Maybe they should have left him alone, back in his own time, where he could have been happy stuffing dollar bills into strippers' thongs and wasting Pig Cops.īut no. And because of their errors, we're stuck with a gigantic man-baby, who is little more than a walking anachronism. The hubris of Duke's creators has tarnished the charm of his character. To put it bluntly, I've seen some first-person shooters in my time…and Duke Nukem Forever is one of them. It has a generic aura that I don't think Duke deserves. ![]() The abysmal trailer, the uninteresting screenshots, and the collective “mehs” of the gaming press have me seriously worried about the game's quality. $59.99 plus tax: The amount I will save myself by not investing in reliable disappointment Three or more video-game engines (depending on how you count them)ġ00% of Duke Nukem Forever's development staff at 3D Realms fired/laid off (depends on who you ask)Ģ009: The year Gearbox Software acquires the title, under the supervision of studio head Randy Pitchford, who started his career working on a Duke Nukem 3D expansion $20,000,00+ development budget (an exceptionally conservative estimate that is probably much, much higher) Prior to the Gearbox acquisition, one member of the press, Jace Hall, played it for five minutes The studio continued to oversee myriad ports, spin-offs, and side projects for various systems in the interceding time, but they could never seem to ship the true sequel to their most influential game.įor those curious, here's Duke Nukem Forever by the numbers (check here for more fun facts and observations):Īnnounced almost 14 years ago (April 28, 1997) All the while, 3D Realms teased and delayed Duke Nukem Forever year after year after year. From then until now, the medium made incredible leaps in technology, economic importance, and cultural significance, eventually evolving into a multibillion-dollar industry. ![]() In 1997, 3D Realms announced Duke Nukem Forever, with a release set for 1998. ![]() The studio birthed an American legend in an industry that counted a mustachioed plumber and a "mega man" in a blue jumpsuit among its leading icons. In 1996, 3D Realms took the then-revolutionary idea of the first-person shooter and lathered its bloody aesthetic with pixelated boobies, gratuitous violence, and topical irreverence. If I can appropriate EA's recent Dead Space 2 advertising campaign, "Your mom was gonna hate it." Appearing on the PC platform in 1991, Duke first had a short two-title-long career as a side-scrolling platformer. Duke Nukem originated during the advent of explicit interactive content.
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