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Duke Nukem Forever: Hands-On Preview at NowGamer.com
As big fans of Duke you may know some of this stuff already but you never know, you may get something cool out of it. Also, it's the first time the game has been shown here in the UK.
http://xbox-360.nowgamer.com/previews/xbox-360/1308/duke-nukem-forever
Enjoy guys
Dave
In other news Sithodah reports:
(1) A short clip from an interview in this article states that Randy Pitchford plans to have ALL DNF pre-orders honored no matter how long ago they were was placed.
(2) The final tally of how much George Broussard/3D Realms spent on Duke Nukem Forever has been revealed by Randy Pitchford to be between 20 to 30 million dollars.
Early DNF Access w/ Borderlands GOTY Edition
The "Game of the Year" edition of Gearbox's Borderlands (coming October 12) will include all the previously released downlodable content for the game; more importantly, there will be positive implications for us Duke Nukem Forever fans, namely early demo access:
[Source]
Gurty´s Duke4.net First Look Coverage
Pitchford: Allen Blum did some amazing things with the level design in Duke Nukem 3D Episode 2. I cannot tell you much about it but there will be enough of that.
Public: Whill there be a limit on carrying weapons?
Pitchford: Well we are making this game with the vision of Allen Blum and George Broussard. Their vision was that you could only have 2 weapons. This choice has been made because most players choose their favorite weapons and use only those weapons the most. And if you need a particular weapon to defeat a boss, that weapon will be available in that area.
A very special thanks goes to Gurty for reporting in Amsterdam on behalf of Duke4.net! Please click below for a revised transcript of the video interview, courtesy of Mr. Green.
[ Read the rest... ]
Duke Nukem Forever Wallpaper
Duke4.net's resident photoshopper extraordinaire; RedSplat, was experimenting with new designs for our website when his work suddenly turned into an awesome wallpaper:
Also in the news is is yet another Randy Pitchford interview from First Look--there's very little if any new information in it, but Randy does briefly talk about multiplayer. (Thanks Sithodah.)
Lastly, keep your eyes peeled for an exclusive look into First Look from our reporter Gurty!
First Look Duke Nukem Forever Gameplay
This is an off-screen recording from First Look, but the quality is pretty damn good. Watch the entire thing--there's more gameplay shown after every segment where Randy Pitchford pauses the game to talk.
10/4 Update: If the video below isn't available for some stupid copyright reason, try this one instead.
VG Cats Duke Nukem Forever Comic, Major Nelson Interviews Randy Pitchford
Here's a funny little DNF comic from VG Cats. It's being discussed in our forums, where you can also find an explanation of the comic if you don't "get" it.
Skip to 10:40 in this Xbox audio podcast to hear Gearbox CEO Randy talk to Major Nelson on the phone regarding his company picking up Duke Nukem Forever. There's nothing new revealed in this interview, but it's great for those who want to catch up with what's going on in a little over five minutes.
Thanks to Mr. Green and VinsaneOne for the heads up.
Duke Nukem 3D Remake in Unreal Engine 3
Fresch writes,
I got an email back from Scott Miller saying:
Hi Fresch,
This project might be doable.
Do you have any screen shots that show George and I what it might look like when finished?
Scott
Regardless of whether or not the project gets the "go," I want to share screenshots of it with you. Enjoy! This is very EARLY work, so have mercy.
Make sure you check out the respective thread for high resolution screenshots. Thanks to Sithodah for sharing the news with us.
Gamestop Overnight Shipping for Duke Nukem Forever, Giant Bomb Interview w/ Randy Pitchford
GameStop.com is offering free overnight shipping, this weekend only, on Duke Nukem Forever! Use the preorder code 'BUBBLEGUM' at checkout.
http://www.gamestop.com/gs/thedeal/?loc=homedeal [Offer Expired]
Also, this is one of the best DNF interviews to date, but includes a lot of information we already know. Thanks Alithinos!
Our Exclusive Duke Nukem Forever Interview with Scott Miller
> the build engine at one point, if this is true how much was done on the
> build engine?
engine had a lifetime window of only 2-3 years, and after Quake came
out and set the new bar for 3D engines, we didn't want to make DNF in
anything less than the best engine possible. So, in the beginning,
Duke was being made using the Quake engine, and we first demo'ed this
version of the game at E3 '98 I think, after just 3-4 months of
development.
> Q2. What would you say caused the long development time of Duke Nukem
> Forever?
A few things. First, we were always short-handed with developments
because our background was that of using very small, but super
talented teams. We were slow to adapt to an industry in which team
sizes were growing almost 50% each year. We were ALWAYS behind the
curve, and always under-staffed. Only in the final year or so of
development did we finally correct this issue.
We lacked a true Project Leader. George Broussard is a creative
leader, and not a good project manager. Everyone knows this, but the
problem was finding a project leader with a strong enough personality
to take over the project and drive it forward, without always getting
bogged down with creative issues. Again, we finally had this critical
person in place during the final year of development, when we hired
Brian Hook in this role.
Lastly, as odd as it sounds, our success with Duke Nukem 3D and Max
Payne bought us way too much time to pursue perfection. DNF was an
entirely self-funded project, with no financial help from our
publisher. No one is self-funding triple-A games anymore, or in the
last 10 years. We did, because we could, and we wanted absolutely
creative authority. In the end, we gave ourselves too much freedom to
pursue the perfect game, and we never could get there.
[ Read the rest... ]
New Duke Nukem Forever Interview Regarding Game Length
We chose to cover this one on the front page because it's got juicy tidbits:
MN: Well, I don’t think we’re adding a whole lot content-wise because after 15 years there is plenty of content. I mean, there’s a lot, a lot of game there. It’s funny that we’re only playing 15 minutes at PAX, that doesn’t even begin to scratch the surface of this game. But yeah, Gearbox is really good at producing and putting games together and pacing them and making sure all the story works. So I think in that sense we really came in and fit it all together as a complete game where before it was just a series of vignettes and cool moments.
DO: So was the game almost done at 3Drealms?
MN: Heh, well I dunno, it definitely wasn’t finished. For us it was more of an exercise of taking a bunch of awesome stuff and fitting it together into one really cool game.
DO: How much game are we looking at here? 20+ hours?
MN: Oh man, it’s a lot, probably a lot more than games you’ve played lately if that says anything . . . I’m not gonna get into specifics, but it’s longer than most of the games you can pick up on shelves right now.
[...]
DO: So, When it’s Done is now 2011. It’s definitely 2011? No more pushbacks?
MN: It’s 2011. Gearbox and 2K don’t do the pushback thing, when we say a date, we mean that fuckin’ date.
Thanks MusicallyInspired.