Publisher - GT Interactive
Developer - Eurocom
Platform - N64
Release Date - February 1999
Type - 3D Shooter
He's famous for his one-liners and
kick-ass-now, take-names-later
attitude, but Duke Nukem's first
appearance on Nintendo 64, Duke
Nukem 64, wasn't nearly as
well-received as GT Interactive was
hoping for. The game's aged, though
smooth semi-3D engine simply
couldn't stand up to the likes of
Quake and Goldeneye. The publisher,
in a joint venture with 3D Realms, has
appointed developer Eurocom to
re-establish Duke's reputation on the
64-bit front with Duke Nukem: Zero
Hour, currently scheduled for a
second-quarter '99 release.
Come Get Some
In Duke's latest adventure, the
gun-happy hero finds himself in the
middle of an alien plot to destroy
mankind. Nukem, who hates nothing
more than the extraterrestrial, must
travel through the depths of time to set
things right, kill off the alien scum and
rescue all the "Earth babes" in the
process. The perfect scenario for
mindless violence, excessive
one-liners and lots of gunfire.
He's Come to Kick Ass and Chew
Bubble Gum...
... And he's all out of bubble gum. But
he's definitely not out of ammunition.
The biggest difference between Zero
Hour and previous incarnations of
Duke is that the game does not take
place via a first-person view a la
Quake. Whereas Duke Forever will
hit PCs running on the Unreal engine
and retaining the series' classic
shooter view, Zero Hour takes an
alternate approach to the franchise: a
third-person, over-the-shoulder view
like that employed in Tomb Raider.
Because of that, Duke's maneuvers
and options are increased greatly. In
addition to shooting off his vast
arsenal of weapons, the Evil
Dead-like tough guy can climb
ladders, roll, grab onto ledges, slide,
and crawl through every inch and
corner of the game's numerous and
varied levels. In fact, the game plays
exactly like Tomb Raider on steroids.
Whereas Duke Nukem 64 was more
or less a port from PC, Zero Hour
has been designed from scratch to
take advantage of Nintendo 64's
hardware. Eurocom, working closely
with 3D Realms and GTI, has
designed time-specific levels ranging
from a futuristic world equipped with
monitoring cameras to an
underground mine-shaft with
rail-barrel. No longer is Duke a 2D
and flat; instead, the Nukester has
finally made the long-awaited jump to
3D polygons and he, along with all of
the game's enemies and objects, look
better than ever. All of the above and
a consistency that hugs 30 frames per
second.
Fore Dukes are Better than One
Thankfully, Zero Hour will feature a
four-player split-screen deathmatch
mode in which players can hunt
one-another down. Details regarding
the feature are still sketchy, but
IGN64.com speculates that players
will be able to control variations of the
Nukem through a pre-set number of
deathmatch-specific levels. In other
words, a style very similar to Rare's
Goldeneye.
Outlook
Duke Nukem: Zero Hour looks to be
a very promising title for many
reasons: the first and most obvious,
it's a Duke Nukem game. The
second, it's being developed by
Eurocom, the same team responsible
for Midway's excellent port of Mortal
Kombat 4. And third, it's a
third-person action/adventure with
mature themes, a much-needed genre
for Nintendo 64. Keep an eye out for
this one.