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Duke Nukem Forever Not Dead? (Yes, This Again)

kaychoro writes "There may be hope for Duke Nukem Forever (again). 'Jon St. John, better known as the voice of Duke Nukem, said some interesting words during a panel discussion at the Music and Games Festival (MAGFest) that took place January 1 – 4 in Alexandria, Virginia, according to Pixel Enemy. Answering a question from the crowd regarding DNF, St. John said: "... let me go ahead and tell you right now that I'm not allowed to talk about Duke Nukem Forever. No, no, don't be disappointed, read between the lines — why am I not allowed to talk about it?"'"

9 of 195 comments (clear)

  1. Of course it's not dead by Lord+Lode · · Score: 5, Funny

    Duke Nukem Forever is FOREVER!

  2. Umm...what is Duke Nukem? by Anonymous Coward · · Score: 5, Funny

    Is that one of those old bands my dad use to listen to?

  3. It's time to kick ass and chew bubble gum by MK_CSGuy · · Score: 5, Funny

    And I'm all out of gum.

  4. Meh by Kjella · · Score: 5, Insightful

    The only thing he sounded like, was "I'd like to tell you all about that shit and how horribly mismanaged that disaster was, but I've been gagged from telling you"

    --
    Live today, because you never know what tomorrow brings
  5. YouTube version by jones_supa · · Score: 5, Informative

    This is in YouTube too.

  6. Re:GRRRROOOAAANNNNN by Narpak · · Score: 5, Informative

    This time the plan is perfect!
    * License iD Tech 4
    * Begin development!
    * Drool at Rage and Doom 4
    * License iD Tech 5
    * Struggle to incorporate previously developed content into new engine
    * Start over with a new license of iD Tech 6
    * ???
    * Profit!

  7. Re:Anyone else outgrow Duke Nukem? by TheRaven64 · · Score: 5, Informative
    Duke3D was the only one with strippers. The first three games in the franchise were platformers. They had the same sort of humour and, most importantly, were just hard enough to be fun but not so hard that you couldn't complete them. I played all three through a few times. Duke3D had a few things that made it a good game:
    • The 2.5D engine was good enough most of the time (it failed massively on a few things, like a satellite dish in the middle of a room that changed angle as you walked around it).
    • Because the engine was simpler, it could run at 800x600 on a machine that could only run quake at 320x240 (yes, that really was the default resolution for Quake 1).
    • Because the engine wasn't pure 3D, it could do impossible levels and the designers used this very effectively in a few places.
    • Mirrors worked. Unlike other games of the era, there were mirrors that you could stand in front of and see yourself. Ray gun shots bounced off mirrors, so you could even shoot yourself accidentally.
    • There were bits of scenery that you could destroy. Destroying occasional walls had been possible since the Catacomb Abyss (which required it in a lot of places - including the first room you entered - to progress), but Duke3D let you destroy other things like mirrors, toilets, and so on. This made the game feel a bit more real than other titles where you could fire a hundred rockets at a potted plant or window and not damage it.
    • It retained the Duke Nukem humour (which, admittedly, is quite childish, but was always done in a slightly self-deprecating way so you got the feeling that the designers of the game knew how silly it was and were fine with that). The only other game I've played that came close was Serious Sam, which unfortunately had painful typos all through any passage of text in the game.
    • Guns like the freeze and shrink rays were fun, but not particularly practical. They were great in multiplayer though. Spray the area with shrink ray and then run around trying to stamp on everyone.
    • The jetpack let you fly. It was the first FPS that I played that had an official mechanism for flying in it. In some places, the jetpack let you skip a lot of the level, in others it let you get secret things. Because it had a limited amount of fuel, you had to choose.

    A lot of modern games do some of these, and generally do them better than Duke3D because the technology has improved. Given how much more primitive than Quake the engine was, you should get some idea of how good the game was from the fact that the two were played about as much. The thing that killed Duke3D for us was the fact that Quake supported mods (like most Id games, it's basically a playable engine demo), and so you kept getting new games that ran on the Quake engine for free. Duke3D stayed Duke3D and I never even managed to get custom levels to work in multiplayer.

    --
    I am TheRaven on Soylent News
  8. You're all drawing the wrong conclusion by Quarters · · Score: 5, Insightful

    He's not allowed to talk about it because there is now ongoing litigation between Take2 and 3DRealms over contracts, monetary advances, etc...

  9. The Build engine by GF678 · · Score: 5, Interesting

    Duke Nukem 3D did have a rather interesting engine. As someone else has posted, it did various things other engines at the time couldn't do (eg. mirrors) and was well optimized.

    For anyone who's interested about the history of the engine: http://www.youtube.com/watch?v=VSVzn0F3pyQ

    OK, it's got nothing to do with DNF but I found this video recently and felt it was worth sharing. :)