Commando Nukem, on 05 January 2020 - 05:24 AM, said:
That's the kinda shit I miss from those days. Seeing the creative and interesting ways developers would make things happen.
Yes. Back when an AAA game could have a sense of humour, a sense of scale that wasn't done via the "Let's make it look and play like an interactive movie" method (which most gamers hate, BTW), games tried to have their own identities, and the developers weren't too bound by the limits of the initial design documents. Though you do have to wonder how much of today's modern "
Just do it the way we agreed, don't bother experimenting with any new ideas, OK?" management style of stamping out creativity is down to the lessons that DNF's doomed development history taught other developers.
knopparp, on 05 January 2020 - 06:59 AM, said:
This version of the game seriously needs to find its way onto the internet.
Yep. For it's historical value, and to please hardcore fans who just want anything Duke related, and in the small but wonderful chance that it can be made into some sort of playable game. Being able to play if finally would be amazing. And might take away the still lingering disappoints of the 2011 version.
ryche, on 05 January 2020 - 07:07 AM, said:
It was due to a military move. I was allowed only so much weight and just had a new born with all her stuff to move so we cleaned out what we didn’t “need”. Like I said, I regret getting rid of some of those issues. But they’d probably be collecting dust here too.
Can you not find scans of the magazines to download? Not as good as the real thing to most people, aside from being able to store many of them on DVD-R on on your hard drive), but better than nothing.
oasiz, on 06 January 2020 - 02:04 PM, said:
All the "extreme" detail has removed the room for suspension of disbelief on imaginative solutions to many problems and there is less personality and room for imagination. In a sense ,clean middleware has forced the removal sort of "cartoony" elements that helped to add a sense of escapism, personality and comic relief even to more serious games.
On a tangent to that thought, I've always thought that there was something missing or 'off' about the buildings in many first or third person games made since the mid/late 2000's or so. I couldn't place it, but then someone else summed it up in a sentence; [words to the effect of] "
Realistic buildings in modern games look boring, unless there's a unique or catchy art style involved". And it's so true. In real life, I never consider if a building looks boring or not (though I do notice particularly note-worthy or unusual buildings), but in games, for some reason, a normal building on a good engine seems dull and un-enticing, as though it's missing something that it doesn't have (at least visually) in real life.