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"...they finally assembled the pieces to create an incredible, epic and cohesive gameplay experience."

Most game manufacturers don't tout cohesive as a feature... it's supposed to be a given. I hope I'm wrong, but given what I know about the development of DNF, I can't help but suspect that the reason they are mentioning it so loudly is because it isn't.




Given how many companies have worked on the game and the engine changes and just the sheer amount of turnover in that 15 year time frame, I think they need to point this out. When you start with one set of people making the game and end with another set (along with a constantly cycling number of folks in between), I would seriously worry about the continuity in the game. But this is Gearbox, so I think they can pull it off.


I think it would be funny if they would switch engines as the game progresses. You start out as a blocky blob and finish with smooth photorealistic 3D.


There's flash a game that does it, but you have to buy the progressive upgrades with in-game money: http://armorgames.com/play/3955/upgrade-complete

Except it doesn't end at anything near photorealistic.


I got the feeling that the game was remade from scratch multiple times only a little of the main plot surviving each remake.


I believe the only thing that survived each remake is probably the strippers.


Hm. Did they pack all the work/code of the last years together or did they start from scratch and just use the "Duke Nukem" name?


They used the content. DNF's last project manager when it was still with 3dRealms said something along the lines of:

"these guys have made about six or seven games over the past few years but have never got round to releasing any of them."

He basically just found a ton of fun products that were just a little ways off completion.

The final 6 million they asked for (and didn't get) was to release the last game they had "made". Considering Gearbox's timeframe I would expect they've taken the last game and polished it. I.E. done what 3dRealms would have done with that 6 million.


"done what 3dRealms would have done with that 6 million."

What 3D Realms claimed, and would have liked Take-Two to believe, that they would have done. Something they claimed they were on the verge of achieving for a decade, and which never came to fruition. What makes you believe they would have accomplished in that final year what they had failed to accomplish for the past decade? What makes you believe they would not simply have started over again?

I find it questionable that 3D Realms would ever have released DNF on their own. I think they would have burned through that money and still not have had a finalized product to show for it, as they seem to have been doing for quite a while, which is probably why the publisher declined to give them the money.


Ah I apologise, it was Van Lierop (creative director) who stated how close these games were to completion. It was the new Project Manager Brian Hook who was steering the game toward completion when they ran out of money. I say "steering toward completion" because he was actually standing up to Broussard to promote the concept of releasing over perfecting.

The source is here:

http://www.wired.com/magazine/2009/12/fail_duke_nukem/

The stuff I'm referencing is on the fourth page.


That would be somewhat ironic considering that starting over so many times is supposedly why DNF never got released in the first place...




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