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.
Mostrando entradas con la etiqueta Prensa. Mostrar todas las entradas
Mostrando entradas con la etiqueta Prensa. Mostrar todas las entradas
martes, 30 de agosto de 2011
sábado, 16 de julio de 2011
Duke Nukem Forever entre los más vendidos de Estados Unidos en Junio
En efecto, DNF alcanzó en junio el segundo puesto en la lista de los juegos más vendidos de EEUU:
1- L.A. Noire (360, PS3)
2- Duke Nukem Forever (360, PS3, PC)
3- Infamous 2 (PS3)
4- Lego Pirates of the Caribbean: The Video Game (Wii, 360, NDS, PS3, 3DS, PSP, PC)
5- The Legend of Zelda: Ocarina of Time 3D (3DS)
6- Call of Duty: Black Ops (360, PS3, Wii, NDS, PC)
7- NBA 2K11 (360, PS3, Wii, PS2, PSP, PC)
8- Mortal Kombat (PS3, 360)
9- Cars 2 (NDS, Wii, 360, PS3, PC)
10- Just Dance 2 (Wii)
Las cosas van muy bien, esperemos que duren así.
1- L.A. Noire (360, PS3)
2- Duke Nukem Forever (360, PS3, PC)
3- Infamous 2 (PS3)
4- Lego Pirates of the Caribbean: The Video Game (Wii, 360, NDS, PS3, 3DS, PSP, PC)
5- The Legend of Zelda: Ocarina of Time 3D (3DS)
6- Call of Duty: Black Ops (360, PS3, Wii, NDS, PC)
7- NBA 2K11 (360, PS3, Wii, PS2, PSP, PC)
8- Mortal Kombat (PS3, 360)
9- Cars 2 (NDS, Wii, 360, PS3, PC)
10- Just Dance 2 (Wii)
Las cosas van muy bien, esperemos que duren así.
viernes, 1 de julio de 2011
Duke Nukem cumple 20 años
En efecto, hace nada más y nada menos que 20 años, salió a la vente la primera entrega de Duke Nukem, desde entonces el rey no ha parado de patear culos alienigenas, mutantes, roboticos incluso... ¿clonicos? En 20 años nada ha parado a Duke, aunque los hombres solteros lo deberían haber intentado,¿O es que no saben que se queda con todas las chicas?
Felicidades Duke, vamos a por los siguientes 20 años.
Y como ya dije en otra entrada... Esto no ha hecho más que empezar.
miércoles, 30 de marzo de 2011
Fox News "ataca" a Duke Nukem Forever
Duke Nukem ha sido acusado de sexista por FOX news, caballeros, ¿Porque no nos dicen algo que no sepamos? ¿Acaso el machismo no es una de las cosas que hacen grande a Duke?
Quiero aclarar que no soy machista y que nunca trataría a una mujer como lo hace Duke...
Dicho esto, aquí está la noticia en cuestión:
"Duke Nukem, acusado de Misógino y Sexista. Como suele ocurrir en la nación americana, los prejuicios y el uso dogmático de la religión, suele crear polémica de casi cualquier cosa, esta vez, ha sido uno de los modos multijugador, que incorporará este título y que se denomina “Captura a la chica“.
En esta ocasión, los estudios de “Fox News” han sido los causantes de tal polvareda, asegurando que “La nueva entrega de la serie, lleva el sexismo a un nuevo nivel, escenas como la protagonizada por Duke, recibiendosexooral implícito por dos gemelas vestidas de uniforme de colegio, es inadmisible .
Además, estas críticas se han visto apoyadas, por opiniones de diferentes personalidades, como la vicepresidenta del Women Media Center (organismo que analiza el tratamiento de la mujer en los medios), Jamia Wilson, la cúal, asegura que “Fue ofensivo antes y es incluso más ofensivo ahora. Este tratamiento hacia la mujer es extremadamente dañino, especialmente para las jóvenes“.
Sin duda, esta nueva polémica, pondrá de nuevo en relieve, el “retrogradismo” inculcado en la sociedades anglosajonas (prohibir videojuegos por su contenido) y doy gracias, (de momento) por vivir en un país, que permite decidir al usuario lo que le parezca ofensivo o no y obrar en consecuencia."
Fuente: http://www.consolas.es/29-03-2011/consolas/duke-nukem-acusado-de-misogino-y-sexista
Quiero aclarar que no soy machista y que nunca trataría a una mujer como lo hace Duke...
Dicho esto, aquí está la noticia en cuestión:
"Duke Nukem, acusado de Misógino y Sexista. Como suele ocurrir en la nación americana, los prejuicios y el uso dogmático de la religión, suele crear polémica de casi cualquier cosa, esta vez, ha sido uno de los modos multijugador, que incorporará este título y que se denomina “Captura a la chica“.
En esta ocasión, los estudios de “Fox News” han sido los causantes de tal polvareda, asegurando que “La nueva entrega de la serie, lleva el sexismo a un nuevo nivel, escenas como la protagonizada por Duke, recibiendosexooral implícito por dos gemelas vestidas de uniforme de colegio, es inadmisible .
Además, estas críticas se han visto apoyadas, por opiniones de diferentes personalidades, como la vicepresidenta del Women Media Center (organismo que analiza el tratamiento de la mujer en los medios), Jamia Wilson, la cúal, asegura que “Fue ofensivo antes y es incluso más ofensivo ahora. Este tratamiento hacia la mujer es extremadamente dañino, especialmente para las jóvenes“.
Sin duda, esta nueva polémica, pondrá de nuevo en relieve, el “retrogradismo” inculcado en la sociedades anglosajonas (prohibir videojuegos por su contenido) y doy gracias, (de momento) por vivir en un país, que permite decidir al usuario lo que le parezca ofensivo o no y obrar en consecuencia."
Fuente: http://www.consolas.es/29-03-2011/consolas/duke-nukem-acusado-de-misogino-y-sexista
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
En cuanto a Duke Nukem: Critical Mass se lanzará para Nintendo DS el 8 de abril
martes, 15 de febrero de 2011
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
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
sábado, 11 de septiembre de 2010
Gran post recopilatorio sobre DNF en el foro de GearBox
Todo esto, obviamente sacado el foro de GearBox, con la colaboración de Duke España
TRAILERS
http://www.youtube.com/watch?v=omOPjBoClw0 - 1998 original
http://www.youtube.com/watch?v=kR6qFFEkALg - 1998 remasterizado
http://www.youtube.com/watch?v=TDlB2P1leRM - 2001 trailer
http://www.youtube.com/watch?v=cWuteFLUPSY - 2007 teaser
PAX
- http://www.youtube.com/watch?v=OTZiZp0XDFA
- http://www.youtube.com/watch?v=2m682DMp39w
- http://www.youtube.com/watch?v=iPwu3j_Sjag
- http://www.youtube.com/watch?v=ysFbLisw9Bk
- http://www.youtube.com/watch?v=fCfZ4uTgvwU
- http://www.youtube.com/watch?v=RgAz5hUIXEI
- http://www.youtube.com/watch?v=pbZ984SjZgk
- http://www.youtube.com/watch?v=UEuJj5Jur4Y
- http://www.youtube.com/watch?v=aE4rKC2sLyk
- http://www.youtube.com/watch?v=KLTnAFlgyKA
- http://www.youtube.com/watch?v=BRxq83AGezQ
- http://www.youtube.com/watch?v=1HYKPi-ElIo
- http://www.youtube.com/watch?v=r_bUs2Y1ykQ
- http://www.youtube.com/watch?v=JfZ05ABA1Ig
http://www.youtube.com/watch?v=bslRpN2NT7U - Duke Nukem Forever GAMEPLAY 2KGames (HD) @ PAX Sept. 2010 - HD
http://www.youtube.com/watch?v=NKJc_IDU29s&feature=related - continuación del stream de arriba
http://www.youtube.com/watch?v=Wu47BsF2A50&feature=related - ustream copy (mal cámara)
http://www.youtube.com/watch?v=p_eEHDH8JBY - otro stream?
http://www.youtube.com/watch?v=a1rqtgc0z_s&feature=related - recopilación de fotos
http://www.youtube.com/watch?v=ZQj4Vuz_xyc&feature=player_embedded - destructoid entrevista a randy pitchford
http://www.youtube.com/watch?v=BbEqS-4TfwY&feature=related - inside gaming con randy pitchford
http://www.youtube.com/watch?v=fYPBmRcGxqs - gamerlive con brian martel
http://www.gametrailers.com/video/pax-10-duke-nukem/704165?type=flv - gametrailers/brian martel
http://www.gametrailers.com/video/pax-10-duke-nukem/704013 - mas streams de la demo
http://spoonyexperiment.com/2010/09/08/pax-coverage-duke-nukem-forever/#disqus_thread - spoony experiments thoughts/video
http://www.youtube.com/watch?v=dFaTOLq6MEw - mala video review de duke
http://www.youtube.com/watch?v=7TR_Vzu6MSY - hardware canucks footage, HD
VIDEOS VARIADOS
http://www.youtube.com/watch?v=92MBAgaVGYU&feature=related - la historia de DNF (recopilación de imagenes, 10 minutos de duración)
http://www.youtube.com/watch?v=VpDCaSmAVtA - leaks varios (de Abril)
http://www.youtube.com/watch?v=qxKL1By-6j4&feature=related - más vídeos (de febrero 2010 con el logo de gearbox?)
http://www.youtube.com/watch?v=yTeTxMiza10&feature=related - John St John autografiando frases de Duke
http://www.podtrac.com/pts/redirect.mp3/cdn2.shacknews.com/public/extras/podcast/wknd_confirmed_091010_25.mp3 - podcast
ARTICULOS
http://mmomfg.com/2010/09/09/duke-nukem-impressions-0909/ - pax prime
http://www.wired.com/gamelife/2010/09/duke-nukem-pax/?pid=112&pageid=28314 - wired
http://pax.gamespot.com/story/6275192/duke-nukem-forever-hands-on-impressions - gamespot
http://www.shacknews.com/onearticle.x/65442 - shacknews
http://www.newsarama.com/games/duke-nukem-forever-pax-100905.html - newsarama
http://www.destructoid.com/i-played-duke-nukem-forever-today-what-the-f-ck--183108.phtml - destructoid (muchas fotos)
http://www.eurogamer.net/articles/2010-09-07-duke-nukem-forever-hands-on - eurogamer
http://uk.pc.ign.com/articles/111/1118251p1.html - ign
http://play.tm/news/31755/demo-is-important-for-duke-nukem-forever/ - play.tm
http://kotaku.com/5632305/everything-you-need-to-know-about-duke-nukems-return Todo lo que necesitas saber del retorno de Duke (kotaku)
http://www.ugo.com/games/duke-nukem-forever-is-shockingly-real-unsurprisingly-crass?cmpid=sm_tw_ugo_jbh_twugodotcom - UGO (del twitter de GB)
http://www.castle-vidcons.com/2010/09/ - comic
http://www.penny-arcade.com/comic/2010/9/8/ - penny arcade comic
http://www.giantbomb.com/news/i-played-duke-nukem-forever-was-it-all-a-dream/2518/ - Artículo de Giantbomb por Jeff Gerstmann
http://forums.somethingawful.com/showthread.php?threadid=3131879&userid=114524 - something awful
http://www.gamestooge.com/2010/09/06/pax-2010-duke-nukem-forever-pc360ps3/ - game stooge
http://www.ripten.com/2010/09/04/hands-on-with-duke-nukem-forever-will-duke-get-an-ao-rating-getsome/ - hands on,
http://www.ripten.com/2010/09/10/gearbox-talks-to-ripten-about-ressurecting-duke-nukem-getsome/ - entrevista con Mikey y Randy
http://www.ripten.com/2010/09/05/gearbox-announcement-we-own-duke-nukem-mauler/ - pequeña noticia en Ripten
http://blog.pikimal.com/geek/2010/09/03/piki-at-pax-the-duke-he-has-returned/ - unas pocas fotos de PAX
http://www.joystiq.com/2010/09/03/duke-nukem-forever-preview/ - Joystiq hands on, positivo!
jueves, 17 de junio de 2010
Duke Nukem Forever de la mano de.... ¡¿Valve?!
Se han disparado los rumores de que la archiconocida Valve, empresa creadora de juegos como Half Life, Team Fortress y Counter Strike pordira ser finalmente la empresa que acabe y lanze Duke Nukem Forever al mercado, y todo debido a una imagen que se pudo ver en la web de valve hace unos dias.

A alguien se le ocurrio aumentar el brillo de la imagen. Y el resultado fue este:

"That looks curiously like the Duke, doesn’t it? Also interesting are the Take 2 logos, and the Source logo that’s been appended with a 2. Is Valve bringing us a new engine. Source, while fantastic and modular is producing games that are looking a little dated.
Is it possible that Valve snapped up the rights from now defunct 3D Realms, and will be bringing us Duke Nukem Forever on a new Source engine? I find it rather unlikely. Valve have enough to do to keep their Half-Life fan base happy – they need episode 3, or even Half Life 3, and they need it soon. Duke Nukem Forever is also currently at the centre of a large legal battle. The IP is still owned by 3D Realms.
Valve are also generally much better at these sort of games. they tend to be pretty clever, using all manner of ways to encrypt their communiqué. this seems much too basic for them."
Fuente: http://steamunpowered.eu/valve-to-release-duke-nukem-forever/
A alguien se le ocurrio aumentar el brillo de la imagen. Y el resultado fue este:
"That looks curiously like the Duke, doesn’t it? Also interesting are the Take 2 logos, and the Source logo that’s been appended with a 2. Is Valve bringing us a new engine. Source, while fantastic and modular is producing games that are looking a little dated.
Is it possible that Valve snapped up the rights from now defunct 3D Realms, and will be bringing us Duke Nukem Forever on a new Source engine? I find it rather unlikely. Valve have enough to do to keep their Half-Life fan base happy – they need episode 3, or even Half Life 3, and they need it soon. Duke Nukem Forever is also currently at the centre of a large legal battle. The IP is still owned by 3D Realms.
Valve are also generally much better at these sort of games. they tend to be pretty clever, using all manner of ways to encrypt their communiqué. this seems much too basic for them."
Fuente: http://steamunpowered.eu/valve-to-release-duke-nukem-forever/
Etiquetas:
Duke Nukem,
Duke Nukem Forever,
Noticias,
Prensa,
Take-Two,
Valve
sábado, 12 de junio de 2010
Rayo de luz despues de la tormenta.
Take-Two Interactive y 3D Realms han decidido aparcar sus disputas judiciales en torno a Duke Nukem y, aunque no se han dado detalles adicionales, parece que podría haberse resuelto a través de un acuerdo extrajudicial. En cualquier caso, podría abrir de nuevo el acamino a Duke Nukem Forever.
Las demandas cruzadas que ambas compañías se habían interpuesto han sido retiradas. Son las demandas que se presentaron a raíz de la cancelación definitiva del desarrollo de Duke Nukem Forever.
El documento oficial del juzgado indica que cada parte deberá pagar la parte correspondiente de las tasas legales, y han acordado no buscar más compensaciones económicas o sanciones. Es decir, que ya no pueden volver a presentar demandas por este conflicto.
Fuente: E3
Las demandas cruzadas que ambas compañías se habían interpuesto han sido retiradas. Son las demandas que se presentaron a raíz de la cancelación definitiva del desarrollo de Duke Nukem Forever.
El documento oficial del juzgado indica que cada parte deberá pagar la parte correspondiente de las tasas legales, y han acordado no buscar más compensaciones económicas o sanciones. Es decir, que ya no pueden volver a presentar demandas por este conflicto.
Fuente: E3
Etiquetas:
3DRealms,
Duke Nukem Forever,
Noticias,
Prensa,
Take-Two
jueves, 25 de marzo de 2010
Duke Nukem: Manhattan Project anunciado para Xbox Live
A través del organismo de certificación por edades coreano hemos podido saber de la existencia de Duke Nukem: Manhattan Project, un videojuego para Xbox Live Arcade que todavía no ha sido anunciado.
Lo que ya sabemos, en cambio, es que el programa homenajea a una de las más desconocidas entregas de la saga Duke Nukem, la que respondía al mismo nombre y que apareció en compatibles durante 2002 y que devolvía al protagonista a los inicios de los videojuegos con un shooter de scroll lateral en 2D.
Lo que ya sabemos, en cambio, es que el programa homenajea a una de las más desconocidas entregas de la saga Duke Nukem, la que respondía al mismo nombre y que apareció en compatibles durante 2002 y que devolvía al protagonista a los inicios de los videojuegos con un shooter de scroll lateral en 2D.
domingo, 14 de marzo de 2010
Esto ya es pasarse...
¡¿Que demonios?! ¡Acabo de encontrar un articulo que comparan a Duke Nukem FOrever con la reforma sanitaria en américa.
En fin.... "Estan locos estos americanos"
"The Truth Comes Out: Healthcare Reform is the Legislative Equivalent of "Duke Nukem Forever"
On the issue of healthcare reform, the time has come to poo or get off the pot. The President is certainly not letting anyone in Congress get off the pot. Even after a year of sitting on it, their buttocks creased and reddened from the hard ceramic seat, they still have nothing to show for it.
Leaders in both houses are now promising that a bill will appear on the President's desk in just two weeks, which is almost exactly the same thing they've been announcing every other week since August of last year. It all makes you wonder what the hell has been going on this whole time.
I think I figured it out. Healthcare reform is the legislative equivalent of "Duke Nukem Forever." "
Para los interesados, el artículo sigue aqui.
En fin.... "Estan locos estos americanos"
"The Truth Comes Out: Healthcare Reform is the Legislative Equivalent of "Duke Nukem Forever"
On the issue of healthcare reform, the time has come to poo or get off the pot. The President is certainly not letting anyone in Congress get off the pot. Even after a year of sitting on it, their buttocks creased and reddened from the hard ceramic seat, they still have nothing to show for it.
Leaders in both houses are now promising that a bill will appear on the President's desk in just two weeks, which is almost exactly the same thing they've been announcing every other week since August of last year. It all makes you wonder what the hell has been going on this whole time.
I think I figured it out. Healthcare reform is the legislative equivalent of "Duke Nukem Forever." "
Para los interesados, el artículo sigue aqui.
lunes, 1 de marzo de 2010
Top 10 de razones por las cuales se canceló Duke Nukem Forever
Acabo de encontrar un artículo, de opinión, hay un par de cosas que no me gustan mucho como por ejemplo decir que Duke no es un buen personaje.... O se queja de su humor, que a mi siempre me pareció genial, veamos que tienen estos tipos de PlanetXbox360 que tienen que decir.... Aunque al menos se podrían haber currado una crítica constructiva en vez de ponerlo a parir...
"Duke Nukem Forever is one of the most infamous video games in our industry, mainly for the reason that it's been in development for longer than any other title. As with the Bermuda triangle DNF has been illusive to gamers and game journalists for the past ten years, we have seen it at trade shows and a couple leaked photos have been discovered but no one has ever put their hands on the game, for good reason. There were moments where we thought Duke Nukem may actually make an appearance on next-gen consoles, but it wasn't meant to be. 3D Realms has had it's own share of issues but the true story comes with the game that could never be released, and today we decided to look at the top 10 reasons Duke Nukem Forever was cancelled.
10. Avoiding Controversy: Let’s face it; Duke Nukem Forever would definitely have featured enough objectionable content to give most conservatives an aneurysm. Excessive violence, swearing, probably some ‘drug’ references (alcohol of course, Duke seems like a beer and whiskey guy), along with inevitable partial nudity. In Duke Nukem 3d there were points where you’d stumble upon some strippers and handing them a wad of cash got them to flash their pixilated, tassel-covered breasts at you. That managed to go mostly unavoided, but with the significant graphics upgrades, there’d be a lot more fallout at the barest hint of side boob.
9. Adolescent Humor: Duke and his wisecracks were pretty funny when many of us were in our early teens and blasting mutated pig cops while marveling at the subtle wit involved in this design choice. These days though it’d start to wear quite thin by the end. Given the state of current pop culture and the even greater fondness for slapstick/gross-out humor things might have been even worse than I imagined.
8. PSP/DS/Wii Versions: Don’t get me wrong, I love all three of these systems, but all too often developers feel that we need a separate version of the game for each. This usually ends up being a substantially neutered and trimmed down port that instead of embracing the difference in control schemes simply does its best to ape the more powerful home consoles. Given that the stories are the same as well there’s very little reason to pick up any of these sadder younger siblings other than perhaps brand loyalty.
7. An Answer: For years Duke Nukem Forever has been the will-they-won’t-they of the gaming world. While women everywhere were re-watching Friends and obsessing over Ross and Rachel’s tumultuous relationship their boyfriends and husbands were poring over the internet, many hunting for any news of the game’s status. Cancellations and delays were popular rumor fodder for gaming sites on slow news days and every screenshot was dissected for every shred of extrapolation-worthy information. But now we know, the question is solved. Some are probably upset that the metaphysical eight ball came up ‘no’, but it’s better than the ‘cannot answer now, try again later’ we’d been staring at for so long.
6. Go Forth And Program: This is probably good news for the staff as well as us. Development had been going for years on this title with the public never seeing anything even close to a rough build for the game. The most complete piece we saw was a brief trailer that was just animated footage, no actual game play. Everyone working for 3d Realms was likely frustrated with the whole process. Imagine trying to cook yourself a tasty dinner only to have someone throw out what you’d made every ten minutes and force you to start over. Pretty soon you’d be incredibly hungry and irritated with the whole process and dissatisfied with your lot in life. I can’t help but wonder if that’s what led to the death of the game. Though if the development staff hasn’t actually released a game since 1997 who knows how far behind their workers could be lagging in skills.
5. Inevitable Disappointment: The longer a creative process takes the more its impending consumers build up the dream of what it will be in their heads. Unaware of the specific challenges and issues developers are facing in the process of making a game we often assume that delays are due to the desire for perfection. Often times this isn’t the case and we go in expecting a tender, juicy filet mignon and are instead greeted by the hearty smell of a cheeseburger. Sure, it might be an excellent burger with crisp apple wood smoked bacon and aged Vermont cheddar, but it’s just not as good as the steak would have been. After more than ten years of development Duke Nukem Forever would have to be the greatest title ever produced to not fall short of expectations.
4. You Have Just Saved $60: There are some titles that no matter how excited you are about them it’s just not worth paying full price. Let your buddy shell out the cash and you’ll just borrow it, or better yet go to his place for some co-op. Yet I feel fairly confident that many would have run out and thrown down for a pre-order for DNF, if only because waiting any longer would be torturous after hovering in anticipatory limbo for so long. So now you can pat yourself on the back for saving the money to put towards something else.
3. No Explaining To Younger Gamers: It’s amazing how having to explain a cultural icon from your youth to someone a mere decade younger can make you feel the weight of every year on your shoulders. Duke Nukem’s original adventure dates back to 1991, the days of ripped-up jeans and shareware games. Since then he’s had three more outings, with most of his ‘games’ after that being ports of Duke Nukem 3d. So for most of the kids out there he’s a relic of the past, a muscle-bound hieroglyph whose origins and nature are puzzling.
2. He’s Not That Great A Character: Let’s face it, Duke Nukem is a dinosaur, a leftover relic from the days when good writing was only for puzzle games and some RPGs. These days there are far more compelling heroes with real stories behind them. It’s easy to see the influence of Duke Nukem in characters like Nathan Drake and Master Chief, but Duke was simply a cardboard cut-out action hero stereotype, all one liners, biceps and sunglasses. Most action games are striving to make players connect in some manner with their hero/antihero by establishing more motivations than simple desire to kick ass and chew gum. Good gameplay is still the most crucial element of a quality shooter, but nowadays we want a story with our action. Maybe just a side order, but it’s still necessary.
1. No Waiting For The Sequel: Let’s face it, had this game made it onto the shelves it’d likely have moved enough copies to warrant a sequel. But how long would that take? Development for DNF started before the year two thousand and it took more than ten years before they gave up. Given that as a general matter of course game development is taking longer and longer as more features and better graphics become standard it’s impossible to guess how long it’d be before a second chapter in the post-millennial adventures of Duke Nukem came to fruition."
"Duke Nukem Forever is one of the most infamous video games in our industry, mainly for the reason that it's been in development for longer than any other title. As with the Bermuda triangle DNF has been illusive to gamers and game journalists for the past ten years, we have seen it at trade shows and a couple leaked photos have been discovered but no one has ever put their hands on the game, for good reason. There were moments where we thought Duke Nukem may actually make an appearance on next-gen consoles, but it wasn't meant to be. 3D Realms has had it's own share of issues but the true story comes with the game that could never be released, and today we decided to look at the top 10 reasons Duke Nukem Forever was cancelled.
10. Avoiding Controversy: Let’s face it; Duke Nukem Forever would definitely have featured enough objectionable content to give most conservatives an aneurysm. Excessive violence, swearing, probably some ‘drug’ references (alcohol of course, Duke seems like a beer and whiskey guy), along with inevitable partial nudity. In Duke Nukem 3d there were points where you’d stumble upon some strippers and handing them a wad of cash got them to flash their pixilated, tassel-covered breasts at you. That managed to go mostly unavoided, but with the significant graphics upgrades, there’d be a lot more fallout at the barest hint of side boob.
9. Adolescent Humor: Duke and his wisecracks were pretty funny when many of us were in our early teens and blasting mutated pig cops while marveling at the subtle wit involved in this design choice. These days though it’d start to wear quite thin by the end. Given the state of current pop culture and the even greater fondness for slapstick/gross-out humor things might have been even worse than I imagined.
8. PSP/DS/Wii Versions: Don’t get me wrong, I love all three of these systems, but all too often developers feel that we need a separate version of the game for each. This usually ends up being a substantially neutered and trimmed down port that instead of embracing the difference in control schemes simply does its best to ape the more powerful home consoles. Given that the stories are the same as well there’s very little reason to pick up any of these sadder younger siblings other than perhaps brand loyalty.
7. An Answer: For years Duke Nukem Forever has been the will-they-won’t-they of the gaming world. While women everywhere were re-watching Friends and obsessing over Ross and Rachel’s tumultuous relationship their boyfriends and husbands were poring over the internet, many hunting for any news of the game’s status. Cancellations and delays were popular rumor fodder for gaming sites on slow news days and every screenshot was dissected for every shred of extrapolation-worthy information. But now we know, the question is solved. Some are probably upset that the metaphysical eight ball came up ‘no’, but it’s better than the ‘cannot answer now, try again later’ we’d been staring at for so long.
6. Go Forth And Program: This is probably good news for the staff as well as us. Development had been going for years on this title with the public never seeing anything even close to a rough build for the game. The most complete piece we saw was a brief trailer that was just animated footage, no actual game play. Everyone working for 3d Realms was likely frustrated with the whole process. Imagine trying to cook yourself a tasty dinner only to have someone throw out what you’d made every ten minutes and force you to start over. Pretty soon you’d be incredibly hungry and irritated with the whole process and dissatisfied with your lot in life. I can’t help but wonder if that’s what led to the death of the game. Though if the development staff hasn’t actually released a game since 1997 who knows how far behind their workers could be lagging in skills.
5. Inevitable Disappointment: The longer a creative process takes the more its impending consumers build up the dream of what it will be in their heads. Unaware of the specific challenges and issues developers are facing in the process of making a game we often assume that delays are due to the desire for perfection. Often times this isn’t the case and we go in expecting a tender, juicy filet mignon and are instead greeted by the hearty smell of a cheeseburger. Sure, it might be an excellent burger with crisp apple wood smoked bacon and aged Vermont cheddar, but it’s just not as good as the steak would have been. After more than ten years of development Duke Nukem Forever would have to be the greatest title ever produced to not fall short of expectations.
4. You Have Just Saved $60: There are some titles that no matter how excited you are about them it’s just not worth paying full price. Let your buddy shell out the cash and you’ll just borrow it, or better yet go to his place for some co-op. Yet I feel fairly confident that many would have run out and thrown down for a pre-order for DNF, if only because waiting any longer would be torturous after hovering in anticipatory limbo for so long. So now you can pat yourself on the back for saving the money to put towards something else.
3. No Explaining To Younger Gamers: It’s amazing how having to explain a cultural icon from your youth to someone a mere decade younger can make you feel the weight of every year on your shoulders. Duke Nukem’s original adventure dates back to 1991, the days of ripped-up jeans and shareware games. Since then he’s had three more outings, with most of his ‘games’ after that being ports of Duke Nukem 3d. So for most of the kids out there he’s a relic of the past, a muscle-bound hieroglyph whose origins and nature are puzzling.
2. He’s Not That Great A Character: Let’s face it, Duke Nukem is a dinosaur, a leftover relic from the days when good writing was only for puzzle games and some RPGs. These days there are far more compelling heroes with real stories behind them. It’s easy to see the influence of Duke Nukem in characters like Nathan Drake and Master Chief, but Duke was simply a cardboard cut-out action hero stereotype, all one liners, biceps and sunglasses. Most action games are striving to make players connect in some manner with their hero/antihero by establishing more motivations than simple desire to kick ass and chew gum. Good gameplay is still the most crucial element of a quality shooter, but nowadays we want a story with our action. Maybe just a side order, but it’s still necessary.
1. No Waiting For The Sequel: Let’s face it, had this game made it onto the shelves it’d likely have moved enough copies to warrant a sequel. But how long would that take? Development for DNF started before the year two thousand and it took more than ten years before they gave up. Given that as a general matter of course game development is taking longer and longer as more features and better graphics become standard it’s impossible to guess how long it’d be before a second chapter in the post-millennial adventures of Duke Nukem came to fruition."
jueves, 18 de febrero de 2010
¡Duke Nukem 3D a mitad de precio la semana que viene!
Duke Nukem 3D en su versión para Xbox Live reducirá su precio a la mitad según desvela George Broussard a través de la red social Twitter.
El productor 3D del servicio online de Microsoft ha comentado que el actual precio de 800 Microsoft Points se reducirá a 400 a partir del próximo 22 de febrero.
Por el momento se desconoce si la oferta será temporal al estilo de “juego de la semana” de Xbox Live, pero es probable que termine el lunes siguiente a la puesta en marcha de la oferta.
El productor 3D del servicio online de Microsoft ha comentado que el actual precio de 800 Microsoft Points se reducirá a 400 a partir del próximo 22 de febrero.
Por el momento se desconoce si la oferta será temporal al estilo de “juego de la semana” de Xbox Live, pero es probable que termine el lunes siguiente a la puesta en marcha de la oferta.
viernes, 18 de septiembre de 2009
Bethesda se hace con Prey
Bethesda es ahora la propietaria de Prey con lo que es más que seguro aventurar que la compañía responsable grandes títulos como Fallout 3, Morrowind u Oblivion podría preparar una continuación del shooter en primer persona conocido como Prey, un videojuego de principios de generación en el que adoptábamos el papel de un joven indio llamado Tommy que se ve involucrado en una auténtica lucha por la supervivencia tras una invasión alienígena.
Ahora queda saber si Bethesda a través de Zenimax, mantendrá la esencia del juego o si por el contrario nos ofrecerá su particular modo de trabajar que tanto nos ha hecho disfrutar con grandes obras de esta generación como Oblivion o el propio Fallout.
Fuente: www.gameprotv.com
Ahora queda saber si Bethesda a través de Zenimax, mantendrá la esencia del juego o si por el contrario nos ofrecerá su particular modo de trabajar que tanto nos ha hecho disfrutar con grandes obras de esta generación como Oblivion o el propio Fallout.
Fuente: www.gameprotv.com
miércoles, 20 de mayo de 2009
Empieza el culebrón
Pues sí, el supuesto cierre de Apogee/3D Realms y la denuncia interpuesta por Take-Two prometen que esto se va a convertir en un culebrón que nada envidiará a "Amar en Tiempos Revueltos" o "Betty, La Fea".
Por fin los dueños de Apogee/3D Realms han hecho un comunicado oficial en el que dicen que no han cerrado la empresa sino únicamente el estudio o departamento dedicado a Duke Nukem Forever, por lo que su desarrollo queda congelado. Aun así seguirán co-produciendo y distribuyendo videojuegos, como el prometido Duke Nukem Trilogy.
Por otro lado, también dicen que no entienden la denuncia de Take-Two porque ellos no han recibido ni un dólar de esos 12 millones.
Esperemos que la sangre no llegue al río...
Actualización día 21 de Mayo de 2009: Acabo de leer en GameSpot que la denuncia de Take-Two no ha sido admitida por el juzgado de Nueva York. Aun así, la empresa ha prometido seguir dando guerra.
Por fin los dueños de Apogee/3D Realms han hecho un comunicado oficial en el que dicen que no han cerrado la empresa sino únicamente el estudio o departamento dedicado a Duke Nukem Forever, por lo que su desarrollo queda congelado. Aun así seguirán co-produciendo y distribuyendo videojuegos, como el prometido Duke Nukem Trilogy.
Por otro lado, también dicen que no entienden la denuncia de Take-Two porque ellos no han recibido ni un dólar de esos 12 millones.
Esperemos que la sangre no llegue al río...
Actualización día 21 de Mayo de 2009: Acabo de leer en GameSpot que la denuncia de Take-Two no ha sido admitida por el juzgado de Nueva York. Aun así, la empresa ha prometido seguir dando guerra.
Etiquetas:
3DRealms,
Duke Nukem Forever,
Noticias,
Prensa
sábado, 27 de diciembre de 2008
Nuevo Wallpaper de DNF
domingo, 8 de junio de 2008
Footage de Duke Nukem Forever
¡Por fin vemos un poco de como sera el juego!
Los creadores dicen que no se estan concentrando en Duke Nukem FOrever porque se pasan todo el tiempo jugando al WoW con un personaje de nivel 70 T_T (wtf)
Podeis encontrar el video aqui
http://crackle.com/c/jacehall
Los creadores dicen que no se estan concentrando en Duke Nukem FOrever porque se pasan todo el tiempo jugando al WoW con un personaje de nivel 70 T_T (wtf)
Podeis encontrar el video aqui
http://crackle.com/c/jacehall
sábado, 1 de diciembre de 2007
Shrink your problems, man...
Para el que no se haya enterado todavía, el shrinker que blande nuestro querido Duke es una de las cinco mejores armas de videojuego de todos los tiempos que ha seleccionado el canal NBC (importante cadena de TV en los EE.UU.N.). Y no es para menos. ¿Qué otro arma te permite humillar a los enemigos de esa manera? ¡Ninguna! Nada como reducir a tus enemigos al tamaño de una cucaracha para que dejen de molestar y te guarden el respeto debido.
¿Que cuáles son las otras cuatro armas? Pues ni más ni menos que estas:
¿Que cuáles son las otras cuatro armas? Pues ni más ni menos que estas:
- La pistola gravitatoria de Half-Life 2, con la que puedes lanzar cualquier objeto para aplastar a tus contrincantes.
- La motosierra de DooM.
¿Qué crees que un marine espacial destinado en Marte llevaría en su equipaje para enfrentarse con las Ordas del Infierno? ¿Agua bendita? No: una motosierra
(sic.). ¿Acaso lo dudaba alguien? - La railgun de Quake II, que tampoco podía faltar
- La pistola de Halo...
Suscribirse a:
Entradas (Atom)
