Duke Nukem Forever Gameplay Footage Leaked 189
Tjeerd writes, "It seems that while 3D Realms is dead, some new footage has been leaked of Duke Nukem Forever." 3D Realms posted a brief good-bye to their website, and two of the developers have hosted screenshots and concept art from DNF on their personal blogs. Also, for those who haven't seen it yet, there's an entertaining list of things that have happened during DNF's development cycle.
Could they please.. (Score:5, Insightful)
Re:Could they please.. (Score:5, Funny)
They should sell it to EA. That way they can release the game *every* year.
Re:Could they please.. (Score:5, Interesting)
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dark and creepy? Maybe dark but I don't really get creepy.
Re:Could they please.. (Score:4, Interesting)
The first Quake was pretty creepy, I think. Much more atmospheric than Doom. In any case, I'm sure id would rather work on their own properties. In the long run it makes more business sense. Also, really the only thing novel about Duke is the humor. That goes for all of the Duke Nukem games. I think I'd be more interested in seeing a new Duke platformer for WiiWare than I would a new Duke FPS.
Oops :) (Score:2)
OOPS lol
I meant to say Quake single player was generally stale, while Duke nukem and quake were good :)
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shit duke nukem and doom, I am so clueless this morning rofl
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Another thing that made duke nukem 3D so awesome, and that you seemed to have forgotten ... ...)
was its level of interactivity that even today is still not very commong eg:
you could play pool, tip hookers, open closets, take a piss, watch camera's,
it also had a few very unique weapons and items, that were never done before iirc in an fps game (freezer, schrinker, jet pack, scuba gear, holoduke,
another thing that made it also excel was that
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Also, really the only thing novel about Duke is the humor.
That may be (though some of the weapons looked pretty cool and climbing on the larger bosses was neat, though not original). But humor can go a loooong way to making a run-of-the-mill game worth playing. There was a mediocre game called "Blood" back in the 90s -- kind of dark, but during multiplayer your character would shout random things -- like when you use overuse the flamethrower on one target he'd shout something like, "Burn! Burn!" and give
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Not true. The other novel thing about Duke was the interactivity of the environment. I remember things like jumping up on the pool table, hearing a "clack-clack" and noticing that all the balls had moved. I remember discovering that I could shoot out the musak-spewing speakers in the supermarket.
It also had novel weapons, like the shrink-ray, and items, like the "holo-duke" or the jet-pack. Plus, at a time when Doom gave you similar looking level after similar looking level, Duke 3d actually had levels
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DNF: brought to you by the guys who spent a decade on Prey, except this time they don't have faith in the product.
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I can just see it (Score:5, Funny)
I can just see what ID could do with it.
"Duke Nukem 4": Duke is out to kick ass and chew bubblegum, but he's not just out of bubblegum, he also can't use his boot and a flashlight at the same time. The refreshing twist that will inject new life into the series.
And the exciting expansion pack: "Duke Nukem 4 Dark Edition". He's not just out of bubblegum, he's also out of batteries for that flashlight.
"Duke Nukem 5: Attack Of The Nazi Demon Babes from Mars" ID hopes to also attract fans of their Wolfenstein and Doom/Quake franchises with this twist. Plus, nobody around the office had any ideas that don't involve nazis or demons. Plus, at least it will still have the demons left in for the German or French markets, after the nazi symbols and references have to be removed. (See, Return To Castle Wolfenstein.)
Or it could get sold to Bethesda, who'll add such exciting new twists as item damage (Duke's boots will need repairs after every 5 asses kicked), armours that don't actually stop much damage, etc. And a construction kit which the users can use to add such original, meaningful, in-character stuff as jedi lightsabers, black recolours of everything (hey, it's an easy to use filter in either Photoshop or Gimp), silenced portable fully-automatic nuclear howitzers, and the ever popular DD-cup naked female bodies.
As a welcome twist for nostalgic fans of their past games, the creative genius behind Morrowind's story is brought back. In Duke too, the story will again be along the lines of, "go and save the world, if you can be arsed to. No hurry. If you can't be bothered, someone else will. See if we care. It's not like the evil will happen in less than a few thousand years anyway. If it does at all, that is."
Gamers sick of being told where to go and how urgent their mission is, will undoubtedly welcome the change. Self-confessed casual gamer John Smith is quoted as saying, "Finally a game which doesn't put me under pressure. I couldn't take it any more, being told how I'm the only one who can save the world, or how urgent it is. It can make a guy incredibly stressed, you know? It made me want to curl up in a corner and cry, like when I can't find a card to move in Windows Solitaire. I was waking up at night in cold sweat, thinking that maybe the Ultimate Evil is finally succeeding while I sleep. It's a stressful life, knowing you're the big hero. Knowing that I'm a completely unimportant nobody and that nothing bad is going to happen anyway, now that's a welcome change of pace."
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In some ways the EA mentality can be good. While I'm not a fan of the "Just repacakge last year's stuff," they pull with sports games I do like to see new games based on existing properties I like released. Completely new, never before seen games are great too, but if a title was good I want more of it, with newer graphics and such.
That is why I'm optimistic about Bioware getting bought by EA. While EA has the chronic problem of "Just release more of the same," Bioware has the opposite problem. They'll inve
Re:Could they please.. (Score:5, Funny)
Sell the property to someone who will actually create something..
I share your feeling when the footage features a naked strip dancer.
Please oh please, don't just stop there....
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You mean like Robbie Williams did in this [youtube.com] filmclip?
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Her boobies looked fake anyway.
Stripping naked people? It would depend how wide the strips were. Oh, I see your reasoning, if the people were torn into 3" strips, perhaps Rockstar games could be persuaded to pick up the development. The problem is that they'd need to find a technology news site that would document every part of the release process in order to generate enough publicit... Oh right... Good idea.
It's beautiful (Score:2)
Seriously. Look at that video. It's the most beautiful vapourware I've ever seen. The leaked footage has the atmosphere that made Duke Nukem 3D so great, and I can see only improvements there. I haven't played games for about a while now, but this looks like a game I would have killed to play.
They might have failed spectacularly, and deserve being laughed for that over-than-a-decade vapourware inanity, but this shows that they had something. And should be applauded for the quality what they were attempting.
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Duke Nukem Forever Young
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Yes 2k owns the publishing rights, but not the IP to Duke Nukem. It was said however that 2k games has offered 30million for the ip rights for whole Duke Nukem franchise, so have to see how it turns out.
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Yes 2k owns the publishing rights, but not the IP to Duke Nukem. It was said however that 2k games has offered 30million for the ip rights for whole Duke Nukem franchise, so have to see how it turns out.
Ironically, 3DR shutting down may be just the impetus needed to actually get this game released.
If 2K does manage to buy it, I would expect its release within the year. In what state, who knows, but it'll be out there.
Cool, but, . . . (Score:5, Interesting)
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Whatever they could have released never would have lived up to the hype; maybe it's for the best.
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Developers!
Redevelopers!
Reredevelopers!
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And you think that would work, why?
"Open Source" isn't a magic word. The failure rate of Open Source / Free Software projects is certainly on par with that of closed source projects. More importantly, a game needs a game designer. It needs vision and a driving force, and you can not get that by democratically agree-upon compromise solutions.
Would Duke be as politically incorrect as he is if the project had been created in a multi-national fluid group? I doubt that.
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The OSS community already has it's own never ending project: HURD
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Actually they claimed they hadn't moved to Doom. The it was Unreal -> inhouse -> rumored doom. What they did confirm is they changed physics engines...
And if it actually was an inhouse engine, they might actually have something worth open sourcing even if they have to pull out huge chunks of licensed code.
What would have been nicer (Score:5, Funny)
is if the developers had, I dunno, got that work done on time.
Re:What would have been nicer (Score:5, Interesting)
So what you end up with is either (as happens in successful software companies) someone forceful seizes control of the development process, and the success or failure of the team rests on their shoulders, or (as usually happens) no-one really takes charge, and everyone with vague job descriptions wastes all their time doing nothing (or doing meaningless busywork) while Rome burns.
It's generally a good sign of a software company's health if it has a clearly defined process not just for actual software development, but for planning and milestone setting. Even with a clear process in place, and even with management staff committed to transparency, it still takes a long while at the start of the project to weed out the idiots who slipped into management roles, and replace them with competent people. Once the weeding-out process is close to completion, the actual development work can start in earnest.
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I think lack of finding a clear release window and sticking to it is the problem. Given how FPS games has evolved immensly with new graphics hardware both in features and throughput, you have to set a date, get everything released and be done with it. Once you start missing that window it just cascades with "we need a new engine", "we need higher trinangle count models", "we need to use T&L", "we need to use programmable shaders", "we need to redo shadows" and the more you start to fix and delay the mor
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It's generally a good sign of a software company's health if it has a clearly defined process not just for actual software development, but for planning and milestone setting.
You hit it squarely on the head.
I used to read these statements from 3DR about the game being done "when it's done" with bemusement, because while many saw that as a commitment to quality, I just saw it as code for "we have no idea what we're doing, so don't hold your breath".
DNF should be a lesson to everybody that milestones and dead
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(This is no different than any other creative medium, btw. Film, music, art... creators are never fully satisfied.)
Even when they should be. I'm looking at you George Lucas...
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"On Time" is something 3D Realms didn't understand. I mean, they EMBRACED the fact that everyone called it vaporware and LOVED that nobody thought it was coming out. I hope it stings REALLY bad for them now that they aren't going to get to release it, cause I know after all the little things they've let slip out over the last couple years (trailers, screenshots, etc) that it pisses me off.
I agree with making the project open source. That would be nice. But hopefully a big name dev will pick it up and finish
"Leaked" (Score:5, Funny)
I hope the game escapes the collapse. (Score:5, Interesting)
The thing that really got to me, a little at first and then more and more, was what would happen to the game that we'd all worked so hard on. The parent company had proven very inept at finding a publisher (two deals came to the final meeting before our directors walked away claiming the terms weren't good enough) and they owned the copyright on the code and assets. Most likely the game would just have ended up mothballed permanently.
I'd like to see some provision whereby almost complete products owned by a freshly deceased company could be freed (open sourced, or just released unencumbered by any copyright). Surely the cultural loss of media like this is far greater than the cultural loss claimed by copyright proponents as due to lack of compensation.
Re:I hope the game escapes the collapse. (Score:5, Insightful)
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The problem with using software as part of a company's hard assets, and trying to liquidate it to pay debts, is that part-built software is near useless without the people working on it. At the very least, it costs 3+ months of development time to get a new team up to speed on the codebase. I'd say
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It's open source. You'd starve the company, force it into bankruptcy, and then everybody would get their source code.
But why would you want to? (Score:4, Interesting)
The whole point of agreeing to publish (meaning pay for) a game is that you want to make money on it. A development stupid has an idea that you think will make money, so you agree to fund said idea and bring it to market. In return, you get to make money on all the sales.
So sure, depending on the contract, you could refuse to give them more money, stop the project, and take what assets have been developed. But then what? Now you've paid for something that isn't useful to you. You have a nice unfinished game and nobody working on it. Wonderful. That is stupid business 101 right there.
It also isn't as though you can just take a finished product and run. There is going to be a contract between you and the developers. Now maybe the contract is straight pay for work. Like "We agree to pay you X amount to make this product." Ok well then the developers don't care what you do, they've been paid. You sell it or don't sell it as you like, they aren't getting more money from you for this game no matter what. Maybe it is a royalty situation "10% of all sales," or the like. Ok well you still have to pay that. So if you grab the finished product, well the contract is still in force, you still have to pay them the royalties, so again they don't really care. You "cut and run," so to speak, they make their money all the same.
What it comes down to is that all the assets that go in to a game are only worth anything when they are all put together in to a working game that can be sold. So there is nothing for a publisher to gain from trying to cut and run in the middle of development. It is in their interests to see the game completed so they have a product they can put on the shelves.
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There already is a provision for this, it's called liquidation. Except, instead of just being 'thrown' away (and yes I'm a supporter of open source and the public domain, but I'm also a supporter of the folk a company owes money to getting as much of that back as possible), assets are sold to the highest bidder.
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The problem is that the public at large did not fund the game. If there are investors involved, the assets, however worthless, belong to them and it is their within their right to get whatever they can from them. Maybe the code itself would be worthless but there might be good gameplay ideas, etc.
Surely the cultural loss of media like this is far greater than the cultural loss claimed by copyright proponents as due to lack of compensation.
Can't say I disagree. Capitalism is a double-edged sword.
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Can't say I disagree. Capitalism is a double-edged sword.
Oh, definitely. I just recall that the original rationalisation for copyright was that if artists did not get compensated for their work, then they wouldn't be able to continue to produce art, and thus that we would all suffer culturally. Hence, by the original rationale, copyright shouldn't apply in this situation. :)
Agreed that the investors should be compensated, my thought was just that game assets tend to be more of a white elephant than a real asset to the investors, whereas the dev team may still b
Re:I hope the game escapes the collapse. (Score:4, Insightful)
Definitely. It's not like 60% finished software has 60% of the value of a finished product. There's a large amount of waste.
It's similar in the music industry. One example (out of probably hundreds of thousands) is Paul Pena's New Train...cameos by established stars, and at least one song that was already a hit ("Jet Airliner" which Steve Miller butchered). And musically just a great album, something that any label would be proud to put out.
But Albert Grossman's ego was such that it only came out in 2000, despite being recorded in 1973.
My friend was working on something for THQ subsidiary that will most likely will never see the light of day. I get the impression that most game code has a similar fate.
It's unfortunate when people in creative professions have to submit to people who don't value the work outside of what it will sell for. On the other hand, many a company has been mismanaged by a creative professional who undervalued the art of business and/or compromise and thought, "I'll just be my own boss, it's not that hard". Look at Apple Records in the 70s, or Image Comics in the 90s.
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I keep having this name in my mind... "John Carmack". Purchase the engine/assets and make money from them or just do it for "game programming is an art, games are pieces of art" attitude.
Game has nothing to do with their titles either, it would introduce a new kind of customer/fan to ID software which feels like they really owe them.
Of course, I don't know how realistic my hope is.
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Usually, someone buys the rights to those products, even if it's only $5. If no one is willing to pay a dollar for it, is it really of any value anyways?
This may be overly optimistic, but... (Score:5, Interesting)
I'm quitely (well not so quietly now that I'm talking about it) suspecting that we may next see the leaked marketing materials, then the playable demo, then behold! The laid off staff members actually finished the game! Here it is in all its glory!
Given the fact that this game has been one of the most famous vapourware titles for over a decade, could this simply be a marketing stunt leading up to it's release?
Re:This may be overly optimistic, but... (Score:5, Insightful)
It's not a publicity stunt. Their site was down the entire day after the news broke, presumably from all the traffic. If it was really a super secret publicity stunt, they would have been able to plan ahead to have enough capacity on their server/network to handle all the extra traffic from the "stunt."
There's a much simpler explanation for the leaks. All the laid off employees are now looking for new jobs. Since Duke Nukem Forever on the resume is worthless, they are now showing off their work for the game. "Hey, I worked on Duke Nukem Forever. Yes, I actually did work. Here are some samples from my time working on the game."
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Their site was down the entire day after the news broke, presumably from all the traffic. If it was really a super secret publicity stunt, they would have been able to plan ahead to have enough capacity on their server/network to handle all the extra traffic from the "stunt."
That's part of the stunt. It leads to speculation, guessing, and ultimately anticipation. When people are curious, they're more likely to talk about it with others: what's going on? Did you hear? What do you think?
That's good (free) marketing. Why put in extra effort for not only a diminished return ("Their site's up, what's the big deal?"), but an actual negative return (because they'd make more advertising impressions by not spending the money in the first place).
I could very well be wrong, but this feels
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3D Realms is Apogee.
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3D Realms is Apogee Software, Inc., but is not Apogee Software, LLC (the one making the Duke Nukem Trilogy); they licensed the name and logo from 3DR/Apogee Inc, but they are not the same company.
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Ah, I see. So the Trilogy is not a 3DR project.
You know what? Based on the "trailer" they showed at E3, I think those guys have the stones and the sense of humor to make a Duke game. And if not, they are still going to entertain us in the process. I guess I'm looking forward to DNT now :)
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Given the fact that this game has been one of the most famous vapourware titles for over a decade, could this simply be a marketing stunt leading up to it's release?
Why don't you ask the now-former 3D Realms employees?
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Depends who has the IP rights. The IP could vanish forever into thin air like a lot of the Origin IP after it got bought out by EA. I'm hoping that someone who owns the rights can put out not just DNF, but sequels to it, because Duke Nukem is a very distinct game character, and a nice fun change from the usual 3D shooters out there.
So you still haven't figured it out... (Score:2)
We're playing it right now, didn't you notice the one up at the strip club? I think if you search the fountain at the mall you'll find a shot gun...
Re:This may be overly optimistic, but... (Score:4, Interesting)
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They've been working on the game for, what, 13+ years? That's a freaking bold, ballsy move. Just like not releasing anything of significance for the past 4 years on development progress. So is this, if indeed it's an advertising stunt.
DNF (Score:3, Insightful)
Re:DNF (Score:5, Funny)
I can't see why that would be funny, unless Duke Nukem Forever was some sort of shining example of an unfinished project.
Re:DNF (Score:5, Funny)
Boobs, one liners, and big guns (Score:2)
Looks like the Duke to me, too bad about all the circumstances involved. Seems like it would have been decent at least.
Here's a better list (Score:2, Funny)
DNF release? (Score:2)
So are they going to either sell it or make it FOSS?
I don't know what to do. (Score:4, Interesting)
In all seriousness, I really hope they leak the game as it stood in 2001. There is very little about that IP that would be of value to a potential debtor. The new gameplay looks like it would stand up to modern games if given a 6-8 months finishing rush cycle under good management. Granted button events are lame, but everything else looks like it'd be a fun romp. Maybe it wouldn't be top 5 titles of the year, but I'd pay 50 bucks for it. That being said, the video didn't have enough time to demonstrate what made duke 3d great, the personality of the game. I mean in multiplayer, you could drop a pipe bomb, if somebody collected it, you could detonate it on their body, no matter where they were! I mean you just don't get dynamics like that nowadays. That kind of mechanic doesn't show up well in 2 minute demo vids.
Looks like a complete lack of management (Score:2)
If you ever wonder why old-school bosses are needed in this world. You know the guys in the shirt and tie that expect people to show up to work on time and produce results, this is why.
It didnt even have to be a computer pro, just a competent manager their dad's age to say.
"Boys and girls you have some nice looking stuff here, now lets put it all together and make a videogame"
It sounds like you have a lot of talented people working without a sense of guidance or direction.
It's not gameplay footage if it's not a game (Score:2)
Bring on the post-mortem (Score:2)
I'm really hoping that someone will write a post-mortem of the project for Game Developer magazine. It sounds like what happened here was a classic case of "the design document is in my head."
I once worked on a game project that lacked direction; I'm curious to hear just how much the experience here mirrored my own. (From the post linked in the story, it sounds suspiciously similar. If you don't have someone at your company whose mandate includes calling bull$#!% on projects that aren't going anywhere, and
Re:Bring on the post-mortem (Score:5, Insightful)
Post mortem?
What is there to know? This isn't brain surgery.
Cause of death:
Lack of Adult Supervision.
The Duke could never be.... (Score:5, Insightful)
Duke Nukem belongs in another era, an era when parents didn't know what their kids were playing and the media ignored games.
The reason they can't get 5 mil to finish it is because it won't sell very well. It'll end up with an AO rating(because violence aside boobies are bad in the USA) and the vast majority of resellers won't touch if with a fifty foot pole. Countries that don't have an AO rating(like Australia where I live damned South Australian AG) won't even be able to legally sell it.
The game is about 10 years too late, and/or about 5-10 years too early. They'd have to cull everything that made it duke nukem and then you'd just end up with yet another outdated fps. I mean really what's the point. It'll be lucky if it makes 5 million dollars, let alone enough to actually have whatever stake in the product 3DR was offering to potential investors(probably a few percent) to provide reasonable ROI. The 30 million they were offered for the whole thing lock stock and barrel is the best offer they're ever going to get and they'll be out of business and DNF will be in the bin where, realistically, it belongs.
Hopefully someone will do a post-mortem on the bloated corpse and the industry can learn some important lessons and it can at least provide some sort of positive legacy.
It can't be long now! (Score:2)
I bet it'll be released any day now! Where can I pre-order?
release it already (Score:2)
Whatever state it's in, I hope they release it anyways. Just so us who've actually been waiting the whole time (ok, "were around when DNF was first announced and didn't entirely forget about it over the years" is probably closer) can get closure.
It looks playable, if that's actual gameplay footage. And if I have to load each level via console, and half the guns aren't working properly, and whatever else is missing - I'd still want to play it, at least once.
Open Source feasible? (Score:2)
Last link is hilarious! (Score:2)
From the last link in the summary, "things that have happened during DNF's development cycle":
> World War II and the Manhattan project took less time than DNF.
"Nukem 'till they glow, then shoot 'em in the dark!"
> 661 million people have been born.
"Don't worry babes; there's enough Duke to go around."
> George W. Bush was elected and re-elected.
"You're an inspiration for birth control."
> Harry Potter, Lord of the Rings, Marvel movies, Star Wars prequels.
"[after discovering Luke Skywalker's corpse
Is that it? (Score:2)
I'm underwhelmed... (Score:2)
I watched the video, I saw the screenshots, and I can't believe it's come down to this exact feeling I have looking at all of it:
Eh.
Duke was *special*. It was a FPS in the era of Doom and Quake that gave humor and a personality to the genre. Who here played Doom, then played Doom2, and didn't think "Wow! More of the same!" Quake was especially disappointing insofar as, yes, it was 3-D and all, but it too lacked that certain "something" that kept me playing DN well into the 21st century.
But all of that is go
Apple / Canonical should buy (Score:2)
Either OSX, Linux, Windows, or Linux, OSX, Windows.
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Quick time events suck. I doubt I will be picking up God of War III because their over-use of it.
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Re:I'm disappointed (Score:5, Informative)
One would expect that after this many years in development, the game designers might have been able to put in some exceptionally complex technology that allowed things not seen in previous games.
No, no, no. The original Duke Nukem 3D came out with Quake. Duke 3D was sprite based whereas Quake was a full 3D game in Technicolor Brown(tm). Duke 3d was *fun* to play, whereas Quake was meh. Duke 3D had fun weapons (pipe bombs, shrink rays), potty humor, strippers, etc., whereas Quake just had advanced graphics and mediocre game play.
Technology isn't as important as having fun factor, and Duke 3D had fun factor in spades, especially when you include the Duke 3D expansion packs.
Re:I'm disappointed (Score:5, Insightful)
Well, from what we could see in the video, the gameplay was the same game we've been playing for years and years.
Run up to baddies and shoot them at close range with the shotgun. Dodge the big boss's attacks while shooting at the boss with the biggest gun you have. Yawn.
Re:I'm disappointed (Score:4, Insightful)
It's not the gameplay that is important in these games, it's the atmosphere, the wow factor. In all single-player FPS, the gameplay is nothing more than shoot-the-bad-guys, but some games do it in a fun way, some are dull...
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Except that games like Bioshock or Crysis, among many others, bring in various twists to spice up the gameplay.
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Well, from what we could see in the video, the gameplay was the same game we've been playing for years and years.
Yeah. It was fun then, and it can be fun some more.
I don't understand the industry. Having the latest graphics engine ranks about 5 on my list of things that make a game fun. Me? I'd be OVERJOYED to be playing, say, the fifth SWKOTOR story on the EXACT SAME GRAPHICS ENGINE. I understand that you need to keep up to some degree, but it just gets old.
I was really excited when Valve seemed to be on track to deliver lots of game content while staying with the same engine. And they have, basically. TF2 is still b
Re:I'm disappointed (Score:5, Insightful)
Quake was fun.
Unlike Duke Nukem, i could play Quake over TCP/IP on Windows 95 with out mucking about with compatibility mode with WinQuake.
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Re:I'm disappointed (Score:4, Funny)
Not to mention the flying. Setting a pipe bomb trap, flying up somewhere out of sight, and then detonating it when someone came through was great fun. Another good trick was to set a laser trip mine at one end of a long corridor. When someone came around it, they would see the laser and make sure not to trip it, and feel smug right up until the point you sidestepped into the laser beam at the other end of the corridor and blew them up.
Some of the guns were great. I remember playing an 8-player deathmatch in the arena level where somehow everyone had shrinkrays. At any given time, about half of the people would be tiny, and the other half would be trying to stamp on them.
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...Duke 3D had fun factor in spades, especially when you include the Duke 3D expansion packs.
To this day, every time I walk into a supermarket I think about how much fun that level was, shooting out the milk section while chasing someone who then ran straight into my trip mine.
Good times...good times...
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You are so right brother!
Nothing was more fun than watching my collage buddy down the hall shoot the crap out of my Holoduke, I could actually hear his curse from my room, just before feeding him rockets from concealment.
Of course his favorite thing was to shrink me, and then step on me... It always bugged me than when I jetpacked away all tiny, he could run UNDER me and squish me.
Anyway great memories of that game for sure!
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DN3D came out a bit before Quake. I could not play Quake comfortably on my machine of the time. It was a 486 running at 33 MHz with a 1MB ISA SVGA card and 8-bit stereo SBPro. Duke ran fine though and I remember playing it on a lan in our dorms. It was very fun and funny. Years later I got a new K6 motherboard and borrowed a PCI gfx card. I was very excited to finally get to play Quake. I borrowed the card on Friday and returned it on Sunday. Quake just felt so lonely and there was absolutely no humor, it w
Re: (Score:2)
Do you know what most of Apple Intel newcomers (those switches from PPC to Intel) did when they first had Boot Camp? Install Half Life 2 and play for hours. It was them for years asked MS to provide some kind of functionality to Virtual PC 7 (very expensive piece of software which focuses on office) so they can run Half Life 2.
Do you think they were for the amazing technology (!) in Half Life 2 or they were looking for something they can actually enjoy playing on their boxes which can run Doom 3/Quake 4 per
Re:Surprised (Score:5, Insightful)
It was cool seeing the player jumping on the beast to rip off its horn.
Re:DNWC (Score:5, Insightful)
See, you didn't miss the point. And this is what I sorely miss from first person shooters. Duke 3D, Shadow Warrior, Redneck Rampage, Postal - all games that didn't bother trying to take themselves seriously. They were just flat out fun, with a wicked sense of humor. None of them tried to innovate, they just knew what it was they wanted to do, and do it well (and really, isn't that the whole point?).
Nowadays it seems like all these devs are out trying to earn a damn Peabody, and you know what? It's getting OLD. I would trade every Call of Duty, Halo, Killzone, Farcry, Gears of War, et cetera, for just one more Duke.
Story be damned - it's always the most forgettable part in gaming, regardless of how well it was written. Bring the fun back.
Re: (Score:3, Interesting)
Serious Sam came close to Duke3D. I just discovered it works nicely in CrossOver games (although, for some bizarre reason, only in Direct3D mode, not OpenGL - somehow emulating Direct3D on top of OpenGL works better than emulating OpenGL on top of OpenGL...). I played the whole game from start to finish - which I did once when I first bought it - although it's a lot shorter than I seem to recall Duke being. The same sort of one-liners and humour as Duke, but also wide open levels where massive numbers of
Re: (Score:2, Funny)
Story be damned - it's always the most forgettable part in gaming, regardless of how well it was written. Bring the fun back
Wasn't Carmack the one who said (about FPS) that:
Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important.
Very true!
Re: (Score:2)
Seriously, am I the only one who could care less about the DN franchise?
I could care less about the franchise. It looks like you couldn't.
I still have memories of fun network games against friends on the football level.
simply this (Score:5, Insightful)
Nostalgia. That's about it.
Duke Nukem was an awesome game in its time. One of the classic franchises. People had it fresh in their mind when it was first announced, and were willing to wait. Then, when it was "wait a little more," they'd been patient, so what was a few more months or so? And eventually, the nostalgia merged with the time invested waiting, and imagining, and people don't want to feel like they missed an awesome game and wasted all that time. I'll admit, that's about what it amounts to for me, too.
I feel the same way (Score:2)
Duke was an entertaining game, but nothing special. It wasn't one of those games that pushed video games forward or anything, nor was it an extremely unique kind of game. It was just another first person shooter, and of those we have thousands.
Thus I never cared about DNF once it became clear that it was something that wasn't coming out. No, it wasn't going to be revolutionary, it never was and no matter how long they spent wasn't going to change that. It had a chance at being an amusing shooter, but the go
Re: (Score:2)
Seriously, am I the only one who could care less about the DN franchise?
I'd say the opposite, pretty much *everyone* here could care less about the DN franchise. For instance, they could care so little about it they didn't even click on the story.
the games didn't push the envelope or really add much to the genre yet it seems like there are a ton of people that are like "OMG Duke Nukem!"
I can't remember who said it, it certainly wasn't in a discussion about games, but it applies well enough to The Duke: "there's a time to push the envelope, and there's a time to sit back and polish what you already have". And Duke Nukem 3D is the single most polished 2.5D FPS there is, and believe me I played a lot back in the day.
Just my .02 as I can't figure out what the draw is and why so many people care.
Pla
Re: (Score:3, Informative)
If you COULD care less implies some level of caring.
Here's a handy guide to the caring continuum, for quick reference when you are in doubt:
http://incompetech.com/gallimaufry/care_less.html [incompetech.com]
To sum up
"Could care less" = Might care a LOT
"Couldn't care less" = Do not care at all