Duke Nukem Forever 1 month anniversary "How do you feel about the game after all this time?"
#31 Posted 13 July 2011 - 04:35 AM
I doubt George Broussard will have any sort of capacity in the gaming industry again.
#32 Posted 13 July 2011 - 04:43 AM
Psyrgery, on 12 July 2011 - 02:34 PM, said:
Yeah that SUCKED! but I don't remember alien arm grabbing stuff in the Jace Hall Footage.
Psyrgery, on 12 July 2011 - 02:34 PM, said:
OMG YES! I can't believe how rushed it is. Surely after all this damn time and the extra year or so the game should've so polished it, it would hurt to look at it. Also regrauding level destructability and physics I too noticed that every thing from the leaks and footage was all but gone in the final game. I remember watching the demo reel and seeing the Battlelord make a cop car flip over, with very real looking physics, I remeber the worm moving realistically, I remember everything looking like it was realistic and impressive to it being gone in the final game! WTF!?
Psyrgery, on 12 July 2011 - 02:34 PM, said:
THIS!!! It feels like Half-Life 2 mixed with Unreal with bad results!! Duke never reacts or responds to the president yelling at him, when the twins talk to him he bearly responds, when people ask him if the aliens are the same he never answers, WTF! DNF ISN'T GORDON FREEMAN!! I know George was obsessed with making the physics etc. as good as HL but he should'nt have done that with the fricking CHARACTER! DAMN IT GEORGE!
*Ahem*
Sorry
Psyrgery, on 12 July 2011 - 02:34 PM, said:
It's the disappointment of a disappointment.
100% THIS!! This needs to be quoted forever to make GBX listen.
CultureShock or blackharted? Uh oh I said it!
This post has been edited by blackandbright: 13 July 2011 - 04:44 AM
#33 Posted 13 July 2011 - 06:06 AM
blackandbright, on 13 July 2011 - 04:43 AM, said:
Here, minute 4:20-4:30. It is just a glimpse, but you can surely see it.
Also, another i noticed in the video: Death animation ragdolls looked great, Now pregnators and octabrains explode in a very lame gibberish explosion. They don't even go ragdoll (which was stated as kickass by Broussard himself when talking about the ragdoll octabrains that, were in fact implemented in the 2001-2003 builds) if they die from sustaining fewer dsmage, and let the gibs explode if they take greater amounts of damage, just like it is meant to be, has always been and MUST be.
It is effin lame to see the Octa dropping with their legs completely stiff, I was expecting to witness that kickassery Broussard was actually talking about.
The gibs of the pregnators and octabrains are just plain underwhelming, when gibs ought to be rewarding and satysfying to the players. It make enemies with great potential go to waste because of poor, abysmal design management.
Also, lolz, lots of mistakes in my previous post, gotta look through it
#34 Posted 13 July 2011 - 06:49 AM
Psyrgery, on 13 July 2011 - 06:06 AM, said:
It is effin lame to see the Octa dropping with their legs completely stiff, I was expecting to witness that kickassery Broussard was actually talking about.
The gibs of the pregnators and octabrains are just plain underwhelming, when gibs ought to be rewarding and satysfying to the players. It make enemies with great potential go to waste because of poor, abysmal design management.
100% Agreed. The ragdoll physic were awesome which is rare for me to say. There was no reason to remove them, Octabrains falling with stiff legs is retarted as surely when dead thier legs would flop when hitting the ground? Like if I drop say a dress on the floor it wouldn't fall stiff and rigid it would crease and bend and stuff. Lame example I know. But yeah gibs were massively underwhelming and you should get some manner of satisfaction from blasting something to pieces. If a shooting game can't get that right, you know your in trouble.
I hate to say this, I really do but I just can't believe how much cool stuff was removed unnecessarily. Surely satisfying gibs and cool moments of physics from them, or in general would've ramped up both people's like and enjoyment of the game, as well as review scores?
Before you say it I really don't think that stuff was removed because of memory limits, because a modern console or PC can surely handle them, if HL could back in '04 for example.
This post has been edited by blackandbright: 13 July 2011 - 06:55 AM
#35 Posted 13 July 2011 - 09:23 AM
blackandbright, on 13 July 2011 - 04:43 AM, said:
Like a lot of stuff, you can't blame this on George Broussard. While you do a little voice acting during production, 99% of it is done right before the game is finished. If you remember, Jon St. John entered the recording studio to do his lines after GBX took over. This is not GB's fault. In fact, I thin most of our most dire griefs wouldn't have been in the shipped game if GB had been in control. I also truly believe 3DR would have shipped the game if they hadn't got sued.
#36 Posted 13 July 2011 - 09:27 AM
Captain Awesome, on 13 July 2011 - 09:23 AM, said:
Yeah okay that makes sense. Yes okay win this round.
Captain Awesome, on 13 July 2011 - 09:23 AM, said:
Agreed 100%
I actaully wish 3DR still was making the game. I'm now missing the days of "just fucking finish it 3DR it doesn't take X number of years to make a game." I kinda miss it.
This post has been edited by blackandbright: 13 July 2011 - 09:35 AM
#37 Posted 13 July 2011 - 09:50 AM
Mad Max RW, on 13 July 2011 - 04:35 AM, said:
Can't find the quote on shacknews, but George surely didn't disappear after the game was shipped. He said along the lines that he wasn't involved with the game since 2009 and he didn't ship it.
Captain Awesome, on 13 July 2011 - 09:23 AM, said:
Then you are wrong. They got sued once everyone on the team was fired, not before that. The ship had already sunk.
#38 Posted 13 July 2011 - 09:53 AM
Helel, on 13 July 2011 - 09:50 AM, said:
Yeah I think that post can be found on Wikipedia which links you straight to the Shack.
He also said 3DR people like him were only involved with play testing and giving feedback somewhere.
#39 Posted 13 July 2011 - 10:39 AM
Helel, on 13 July 2011 - 09:50 AM, said:
That's not quite how I remember it, but my memory is dogshit.
#41 Posted 13 July 2011 - 11:18 AM
#42 Posted 13 July 2011 - 12:14 PM
Helel, on 13 July 2011 - 09:50 AM, said:
http://www.shacknews...anchor_26031903
#44 Posted 13 July 2011 - 12:27 PM
Micky C, on 10 July 2011 - 10:02 PM, said:
I'd have to say one of my biggest disappointments, and I haven't seen this anywhere else, is that there wasn't any Johny Lenoman interview! I was so pumped for having a an interview about how great I was to boost my ego (both figuratively and literally) and seeing Duke have a proper conversation and dialogue. Then as soon as I stepped on the set, I discovered the interview had been 'cancelled'.
That felt very cheap to me, almost as if they couldn't be bothered setting up a proper interview so they went "I know, let's say the interview was cancelled because of the aliens" and took the easy way out.
That's a weird thing to complain about. I hate scenes where you have to put up with tons of dialogue while your movements are severely constrained.
#45 Posted 13 July 2011 - 01:06 PM
Captain Awesome, on 13 July 2011 - 11:18 AM, said:
While it is true that T2 didn't support 3DR in their dire times, you can't really blame them for having doubts about sponsoring Duke Nukem Forever.
#46 Posted 13 July 2011 - 01:12 PM
#47 Posted 13 July 2011 - 01:33 PM
#48 Posted 13 July 2011 - 02:08 PM
#49 Posted 13 July 2011 - 02:57 PM
But this is past tense hypothetical bullshitting. The only thing anybody should get out of DNF's history is what not to do while developing a game.
#50 Posted 13 July 2011 - 02:59 PM
#51 Posted 13 July 2011 - 03:18 PM
Captain Awesome, on 13 July 2011 - 09:23 AM, said:
Actually...St. John recorded his dialouge for the game in 2008, 2009, and just a couple of more lines in 2010. Waaay before GBX took over.
As far as what people are saying about Broussard, they are pretty much right. I've met him recently and he was a very nice guy, but even he admitted he had no final plan for the game really. I think the 2001 build would've been the most amazing (maybe), but we'll never know.
This post has been edited by thelegend4ever: 13 July 2011 - 03:19 PM
#52 Posted 13 July 2011 - 04:26 PM
thelegend4ever, on 13 July 2011 - 03:18 PM, said:
As far as what people are saying about Broussard, they are pretty much right. I've met him recently and he was a very nice guy, but even he admitted he had no final plan for the game really. I think the 2001 build would've been the most amazing (maybe), but we'll never know.
You don't record minor BS dialogue until the final stages. You will record pieces that help string along the plot and cutscenes and such, but generally NPC interaction and crap like that is done last. This runs along just fine with the fact that the game was rushed out the door once GBX took over.
#53 Posted 13 July 2011 - 05:08 PM
Captain Awesome, on 13 July 2011 - 04:26 PM, said:
Hence why I'm saying that the dialouge for the game was pretty much complete waay before GBX took over. I was only responding to that because you said JSJ started doing the voices AFTER GBX took over....which isn't correct. I know for sure. He only did the multiplayer voices in 2010 and that was it. Everything else was done. So yeah he did record minor speech in 2010, but the game's speech was done back in 2009..mostly in 2008.
#54 Posted 13 July 2011 - 06:36 PM
#55 Posted 13 July 2011 - 10:18 PM
1) Linearity - Scripted Sequences all the way - > The game is merely an a Halo/COD game within the Duke Universe. The maps, altought good looking in most parts, they do not offer any kind of replay value. I finished the game twice, and don't have any motivation to go for the third time. I missed the chance of searching for hidden stuff trought the game. I actually felt sad when duke said "I don't need no fucking keycards". I wish he did.
2) 2 Weapon cap - Seriously, wtf was george thinking? It was by far the most stupid decision EVER on the game. Ok, so, he claims that its not appropriate to carry a dozen weapons like Duke 3D? Ok, no problem. But why only TWO? Games like Far Cry have 4 weapon cap, it would be totally plausible and possible to duke carry 4 guns, especially if you take in consideration that you can actually hold a pistol in your leg holster. Bad, Bad decision - and unjustifiable.
3) Excessive use of non-shooting parts -> This aspect is the most personal, is most basely on what I wanted from the game.. others may disagree, but I HATED WITH A PASSION every SHRUNK Duke stage on the game. I found it extremely painfully NOT fun. The RC driving and the monster truck driving was too long and boring for my taste. I hated the turret sections as well, it reminds too much of COD (as a lot of other games today, but I wasn't expecting DNF to be another one). The barrel puzzles were stupid as well, and the sad part is that they are roughly the same kind of thing that Hl2 brought 7 years ago.
4) Ending -> the ending from the game was the worst I've seen in the last 10 years of gaming.
I wish the game was more about on-foot shooting than lame boring non-shooting fillers. Some levels like the DUke's apartment, the Hive, hoover damn, underwater and the casino looks really good. but there's levels like the vegas in ruins and duke dome that was totally uninspired and dull. I think the level intereactivty is great and 3D realms did a good job on it, it.
All in all, DNF has some good things like the shooting and level interaactivity, and should have been just that. George Broussard instead of making a game with an a idendity of his own, tried to implement random stuff from games like COD, halo, Half-life and some driving parts that just didn't worked out, and it shouldn't.
This post has been edited by Graywolf: 14 October 2011 - 07:11 PM
#56 Posted 14 July 2011 - 12:28 AM
Graywolf, on 13 July 2011 - 10:18 PM, said:
Because at the time of his last FPS appearance "mindless shooting" was pretty normal. And most likely Duke3d itself was standing out from the "mindless shooting" crowd of FPSes in 1996.
Anyway, if there are games that could get away all the old school elements like fast pacing, keycards and weapon capacity DNF was amongst them. Don't really know the reason to force regen and 2-weapon on DNF when people wouldn't mind having medkits and lots of weapons in a game they would love to play with a "nostalgia factor".
#57 Posted 14 July 2011 - 12:45 AM
#58 Posted 14 July 2011 - 01:27 AM
Helel, on 14 July 2011 - 12:28 AM, said:
Anyway, if there are games that could get away all the old school elements like fast pacing, keycards and weapon capacity DNF was amongst them. Don't really know the reason to force regen and 2-weapon on DNF when people wouldn't mind having medkits and lots of weapons in a game they would love to play with a "nostalgia factor".
Duke 3D stood out because featured impressive and never seen urban levels, more open places and and location variety. And of course, the graphics were the best and the interactivity was innovative, and the shooting mechanics were a blast. But it was a straightfoward shooter, from the first to the last level of the game. And that's why it was great.
DNF retrained the interactivity and the shooting right IMO, feels right and good to shoot the aliens. Because that's what I want in a duke game, shooting, interactiviy, humor.. DNF brought that.. but wasn't just that.. because George Broussard itself, you can see on lots of interviews during the course of DNF development, that he was a enthusiast of Half-life (great game), Halo, probably COD too, and everytime that he likes a new game, he wants to put whatever thing that game has on DNF.. and that's exacly what DNF became, a mess of gameplay parts influenced by everything (liked or not) influential on the fps marked on the last 12 years, instead of making a game of his own.. and that was the main reason the game took 12 years to be done, after so much work scrapping because the creative mastermind george broussard wanted everything possible from newest games to be included on DNF.
On the last years of DNF development, the fps scene become plagued by a COD-HALOish philosophy, that's why we got checkpoints, linear scrpited map design, 2 weapojn limit and health regen. DNF couldn't be more HALO, and thats sad. I hate halo!
Of course, that's just me, thats probably lots of people who enjoy this style of "gameplay variety" that DNF has, people have diferent tastes.
This post has been edited by Graywolf: 14 July 2011 - 02:12 AM
#59 Posted 14 July 2011 - 02:13 AM
#60 Posted 14 July 2011 - 03:10 AM
Helel, on 14 July 2011 - 02:13 AM, said:
I'm guessing because it took the best of the mechanics from those games and tried to implement them in SP.
This post has been edited by thelegend4ever: 14 July 2011 - 03:11 AM