When is duke nukem forever out




















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Is this game relevant to you? Sign In or Open in Steam. Languages :. A significant factor contributing to the game's protracted development was that Broussard was continually looking to add new elements to the game. A running joke at 3D Realms was to stop Broussard from seeing a new video game, as he would want to include portions of it in Duke Nukem Forever. Later that year, Broussard decided to upgrade to a new version of the Unreal engine that was designed for multiplayer matches.

Former employees recalled that Broussard did not have a plan for what the finished game would look like. At the same time, GT Interactive was facing higher-than-expected losses and hired Bear Stearns to look into selling the company or merging it.

Later that year, Infogrames Entertainment announced it was purchasing a controlling interest in GT Interactive. To placate anxious fans, Broussard decided to create another trailer for E3 —it was the first public look at the game in three years. The video showed a couple of minutes of in-game footage, which notably showed the player moving in what appears to be Las Vegas and a certain level of interactivity the player buys a sandwich from a vending machine and pushes each individual button on a keypad with Duke's outstretched finger.

The trailer was impressive, and Duke Nukem was the talk of the convention; IGN reported on the game's graphics, saying, "Characters come to life with picturesque facial animations that are synced perfectly with speech, hair that swings as they bob their heads, eyes that follow gazes, and more. The particle effects system, meanwhile, boasts impressive explosion effects with shimmering fire, shattered glass, and blood spilt in every direction [ Following the death of one of Gathering of Developers' co-founders and continuing financial problems, the publishers' Texas-based offices were shut down and absorbed into parent company Take-Two Interactive.

By , only 18 people at 3D Realms were working on the game. One former employee said that Broussard and Miller were still operating on a " mentality", before games became large-team, big budget development affairs. Because they were financing the project themselves, the developers could also ignore pressure from their publisher;[13] their standard reply to when Duke Nukem Forever would ship was "when it's done".

It's our time and our money we are spending on the game. So either we're absolutely stupid and clueless, or we believe in what we are working on. Many gaming news sites mailed Broussard, asking him to confirm or deny the rumor.

After receiving no answer from him, they published the rumor as fact, but Broussard explicitly denied the rumor soon after. Soon after 3D Realms replaced the game's Karma physics system with one designed by Meqon, a relatively unknown Swedish firm. Closed-doors demonstrations of the technology suggested that the physics of Duke Nukem Forever would be a step up from the critically acclaimed Half-Life 2.

Rumors suggested that the game would appear at E3. While 3D Realms' previously-canceled Prey made an appearance, the rumors of Duke Nukem Forever's appearance proved false. Broussard reported in a January interview that many of Duke Nukem Forever's elements had been finished; "we're just basically pulling it all together and trying to make it fun".

Later that year Broussard demonstrated samples of the game, including an early level, a vehicle sequence, and a few test rooms. Among the features seen was the interactive use of an in-game computer to send actual e-mails. The developer seemed contrite and affected by the long delays; while a journalist demoed the game Broussard referenced note cards and constantly apologized for the state of the game.

However, Broussard denied the rumors that DNF would be released, saying that 3D Realms never cared for or asked for the bonus. He stated that he would "never ship a game early. Some of the staff were tired of the delays—Duke Nukem Forever was the only 3D game many had worked on, giving them little to put on a resume, and as much of 3D Realms' payment hinged on profit-sharing after release, the continual delays meant deferred income.

By August , between 7—10 employees had left since , a majority of the Duke Nukem Forever team which in recent months had shrunk to around 18 staff. While Shacknews speculated that the departures would lead to further delays, 3D Realms denied the claims, stating that the employees had left over a number of months and that the game was still moving ahead.

Creative director Raphael van Lierop, hired in , played through the completed content and realized that there was more finished than he expected. Lierop told Broussard that he felt they could push the game and "blow everyone out of the water", but Broussard responded that the game was still two years away from completion.

The long delay strained Broussard and Miller's relationship, and by the end of Broussard appeared to become serious about shipping the title. On January 25 and May 22, , Broussard posted two Gamasutra job ads with small screenshots of Duke Nukem and an enemy, which he later confirmed were real in-game screenshots. Among the new hires was project lead Brian Hook, who became the first person to successfully resist Broussard's requests for changes. A new game trailer was released on December 19, , the first teaser in more than six years.

The video was made by 3D Realms employees as part of holiday festivities. While Broussard maintained the release date would be "when it's done", he added that "you can expect more frequent media releases [and] we have considerable work behind us". While the Dallas Business Journal "confirmed" a release date for the game, Broussard later reported that this was based on a misunderstanding of "off the record" information.

In-game footage of the game appeared in premiere episode of The Jace Hall Show. Filmed entirely on hand-held cameras but not originally expected to be publicly released, the video showed host Jason Hall playing through parts of a single level on a PC at 3D Realms' offices.

The footage was confirmed to have been shot 6 months prior to the episode air date and according to Broussard, contained outdated particle and combat effects that had since been replaced. The game did not make an appearance at E3 , an event which Miller described as "irrelevant".

While the game neared completion, the funding began to dry up. Broussard rejected the counteroffer, and on May 6, , suspended all development. Development on DNF halted, and its fate was unknown. Publisher Take-Two Interactive, in response, stated that they still held the publishing rights for Duke Nukem Forever, but they were not funding the game.

On May 7 and May 8, , unreleased screenshots, concept art, pictures of models from the game and a goodbye message from 3D Realms were posted by alleged former employees. Similar leaks occurred on May 9, 10, 11, and According to the user, the video was to serve as a demo reel for animator Bryan Brewer who had been working on the game with 3D Realms , and Brewer had been waiting for approval from George Broussard, former co-owner of 3D Realms, at the time of the leak.

The same user of the Duke4. The 28 screenshots were taken from the Linkedin profile of an employee. Take-Two asked for a restraining order and a preliminary injunction, to make 3D Realms keep the Duke Nukem Forever assets intact during proceedings. The court denied Take-Two's request for a temporary restraining order. One told me that the period immediately after E3 felt like the closest they came to shipping the game.

But Broussard still didn't seem to have a finish line in sight. The long grind began to wear on the staff. The Duke Nukem Forever team was unusually small; by , only 18 people were working on it full time. This might have been adequate back when the game was announced in the mid-'90s. But in the years that Broussard had spent tweaking Duke Nukem Forever, games had become bigger and bigger. It wasn't unusual for a developer now to throw 50 people or more at a single title.

In essence, 3-D games had grown up: It's as if Hollywood had evolved from tiny hand-cranked three-minute reels to two-hour epic blockbusters in half a decade. Successful developers had disciplined management that set deadlines and milestones. Someone at the top carefully made sure every piece was moving along. Yet Broussard and Miller hadn't changed with the times. They were still designing "with a mentality," as one former employee told me — trying to produce a modern, massive game with a stripped-down little group.

After eight years of work, even Broussard and Miller seemed chastened by their failures. In , journalist Tom Chick became one of the few outsiders in years to get a peek at Duke Nukem Forever. Broussard appeared nervous, almost contrite, about the delays and continually referred to an index card while talking about the game's features. Then a staff rebellion broke out. For longtime employees, the incessant delays posed two big problems. One was professional cred: Duke Nukem Forever was the only modern 3-D game some of them had worked on; if it didn't ship soon, they'd have spent nearly a decade with nothing to show for it.

The other was money. Broussard motivated them by offering profit-sharing. As Duke Nukem Forever failed to arrive, so did that big payday. By August , at least seven people had left — nearly half the team — taking with them years of experience and institutional memory. Some seemed openly bitter. Ironically, the end was within reach, even if Broussard couldn't see it.

Raphael van Lierop, who was hired in as a creative director, was given several pieces of the game to play. It took him about five hours. Broussard was stunned; he'd thought those levels would take half that time to get through. Broussard had been staring at the game for so long, he'd lost perspective. Van Lierop was excited: From what he'd seen of it, Duke Nukem Forever was so well developed — and so graphically superior to any other game in production — that if 3D Realms pushed hard for a year, they could release it and "blow everyone out of the water.

It was two years out. Van Lierop was stunned. By then, even Miller's two sons were making jokes about the delays. The exodus of employees seemed to shock Broussard into action. By the end of , he appeared to finally become serious about shipping the title. Pressure was also building internally. Former employees told me Broussard's relationship with Miller was slowly deteriorating over Broussard's inability to complete Duke Nukem Forever. It's certainly possible that Miller was angry that Broussard was blowing through so much money on the game.

In an interview with The Hollywood Reporter, Miller proclaimed he was "dumbfounded" that it had taken them so long. To mount a final push to get Duke Nukem Forever out the door, Broussard went on a hiring spree. Must go faster. Scotty, we need more powah! Within a short period of time, the size of the team more than doubled, from 18 to about Many of those he hired were high-powered creatives, like Tramell Isaac , a year veteran of the industry. Why would I go to 3dr?

George made it perfectly clear in our discussions prior to me joining that this would not be a walk in the park. You got to respect the man for that. One particularly crucial hire was Brian Hook, who became the project's lead, a central boss operating directly below Broussard. Hook realized the challenge ahead: He was inheriting "a fractured and demoralized project that lacked direction, milestones, or cohesion," as he later described it. Hook, former employees say, also attempted something nobody had done successfully before: He pushed back on Broussard's constant requests for endless tweaks and changes.

And when Broussard complained, Hook held firm. He was the first employee to stand between Broussard and his beloved game, making it possible for the team to move forward without getting stalled by new requests. But the money was finally running out. Either way, Broussard and Miller rejected the counteroffer.

With the negotiations at an impasse, Broussard and Miller decided the end had come. On May 6, they announced that they were disbanding all development at 3D Realms. They would continue to hire other developers to make other games for them, but 3D Realms would cease to create anything itself.

Broussard took that last photo and then bid his creative staff good-bye. Many believe that the game as it currently exists is dead. A week after 3D Realms shut down development, Take-Two sued, arguing that by failing to produce the game, 3D Realms had deprived the publisher of future profits. Take-Two also demanded the source code for Duke Nukem Forever. If Take-Two actually secured the rights to Duke Nukem, it might likely throw out the by-then-aging Duke Nukem Forever and simply hire new developers to produce new Duke games.

But even without the suit, there is only a short window for Duke Nukem Forever to come out in its current form before it will have to be revised yet again, to keep pace with changing technology. The Duke franchise is still potentially worth hundreds of millions of dollars.



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