Duke in 2016? "It's his 25th Anniversary after all!!"
#121 Posted 28 February 2016 - 08:24 AM
#122 Posted 28 February 2016 - 09:48 AM
This post has been edited by Demon Duke: 28 February 2016 - 09:49 AM
#124 Posted 28 February 2016 - 12:32 PM
Sledgehammer, on 28 February 2016 - 11:08 AM, said:
Yup
#125 Posted 02 March 2016 - 09:37 AM
View 1: Gearbox continues the story were DNF left-off and restores what was left out of DNF with Duke Nukem Five.
View 2: Gearbox starts from the ground up with a reboot of Duke, where the character is refreshed but keeps the Duke persona, a new series is born. Lets call this game Duke Nukem Resurgence. The previous Duke games would be referred to as the 3D Realm Series and the new Gearbox Series would be either called the Gearbox Series or Resurgence Series.
Either way, it is still amazing the Duke Nukem franchise is still around as I thought Manhattan Project was really the last Duke game ever made. Honestly, I didn't know about DNF until a few months before it was released in 2011. Still it is exciting the franchise is going to be making a come back. Thank you Randy Pitchford and the guys at Gearbox.
This post has been edited by PRINGocalypz: 02 March 2016 - 09:40 AM
#126 Posted 02 March 2016 - 01:34 PM
Whether the game will be any good however is a different story. Depending on how old school Doom ends up being and whether Gearbox will try to follow that to some extent will be an important factor. I doubt it could really be any worse than DNF.
#127 Posted 02 March 2016 - 02:22 PM
Micky C, on 02 March 2016 - 01:34 PM, said:
Coming soon, Duke Nukem Babelands™: 1000 skin colors of about 5 different weapon models and random different numeric status that doesn't subistitute actual weapon design and balance, ridiculously bullet-spongey aliens and shitty cartoon graphics.
The game you didn't knew you needed, only Gearbox Shovelware® can give to you!
This post has been edited by LkMax: 02 March 2016 - 02:23 PM
#128 Posted 02 March 2016 - 04:21 PM
PRINGocalypz, on 02 March 2016 - 09:37 AM, said:
Same here, more or less. I didn't know it was coming out but I remember hearing about it when I was a teenager but not giving it a second thought. I was disappointed despite not waiting like everyone else so the whole "hype killed the game" excuse some reviews used was false for me.
#129 Posted 02 March 2016 - 04:28 PM
I knew something was wrong when Randy started using that defense. "Nothing can live up to twelve/thirteen/fifteen years of development." Uh huh.
#130 Posted 02 March 2016 - 04:38 PM
Commando Nukem, on 02 March 2016 - 04:28 PM, said:
Well, he's absolutely right.
Also, the game was crap.
#131 Posted 02 March 2016 - 05:45 PM
#132 Posted 02 March 2016 - 10:17 PM
This post has been edited by Demon Duke: 02 March 2016 - 10:17 PM
#133 Posted 02 March 2016 - 10:35 PM
I would really like a new Duke Nukem platformer that is decent
#134 Posted 02 March 2016 - 10:50 PM
Lunick, on 02 March 2016 - 10:35 PM, said:
#135 Posted 02 March 2016 - 10:54 PM
I tried to play through it a couple times, I encountered crashes, and game breaking glitches. It's clearly an unfinished product.
#137 Posted 02 March 2016 - 11:07 PM
Commando Nukem, on 02 March 2016 - 10:54 PM, said:
"Ahhhhh, much better"
#139 Posted 03 March 2016 - 01:36 PM
Micky C, on 02 March 2016 - 04:38 PM, said:
Not everyone agrees, and it's just personal taste rather than a matter of fact kind of thing.
(I don't want to keep arguing about this constantly 5 years later. But I'd like the record to show I always bet on Duke)
This post has been edited by PsychoGoatee: 03 March 2016 - 01:39 PM
#140 Posted 03 March 2016 - 02:09 PM
....which I'll elevate to 8.5/10 with the inclusion of "The Doctor Who Cloned Me", an add-on that should've been packed in from the get-go and included a LOT of stuff I'd hoped would be in the main game (including the fight with Dr. Proton).
And my standard defense for anyone who says DNF sucked?
"Hey, it's a decent game if you're not into CoD or Halo....and at least it's not Daikatana. "
#141 Posted 03 March 2016 - 04:04 PM
Major Tom, on 03 March 2016 - 02:09 PM, said:
Ignoring the development history makes things worse. You're left with no explanation for why the game is such a Frankenstein's beast, why the game runs like shit on consoles, and for what the game is on PC it's a mish mash, a collage, of a dozen other games. The development cycle is the only way to at least justify why some of the problems exist in the first place.
Duke3D is like Doom in the sense that it borrows some of the same framework, and it borrows from action movies and pop culture to create the characters and world it puts out, but it's mixed and interwoven in such a way that it becomes something new. Duke Forever takes from several different games, internet and TV culture, and fails to get the mixture right. The places it pulled it's gameplay from do not gel, and it makes large sections of the game a plodding chore to get through. How many goddamn forced turret sections does one game need?
Major Tom, on 03 March 2016 - 02:09 PM, said:
Gameplay wise there is literally nothing new or different in Doctor Who Cloned Me. Different paint, sure, and some of it even looks better than the stock game, but it is clearly stuff they just hacked out of the main game, then finished off and released as a "DLC" to milk a few more bucks out of DNF before it completely shit the bed and faded into obscurity. There is nothing on offer in TDWCM that isn't in the main game. The only real improvement is that Duke doesn't come off as a complete and total douchebag, and instead they transferred that over to Dylan, which worked much better. Dylan works better as a douchey-stooge to Duke's more straight man approach in those instances.
Also, you bring back Doctor Proton. Duke's initial, prime, ultimate nemesis, something some fans have wanted to see happen in the series for quite a long time... and you have him killed off rather unceremoniously halfway through the DLC, thusly knee-capping all the intrigue at work for the first few levels. Proton should have survived to the end of the game and been the primary/ultimate boss. I would not have even included the aliens at all.
Major Tom, on 03 March 2016 - 02:09 PM, said:
That makes no sense. It's exactly like COD and Halo. Regen health (COD and Halo), often arena wave based combat, or down linear paths (COD and Halo), limited arsenal (COD and Halo), Quick-time events up the ass, interuptive scripted events up the ass, on and on.
#142 Posted 03 March 2016 - 04:12 PM
#143 Posted 03 March 2016 - 04:52 PM
Lunick, on 02 March 2016 - 10:35 PM, said:
Commando Nukem, on 02 March 2016 - 10:54 PM, said:
I tried to play through it a couple times, I encountered crashes, and game breaking glitches. It's clearly an unfinished product.
As far as being unfinished, I would agree for some aspects of the game. Gameplay could have used some tweaking for sure. I guess I just think of it as primitive as opposed to unfinished. I enjoy it for what it is... except the couple of places that are severely unbalanced.
I do agree that part of the challenge of the game is fighting some poorly implemented ideas. The game was just too ambitious for the DS, and for the teams time constraints and maybe the developers capabilities. I will say this... after a chat with Terry Nagy about the intended direction and goals of the game, my attitude toward how it turned out was changed.
MrBlackCat
#144 Posted 03 March 2016 - 04:59 PM
Commando Nukem, on 03 March 2016 - 04:04 PM, said:
Duke3D is like Doom in the sense that it borrows some of the same framework, and it borrows from action movies and pop culture to create the characters and world it puts out, but it's mixed and interwoven in such a way that it becomes something new. Duke Forever takes from several different games, internet and TV culture, and fails to get the mixture right. The places it pulled it's gameplay from do not gel, and it makes large sections of the game a plodding chore to get through. How many goddamn forced turret sections does one game need?
Gameplay wise there is literally nothing new or different in Doctor Who Cloned Me. Different paint, sure, and some of it even looks better than the stock game, but it is clearly stuff they just hacked out of the main game, then finished off and released as a "DLC" to milk a few more bucks out of DNF before it completely shit the bed and faded into obscurity. There is nothing on offer in TDWCM that isn't in the main game. The only real improvement is that Duke doesn't come off as a complete and total douchebag, and instead they transferred that over to Dylan, which worked much better. Dylan works better as a douchey-stooge to Duke's more straight man approach in those instances.
Also, you bring back Doctor Proton. Duke's initial, prime, ultimate nemesis, something some fans have wanted to see happen in the series for quite a long time... and you have him killed off rather unceremoniously halfway through the DLC, thusly knee-capping all the intrigue at work for the first few levels. Proton should have survived to the end of the game and been the primary/ultimate boss. I would not have even included the aliens at all.
That makes no sense. It's exactly like COD and Halo. Regen health (COD and Halo), often arena wave based combat, or down linear paths (COD and Halo), limited arsenal (COD and Halo), Quick-time events up the ass, interuptive scripted events up the ass, on and on.
And Shitty one liners
#145 Posted 03 March 2016 - 05:45 PM
#146 Posted 04 March 2016 - 12:05 AM
This post has been edited by Jblade: 04 March 2016 - 12:06 AM
#147 Posted 05 March 2016 - 09:43 AM
Commando Nukem, on 03 March 2016 - 04:04 PM, said:
More like COD, and COD alone.
Most Halo titles have some semblance of non-linearity to their levels. There are some that just throw you into an open area, (See: The Silent Cartographer, a level that takes place on an open island, you can travel anywhere on the island and take the objective from any direction. The inside of the base/island has different routes to reach the same places as well.) and some levels where you can do objectives completely out of order. There are several levels in Halo 1, Halo 3, and Reach that are like this. Halo 2, Halo 4, and Halo 5 are the most linear Halo games I've played so far.
Also, the only Halo game to have quick-time events is Halo 4, in the intro only. Possibly Halo 5, but I haven't come across any yet in my playthrough. None of the others have them.
As for scripted events, most work like Half-life in Halo, where it doesn't take you out of control for these events, except in between levels. (Usually 1 intro cinematic, 1 exit per level.)
This post has been edited by StrikerMan780: 05 March 2016 - 09:58 AM