![]() It's a room that bends the very logic of 3D space, thrown into the middle of a Duke level as if it were a trifle. Continue to strafe around while dodging enemy fire, and you'll stumble on a switch in a room tucked into the middle of the fountain, seemingly appearing out of thin air. As you circle around the fountain, you'll notice the walls changing, weapons appearing next to park benches and enemies warping in that clearly weren't there before. It begins fairly typically for a Duke level, until you stumble on an open area with a giant water fountain in the middle. Set in Amsterdam, the first level of the World Tour chapter has you traipsing around a pot store (because of course it does), taking out aliens with rockets in the wide open spaces of the sleepy city streets and the claustrophobic rooms of this shop's successful grow operation. The stage I got to play during my hands-on session felt like it was always meant to be there, a lost level plucked out of time and attached to the original game. Blum III and Richard "Levelord" Grey, two of Duke Nukem 3D's original designers, created specifically for the 20th Anniversary Edition. In addition to those original chapters, you'll also get a whole new set of levels by Allen H. ![]() It's unfortunate, because underneath Duke Nukem's macho exterior and casual sexism lies a design filled with creative touches and secrets off the beaten path, and all of the original levels from the base campaign have made it over intact - now with a ton of developer commentary to sift through, if you want to dig deeper into the game's creation.
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