1. Painkiller - PC2. Front Mission 4 - PS23. Wasteland 2 - PC4. Arcanum - PC5. X-COM Terror from the Deep - PC6. Military Madness - TurboGrafx-167. Unreal - PC8. Shadowrun - SNES9. Warcraft III - PC10. Dungeon Keeper - PC11. Final Fantasy X-2 HD - PS312. Descent - PC13. Quake Mission Pack 2 - Dissolution of Eternity - PC14. Quake 2 Mission Pack 2 - Ground Zero - PC15. Sokobond - PC16. Hybrid Heaven - N6417. Sonic the Hedgehog - Genesis18. Castlevania - NES19. Super Castlevania IV - SNES20. Castlevania III - NES21. Castlevania II - NES22. Castlevania Rondo of Blood - Turbo CD23. Heretic: Shadow of the Serpent Riders - PC24. Fractal - PC25. Kirby's Adventure - NES26. Pillars of Eternity - PC27. Bioshock 2: Minerva's Den - PC28. Command & Conquer Generals: Zero Hour - PC29. Robin Hood: Prince of Thieves - NES30. Punch-Out!! - NES31. Doom 3 - PC32. The Even More Incredible Machine - PC33. Contra - NES34. Dark Forces - PC35. Jedi Knight: Dark Forces II - PC36. X-Wing - PC37. TIE Fighter - PC38. Bloodborne - PS439. Gradius - NES40. Marble Madness - NES41. The Witcher 3 - PC42. Mega Man X5 Zero Playthrough - PSX43. Wolfenstein The Old Blood - PC44. Might and Magic Book 1 - PC45. Hexen: Beyond Heretic - PC46. Serious Sam HD: The First Encounter - PC47. Duke Nukem - PC48. Terminal Velocity - PC49. Borderlands 2 - Sir Hammerlock's Big Game Hunt - PC50. Duke Nukem II - PCDuke Nukem was a pretty solid DOS platformer. I personally have found I don't care much for the DOS style, but Duke Nukem I'd say is one of the best. Duke Nukem II, on the other hand, is a general step down, even though the graphics are a step up. There's just so many things they got wrong that the new stuff they added doesn't make up for it.
To start with, your sprite is huge. If you look up screenshots of Duke Nukem and Duke Nukem II you'll see that II gives you a lot less visible area, and enemies are always right on top of you because of how little you can see. The game even has a feature where holding up or down will scroll the screen that way (and then it will stick there). Think of it like pushing the screen up or down in Sonic, except you need to do this in order to tell if there's a pit in front of you or just a minor slope downwards. You spend a lot of time finagling with the camera, which is not something you should be doing in a 2D platformer.
Second, everything in the game has too much health. In the first game it took one shot to kill most enemies with only the most dangerous ones (which includes one of the two projectile enemies) taking more than one shot. In this game even the weakest enemy takes at least two shots, which means that you pretty much have to be spamming your fire key if you don't want to take damage from enemies that come on screen before they touch you (due to the aforementioned shitty field of view). But then the game tosses in a ton of stuff to penalize you for doing just that, such as bombs in red crates that will explode after time or when you shoot them, various breakable objects that spawn ooze enemies which take a ton of shots to kill, and in the later stages of episode 4 you can even blow out an airlock and be sucked into space. I think this decision was made to show off the three limited use weapons you can pick up, except those all have other properties that already makes them good; the laser pierces, the plasma has a wide arc and can let you fly (shoot the ground) and the rocket kills everything but barnacles in one hit, including otherwise invincible enemies. Making the base gun so weak makes the times you aren't using one of those weapons shitty.
Third, the environments are too busy. There is a major enhancement in the graphics between the first game and this one, but it ends up leading to lots of hazards blending into the background because of all the bling that's going on. Sometimes the explosions you trigger in stages are so intense that you lose visibility, since the engine can't quite keep up. This is especially terrible on the first boss when he does his carpet bombing pattern. And I can't tell you how many times I ran into floor spikes or acid drops because I couldn't make them out from the rest of the stage.
Fourth, the first boss fight. The other boss fights are fun, with good enemy patterns and rewarding you for skillful maneuvering. The first boss is very rote once you see the pattern (which should only take an attempt or two) but the nature of his pattern means you spend a lot of time hiding from him and it takes forever. Cutting his health in half would have been nice.
Now, the environments as I mentioned are quite nice, and there's a good variety that helps to actually demonstrate that you're making your way through various places. There's also a decent amount of variety in terms of what you need to do to pass. Some require you to find appropriate keys, some require you to knock out radar dishes, and some are just "make it to the end". Unfortunately, the pattern repeats across each episode, so what starts off feeling varied does become a bit repetitious.
Another nice feature is the checkpoint; many levels have a checkpoint you can activate, and if you die you respawn there without resetting your level progress, and that includes the stuff after the checkpoint. So if you touch one, then collect a key and die on the way back, when you respawn you have the key. You do respawn with the same amount of health and weapon energy that you did when you first touched it, and this makes for a nice anti-frustration feature (though be careful if you checkpoint at low health; any health you get afterwards will be gone if you die again).
I honestly had more fun with Duke Nukem I, though II's boss fights are better overall. But either way, I think I prefer the Japanese style of platformers like Mario and Mega Man and Sonic.