Two Basic Tips For Adding Some Nostalgia To Your Stories

Well, since some of the short stories that I begun posting here last February were nostalgia-based stories, I thought that I’d offer a couple of fairly basic tips about how to add nostalgia to your stories.

1) Small details: One of the best ways to add nostalgia to your stories is through small details. In other words, include items and things that are strongly associated with the time period you are nostalgic about.

For example, this “2000s nostalgia” story briefly includes a description of an old early-mid 2000s mobile phone. This other “2000s nostalgia” story briefly includes a reference to a defunct chain of video shops that were popular in early-mid 2000s Britain. Likewise, this 1990s nostalgia-based story briefly includes a segment about POGs.

However, you need to remember that not all of your readers will have memories of the things that make you feel nostalgic. So, it is often best to include a brief physcial description of the nostalgic items in question.

For example, here’s the segment about POGs in the “1990s nostalgia”-themed short story I mentioned earlier: ‘ “‘Oh my god, is that a tube of POGs? No way!” Since the next student loan instalment didn’t arrive for three days, she knew that she’d have to ration herself. Even so, the translucent green tube of cardboard discs was only 25p. It even included a couple of gnarly-looking slammers too.

As you can see, this passage also includes a brief physical description of what POGs are. Since it’s possible that many readers didn’t grow up in the 1990s, they may not have had the nostalgic connection to them that I have. They may not even have heard of them. So, it’s always a good idea to include a brief physical description of more random, ephemeral or obscure nostalgic things.

2) Rules, commonalities and differences: If you’re going to include nostalgia about a particular time period in your story, then you need to understand what made that time period so distinctive.

In other words, you have to examine your memories and/or lots of things (eg: TV shows, books, pop culture etc..) from that time in order to see what they all have in common – and how this contrasts with the present day.

Not only will learning this allow you to subtly add the “flavour” of a particular time period to your story (eg: stuff involving the 1990s will often be a bit more optimistic), but it also allows you to make the kind of pithy observations that can really add some emotional and/or intellectual depth to your story too.

For example, in one of my “2000s Nostalgia” stories, there’s a segment where the two characters are talking about silly rumours that they heard during the (early-mid) 2000s. Finally, one of the characters comments: ‘These days, it’d be pics or GTFO. I miss folklore.

This is the kind of detail that comes from thinking about what made the early-mid 2000s different to the present day. Back then, smartphones/camera phones weren’t as common and social media was very much in it’s infancy. Likewise, the whole “fake news” thing hadn’t happened. So, there was less of an impulse for people to document and/or question literally everything. As such, things like silly rumours were more likely to be spread and believed by more naive people. It’s a small difference, but a noticeable one.

So, yes, study the time period that your story revolves around and see what everything in it had in common, and how it differs from the present day.

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Anyway, I hope that this was useful 🙂

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Nostalgia Is A Different Source Of Artistic Inspiration For Everyone – A Ramble

A while before writing this article, I found that I was going through more of a nostalgic phase than usual. However, rather than looking for “new” things from the 1990s and early-mid 2000s that I’d never seen before in order to learn more about these familiar, but still tantalisingly mysterious, parts of history – I found that I was much more interested in revisiting “old” things and old memories.

Whether it was old things like Ocean FM, late night channel 4 broadcasts, “South Park”, various audio cassettes, certain old computer games, Youtube videos of the Windows 98 “Maze” screensaver, shouty early-mid 2000s metal songs etc… these were all things that I’d experienced before in some way or another. They were a mildly more “personal” type of nostalgia.

To use a slightly more vague example, when I went out to water a plant in the early evening before preparing this article, the air had a cool yet warm crispness to it and a slight floral/dried grass smell which suddenly made me think of random things from my childhood. It made me think of old kitchens, metal tins, green shoeboxes, a vaguely American-style church in Havant that I saw during the late 1990s, a pair of hideous old curtains, the very first time I ever tried to pull an all-nighter and a whole bunch of things that are personally nostalgic, but not “nostalgia”.

And this made me think about nostalgia and artistic inspiration. Because, most of the time when I try to make “nostalgic” art, it is often based on a highly stylised (and Americanised) version of the time periods that I’m trying to evoke. It’s often more based on the internet pop culture “version” of the decades in question than my actual memories of 1990s and early-mid 2000s Britain – like this:

“From The 1990s” By C. A. Brown

“Future 2004” By C. A. Brown

Of course, this is an easier way to make “nostalgic” stuff for the simple reason that the research material is more easily available. Likewise, it often relies on a commonly-known set of visual symbols (eg: for the 1990s, this would include things like floral prints, floppy disks, sweatshirts worn like belts, backwards baseball caps, audio cassettes, POGs, Tamagotchis, game cartridges, VHS tapes etc..). But, the downside to doing this is that these types of nostalgic art can lack individuality and personality.

Yes, the exact mixture of “nostalgic” pop culture and technology that is alluded to in this type of nostalgic art will vary heavily from person to person. And, to a large extent, this can be a good way of adding some individuality to your nostalgic art. After all, the really cool stuff that instantly makes you think of the 1990s or the early-mid 2000s will be at least slightly different to the things that evoke the same feeling in other people.

But, making art based on actual memories and/or feelings of nostalgia is significantly more difficult. This is mostly because memories can fade or blur over time, which means that trying to make “accurate” art based on them can be next to impossible. Yes, you can make art that sort of vaguely looks a little bit like them, but the exact details will probably be wrong. Like this:

This is based on my vague memories of ferry journeys during the mid-1990s and of how modern and “cool” the duty free shops looked back then. Again, it looks nothing like what actual duty free shops at the time probably looked like.
(“Duty Free 1996” By C. A. Brown)

The exact feeling of nostalgia is also one of those things that is near-impossible to put into words, let alone into pictures. It’s one of those highly complex emotions which can simultaneously exist in several versions and which also varies from person to person too. It is something that cannot be described or depicted fully and will always get “lost in translation” whenever this is attempted.

For example, one of my “nostalgic” moods is heavily based on the mood that childhood memories of visiting my cousins, listening to novelty “South Park” songs and/or looking at Windows 3.1 evokes in me. It’s a wonderfully warm, cosy and reassuring, but understated, mood. It is also a strangely “American” mood (even though I’ve never been to America). It’s a mood that I also experienced slightly when I played this set of modern “Doom II” levels. But, no doubt, this entire paragraph probably won’t tell you a thing about what this mood actually feels like.

So, yes, the less specific and personal nostalgia happens to be, the easier it is to use for artistic inspiration. But, even so, your own version of “pop culture” nostalgia will still be somewhat unique for the simple reason that the exact mixture of commonly-known inspirations you use will probably be slightly different to everyone else’s.

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Anyway, I hope that this was interesting 🙂

Why Is It More Difficult To Make “Nostalgic” Art, Comics, Stories About More Recent Times? – A Ramble

2017 Artwork Recent history nostalgia article sketch

Even though this is an article about making comics, art etc.. I’m probably going to have to spend several paragraphs talking about a strange experience that I had shortly before I wrote this article. As usual, there’s a good reason for this that I hope becomes obvious later.

As regular readers of this site probably know, nostalgia is one of the things that inspires a lot of the art, comics etc.. that I make. Most of the time, this is nostalgia about the 1990s (I grew up in that decade, but wish I’d been older during it) and – accidentally – possibly the early 2000s too. Sometimes I even get nostalgic about decades that I haven’t even lived in.

However, I recently had an experience that made me feel very nostalgic about a very specific period of recent history (mid-2009 to mid-late 2010).

Whilst looking through some old desktop icons, I decided to dust off my old Spotify account and take a look at some of the playlists I’d made back then. Instantly, I was transported back to a very rose-tinted version of this very specific period in time. It suddenly almost seemed like it was a whole decade in and of itself.

It was a time when pop music was, very briefly, actually good – where “popular” bands (eg: La Roux, Metric etc..) had a slightly 1980s-inspired/indie/sophisticated kind of sensibility. It was a time when many people didn’t quite have smartphones just yet.

It was a time when websites were still primarily designed for desktop computers, rather than for phones or tablets. It was a time when DVDs still felt like they were modern and timeless ( I still use DVDs regularly, but people these days obviously use video streaming services a lot more- despite the fact that they don’t actually get to own copies of any of the TV shows or movies they buy..).

It was a time when the UK’s Tory/Lib Dem coalition government was still new and exciting, and “austerity” was a dusty old word that only appeared in history books. It was a joyous time when people of my generation actually used to go out drinking and clubbing slightly more often. It was a time just before indie games really had a resurgence, so retro gaming was perhaps more popular than it is now. It was the glorious last days before the UK Government tried again to price everyone out of going to university.

It’s an oddly difficult time to describe concisely, but it feels like it was very different from the present day. As I said, this 1-2 year time period almost feels like it was a different decade altogether.

This, naturally, made me wonder why it’s more difficult to make “nostalgic” things that revolve around more recent time periods. I mean, this is something that I’ve even joked about in one of my more recent webcomics – but it’s something I’ve never really thought about in depth:

"Damania Resolute - Four Nights" By C. A. Brown

“Damania Resolute – Four Nights” By C. A. Brown

I think that part of the problem is that it’s very difficult to spot what is and isn’t memorable when you’re actually living in a particular decade. Likewise, it can often be next to impossible to predict how the subtle facts of everyday life will change in the future.

Plus, we’re often also already comparing the present day to the past most of the time – so the idea that the present day will become “the past” isn’t something that is easy to think about. Then again, this probably depends whether you’re an optimist or a pessimist.

I mean, if you think that the world is constantly getting better, then the thought that the present day will become the past isn’t too unsettling. However, if you think that the world seems to be on an unstoppable trajectory towards more misery, gloom, petty restrictions, authoritarianism etc.. then the idea that the present day may eventually seem like “the good old days” in comparison to the future is a deeply frightening one. And a thought best avoided.

Then there’s also the fact that “nostalgic” things tend to be more distinctive when they’re noticeably “old”.

I mean, if you saw someone using a portable cassette player then it would probably seem more noticeable and “retro” than if you saw someone using a MP3 player – despite the fact that *ugh* smartphones have all but replaced good old MP3 players these days. Portable cassette players became “obsolete” in the 1990s (thanks to portable CD players), but MP3 players only became “obsolete” less than a decade ago.

Plus, unless you’re the kind of person who is hyper-modern in every possible way, it’s probably more likely that (in some way) you’re still living in the age that you’re trying to get nostalgic about.

Whether it’s the technology you use, the TV shows/games/books etc… you really like, your fashion sense etc.. we’re all living in the past in some way or another. Which is probably for the best, given that the present day probably won’t be worth getting nostalgic about until sometime in the 2030s…..

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Anyway, I hope that this was useful 🙂

Three Very Basic Ways To Use Nostalgia For Inspiration In Webcomics

2016 Artwork nostalgia webcomics article sketch

Although it’s slightly different for everyone, nostalgia can be a potent source of inspiration when it comes to thinking of ideas for your webcomic updates. If you’ve read a lot of webcomics and/or you’ve made a lot of webcomic updates, then you probably already know how to use nostalgia in webcomics (and most of this article will probably be useless to you).

But, if you’re new to making webcomics, I thought that I’d quickly show you some of the very basic ways that you can make nostalgia-based webcomic updates.

Although the examples from my own webcomics will mostly be focused on 1990s nostalgia (with some stuff about the 1980s and 2000s too), the tips in this article can be applied to any kind of nostalgia.

1) Compare the past and the present: The easiest way to use nostalgia for inspiration is to compare the past to the present and to make some witty observations about it. Whether you think that the past is better or the present is better, comparing the two things is a very easy way to find the beginnings of a new webcomic update. Using your memories of the past for inspiration can also be useful here.

It’s usually best to do this with topics that you are fairly knowledgeable about (the more obscure, the better), since this type of webcomic update relies on observations. For example, here are two of my comics about computer and video games:

"Damania Regrown - Installation" By C. A. Brown

“Damania Regrown – Installation” By C. A. Brown

"Damania Reappears - Since 1993" By C. A. Brown

“Damania Reappears – Since 1993” By C. A. Brown

As you can see, both comics use a similar underlying structure (eg: images of the past compared to images of the present), but the humour is slightly different in each comic.

One is about how computer game installation was at it’s best in the late 1990s and early-mid 2000s (when games always came on CDs or DVDs), the other is about the nature of nostalgia itself (and how people get nostalgic about things they don’t directly remember).

2) Introduce something old: Another very easy way to get some nostalgia-based inspiration for your webcomic is merely to have one of your characters find something old and then to see how that character (and the other characters) react to it.

The trick here is, of course, to think of a suitably obscure old object. The more unusual and/or widely forgotten the object is, the more intriguing and/or nostalgic your webcomic update will be. For example, obscure things from the 1990s include things like virtual pets, POGs, pagers, CRT monitors, Scandisk etc…

All you have to do is to introduce something like this into your comic and see how your characters react to it, like this:

"Damania Redux - Was Better In 1998" By C. A. Brown

“Damania Redux – Was Better In 1998” By C. A. Brown

"Damania Restricted - Not Quite Hipsters" By C. A. Brown

“Damania Restricted – Not Quite Hipsters” By C. A. Brown

3) Parodies: Finally, another easy way to use nostalgia for inspiration is to make a parody comic about a film, game, book, comic etc… from the decade that you are feeling nostalgic about.

The obvious thing here, of course, is to make sure that the parody is based on something that you’re actually a fan of. Yes, you can parody things that you don’t like, but your humour is likely to be a lot smarter and more interesting if you make a parody of something that you know really well.

For example, here’s a comic of mine that parodies the questions from the ‘Voight-Kampff test‘ in “Blade Runner“. Although this movie is from the 1980s, the nostalgia in this comic was mostly from the mid-2000s (eg: around the time that I really started to appreciate this film) and this can be seen from the fact that the characters are reading magazines and newspapers on the bus (like people actually used to do back in the olden days of… 2005), rather than just staring blankly at smartphones:

"Damania Reappears - Personality Test" By C. A. Brown (With Apologies To Ridley Scott)

“Damania Reappears – Personality Test” By C. A. Brown (With Apologies To Ridley Scott)

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Sorry for such a short and basic article, but I hope it was useful 🙂

Three Ways To Find Ideas For Nostalgic Art

2016 Artwork Types of nostalgic art

Nostalgia can be a very powerful source of creative inspiration if you’re an artist. Although the past is forever gone and will never return, making artwork based on either realistic or stylised versions of the past can be a good way to explore it once again. It’s not exactly time travel, but at least you’ll get a cool-looking painting or drawing to keep and to show off afterwards.

So, I thought that I’d give you a few tips about how to make nostalgic art. Although I’ll be focusing on 1990s and 2000s nostalgia, these points can be applied to any other type of nostalgia.

1) Memories, old photos and items: These are the most obvious ways to come up with ideas nostalgic art. Either use your own memories for inspiration or you can make paintings that are directly based on either your old photos or on items that you own from the time period in question. Although these sound like similar ways to get inspired, they will produce two radically different types of artwork.

Memory is a notoriously unreliable thing, so your memory artwork probably won’t be “100 % accurate”. However, you can use this to your advantage – by making your paintings or drawings a lot more stylised and expressive than you would be able to do if you were using a photo or a physical object. In addition to this, it’s important to remember that art isn’t photography – so no-one will expect your art to be “100% accurate”.

To give you an example, here’s a painting of mine that is based on my memories of punk nights in a bar called “The Angel” [NSFW] in the late 2000s. I’ve probably got a few of the background details wrong, but this painting is a much more expressive record of my memories than a simple photo would be.

"Days Of The Angel" By C. A. Brown

“Days Of The Angel” By C. A. Brown

If you’re drawing or painting from your old photos or from a physical object, then your artwork will probably look a lot more detailed and “realistic”. Even so, you should probably still use some artistic licence in order to make your picture look a bit more interesting.

For example, in this painting of some cute plastic frogs I’ve owned since the late 1990s and an old DVD, I decided to blur the DVD cover (both in order to avoid distracting the audience from the foreground, and for copyright reasons) and I also added a solid black background so that the bright orange frogs would stand out against it.

"1990s Frogs And More DVDs" By C. A. Brown

“1990s Frogs And More DVDs” By C. A. Brown

2) Fan art: One simple way to create interesting nostalgic art is to make fan art based on TV shows, movies, videogames etc.. from the time period in question. One advantage of this is that it is relatively easy to find reference material (either from looking at the original thing, or doing an image search online). In addition to this, it is also more likely to be something that other people will remember too.

Even if it isn’t something that is widely known, then it’ll probably be something that someone will remember – like this fan art/parody (the show’s logo contains a lot of dangerously exposed wiring, it seemed like too obvious of a thing not to make a joke about) picture that I made a year or two ago of an old TV show from the 1990s called “Bugs“:

"Fan Art - Bugs - Cool Show, Deadly Logo" By C. A. Brown

“Fan Art – Bugs – Cool Show, Deadly Logo” By C. A. Brown

However, although fan art is usually tolerated by most large media companies (and, in the EU and US, the right to make parodies is protected by law), you will be somewhat limited in what you can do with your fan art. In other words, you can’t sell your fan art or claim that it’s entirely your own work.

Not only that, fan art can often lack the personal quality that nostalgic art based on memories etc… can have.

3) Stylised composites: This is one of my favourite ways of making nostalgic art, although it certainly has it’s downsides. Basically, you make a new painting or drawing that is heavily inspired (but not a direct copy of) by a number of things from a particular period in history. Personally, the 1990s is my favourite decade when it comes to this type of art.

Although you’ll end up with something new, exciting and crammed with nostalgia, this type of artwork usually requires a lot of prior research. Whilst this could just include image searches for fashions from a particular decade, or research into technology, film etc… you’ll have to look at a lot of things and then create a composite of original things that are inspired by (but not a direct copy of) a mixture of all of these things.

If you’re making artwork that revolves around an unrealistic genre of fiction, then look at examples of films, games etc.. from that time period for inspiration. However, unlike fan art, you should only use generic, uncopyrightable elements from these things (for example, 1980s/1990s sci-fi would include a lot of neon lighting, rainy weather, leather trenchcoats, mega cities etc…..)

In addition to this, you’ve also got to remember not to cram too many nostalgic things into just one painting. Yes, this can work in some stylised paintings, but if you’re trying to make a “realistic” painting, then less is often more. Still, there’s something to be said for pastiche-style paintings, like this one I made quite a few months ago:

"All Kinds Of Awesome" By C. A. Brown

“All Kinds Of Awesome” By C. A. Brown

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Anyway, I hope that this was useful 🙂

Review: “Lameduke” [The Beta Version of “Duke Nukem 3D”] (Computer Game)

2013 Artwork Duke Nukem Beta Sketch

[Nerd Alert! This review requires a good knowledge of “Duke Nukem 3D”, “Duke Nukem II” and classic 1990s FPS games in order to be fully enjoyed, or even understood.]

Well, since I seem to be playing a lot of the old “Duke Nukem” games recently and I’m always absolutely fascinated by pre-release beta versions of games (since they always look fairly different to the final game), I thought that I’d “review” the pre-release beta of “Duke Nukem 3D”.

Since it’s an unfinished game and more of a demonstration of the game engine than anything else, I won’t really be “reviewing” it in the conventional sense of the word. This is more of an article about the differences between the beta and the final version of the game, as well as some of my speculations and theories about what could have been….

Anyway, there’s a beta version of Duke 3D called “Lameduke” and 3D Realms put it on the internet for anyone to download( It’s #9 on the list of downloads at the end of the “3D Realms” page, although you might need to use DOSBox to get it to run). It’s also surprisingly different to the final game which came out in 1996.

In fact, it’s almost like they were trying to make a different “Duke Nukem” game entirely, but more on that later….

Anyway, let’s start with the intro screen:

Unfortunately, Duke was behind the menu when I took this screenshot.

Unfortunately, Duke was behind the menu when I took this screenshot.

(Interestingly, the video behind the intro screen shows Duke flying around using a jetpack. Whilst this feature was obviously included in the final game, I couldn’t find it anywhere in what I played of the beta version. )

In many ways, it’s clear that a lot of features hadn’t yet been added to the game, since you have infinite health, no ammo counters (your weapons just randomly stop working after a certain number of shots) and some of the enemies/NPCs aren’t animated.

If you’re looking to play this beta for fun, then you’re going to be disappointed. However, if you’re looking at it out of geeky curiosity and 1990s nostalgia, then there’s lots of interesting stuff. Like this very early version of part of one of the levels from “Duke Nukem 3D” …

This looks familiar...

This looks familiar…

WEAPONS

One of the first differences you will notice between the beta and the final version of “Duke Nukem 3D” are the weapons. Although there are only five of them in the beta, most of them (apart from the pipebombs) are fairly different and, dare I say it, better than their counterparts in “Duke Nukem 3D”.

Anyway, let’s start with the default weapon – instead of a boring old boot, Duke gets a “Red Faction”-style electrified baton.

Interestingly, this is also about as gruesome as the beta gets. But more on that later..

Interestingly, this is also about as gruesome as the beta gets. But more on that later..

In many ways, this weapon functions a lot like the chainsaw from “Doom II”. This weapon also seems to have limited ammunition since, if you use it for long enough, then Duke will just start using it as a club rather than as an electric baton.

The basic pistol looks fairly similar, but it has a slightly faster rate of fire and, interestingly, it also includes a laser sight too.

It's the red dot in the middle of the screen.

It’s the red dot in the middle of the screen.

Yes, Duke’s pistol originally had a laser sight and 3D Realms decided to remove this cool feature from the final game. Why?

Although the rapid-fire weapon in the beta looks a lot like the chaingun from the final version of “Duke Nukem 3D”, it’s actually a rapid-fire energy weapon. The projectiles kind of look like a blue version of the shrink ray’s projectiles in the final version. Interestingly, Duke also has a barcode tattooed on his hand too:

This later became the chaingun. I think I actually slightly prefer the gun in the beta version....

This later became the chaingun. I think I actually slightly prefer the gun in the beta version….

Finally, we come to the rocket launcher. This looks a lot better than the final version of the weapon, since you can see more of it when Duke’s holding it and it has a really cool placeholder animation when you fire it (which makes it look a lot like a flamethrower).

But that’s not all, when you initially select the rocket launcher, Duke doesn’t aim it at anything until you press the “fire” button. He just holds it in the way that you would realistically expect someone to hold a gun that they’re not using…

Note the [rather blurry in this picture] radiation warning in the top right of the screen which appears when you step into environmental hazards.

Note the [rather blurry in this picture] radiation warning in the top right of the screen which appears when you step into environmental hazards.

Again, I’m completely puzzled as to why 3D Realms left this cool little detail out of the final game.

LEVELS

As for the levels, most of them are very different to the levels in the final game and it’s pretty clear that the game was originally going to have four episodes too. I’m guessing that the titles (“Mrr Caliber”, “Mission Cockroach”, “Suck Hole” and “Hard Landing”) were placeholder titles. Or at least I hope that they were.

The bizarre episode titles.

The bizarre episode titles.

There are also a few interesting features which weren’t implemented in the final game – for example, the lifts in E1M6 (probably the best level in the beta) come up with a (non-functional) directional menu when you enter them.

Interestingly, this wasn’t included in the final game (probably due to the limitations of the Build engine) and the concept of lifts where you can choose the direction seems more like something from a traditional 2D platform game than an old FPS game…

The direction option when you enter the lifts in E1M6.

The direction option when you enter the lifts in E1M6.

Another amusing thing in E1M6 is the fact that the developers managed to find a way to sneak some posters from “True Lies” into the level too. Yes, Duke is basically just an exaggerated fictional version of Arnold Schwarzenegger, but I was surprised to see such a blatant reference to this:

Duke's inspiration?

Duke’s inspiration?

Whilst quite a few of the levels look like something from “Duke Nukem 3D” or “Doom”, a fair number of them have a very “classic sci-fi” kind of feel to them, which is more similar to “Duke Nukem II” than anything else (can you see where I’m going here?….).

This, coincidentally, brings me on to the…..

ENEMIES

All of the enemies in the beta are different from the enemies from the final game. Whilst there are a few mostly non-animated human NPCs (a muscular man in a vest, a man in an orange shirt and a punk woman), all of the animated enemies are robots of some kind or another. And, believe it or not, they look random enough to be a collection of enemies from one of the really old 2D “Duke Nukem” games…

"Ha! Ha! You will NEVER defeat me! Wait a minute... YOU aren't one of the Power Rangers!"

“Ha! Ha! You will NEVER defeat me! Wait a minute… YOU aren’t one of the Power Rangers!”

Bizarrely, one type of robot (although it could be an astronaut, it’s hard to tell) actually bleeds when you kill it. However, this isn’t the ludicrous gibs and blood spatter which we all know and love from the final game. If anything, it’s more like the relatively tame death animations from “Doom” and “Hexen”.

Yes, the beta is a lot less violent than the final version – to the point where it could almost be a possible German version of the final game (although the blood would probably have to be green or something like that too).

MY THEORY ABOUT THE BETA

Anyway, this got me thinking about the game as a whole. For starters, a lot of the settings are sci-fi based and most of the enemies are various types of random robots.

If anything, this beta seems like it was at least partly based on “Duke Nukem II”. The fact that one of the weapons is a laser/pulse gun and the rocket launcher acts like a flamethrower also seem to add extra weight to this, admittedly very unlikely, theory.

So, I guess that my wish to see a FPS version of “Duke Nukem II” has been at least been partially granted by none other than 3D Realms. How cool is that?

Anyway, since it’s an unfinished beta version of a game, I won’t be giving it a score out of five. So, this is the end of this review – or is it?

duke beta ending