Mostrando entradas con la etiqueta Gearbox. Mostrar todas las entradas
Mostrando entradas con la etiqueta Gearbox. Mostrar todas las entradas

domingo, 25 de septiembre de 2011

Duke Nukem 3D Reloaded se congela

Malas noticias, y es que el gran proyecto que pretendía ser un remake de Duke Nukem 3D con el Unreal Engine 3 se ha visto en la obligación de congelar (que no cancelar) el proyecto. Al parecer han tenido problemas con Gearbox.

En mi opinión un remake de Duke Nukem 3D sería una gran manera de dar publicidad a la franquicia, si yo fuera Gearbox, sin duda dejaría que siguieran con el proyecto, o mejor aún, hubiera contratado al equipo para que desarrollaran el juego para la empresa.

Estaremos pendientes a la evolución de este tema.

martes, 30 de agosto de 2011

Gearbox hablará pronto sobre el próximo Duke Nukem

En los últimos días se podían escuchar (o más bien leer) ciertos rumores de que Gearbox Software podría estar desarrollando un nuevo Duke Nukem, pues bien, al parecer Randy Pitchford ha dado la cara y ha hablado del tema

"Sé que os lo imaginabais. Cuando Gearbox adquirió la franquicia, no lo hicimos solo para asegurar que todo el mundo pudiera jugar a Duke Nukem Forever, sino porque queríamos hacer nuestro propio juego de Duke", dijo Pitchford. "Pronto hablaremos sobre ello, pero no hoy".


Como ya dije cuando Duke Nukem Forever salio a la venta: Duke no ha acabado, y pronto tendremos algo nuevo del gran héroe. 

jueves, 4 de agosto de 2011

Información sobre la primera DLC de DNF y el primer parche

Ya se puede actualizar Duke Nukem Forever desde Steam, el primer parche añade y mejora varias cosas

* Poder llevar hasta 4 armas en modo campaña
* Push to talk para el chat por vox
* Valve anti cheat
* Mejora en algunas texturas
* Varios bugs reparados
* Soporte para las IDs de Steam en Japón
* Se puede cambiar el Field of View

Y mucho más

Además hemos sabido que traerá la primera DLC de Duke Nukem Forever:

Traéra consigo 3 niveles de campaña inéditos y 4 para multijugador. Los niveles singleplayer pariodarán a Call of Duty entre otros juegos. Los mapas serán Call of Duke, Sandpit e Inferno. En cuanto a multijugador tendremos nuevos modos de juego: Freeze Tag, donde los equipos se enfrentarán congelándose y destruyéndose, hot potato, donde los jugadores deberán aguantar llevando a la 'nena caliente' el mayor tiempo posible y Hail to the king, que será un todos contra todos.

La DLC está prevista para que salga este otoño y aunque todavía no tiene precio, los miembros del First Access Club podrán descargarla

viernes, 29 de julio de 2011

Anunciado parche para Duke Nukem Forever

En los foros de Gearbox se ha anunciado un futuro parche para DNF, la actualización contendrá:

- Poder llevar hasta cuatro armas en el modo campaña
- "Push to talk" para el chat por voz
- Opción de ajustar el Field of view en el menú de opciones
- Sistema Valve Anti Cheat para las partidas multijugador

viernes, 10 de junio de 2011

Artículo: Duke Nukem Forever ya a la venta

El día ha llegado, parece increíble, pero ha llegado. Más de 12 años esperandolo y hoy, 10 de Junio, el juego que todos estabamos deseando ve la luz.

Parecia imposible, no, Duke nunca se rinde, Duke es, ha sido y seguirá siendo el Rey, nos ha podido defraudar alguna vez, pero al final siempre cumple su objetivo.

¿Puede Duke competir con los juegos de hoy en dia? Tengo que dar mi opinión sobre esto, esto es lo que opino: Puede que los gráficos de Duke estén un poco "pasados" ¿Que importa? Hoy en día la gente le dá demasiada importancia a los gráficos (tanto que para algunas personas parece lo único que cuente en un juego) ¿Realmente necesitamos los gráficos de Crysis 2? Me parece que no, de hecho yo creo que los gráficos del motor Source ya es todo lo que un juego puede necesitar (¿Ya no nos acordamos de Half Life 2? eso gráficos me parecen una delicia) Yo no sé porque la gente se empeña en tener más realismo que en la propia realidad, para que un juego sea bueno, en mi opinión, lo que realmente cuenta es la jugabilidad y eso me lleva al siguiente punto.

¡Jugabilidad! Estamos hablando de Duke Nukem, caballeros, ¿Que destacaba de Duke Nukem 3D? La jugabilidad, la interactividad con el entorno, por los videos que hemos podido ver va a ver mucha, sin duda, un humor que no se corta un pelo, muchos detalles... Eso es lo que quiero ver en un juego, ¿De que me sirve sentirme como en la vida misma si lo único que puedo hacer es disparar? Quiero interactuar con la gente (¡y con los enemigos!), los objetos, pasar mucho rato entretenido, acción sin parar en muchos momentos, emoción. Por lo que he podido ver de DNF, estoy seguro que tendrá eso y mucho más.

Ahora, os voy a hacer una pregunta interesante:

¿Soy el único que va a hechar de menos la espera?


Llamadme lunático, tratadme como un loco y encerradme en un lugar para dementes, adelante, lo entendere, pero antes, dejad que me explique.

No es que no quiera que el juego salga (¡De hecho es el único juego que he esperado impaciente toda mi vida!) Pero había algo que nos unia a todos los fans de Duke, a algunos nos gustaba más Duke Nukem 3D, a otros Manhattan Project, incluso puede que Time to Kill o Land of Babes... A algunos les gustaba más el caracter de Duke, a otros sus orginales enemigos, puede que haya gente que solo juegue por las chicas... Pero desde luego, había algo que todos esperabamos Duke Nukem Forever. Cada vez que salía una noticia, un trailer, un gamplay, todos estabamos ilusionados, todos teniamos esperazas renovadas, todos nos alegrabamos, todos nos entristecimos al saber que 3DRealms dejaba el desarrolo, y todos nos alegramos cuando el bueno de Randy Pitchford rescató el proyecto y nos lo brindó despues de tanto tiempo. La espera a acabado, en parte, por muy extraño que parezca, la echaré de menos.

No más "When it's done" ha vuelto el "Always Bet On Duke".

¿Que le espera a Duke? Será esta su aventura definitiva? ¿Volveremos a verle si consigue salvar al mundo esta vez? Dudo que Duke pare aquí, nadie puede pararle. ¿Expansiones de Duke Nukem Forever? Eso está confirmado, yo me refiero a algo más grande, nuevos juegos, ¿Os acordáis de Duke Nukem Begins? ¿Y de los dos juegos de Duke Nukem Trilogy que quedan por publicar?

Duke Nukem Forever es el final de una espera, pero el comienzo de algo nuevo, Duke Nukem solo acaba de empezar. El rey vivirá SIEMPRE.

"Solian contar historias sobre el hombre que salvó al mundo. El hombre que con su sola presencia hacia volver a los aliens corriendo de vuelta a sus naves. El hombre que desapareció. Cuando los invasores volvieron, lo hicieron hambirentos. Destruyeron nuestro planeta mordisco a mordisco. Pero cometieron un error: Nunca debieron llevarse a nuestras mujeres."


No me cansaré de decirlo: Duke ha vuelto, y esta vez para quedarse. El dia ha llegado, pellizcate si no te lo crees, no es un sueño.

Hail to the King baby!

viernes, 22 de abril de 2011

Nuevo trailer de Duke Nukem Forever

Aqui teneis el nuevo trailer de DNF que ha publicado Gearbox

jueves, 24 de marzo de 2011

Duke Nukem Forever se retrasa y fecha de lanzamiento de Critical Mass

Asi es, cuando parecía que ya lo teníamos en nuestras narices lo vuelven a retrasar, aunque poco... Ahora el juego saldrá el 10 de Junio y la estadounidense para el 14 (?)




En cuanto a Duke Nukem: Critical Mass se lanzará para Nintendo DS el 8 de abril

lunes, 8 de noviembre de 2010

Entrevista sobre Duke Nukem Forever (En ingles)

Una entrevista donde podemos ver como responden a varias dudas como por ejemplo la interactividad que habra con las strippers XD


EmbraceThePing: Would Gearbox consider making the game for PC then porting to console?

Randy Pitchford: The game has been developed on the PC the whole time. We're actually putting a lot of effort into porting it to the consoles. So yes, Windows PC, Xbox 360 and PS3.

a3gis: What was the biggest broken/fail feature in the existing code that Gearbox had to code around/remove?

Randy Pitchford: I'd seen the game many times over the years, they're down the street and I've known George for my entire professional career, a lot of us are friends between the studios, so we've had opportunities to see and play Duke Nukem Forever. Every time I've gone over there and had a look, I've been blown away. There's always some incredible thing, and I was like "Why can't you guys just commit to that, put it together and ship it". But those guys, they wanted perfection. I think that was part of the issue. I don't think you can sum up what went wrong. I think there's a lot of very smart people that have always been involved, and if you asked any of them, they'd all have slightly different takes on it. I think if there was a simple answer, they would have fixed that.

But it's been a lot of fun. Since we've been able to invest and bring everybody together and get the resources behind it, there's all sorts of little things we've been able to do to it. I think at the moment, that there's about five things that I can point to that I thought were incredible. There's also things that when you look at them, you think "Wow, really? Did you really need to put that in?". I'm thankful for it - but the things like the drawing on the whiteboard. That took some engineer about six months just to make that happen, and it's like, I'm thankful for that as a gamer, but it's not something you see in other games for a reason. At one point I played in the game there's a fully functioning pinball machine, and the pinball machine alone could be a commercial pinball machine. It's fully designed out. That probably took two or three guys a year just to make that one thing in the game. I was playing the pinball machine, and I made a mistake and lost the ball, and I just about shit myself, because when I did Duke Nukem says "Damn, I've got balls of fail".

EmbraceThePing: What is Gearbox's strategy to keep the Duke alive after release?

Randy Pitchford: When I made the investment to buy not just the game but the whole franchise, I didn't make such a decision without believing there was a future there. I haven't thought about the future, we haven't planned it yet, right now we have to be laser-focused on this game because if we work out a long-range plan and it's awesome, but all of the mind-share and attention that went to that prevented this game from happening, then that would be the worst mistake. So we have to put all of our attention on making sure this game is delivered. Only then will we take a deep breath, and when it's done we'll either be partying or weeping in a foetal position in the corner. Something will happen though, and then we can react to it and start thinking about the long-range.

EmbraceThePing: What ratings category will the Duke occupy?

Randy Pitchford: We're gonna do the best we can to respect local laws but to not be censored. I think censorship is terrible. I know that it would suck to not be able to have the game. Here's the thing about Duke though. Honestly, it pushes the boundaries, but it doesn't leap across the line. It dances on the line, it stomps on the line, it pees on the line, but it doesn't really cross the line. It's interesting too because the world we live in today, we all have the Internet. We have these machines with a screen that's a magic window to infinite porn and violence, and anything in a game like this is not going to freak us out compared to what we can see on the Internet. I think people like us need to pressure our local old fogies to figure it the f#$k out and relax a little bit. It's kind of interesting - I get that it's really helpful to have a ratings board to inform the customer about what to expect, especially when we have parents who want to make informed decisions about their children. I get that and respect that. I think though when it comes to the point where someone consumes some form of information or entertainment, and they decide that what they're seeing or feeling is - or should be - offensive, and the result of that is they should be able to make decisions about how other people consume it? I think that is a big f%$king problem, and we need to shut that shit down. I think you guys need to vote out all these assholes that are politicians that are making it a problem.

exe3: How much of the code and assets from the last developers have you been given access to? Anything at all, or are you starting from scratch?

Randy Pitchford: In terms of the plan for the game, the vision - I'd say it was 95% done. In terms of the actual effort, and the man-months involved, I calculated that over the time that 3D Realms had been making the game they'd spent somewhere between 3000 and 4000 man months. Our plan, by the time we ship we'll spend 2500 and 3000 man months. There's a lot of effort involved, everybody on the team is working day and night to make sure this happens. But in terms of the vision, the story we're playing, that's 3D Realms' vision.

games.on.net:I know you said it was hard to pin down what went wrong, but what's your take on it? Where do you think 3D Realms failed?

Randy: It's hard for any of us to judge from outside about what the decisions were like. I've known a lot of those guys for my entire professional career. I know that at any given moment their decisions made sense to them. And I know they're not stupid guys. On one level yeah they were obviously responsible, they were doing what they did so of course they were responsible. But it's really tough for me, as a creator, to not have some amount of respect for guys who are committed to a vision, committed to their goals, even in the face of what they dealt with. What do you think Steve?

Steve Gibson: I think that, from when I talk to guys who were in that situation, and came out - they all talked about very different perspectives on what went wrong. The thing is, if all these guys had the same idea on what went wrong, they probably would have fixed it. It's not simple.

games.on.net: Were there any common themes among these different perspectives? You've mentioned a smaller sized team working on a Triple A title?

Randy: That was more of a newer problem. Back when they started teams were smaller. I don't know. Honestly that's probably a question that's better for the people that were in there. I was just like you, looking from the outside, so all I can do is speculate.

games.on.net: You used an analogy to describe the situation, saying you felt like you were in an ambulance (Gearbox) behind a car wreck (DNF development) and you felt obliged to save Duke. Was there some part of your business sense that acted as a warning signal, that was telling you "Hang on, twelve years here, is this wreckage worth saving the people in the car, or am I going to get trapped in the car with them"?

Randy: I'll tell you what, imagine you had $20 million, and you could use that to invest in any brand or any concept in the entire industry. Whether it's an existing brand or even something you even helped come up with. Imagine if you had that. I think that a lot of us who work in the industry might decide that Duke Nukem Forever is on the very risky end of the entire spectrum. So yes, of course those thoughts crossed the mind. But also, when you're in that moment, talking about that analogy, if you let that thought deter you from doing what you know is the right thing and also what you know your heart is telling you to do, you'll probably regret that for the rest of your life. And I don't live my life with any regrets, and the reason is because of the decisions I make.

games.on.net: You mention taking a risk there - is that part of your personality? You like to take a bet on things that other people may not touch?

Randy: I don't know. I mean, a lot of people might look at some of the things I've been involved in and some of the decisions that I've been responsible for, and might believe that I'm a high risk person. Like the decision to do a game like Borderlands, for example, people thought that was crazy. But from my point of view, if you also look at all the things that we've accomplished at Gearbox, together, and if you imagine that I'm not the sole decision maker, you think about how that works, you can also see that every single thing we've done has been successful. If you're all high risk, all the time, that's not how it works out. So I think collectively at the studio we have a lot of really good minds, and a lot of really good decision makers, and I'm thankful to be a part of that, and I'm thankful to be on the team with these guys. I think ultimately it'll be very clear that what we've done with Duke Nukem Forever, the decisions we've made and how we've approached that, will once again prove to be a very successful decision.

games.on.net: Duke's humour is this kind of 1980's sensibility, the time of Rambo and Porkies films. Crude penis jokes. That sort of stuff.

Randy Pitchford: We don't have any of those kinds of jokes (laughs).

Steve Gibson: The humour has evolved (laughs).

games.on.net: Do you think it's still relevant?

Randy Pitchford: What do you think?

games.on.net: I don't know - I'm asking you the questions! I had a few chuckles, but I'm a hardcore nerdy sort of gamer. If you want to talk to the mainstream audience, who are a little bit more PC these days, do you think they're going to resonate with that?

Randy Pitchford: We'll see! If you want my honest opinion, I think it's kind of an obvious question. I think the reality of the situation is that it doesn't matter, there's a whole spectrum of things in this world, and you can find things at any point in the spectrum. Like gosh, I saw this movie on the plane called Hot Tub Time Machine which just made me laugh the whole time. It was just stupid and silly and hilarious, and I think the whole world is a moshpit of entertainment, and the whole spectrum is covered. I think Duke is hilarious, and we love him, and he has been relevant this entire time. It's not because of the good games that have come out, because there haven't been any. He's been relevant this entire time because the fans have kept him relevant.

Steve Gibson: Yeah, that was a very succinct answer!

games.on.net: You mentioned you've hired a lot of the guys who were working on the game originally. Do you foresee these guys staying with you after Duke?

Randy Pitchford: I don't know. To me, so much of Duke is Alan. I don't want to imagine a world where Alan is not a part of Duke, and Duke is not a part of Alan. I don't want to imagine that.

games.on.net: So you're obviously thinking this is the first Duke in a series...

Randy Pitchford: When you buy a franchise, you don't do that to one-shot it. But I haven't put a single ounce of mindshare to the future, because the focus right now is on delivering this thing that has had so much drama, and we've been waiting so long for this. I know everyday that's all these guys are thinking about. We're all in.

games.on.net: Australia is quite important for Gearbox, in particular in terms of sales. You guys have done very well here. We also have draconian censorship laws. How much pressure do you guys feel to self-censor yourself, knowing that we're quite an important market.

Randy Pitchford: How much pressure do you feel as an Australian citizen to fix your laws?

games.on.net: We do what we can. You know what it's like though.

Randy Pitchford: I hate censorship. The last thing I ever want to do is censor myself. I get frustrated that there are territories where we sometimes find ourselves in spots where we either... the content doesn't reach that customer, or change the content. I hate the fact that I even have to make such decisions. I don't want to make such decisions, and I wish more of the world would get it, and stop worrying about such things, and start realising that the more comfortable we are with information and entertainment, the faster we'll all go.

games.on.net: It's interesting that you put the onus on us as gamers to change things, but as the business who is making money from this market, shouldn't you also be involved in that process?

Randy Pitchford: Oh yeah. We don't have a lot of credibility though. We're not constituents of the local population, so we don't vote for the people who are making your decisions for you. Secondly, we look like we're on the outside just trying to profit from the population. So if we say, hey, you guys should change your laws, they say you don't care about the wellbeing of our population, you're just trying to take money from us. So we have no credibility. It could actually injure your cause for us to make too big of a statement. It's the people in any society that have to create their own rights. Sorry, it's kind of an American attitude. We burned our King down and kicked him out of our country. We gave our citizens the rights to carry guns in case our government ever gets wily so we can shoot back at them.

vcatkiller: How interactive are the strippers?

Randy Pitchford: I like how that follows the censorship question.

Steve Gibson: I'd say we're very excited for people to see them and experience that, but that's a spoiler man.

games.on.net: Thank you very much guys!


Fuente: Games On Net

jueves, 14 de octubre de 2010

Ponte traje, va a ser legendario

Va a ser grande. Duke es un gran título triple A.

La campaña es enorme. Es, probablemente, tres veces más grande en tamaño que el último juego de Call of Duty. Es genial de la cabeza a los pies.

Siempre que lo juego, en el momento que sea, lo paso genial y quiero ver qué ocurre después. Hay cosas muy locas y, con respecto a eso… si esperas que esto sea algo que se va a ir desinflando, una cosa de bajo presupuesto, al final dirás: ‘¡Dios mío, no era una broma!’

Si esperas que sea perfecto, no va a ser perfecto. Creo que nada puede justificar 12 años, pero creo que es asombroso lo grande que es, especialmente cuando de repente está aquí. Para la gente que está fuera, parece salido de la nada.


En efecto caballeros, Duke Nukem Forever tendrá tres veces el tamaño de Modern Warfare 2

domingo, 5 de septiembre de 2010

El sueño se hace realidad.

"Sorprendetemente, Duke Nukem Forever ha aparecido en la Penny Arcade Expo con una demo jugable y la ‘confirmación’ de un lanzamiento a comienzos de 2011. Anucio significativo ya que no hay en la historia de los videojuegos un título tan anunciado, abandonado, esperado, retrasado y resucitado como Duke Nukem Forever, continuación de la serie de shooters en primera persona desarrollados por 3D Realms en los años 90. "


¡Al fin!¡ El momento que todos los fans de los FPS esperaban! Duke Nukem Forever ha sido anunciado por GearBox para comienzos del 2011. Tras 13 (trece) años de espera, podemos volver a decir: Hail to he king Baby!
Aqui está el video de la cola que hubo para jugar a la demos... ¡Impresionante!




Imagenes:

domingo, 29 de agosto de 2010

¿Gearbox desarrollando Duke Nukem Forever?

"Gearbox, el equipo detrás del exitoso Borderlands, son quienes han asumido el rol de cumplir lo imposible: que Duke Nukem Forever salga algún día a la venta. Al menos eso es lo que afirman las fuentes anónimas de Kotaku, aunque desde el estudio nadie ha dicho esta boca es mía, sino que más bien nos emplazan a la Penny Arcade Expo (el 3 de septiembre) para conocer qué tienen que anunciar (que podría estar relacionado con Duke Nukem, pero no ser el juego que todo el mundo espera desde tiempos inmemoriales).

Ahora mismo quien tiene los derechos es Take-Two, quien pagó una buena millonada para hacerse con el que podía haber sido el bombazo de 2009, y 2008, y 2007... y así hasta ya casi ni sabemos el año en que se mostró algo por primera vez. Ellos tampoco han querido hacer comentario alguno, así que no hay confirmación oficial ni nada que se le parezca por el momento. El único dato adicional que tenemos es que se espera una demo para finales de año, lo que desde luego sería un grandísimo avance: 13 años para una demo, ¿quizá dentro de 30 o así tendremos el juego completo?"


Fuente: Meristation

¿Será este el principio del fin de la larga espera? Como siempre, no podemos hacer otra cosa que esperar.