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Duke Nukem Forever

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This is an old revision of this page, as edited by 98.127.168.159 (talk) at 05:02, 11 January 2010 (Once again, removing two lines stating that development halted. If you will read the section at the end of "DNF team fired and 3D Realms downsized" you will see that development never stopped). The present address (URL) is a permanent link to this revision, which may differ significantly from the current revision.

Duke Nukem Forever
File:Duke Nukem Forever logo.png
Developer(s)3D Realms (1997–)
Publisher(s)2K Games (1997–)
Take-Two Interactive (2003–)
SeriesDuke Nukem
EngineUnreal Engine 2 (heavily modified)[1]
Platform(s)Microsoft Windows,[2] Xbox 360[3]
Genre(s)First-person shooter
Mode(s)Single-player, Multiplayer

Duke Nukem Forever is a first-person shooter video game that has been in development since 1997 by the software developer 3D Realms[4]. It was intended as a sequel to the 1996 game Duke Nukem 3D, as part of the long-running Duke Nukem video game series, and it was to be directed by George Broussard, one of the creators of the original Duke Nukem game. Early on, the game was being publicised as having "unprecedented interactivity", aiming to "push the limits of gaming and establish new standards in interactivity, variety, and pure fun."[5] Instead, it became infamous for its severely protracted development schedule, and it has been ridiculed as "the longest game ever in production" and "an elaborate in-joke at the expense of the industry".[6] The game has been the subject of much speculation, and has frequently been referred to as vaporware.

Development on DNF was first publicly announced in April 1997, and promotional information for the game was released in one form or another in each of 1997, 1998, 2001, 2007, and 2008. After repeatedly announcing and deferring release dates for the game, 3D Realms announced publicly in 2001 that DNF would be released simply "when it's done".[7] In May 2009, 3DRealms terminated the internal development staff for Duke Nukem Forever.[8] Although Take-Two Interactive still owns the publishing rights to the game, they do not have an agreement with 3D Realms to provide funding for the game's continued development, and its future remains unclear.[9] In the same month, Take-Two Interactive filed a lawsuit against 3D Realms over their failure to finish development of the game.[10]

Background

Scott Miller was a lifelong gamer who released his text-based video games as shareware in the 1980s. By 1988 the shareware business was a $10 to $20 million a year market, but the distribution method had never been tried for video games. Miller found that gamers were not willing to pay for something they could get for free, so he came up with the idea of offering only the opening levels of his games; players could purchase the game to receive the rest of the game.[11] George Broussard, whom Miller met while he was in high school, joined Miller at his company, Apogee, which published and marketed games developed by other companies. While Miller was quiet, with a head for business, Broussard was an enthusiastic "creative impresario". Apogee (renamed to 3D Realms in 1994) grew from a small startup to a successful corporation.[12] Among the titles they published was id Software's Wolfenstein 3D in 1992. Wolfenstein was highly successful, popularizing 3D gaming and establishing the first-person shooter (FPS) genre.[13]

By 1994, Broussard began working on 3D Realm's own first-person shooter. Rather than the faceless marine of other games, players assumed the role of Duke Nukem, whom Broussard described as "a combo of John Wayne, Clint Eastwood, and Arnold Schwarzenegger". After a year and a half of work, Duke Nukem 3D was released in January 1996.[12] Among game aspects that appealed to players were environmental interaction and adult-oriented content—including blood and strippers.[14] Buoyed by the success, Broussard announced a follow-up, Duke Nukem Forever.[12]

Development

Quake engine, 1997–1998

Duke Nukem Forever was officially announced on April 28, 1997,[15] with the intention of releasing the game no later than mid-1998.[16] Barely a year after the release of Duke Nukem 3D, the game's graphics and its game engine, Build, were antiquated. Id Software's new Quake II engine was far superior to Build, so Broussard decided to license it.[17][15] The price spent for the licensing rights was steep—estimates were as high as $500,000—but Broussard reasoned that it would save time used to write a game engine from scratch.[17] Broussard and Miller were flush with cash from sale of Duke Nukem 3D and other games, so they decided to fund Duke Nukem Forever themselves, turning marketing and publishing rights over to GT Interactive.[18]

In August and September, the first screenshots of Duke Nukem Forever were released in PC Gamer. However, 3D Realms did not receive the Quake II engine code until November 1997, and the earlier screenshots were mock-ups with the Quake engine that the team had made in their spare time.[19] 3D Realms unveiled the first video footage of Duke Nukem Forever using the Quake II engine at the 1998 Electronic Entertainment Expo (E3) conference.[19] The trailer showed Duke fighting on the back of a moving truck and firefights with aliens. While critics were impressed, Broussard was not happy with the progress being made.[17]

Unreal engine, 1998–2002

Screenshot of Duke Nukem Forever from 1999.

Soon after the release of the Quake II engine, Epic Games had unveiled its own Unreal Engine. The Unreal Engine was more realistic than Quake II and was better suited to producing open spaces—3D Realms had been struggling to render the Nevada desert. Soon after E3, a programmer suggested that they make the switch. After discussions, the developers unanimously agreed to the change, which would mean scrapping much of their work so far,[17] including significant changes 3D Realms had made to the Quake Engine.[20] In June 1998, 14 months after the Quake II announcement, 3D Realms made the switch announcement. Broussard said that the game would not be "significantly delayed" by the switch, but that the project would be back to where it was at E3 "within a month to six weeks". Broussard also said that no content seen in the E3 trailer would be lost.[21] Chris Hargrove, one of the game's programmers at the time, confided that the change amounted to a complete reboot of the project.[17]

By the end of 1999, Duke Nukem Forever had missed several release dates and was largely unfinished; half the game's weapons remained concepts.[17] Broussard shot back at criticisms of the game's lengthy development time as the price paid for developing complex modern games:

Today's games are MUCH more complex. In Duke Nukem 3D all the characters were sprites. Today they are polygonal models, have to be skinned, and then animated or motion captured. A VERY long, tedious and complex process. Also games today are "deeper" and require more than key/door stuff. That means more time to develop. Note all the so-so fps games that didn't sell well in the last 2 years and you will see that they were simple compared to more complex efforts like Half-Life. A game like Duke Nukem Forever is probably 5-10 times more complex that Duke Nukem 3D was."[22]

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.[17] 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.[23] Later that year Infogrames Entertainment announced it was purchasing a controlling interest in GT Interactive.[24] The publishing rights for Duke Nukem Forever passed to Gathering of Developers in early December 2000.[25]

To placate anxious fans, Broussard decided to create another trailer for E3 2001—it was the first public look at the game in three years.[18] The video showed a couple of minutes of in-game footage,[26] which notably showed the player moving in a 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;[18] IGN reported on the games graphics that, "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 [...] Add in real-time lighting effects, interactive environments, and a variation in locales unequaled in any other first-person shooter and you begin to see and understand why Duke Nukem Forever has been one of the most hotly anticipated titles over the last couple of years."[26] Duke Nukem Forever looked as good or better than most games, and staff at 3D Realms recalled a sense of elation after the presentation; "The video was just being eaten up by people," one said. "We were so far ahead of other people at the time." While many of the staff expected Broussard to make a push for finishing the game, however, he still did not have a finished product in mind.[18] Following the death of one of Gather of Developers' co-founders and continuing financial problems, the publishers' Texas-based offices were shut down and absorbed into parent company Take-Two Interactive.[27]

By 2003, only 18 people at 3D Realms were working on the game.[18] In 2002, after hiring several new programmers, the team completely rewrote the renderer and other game engine modules, beginning work on a new generation of game content. Broussard estimated that around 95% of the previous level design work was scrapped in the process. He also later stated that they were never less than two years away from shipping with the UT based version of the game. The engine, which now contains parts of an early version of Unreal Engine 2.0 (the team branched off from the engine in 2001) supports such features as pixel shading, normal mapping and high dynamic range based lighting.[28][29]

On September 14, 2004, 3D Realms announced that they had replaced the Karma physics engine with one designed by Meqon. Several sites have speculated that Duke Nukem Forever will be using the latest generation of this technology, which was designed for next-gen consoles.[30]

Conflict with Take-Two

On May 20, 2003, Jeffrey Lapin, then CEO of Take Two, told reporters that the game would not be out by the end of 2003.[31] In response, George Broussard commented on Shacknews, saying that "Take Two needs to STFU imo."[32] Later in the year, on December 18, 2003, Jeffrey Lapin said that 3D Realms had told him that Duke Nukem Forever was expected to be finished by the end of 2004, or the beginning of 2005.[33]

On September 9, 2004, GameSpot reported that Duke Nukem Forever had switched to the Doom 3 engine.[34] Many gaming news sites mailed George Broussard, asking him to confirm or deny the rumor. After receiving no answer from him, they published the rumor as fact, ending the article with "Attempts to contact 3D Realms for comment were unsuccessful as of press time." Later that day, George Broussard explicitly denied the rumor and explained that he was not able to answer the emails because he was working elsewhere in the building.[34]

On March 20, 2007, Scott Miller explained in an interview with YouGamers that they were still using the Unreal Engine, albeit a heavily modified version at this point.[35]

2005–2007

Rumors in April 2005 suggested that the game would appear at 2005 E3, along with 3D Realms' previously canceled Prey. While Prey did make an appearance, the rumors of Duke Nukem Forever's appearance turned out to be false.[36]

In February 2006, Broussard gave an interview and updated the status on DNF. He reported that everything was together and in full production, and that the guns, creatures, and everything else had been finished. Broussard said that the development team was tweaking and polishing the game and putting it all together.[37]

In April 2006, Broussard demonstrated samples of the game, including an early level, a vehicle sequence, and a few test rooms.[38] One notable[39] demonstration, according to the May 2006 issue[40] of Computer Games magazine featured the interactive use of an in-game computer to send actual e-mails.[41]

On March 21, 2006, 3D Realms CEO Scott Miller talked of a sequel by stating, "of course as soon as Duke is done we'll begin a new one."[42]

In June, in a filing with the SEC, Take-Two revealed that they had renegotiated the deal and will receive $4.25 million instead of $6 million upon the release of the game.[43] The filing also revealed that Take-Two was offering a $500,000 bonus if DNF was commercially released by December 31, 2006.[44] 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."[45]

On August 30, 2006, Shacknews reported that several key employees had left 3D Realms.[46] They speculated that the departures would lead to further delays for DNF. However, 3D Realms strongly denied these claims, stating that the employees had left over a number of months and that the game was still moving ahead.[47]

2007–2009

Duke Nukem Forever 2007 teaser screenshot

On January 25, 2007 and May 22, 2007, George Broussard posted two Gamasutra job ads with small (200x125 pixel) screenshots of Duke Nukem holding two guns and an enemy (mutated pig). Broussard later confirmed that these were real in-game screenshots.[48][49]

In July 2007, Game Informer released two new, low-res screenshots, one of which appears to be a previously unseen shot of an in-game level, the other being the front shot of Duke seen in the first 2007 screen, but from a slightly different angle.[50]

A new video was released[51][52] on December 19, 2007 claimed to be made by employees of 3D Realms during their spare time to show at the annual Christmas party.[53] The announcement had also confirmed earlier speculation that composer Jeremy Soule (Total Annihilation, Star Wars: Knights of the Old Republic, Secret of Evermore, Prey, Guild Wars, The Elder Scrolls IV: Oblivion) had joined the team. George Broussard made clear that the video was a teaser, rather than a trailer. He noted that all other media related to Duke Nukem Forever was no longer relevant, including the trailer released in 2001. Broussard also confirmed that the video was shot real-time from the game, with the exception of some introduction and ending shots.[54]

3D Realms had made it clear there was no set release date for the game and any shops claiming to have "insider" information were lying.[7]

Miller "confirmed" a 2008 release date in an email sent to the Dallas Business Journal on February 6, 2008, although this was reportedly "off the record", and as such, no official release date has yet been given to the public. Broussard later denounced the statement.[55] It was suggested that the developers were pushing for a late-2008 release, but it was also stated that they "would probably miss it by a few months," leading to speculation that a 2009 release date would be the most accurate presumption.[56] A small screenshot of an enemy character was displayed alongside one of Dallas Business Journal's articles on the game.[57]

On June 5, 2008, in-game footage of the game was featured on the premiere episode of The Jace Hall Show. Filmed entirely on hand-held cameras but not originally expected to be publicly released,[58] the video showed host Jason Hall playing through parts of a single level[59] on a PC at 3D Realms' offices. The footage was confirmed to have been shot 6 months prior[60] to the episode air date and according to Broussard, contained outdated particle and combat effects that had since been replaced.[61]

Another job ad update for "Level Designers or Programmers" appeared on June 20, 2008 at Gamasutra featuring a thumbnail-sized, in-game screenshot of Duke Nukem Forever. It depicted an updated model of Duke Nukem wielding a pistol and pipebomb in his hands, posed within a daylight outdoor environment. The job ad was later carried on the 3D Realms website.[62]

Duke Nukem Forever was also absent from 2008's E3. Prior to the event, Scott Miller, the CEO of 3D Realms, described E3 as "irrelevant."[63]

Two unlockable screenshots were included with the September 24, 2008 release of Duke Nukem 3D on the Xbox Live Arcade. Located in the game's art gallery upon earning all of Duke Nukem 3D's achievements, one DNF screenshot featured a first person view of Duke reloading his pistol, while facing an Octabrain, with another in the distance, in a Dam. The other screenshot depicted a frontal close-up of Duke in a strip joint.[64]

On December 18, 2008 a wallpaper image of several Duke Nukem Forever enemies was released by 3D Realms as a Christmas present to fans.[65] The picture, with lighting and models all from an in-game shot,[66] featured six different enemy creatures including two larger boss-like characters. Interactive details were revealed at this time in a comment by George Broussard, who stated that the depicted armor is bolted on enemy characters that wear it and could be blasted off with guns.[67] A similar but partial image was earlier revealed as a Christmas gift wrapping in a twitter update by George Broussard, taken at 3D Realms' annual Christmas party gift exchange.[68]

On January 12, 2009 George Broussard posted on his Twitter account "Game developers often say 'Cutting is shipping'. We begin this year with a vengeance and a chainsaw."[69] This added speculation and a strengthened impression, particularly within the 3D Realms forums, that the game would be released in 2009.[70] On February 11, 2009, he also posted a photo of a bug list.[71] On 15 April 2009, Broussard posted on his Twitter account that they had reached an important milestone; "71 more tasks to do and we started with probably 800-900."[72]

DNF team fired and 3D Realms downsized - May 2009

3D Realms laid off the DNF staff on May 8, 2009 due to lack of funding, but inside sources claim it will still operate as a smaller company.[73][74] Publisher Take-Two Interactive, in response, stated that they still hold the publishing rights for Duke Nukem Forever, but they were not funding the game.[75]

On May 7 and May 8, 2009, 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 12.[76][77] On May 9, 2009, an unofficial Duke Nukem Forever gameplay video was leaked by a user of the Duke4.net forums. 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.[78] On May 10, 2009 a second demo reel showing some Duke Nukem Forever animation was also released. The same user of the Duke4.net forums later proceeded to release 28 screenshots and documents outlining the plot of the game. The 28 screenshots were taken from an employee's portfolio that was on LinkedIn.

Since then, G4TV and IGN journalists began speculating that the news of 3D Realms's apparent closure may actually be an elaborate viral marketing stunt.[79][80] However, the real status of the company and the layoffs were confirmed by 3D Realms in a statement released on May 18, 2009.[74]

On May 14, 2009, Take-Two filed a lawsuit against 3D Realms—known by its legal name in the case, Apogee Software Ltd—over their failure to complete Duke Nukem Forever, citing that they paid $12 million to Infogrames in 2000 to acquire the publishing rights.[10] 3D Realms argues, however, that they never received that money, as it was a direct agreement between Infogrames and Take-Two.[81] The lawsuit seems to be over a contractual breach, but not regarding the $12 million mentioned above.[82] Take-Two has asked for a restraining order and a preliminary injunction, to make 3D Realms keep the Duke Nukem Forever assets intact during proceedings.[83] The court denied Take-Two's request for a temporary restraining order.[84][85]

As the court documents surfaced, it was also revealed that in 2007, 2K Games started working on a new Duke Nukem-related project, codenamed "Duke Begins", slated to be finished by mid-2010. Development was halted in the April of 2009, without the consent of Apogee—in their counterclaim, Apogee claimed that "Take-Two and 2K Games are taking such actions with a goal of pressuring Apogee to sell the Duke Nukem franchise rights to Take-Two for less than their true value."[86][87]

In June of 2009, Apogee court filings stated "[3D Realms/Apogee Ltd.] admits that it has continually worked on the development of the DNF for many years, and continues to do so" as well as revealing that development still continued on the Duke Nukem movie.[88] In December 2009, Apogee CEO Scott Miller clarified that "we've never said that Duke Nukem Forever has ceased development," explaining "yes, we released the internal team, but that doesn't correlate to the demise of the project."[89] According to a recent interview with magazine Gamesauce, "3D Realms has laid off the game's internal development team, but still plans to most likely work with external development studios to develop the game."[90]

Plot

The plot of Duke Nukem Forever has been publicly presented through footage and screenshots. Key developer Glen Burke has played an important role[clarification needed] following the franchise from the first title. 3D Realms released trailers at the 1998 and 2001 E3 conventions, and released screenshots in the time between those years. However, as DNF has gone through extensive changes since its last trailer, the plot is not known in its entirety.

The status of several secondary characters also remains unclear. The 2001 trailer shows an alien invasion in Las Vegas. It features Duke fighting with several weapons, in many settings (such as a mine, some rural areas, the streets of Las Vegas, on water, and indoor areas).[91]

As of 2003, the 3D Realms website states that "the screenshots and videos that were there have been removed as they no longer represent the game's current look and feel."[7]

In 2008, Miller confirmed that the plot involves a retired Duke, who now owned a Casino known as "The Lady Killer" that had come under attack from aliens.[92]

Press coverage

Wired News has awarded Duke Nukem Forever its Vaporware Awards several times. It placed second in June 2000 and topped the list in 2001 and 2002.[93][94][95] Wired created the Vaporware Lifetime Achievement Award exclusively for DNF and awarded it in 2003. George Broussard accepted the award, simply stating, "We're undeniably late and we know it."[96] In 2004, the game did not make the top 10; Wired editors said that they had given DNF the Lifetime Achievement Award to get it off of the list.[97] However, upon readers' demands, Wired changed its mind, and DNF won first place in 2005, 2006 and 2007.[98][99][100] In 2008, Wired staff officially considered removing DNF from their annual list, citing that "even the best jokes get old eventually", only to reconsider upon viewing the handheld camera footage of the game in The Jace Hall Show, awarding the game with first place once again.[101]. In 2009, Wired published Wired News' Vaporware Awards 2009[102]: Duke Nukem Forever is not in list, but only because Wired decided to give a pass to it[103].

Duke Nukem Forever has drawn a number of jokes related to its development timeline. The video gaming media and public in general have routinely suggested several names in place of Forever, calling it "Never", "(Taking) Forever", "Whenever", "ForNever", "Neverever", and "If Ever".[98]

When the GameSpy editors compiled a list of the "Top 25 Dumbest Moments in Gaming History" in June 2003, Duke Nukem Forever placed #18.[104]

Jason Hall, host of The Jace Hall Show, featured Duke Nukem Forever in the show's premiere episode on June 4, 2008 and described his hands-on play experience with the game as "perfect", ending the segment with "I saw it. They have been working. It's not a myth. You're going to be pleased."[105] In a subsequent interview with 1UP.com on June 5, 2008, Jason Hall described the game as "amazing" with the summation, "This might be the only game in history worth waiting 12 years for, perhaps longer.... It was good."[106]

Notes

  1. ^ Remo, Chris (2007-12-19). "Comments - 3D Realms' George Broussard Tosses Out Duke Nukem Forever Information Scraps". Blog.shacknews.com. Retrieved 2009-07-21.
  2. ^ "3D Realms Site: Games". 3drealms.com. Retrieved 2009-07-21.
  3. ^ Duke Nukem Forever Was Being Developed For The P.C/X360
  4. ^ Faylor, Chris (26 December 2009). "3DR Teases 'Numerous' Duke Nukem Games, 'Looking to Bring Duke into Casual Gaming'". Shacknews. Retrieved 2009-12-27.
  5. ^ Take-Two Interactive, Publisher "Duke Nukem Forever". Take-Two Games.
  6. ^ Walbank, Mark. "Feature: The Most Delayed Games". ComputerAndVideoGames.com. Retrieved November 28, 2008.
  7. ^ a b c "3D Realms official DNF info page". 3D Realms. Retrieved March 31, 2008.
  8. ^ "3DR Teases 'Numerous' Duke Nukem Games, 'Looking to Bring Duke into Casual Gaming'" Shack News. Retrieved January 9th, 2010
  9. ^ "http://www.shacknews.com/featuredarticle.x?id=1127". Shack News. Retrieved May 06, 2009.
  10. ^ a b "http://kotaku.com/5255220/take+two-sues-duke-nukem-forever-devs-over-failure-to-deliver". Kotaku. Retrieved May 14, 2009.
  11. ^ Kushner (2004), 60–61.
  12. ^ a b c Thompson (2009), 1.
  13. ^ Wolf (2008), 156.
  14. ^ Trueman (2000).
  15. ^ a b Wernicke (1998), 1.
  16. ^ 3D Realms (1997).
  17. ^ a b c d e f g Thompson (2009), 2.
  18. ^ a b c d e Thompson (2009), 3.
  19. ^ a b Reed (2003).
  20. ^ Wernicke (1998), 2.
  21. ^ 3D Realms (1998).
  22. ^ IGN Staff (1999).
  23. ^ Barrett (1999).
  24. ^ Doebele (1999).
  25. ^ 3D Realms (2000).
  26. ^ a b Cassamassina, Matt (2001).
  27. ^ Thorsen, Tor.
  28. ^ "Duke Nukem Forever Bits". Voodoo Extreme. April 13, 2004.
  29. ^ "DNF Engine Status". Duke4.de. January 14, 2004.
  30. ^ "GDC: Duke Nukem Forever physics surpass Half-Life 2". Gameindustry.biz. September 3, 2005.
  31. ^ Varanini, Giancarlo. "Take-Two reveals new games in lineup". GameSpot. May 29, 2003.
  32. ^ Morris, Chris. "Duke Nukem vs. Take Two". CNN Money. June 11, 2003.
  33. ^ Thorsen, Tor. "No Duke Nukem Forever 'til 2005?". December 18, 2003. GameSpot. Retrieved January 31, 2007.
  34. ^ a b Thorsen, Tor. "3D Realms denies Duke Nukem Forever using Doom 3 engine". GameSpot. September 10, 2004.
  35. ^ "Scott Miller interview at YouGamers"
  36. ^ McNamara, Tom. "E3 2005: Duke Nukem Forever Not Here". IGN. May 19, 2005.
  37. ^ George Broussard Interview from 1UP.com. January 31, 2006. 1UP.com. Retrieved August 7, 2006.
  38. ^ Carless, Simon. "Broussard Updates Duke Nukem Forever Status". Gamesutra. April 12, 2006
  39. ^ Siegler, Joe "The Duke and I". 3D Realms. March 29, 2006.
  40. ^ Yatta "The Duke and I". Duke4.net. March 30, 2006.
  41. ^ "The Duke and I". Computer Games Magazine, May 2006.
  42. ^ 3D Realms Interview
  43. ^ Form 10-Q: Take-Two Interactive Software. Quarterly report ending April 30, 2006. Retrieved August 7, 2006.
  44. ^ Thorsen, Tor. "Take-Two stock tanks, Duke Nukem Forever due by Dec. 31?". June 9, 2006. GameSpot.
  45. ^ Thorson, Tor. "Broussard: We won't rush Duke Nukem Forever". June 13, 2006. GameSpot.
  46. ^ Remo, Chris. "3D Realms Sees Major Employee Departures, Fate of DNF in Question?". Shacknews. August 30, 2006.
  47. ^ Thorson, Tor. "Staff shift stirs 3D Realms". GameSpot. August 31, 2006.
  48. ^ Sinclair, Brendan. ""Duke Nukem Forever resurfaces"". GameSpot. Retrieved 2007-01-26.
  49. ^ Broussard, George. "" Programmer ad"". 3D Realms. Retrieved 2007-05-22.
  50. ^ "New DNF Screenshot in Game Informer". Retrieved 2007-07-14.
  51. ^ "New DNF Trailer. Official Forums". Retrieved 2007-12-18.
  52. ^ "New DNF Trailer. Shacknews". Retrieved 2007-12-18.
  53. ^ "Teaser Video Coming 3D Realms forums". Retrieved 2007-12-19.
  54. ^ "New DNF Trailer. Official Forums". Retrieved 2007-12-19.
  55. ^ Faylor, Chris. "3D Realms Disputes 'Confirmed' Reports of Duke Nukem Forever on PC and Consoles This Year". Shacknews. Retrieved 2009-07-21.
  56. ^ Webster, Stephen C. "'Duke Nukem Forever' release possible in 2008, coming to home consoles". Dallas Business Journal. Retrieved 2008-11-29. {{cite web}}: External link in |publisher= (help)
  57. ^ "DNF Thumb Causes Sexplosion in Fans Worldwide". Retrieved 2008-02-15.
  58. ^ "New Duke Nukem Forever Footage Released". Retrieved 2008-06-05.
  59. ^ "The Jace Hall DNF Footage Thread". Retrieved 2008-06-05.
  60. ^ "The Jace Hall DNF Footage Thread". Retrieved 2008-06-05.
  61. ^ "The Jace Hall DNF Footage Thread". Retrieved 2008-06-06.
  62. ^ "Help Wanted!". Retrieved 2008-06-23.
  63. ^ Earnest Cavalli (2008-06-30). "Duke Nukem Forever Devs: E3 is 'Irrelevant'". Wired. Retrieved 2008-09-18. {{cite web}}: Italic or bold markup not allowed in: |publisher= (help)
  64. ^ "New Duke Nukem Forever Screenshots Released". Retrieved 2008-09-26.
  65. ^ "Merry Christmas from 3D Realms". Retrieved 2008-12-18.
  66. ^ "Morning Discussion". Retrieved 2008-12-18.
  67. ^ "Morning Discussion". Retrieved 2008-12-18.
  68. ^ "Couple of interesting wrappings". Retrieved 2008-12-14.
  69. ^ "Cutting is shipping 2009 comment". Retrieved 2009-01-21.
  70. ^ "Duke Nukem Forever shipping in 2009?". Retrieved 2009-03-19. {{cite web}}: Check date values in: |accessdate= (help)
  71. ^ "Twitter / George Broussard: A peek inside our task dat". Twitter.com. Retrieved 2009-07-21.
  72. ^ "Duke Nukem Forever reaches milestone" ClanBase. Retrieved April 15, 2009.
  73. ^ "3DR "smaller studio now," "will continue to operate as a company"". Forums.3drealms.com. 2009-05-18. Retrieved 2009-07-21.
  74. ^ a b Totilo, Stephen (2009-05-18). "3D Realms: We're Not Closing, Spent $20 Million On Duke Nukem Forever". Kotaku. Retrieved 2009-05-18.
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References

External links