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/vr/ - Retro Games

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>> No.4910872 [View]
File: 127 KB, 701x928, DNF.png [View same] [iqdb] [saucenao] [google]
4910872

>>4910868

>> No.4626864 [View]
File: 127 KB, 701x928, duke01 folder.png [View same] [iqdb] [saucenao] [google]
4626864

Doesn't seem like anyone's brought it up yet so here's something that may interest

https://www.dsogaming.com/articles/the-2001-unreal-engine-version-of-duke-nukem-forever-was-90-complete-had-rpg-and-horror-elements/

>> No.4622548 [View]
File: 127 KB, 701x928, 1520074381168.png [View same] [iqdb] [saucenao] [google]
4622548

>>4618653
I been wanting to check in but I got sidetracked looking into more info for this shit the past few days
http://www.rpgcodex.net/forums/index.php?threads/have-any-of-the-builds-of-duke-nukem-forever-ever-leaked.120567/
I'll relay what I've found out so far:

>Several ex-3DRealm devs who have worked on several iterations of Duke Nukem Forever came forward and talked about what the "final" version would have been like (put it short, less campy/comedic than gearbox Forever, more in line with 2D/3D tone and humorous touch, open-ended structure with features such as talking to NPCs and managing inventory)
>Emphasized majority of delays were from nearly completing the game and then deciding to redo everything in a new engine (similar to what happened to Daikatana's numerous delays), Doom 3/Half-Life 2 would've made it look graphically inferior if they didn't change engines
>They're all willing to release whatever they have on hand, various DukeForever builds as well as unseen Duke3D prototypes, for free to the public but Randy Pitchford is blocking them because it interferes with
>Pitchford wants to milk Duke3D as much as possible and only cares about how he can repack and sell it with minimal effort and minimal content each time, is currently working out a way to do a "Duke Nukem Definitive Collection" for PC and consoles

This thread is almost at its limit but /vr/ moves slow enough that I think we can still have plenty of discussion about this.

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