Duke Nukem Forever: Difference between revisions

Content deleted Content added
No edit summary
Tags: Mobile edit Mobile web edit
No edit summary
Tags: Mobile edit Mobile web edit
Line 62:
 
=== Engine changes and delays ===
Rather than create a new [[game engine]], 3D Realms began development using [[Idid Software]]'s [[Quake II engine|''Quake II'' engine]].<ref name=":0" /> They demonstrated the first ''Duke Nukem Forever'' trailer at the [[E3]] convention in May 1998. Critics were impressed by its cinematic presentation and action scenes, with combat on a moving truck.<ref name=":0" /> According to staff, Broussard became obsessed with incorporating new technology and features from competing games and could not bear for ''Duke Nukem Forever'' to be perceived as outdated.<ref name=":0" /> Weeks after E3, he announced that 3D Realms had switched to [[Unreal Engine]], a new engine with better rendering capabilities for large spaces, requiring a reboot of the project.<ref name=":0" /> In 1999, they switched engines again, to a newer version of Unreal Engine.<ref name=":0" />
 
By 2000, ''Duke Nukem Forever'' was still far from complete. A developer who joined that year described it as a series of chaotic [[Tech demo|tech demos]], and the staff felt that Broussard had no fixed idea of what the final game would be.<ref name=":0" /> As the success of ''Duke Nukem 3D'' meant that 3D Realms did not require external funding, they lacked deadlines or financial pressure that could have driven the project. Broussard became defiant in response to questions from fans and journalists, saying it would be released "when it's done".<ref name=":0" /> In December 2000, the rights to publish ''Duke Nukem Forever'' were purchased by [[Take-Two Interactive]], which hoped to release it the following year.<ref>{{Cite web |last= |first= |date=2000-12-06 |title=Duke Nukem Eventually |url=https://www.ign.com/articles/2000/12/06/duke-nukem-eventually |access-date=2022-06-12 |website=[[IGN]] |language=en |archive-date=June 12, 2022 |archive-url=https://web.archive.org/web/20220612110332/https://www.ign.com/articles/2000/12/06/duke-nukem-eventually |url-status=live }}</ref> By 2001, ''Duke Nukem Forever'' was being cited as a high-profile case of [[vaporware]], and ''[[Wired (magazine)|Wired]]'' gave it the "vaporware of the year" award.<ref>{{Cite magazine |last=Kohler |first=Chris |date=4 June 2011 |title=Duke Nukem ends 12-year reign as vaporware king |language=en-US |magazine=[[Wired (magazine)|Wired]] |url=https://www.wired.com/2011/06/duke-nukem-vaporware/ |access-date=2022-02-27 |issn=1059-1028}}</ref>
Line 68:
At E3 2001, 3D Realms released another trailer, the first public view of ''Duke Nukem Forever'' in three years. It received a positive response, and the team was elated, feeling that they were ahead of their competitors. However, Broussard still failed to present a vision for a final product. One employee felt that Miller and Broussard were developing "with a 1995 mentality", with a team much smaller than other major games of the time. By 2003, only 18 people were working on ''Duke Nukem Forever'' full time.<ref name=":0" /> In a 2006 presentation, Broussard told a journalist the team had "fucked up" and had restarted development.<ref name=":0" /> By August 2006, around half the team had left, frustrated by the lack of progress.<ref name=":0" />
 
According to Miller, the Canadian studio [[Digital Extremes]] was willing to take over the project in 2004, but the proposal was rejected by others at 3D Realms. Miller later described this as a "fatal suicide shot".<ref name=":4">{{Cite news |author1=Wilde |first=Tyler |date=2022-05-11 |title=Former 3D Realms owners clash over Duke Nukem Forever blame |language=en |work=PC Gamer |url=https://www.pcgamer.com/former-3d-realms-owners-blame-each-other-for-losing-duke-nukem-forever/ |access-date=2022-05-12 |archive-date=May 11, 2022 |archive-url=https://web.archive.org/web/20220511163144/https://www.pcgamer.com/former-3d-realms-owners-blame-each-other-for-losing-duke-nukem-forever/ |url-status=live }}</ref> In 2007, 3D Realms hired Raphael van Lierop as the new creative director. He was impressed by the game and felt it could be finished within a year, but Broussard disagreed.<ref name=":0" /> 3D Realms hired aggressively to expand the team to about 35 people. Brian Hook, the new creative lead, became the first employee to push back against Broussard.<ref name=":0" />
 
=== Layoffs and Gearbox takeover ===