**Official Duke Nukem Forever Thread**

:rolleyes:

So you can tell me with 100% certainty that this is the game 3DR would have released had they been able to.

That they wouldn't have added or tweaked or removed or changed anything.

You can tell me this with 100% certainty because you are George Broussard, right?

What are you on about? Seriously? I'm not even sure you know what point you're trying to get across.

There's been tons of interviews and articles stating that the game was almost at completion when Gearbox took over, and that all they've done is get it ready to ship. Yes things will have been tweaked and changed, it doesn't stop 99% of the game being 3D Realms creation.

Or are you seriously saying that this is all a cover up, Gearbox software have completely changed DNF within the months since September, but rather than claim credit for it they're still attributing it's creation to 3D Realms?
 
When that dude is standing by the door which is being pounded on by the alien sounds just like Richard Pryor. :D

Is the demo only available for those that have either pre-ordered the game or have Borderlands?
 
What are you on about? Seriously? I'm not even sure you know what point you're trying to get across.

There's been tons of interviews and articles stating that the game was almost at completion when Gearbox took over, and that all they've done is get it ready to ship. Yes things will have been tweaked and changed, it doesn't stop 99% of the game being 3D Realms creation.

Or are you seriously saying that this is all a cover up, Gearbox software have completely changed DNF within the months since September, but rather than claim credit for it they're still attributing it's creation to 3D Realms?

No, that's not it at all. And yes, I do know what point I'm trying to make, thanks.

Gearbox took the game as it was at the time 3DR abruptly stopped developing it and turned that into what is going to be released.

Who is to say that 3DR, if left to their own devices (and assuming the money hadn't run out), wouldn't have gone on changing the game, adding to it, and possibly dropping things they weren't happy with?

Given the history of Duke4's development, there is a very good chance they would have carried on working on the game for quite a while longer...
 
Some people have some rather amusing expectations for this game.
That being said, I wouldn't judge it completely on the demo.
 
No, that's not it at all. And yes, I do know what point I'm trying to make, thanks.

Gearbox took the game as it was at the time 3DR abruptly stopped developing it and turned that into what is going to be released.

Who is to say that 3DR, if left to their own devices (and assuming the money hadn't run out), wouldn't have gone on changing the game, adding to it, and possibly dropping things they weren't happy with?

Given the history of Duke4's development, there is a very good chance they would have carried on working on the game for quite a while longer...

I still fail to see your point... Of course if 3D realms had kept working on it it might have turned out different. If another developer had taken over development it might have turned out different. If the Vatican or a team of space monkeys had taken over development it might have turned out different. Or... it might have pretty much been the game that we'll have next week.

This is the game that's been released, and it's still the same game that 3D Realms were near to completing. Your point about it being "Gearbox's imagining" still makes zero sense.
 
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Can you two stop arguing please? :p

This is an interview about DNF posted a few months back which confirms it's a mismatch of both Developers designs.

http://arstechnica.com/gaming/news/...ukem-forever-is-the-game-3d-realms-wanted.ars

Interview: how Duke Nukem Forever is the game 3D Realms wanted
By Ben Kuchera | Published 3 months ago

At an event held in Las Vegas before DICE, we were able to get our hands on the latest build of Duke Nukem Forever and speak to some of the people behind the game. This is one of the most anticipated and talked about titles since... well, since the beginning of gaming, and we had a number of questions and concerns.

What we found out was that Gearbox is dedicated to finishing the game 3D Realms began, almost to a fault. Also, controversy can be a good thing, and the team welcomes it. Oh yeah, and a few multiplayer features are revealed.

The strip club

We were brought back into the velvet, closed-door section of a strip club for our interviews. This is the place where private dancers rub themselves all over customers in a more secluded environment. That seems about right.

Talking to me was Steve Gibson, who is the VP of Marketing for Gearbox. I first asked him what the code was like once they got their hands on it. How much of a mess was Duke in at that stage? "It wasn't ready to ship. By the time we got involved, and by the time it's ready to ship, it will have been two years," he said. "You're talking 100 plus guys involved. It's hard to quantify. Hey, were the levels done? Obviously not fully, or we wouldn't be spending all these man-months on the project."

He told me that it's hard to say exactly how much of it was done, because their job was making sure the game played well on all platforms. They had to create multiplayer from scratch, and they had to make sure the game's assets and graphics were up to snuff. Many of these models were made a very long time ago, and weren't up to the standards of modern games.


What they did was finish the game, not change it. "This is an execution of 3D Realms' design. We didn't redesign the game at all. We took their concept, their design, and their ideas, and we finished them. We polished them and executed on them," Gibson explained. Gearbox now owns the Duke Nukem franchise fully, but Gibson claims every member of the team is only worried about shipping this one game. They're not thinking about post-launch DLC, or what comes next. Their one concern is shipping Duke Nukem Forever.

That has proven to be a monstrous challenge, especially with an audience that's so used to mocking the game. The idea behind showing gameplay at PAX was to get the game in the hands of gamers, as well as the press, and to avoid the jaded journalists who may bring their own baggage to the game. This was a way to spread the word to both writers and gamers. He said that the unveiling went "extremely well."

Gearbox simply doesn't have an objective view of the game, the character, or the quality of the game. Everyone involved is just way too close. Gibson seemed relieved that the PAX reveal went as well as it did, and he brought up the game's trending status on Twitter and the response to the trailer. "People still care. It's not just our 20,000 people in the industry that care. It's a viable brand."

The game's content is always a point of discussion, and Gibson doesn't like the term "toilet humor"—he prefers "base humor." Will the game stir up controversy? Maybe. But that's a good thing, he explained. When someone wants to bring attention to their own agenda, they use a lightning rod—a "focal point." Something that has the attention of the public already. "If Duke Forever can help further their cause by being that focal point? Happy to do it" Gibson says. "We're happy to further their cause."

Multiplayer

Multiplayer is a closely guarded secret. "There will be more than one person. I imagine you'll be able to shrink them, freeze them, and mighty-boot them to smithereens and stuff like that. We're concentrating on trying to surprise people with what that is."

He says they want someone to buy the game, and then call his friends with stories of what he's able to do online, and get them interested. "Instead of 'dude, I just did that thing I read about on the Internet a month ago!'" Will they be able to keep any of those surprises? That's hard these days. He does realize that multiplayer is a focus, and is a very big deal for this franchise.

As a fan of the original Duke Nukem 3D, one of my favorite moments in the single-player section we were shown was the reveal of the laser trip mines and the ability to use those against the enemies. I have warm memories of sending pipe bombs up elevators before detonating them, and putting the laser trip wires across transporters so enemies would blow up the second they tried to teleport to a new location. These are the memories that have to be matched in the multiplayer of Duke Forever, and they need to be improved on. That's a tough challenge, especially when the code they built on had no multiplayer at all.

The dedication and love Gearbox has for the game is clear. Be sure to read our hands-on report to see what we thought of the latest version that was shown to the press.

Case in Point is that Gearbox became involved 2 years ago, when they took the code and assets over they were no where near a shippable state.

Graphics polished to be made up to modern-ish at least standard, remember this is running on Unreal Engine 2.5 albeit heavily modified, Bioshock 1&2 ran on the Unreal 2.5 engine. Demo does prove it is much better in the indoor areas quite like Bioshock which doesn't have massive expansive areas.

Original Vision and direction 3D Realms were taking was followed, levels were incomplete which Gearbox themselves had to finish off.

So basically Yes it is 3D Realms original vision and parts of each level will be as 3D Realms designed, parts of the levels/game will be from the Gearbox interpretation of the original vision.

I'm sure they would have had some consultation with some of the 3D Realms guys during this process to ensure that the game followed the original vision of course but at least they had a true objective of getting the game ready and shipped as soon as possible.

Why? Well of course with Duke Nukem Forever finally out, finito, done, they can move onto their own Duke Nukem project which from scratch will be no doubt a different animal.

Well at least that's my hope in the long term.
 
That stadium fight scares me... There's absolutely no skill required, at all? Seems pointless?


I had the same thought up until the little twist shortly after kicking the goal. Now I just assume that the whole section leading up to that was just a playable intro, rather than being part of the game.
 
Im enjoying the demo, the only real things that bug me are that annoying blur when you zoom in and some of the physics. Hitting the pigs with the cart seems seems a bit weird, its like theres no impact when you hit them, like they have no weight to them.

They could aolso do with not having Duke be coughing his lungs up after running 5 feet, and that jump sound gets a bit tedious.
 
I had the same thought up until the little twist shortly after kicking the goal. Now I just assume that the whole section leading up to that was just a playable intro, rather than being part of the game.

My thoughts exactly :)

Not supposed to be difficult at the start but just a game in a game to set the scene! :D
 
Can you two stop arguing please? :p

This is an interview about DNF posted a few months back which confirms it's a mismatch of both Developers designs.

http://arstechnica.com/gaming/news/...ukem-forever-is-the-game-3d-realms-wanted.ars



Case in Point is that Gearbox became involved 2 years ago, when they took the code and assets over they were no where near a shippable state.

Graphics polished to be made up to modern-ish at least standard, remember this is running on Unreal Engine 2.5 albeit heavily modified, Bioshock 1&2 ran on the Unreal 2.5 engine. Demo does prove it is much better in the indoor areas quite like Bioshock which doesn't have massive expansive areas.

Original Vision and direction 3D Realms were taking was followed, levels were incomplete which Gearbox themselves had to finish off.

So basically Yes it is 3D Realms original vision and parts of each level will be as 3D Realms designed, parts of the levels/game will be from the Gearbox interpretation of the original vision.

I'm sure they would have had some consultation with some of the 3D Realms guys during this process to ensure that the game followed the original vision of course but at least they had a true objective of getting the game ready and shipped as soon as possible.

Why? Well of course with Duke Nukem Forever finally out, finito, done, they can move onto their own Duke Nukem project which from scratch will be no doubt a different animal.

Well at least that's my hope in the long term.
The laser trip wires were awesome!
 
You type them slowly.

DNCLIP for no clipping and DNWEAPONS (I think) for all weaps.

Just stand still. No command window or such, just like the old ones.
 
game is shocking , this wont get anyone excited at all...5 years ago it could have been passible nowadays its gonna be mocked and jeered by everyone.


Demo reminds me of Painkiller especially the rubbish AI, but is this the final game, i expect so and if not, it's too flawed to be improved that much in only a year, this is very disapointing
 
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