Gearbox searches developer to help with new Duke Nukem game
#241 Posted 06 October 2015 - 02:29 PM
#243 Posted 07 October 2015 - 12:37 AM
#245 Posted 07 October 2015 - 01:22 AM
This is the original heads-up from LIR's "The Studio" page, BTW:
Quote
After 10+ years of working on megabuck titles, with large teams, long schedules, and ever-expanding technology, ...I decided to take a sabbatical of sorts and spend time at home with my garden, the birds and squirrels, and my computer.
It's been 10 months and already there is a game to ship! I hope, ...I mean, "we" hope to have a few titles done each year, under various popular genres of casual gaming. Nothing fancy, nothing groundbreaking, ...just simple-but-fun games for all to enjoy.
#246 Posted 07 October 2015 - 04:53 AM
WTF?
#247 Posted 07 October 2015 - 05:03 AM
Another one. There are many.
#248 Posted 07 October 2015 - 07:05 AM
MetHy, on 07 October 2015 - 05:03 AM, said:
Another one. There are many.
How dare you imply George Broussard participating in 90 minute game contests is shovelware.
#249 Posted 07 October 2015 - 07:22 AM
PsychoGoatee, on 06 October 2015 - 02:29 PM, said:
It is almost impossible to own and establish a personal vision for a level in a shooter the way you could in the 90's.
I don't think he'd make much money at it, but the best bet for getting the sort of content you would want from him would be if he took an existing game and sold/released personally created map packs.
This post has been edited by Wieder: 07 October 2015 - 07:23 AM
#250 Posted 08 October 2015 - 03:41 AM
X-Vector, on 07 October 2015 - 01:22 AM, said:
http://www.shacknews...d-levelord-gray
Hes been retired for years.
#253 Posted 10 October 2015 - 11:47 PM
MetHy, on 07 October 2015 - 05:03 AM, said:
Another one. There are many.
Meant to upvote, sorry. #laptoptouchpads
This post has been edited by Person of Color: 10 October 2015 - 11:48 PM
#254 Posted 11 October 2015 - 11:15 AM
Seems that shacknews series didn't last long.
This post has been edited by Wieder: 11 October 2015 - 11:25 AM
#255 Posted 11 October 2015 - 02:15 PM
#258 Posted 18 October 2015 - 01:21 AM
So now I'm resuming my Sin's playthrough. I just went through the underground labs and the mansion. Honestly Sin has tons of cool stuff, cool level design, interactivity, etc but the game is so broken it's a pain.
Those goddamn snipers are back. Most enemies feel unfinished, glitchy, with their bad hit detection and movement. I keep getting stuck in decor and taken damage from doors or lockers, I just experienced a glitchy objective, etc it's all a pain. Half of the weapons don't feel particulary good. It could have been a good game because of all the good stuff, but it's just painful and for me the bad overlooks the good.
Looks like I may be nearing the end so I'll probably finish the game anyway.
Edit: yep, just beat the game. You know, overall I enjoyed it, but I think it's a shame, it's one of those games that could have been great but isn't because it feels unfinished.
This post has been edited by MetHy: 18 October 2015 - 01:53 AM
#259 Posted 20 October 2015 - 07:12 AM
MetHy, on 18 October 2015 - 01:21 AM, said:
It was even worse about their remaining 8 games of 9 episodic of Source engine project never appeared anymore after the SiN EP1 released.
Yeah, I know Gordon Freeman version of Blade was disappointed some fans but it still fun for me...
This post has been edited by Player Lin: 20 October 2015 - 07:13 AM
#260 Posted 21 October 2015 - 05:04 AM
#261 Posted 21 October 2015 - 09:27 AM
#262 Posted 21 October 2015 - 09:32 AM
#263 Posted 21 October 2015 - 09:36 AM
My only gripe with SIN Episodes is the lake of Blade spouting one liners when you blow enemies away. Even if all they did was recycle his lines from the previous game, that would have been something.
#264 Posted 21 October 2015 - 12:57 PM
It´s a shame they wanted to rely on the innovative ally girl system of hl2, and the story with that port merchant dude was random. I remember first time i played it i got stuck in two very annoying bugs. One was the guy with the braid in the chin becoming mute in the middle of his speech and the other was when you have to exit the car, enemies kept throwing grenades inside of the car and i couldnt get out to fight.
#265 Posted 24 October 2015 - 10:11 PM
I wish more episodes were made, even if its outdated at this point. The theme song was great, the weapons even though generic had cool secondary fires, and overall I think it could've gone in some good directions.
I also reinstall it and play the arena mode every now and again; Vertigo is such an awesome map.
#266 Posted 01 November 2015 - 09:13 PM
MetHy, on 18 October 2015 - 01:21 AM, said:
So now I'm resuming my Sin's playthrough. I just went through the underground labs and the mansion. Honestly Sin has tons of cool stuff, cool level design, interactivity, etc but the game is so broken it's a pain.
Those goddamn snipers are back. Most enemies feel unfinished, glitchy, with their bad hit detection and movement. I keep getting stuck in decor and taken damage from doors or lockers, I just experienced a glitchy objective, etc it's all a pain. Half of the weapons don't feel particulary good. It could have been a good game because of all the good stuff, but it's just painful and for me the bad overlooks the good.
Looks like I may be nearing the end so I'll probably finish the game anyway.
Edit: yep, just beat the game. You know, overall I enjoyed it, but I think it's a shame, it's one of those games that could have been great but isn't because it feels unfinished.
Did you patch it? Because honestly the only bugs I encountered were getting stuck on things rarely (noclip fixes it), and the "destroy all barrels" objective in the Dam not working if you quit the game and resumed a save where you had destroyed any of them. Aside from that I didn't have any issues with the game. No crashes, no problems, nothing. Worked perfectly otherwise aside from some polish in a couple areas. I played it has a hardcore completionist too so I visited pretty much everywhere.
The only sniper in the mansion that sucks is the one you can't see at the beginning of the level...as to why they'd put a sniper behind you on a catwalk, I just don't get it.
The snipers are my favorite part of that level honestly. They try to shoot you from the outside, you have to snipe them first from the inside and use furniture as cover, or gain access to the roof, or both. It was actually one of my favorite mechanics in the whole game, and one of my favorite levels. I've never seen that before and aside from that one bullshit sniper at the entrance I thought it worked great! I had no problems killing them, seeing them, or hearing them first. You just need quick reflexes and cover.
This post has been edited by Person of Color: 01 November 2015 - 09:17 PM
#267 Posted 06 January 2016 - 05:09 AM
For me its bad news. I'd expect after Borderlands 2, they would focus on making a new Duke game, and that by now they would be ready to show some trailer and make a glorious unveiling of the game at some E3, PAX, or CES.
Yet its just "oh we are looking for someone to make a new Duke 'cause we are too arsed to do it ourselves".
This makes me think that Gearbox never truly liked Duke, and never wanted to 'save' him, as Randy said.
That they just found the chance to a bargain of buying a 90% done AAA game having lots of hype already that would save them some marketing bucks just for 5 millions, and decided to cash it in, without a vision and future plans for the series.
Times like these I hate not being a rich guy, to do game series like Duke Nukem some justice.
Let's all hope that the new game will be good.
This post has been edited by Alithinos: 06 January 2016 - 05:11 AM
#268 Posted 25 December 2016 - 01:56 AM
#269 Posted 25 December 2016 - 04:35 PM
HulkNukem, on 15 July 2015 - 04:29 AM, said:
1. I'm sad this means a Duke game hasn't already been in development. I really wanted to at least see what Duke Begins looked like
Well this article was published in 2015 so there very well could be a new Duke game in development as we speak