| Duke Nukem: Time To Kill |
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''Duke Nukem: Time To Kill'' is a third-person action/adventure PlayStation Video Game in the Duke Nukem series. The game is one of the many ''Duke'' titles released to satiate fans while '' Duke Nukem Forever '' was in production. GAMEPLAY The gameplay and controls are very similar to those for '' Tomb Raider '', a fact humourously referenced throughout the game. ''Time to Kill'' is best described as a fast-paced ''Tomb Raider III'' clone with limited puzzle solving and more of an emphasis on wit and explosions. Aside from ''Tomb raider'', '' The Evil Dead '', and '' Back To The Future '' series are also referenced to during the game. PLOT The game starts with a video sequence of Duke riding his motorbike towards a Strip Club , only to find pig-cops teleporting in to disrupt his fun. Duke fights off the cops and the game begins. The video sequence is accompanied by a soundtrack from Stabbing Westward . The first level of the game is a '', although there are considerable differences. There is also a multiplayer Deathmatch option, where two players can battle each other in environments loosely based on the single player levels referring to the different Time Periods . These multiplayer levels can also be accessed in the single player game by finding stopwatches or 'surprises'. If these hidden items are found, the player is given an opportunity to take on a horde of enemies in the multiplayer levels using an upgradeded version of a current weapon, with the prize for completion as the upgrade. DUKE'S ARSENAL The weapons listed are provided in the order in which they are likely to be found in the game. This includes weapons found in secret areas. The Mighty Foot – Duke extends his foot in a kick. Useful for breaking open boxes or weak crates without wasting ammo. Desert Eagle – Duke's trusty sidearm. A good, reliable piece when no other weapon is available. Its accuracy, high rate of fire, and minimal loss of damage over distances make it a good sniping weapon. ''Super version'': The Super Eagle, same as Desert Eagle, but fires even faster than the normal version. Combat Shotgun – A powerful gun that can tear limbs apart, useful when wandering levels. It has an acceptable rate of fire. However, the bullets spread out, so damage is diminished at a distance. ''Super version'': The Super Shotgun, can fire four quick blasts in a row before reloading. Gatling Gun – Another competent roaming weapon with an extremely high firing rate. It has low accuracy, especially at great distances. It also consumes ammo quite rapidly. Fortunately, Duke can carry large quantities of Gatling ammo. ''Super version'': The Laser Gatling Gun, fires lasers instead of bullets which are more accurate and do more damage. Unfortunately, it holds only 250 rounds instead of 400. Pipe Bombs – One of Duke's more useful indirect weapons. Duke can throw one at a fair distance, depending on how long you hold down the action button. Duke can then either pull out another pipe bomb (useful for setting up big explosions or multiple small explosions at once) or detonate them with a remote switch. There is no time limit, so Duke can wait until he's good and ready to set them off. Good for setting traps for the unwary. Be careful of the explosion, though. If you're too close Duke can get hurt or even blow himself up. RPG (Rocket Propelled Grenade) ) – One of the most powerful weapons Duke gains access to. Basically, it's a rocket launcher. One shot can reduce most enemies to mere piles of steaming meat. Unfortunately, Duke can only hold a very limited amount of ammo. ''Super version'': The Incendiary RPG, how this weapon can be more powerful is a surprise, but apparently it is. It also sets enemies on fire. Dynamite – A weapon similar to the pipe bomb, but lights immediately and should be thrown quickly. Be careful you don't bounce it back into yourself! Throwing Knife – A weak weapon by appearances, but a well thrown knife can take out an enemy in one or two hits. However, Duke can't find many of them at once, can't hold too many, and they don't have great range. Buffalo Rifle – A gun found in the Old West, this baby can do some fairly good damage for long range firing. Reload time on it is pretty bad. Flamethrower – At short range, this weapon can roast any adversary,, but pig cops are probably the most susceptible. It has two problems: You have to hold the weapon for a fairly long time on the target or they won't heat up, and it burns ammo very quickly. ''Super version'': The Hi-Temp Flamethrower, cooks enemies faster than normal and has a blue flame instead. Throwing Axe – This weapon can be fairly powerful in the right hands. Don't rely on them too much, though, because the amount you can hold is painfully small. Crossbow – A long-range firing weapon, this is basically the medieval version of the Buffalo Rifle, it works much better, though. It has a wider range due to its ability to fire three bolts at a time (however, only consuming one unit of ammo). Holy Hand Grenade – "1, 2, 5! (Three, sir!) 3!" Straight out of '' Monty Python And The Holy Grail '', these explosives are far more useful than dynamite and pipe bombs for one good reason: the grenade will 'seek' out the nearest enemy and explode. If there's no enemies around, though, the grenade will bounce aimlessly and explode after a while on its own. Energy Weapon – A pretty neat addition to Duke's arsenal. This weapon fires a short-range 'claw' which can 'seek' out a nearby enemy, latch on, and holds them until they burn up. Great for Larval Necros. ''Super version'': The Super Zapper, shoots a much longer beam and has better seeking abilities. Eats ammo very quickly, though. Freezer – Works exactly like the Freezethrower from '' Duke Nukem 3D ''. Point it at an enemy and shoot them until they turn into a frozen block. Shoot again (or run up to them if you want to save ammo) and they shatter. Best used for crowd control, where you can freeze some enemies, kill others with other weapons, then shatter the ice cubes. ''WARNING'': Enemies will thaw after a few seconds. Also, beware of hitting yourself! Duke can also be frozen by his own bullets. If you happen to be up in the air when this occurs, you'll die upon hitting the ground. LEVELS Level 1 - Present Time New L.A. - Above Ground: The major section of the hub level that Duke explores throughout most of the start of the game before going back in time. The area mainly consists of the Club Bootylicious (a strip club and bar), a main street which connects to a backalley where there is a back-entrance into an apartment belonging to a dominatrix. There is also a large warehouse that is locked off and a factory as well. There is also an entrance to the subway station. Subway: This is where the teleporter is located that enables Duke to travel back in time to the various time-periods of which his ancestors existed. However, before he can use the time teleporter he must find three crystals that are scattered throughout this level.
Level 2 - The Old West - Duke now wonders what the aliens are up to in the Old West. But, to find out, he needs to get inside the bank vault. Then, once he knows it, he can grab a key and storm the nearby garrison, where a mine shaft has been excavated. That shaft brings him to end. The important thing now, though, is to find the three pieces of paper scattered through the level that hold the combination to the bank vault.
Level 3 - Alternative Future New L.A. - Welcome back, Duke. Unfortunately, instead of a hero's welcome, things are even worse than when he left. Like level 1, the idea here is to collect the crystals and warp back to another time. Unlike level 1, this time Duke enters an area he was unable to explore before: the warehouse. The whole of New L.A. seems to have been taken over by the alien race since the events in the second level.
Level 4 - Medieval Times - Duke starts this level standing across a moat from a castle owned by his long-gone ancestor Baron Von Nukem. He must now storm into the castle and recover all the pieces of his family's treasured jewels in order to return back to his time.
Level 5 - 'Still Not Quite Right' Future New L.A. - As always upon return to the present, Duke is found in the small park right outside the bar (now called Danglers with male dancers). Obviously things are still not right, and Duke must go and fix it, in order to do so he must repair the time portal which has been flooded in and is also missing a piece for the orientation device. In order to recover this piece Duke needs to fight his way through the pig-infested factory.
Level 6 - Imperial Rome - Duke is now sporting a toga as he enters the Roman Era. He starts out in a small hallway overlooking a Roman bath holding some very fine looking Roman women. Here Duke must battle his way through the Roman bath house in search of a key and pass through an arena filled with nasty surprises which will eventually lead him to a labyrinth that will conclude in a Roman palace. However before Duke can finish in this time he must confront the unholy bloody bath house which hosts the final Boss.
ENEMIES These are the following enemies which Duke has to battle against in ''Time to Kill'', most are recurrent characters from past Nukem game titles:
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