers that aren't learning from their colleagues' missteps. Forget the porn and violence, I am offended by the sub par quality of this game. It shows a total disregard for the industry, the fans of the franchise, and players in general. Rating: 1.5 out of 10

Duke Nukem: Zero Hour – Consumer Guide

According to ESRB, this game contains: Animated Blood & Gore, Animated Violence

Parents (and perverts) should definitely turn their radars on for this one because not only is this typically-violent fare, but this is probably one of the more racy games (containing much sexual innuendo and many provocative images of women) to ever grace a Nintendo system. The game feels like it was delayed way too long and as a result seems out of date in every way possible.

People looking for a Zelda or Shadow Man-type adventure with Duke Nukem at the helm will be sorely disappointed as Zero Hour plays more like an FPS.

Groups may find some value in the multiplayer fragfests that uses the first-person view all-around, but none of the modes particularly stand out and older games like GoldenEye still play about a hundred times better.