Why is duke nukem forever so hard




















This turns it into a much more dangerous weapon as you can freeze enemies from a much greater distance and without the excessive cost of ammo. The only downside if you have to shut the feature off if you wish to recharge the weapon.

That way, you come in better prepared. There are a few sections that will prove to be unusually difficult if you are not careful. You WILL A LOT trying to get through it. Boss: Alien Queen - Some people say this boss is tough because of the Pregnators and Octobrains that ambush you.

Also, the boss should always come secondary to any other monsters that try to fight you. Boss: Battlelord 2 - I find him to be the most difficult boss in the whole game. Mostly because he kicks vehicles around and you do not have a lot of room to navigate. Even trying to get ammo puts him in your field of fire. Boss: Octoking - If you come prepared with a Shrink Ray which you can obtain in the previous level , you should be able to survive the encounter.

Boycott, today! User Info: spartansbrother. More topics from this board Strip club door code? The strangest part of the whole situation, is that it is likely that Duke Nukem Forever actually did very little wrong when compared to the games that came before it. Here's why Duke Nukem Forever was so poorly received. Critics commonly remarked that the game was juvenile in a distasteful manner. The game featured gratuitous nudity, constant swearing, fecal humor, and rampant misogyny. For many, this was too far to go for a game in , and was the primary problem many had with Duke Nukem Forever.

When compared to past titles in the series, the childish humor of Duke Nukem Forever was not far off from the standard. Duke Nukem in was, in many ways, the same character that he was in the 90s when the original game came out. Arguably, this game's presentation goes further than the past games did in the way of violence and nudity, but it is hard to say that this game's behavior is more deplorable than what made the series so successful. In the end, it feels as though Duke Nukem Forever's primary crime was taking so long to release.

When the first game came out, this type of humor was much less frowned upon in pop culture than it has become in recent years. If reboots of movies and shows from decades ago are any example, bringing something back from years prior rarely meets up with the current day's sensibilities. Arguments about political correctness aside, times change, and Duke Nukem Forever was not aged to meet the times.

The Duke Nukem Forever team was unusually small; by , only 18 people were working on it full time. This might have been adequate back when the game was announced in the mid-'90s.

But in the years that Broussard had spent tweaking Duke Nukem Forever, games had become bigger and bigger. It wasn't unusual for a developer now to throw 50 people or more at a single title.

In essence, 3-D games had grown up: It's as if Hollywood had evolved from tiny hand-cranked three-minute reels to two-hour epic blockbusters in half a decade. Successful developers had disciplined management that set deadlines and milestones. Someone at the top carefully made sure every piece was moving along. Yet Broussard and Miller hadn't changed with the times.

They were still designing "with a mentality," as one former employee told me — trying to produce a modern, massive game with a stripped-down little group.

After eight years of work, even Broussard and Miller seemed chastened by their failures. In , journalist Tom Chick became one of the few outsiders in years to get a peek at Duke Nukem Forever.

Broussard appeared nervous, almost contrite, about the delays and continually referred to an index card while talking about the game's features. Then a staff rebellion broke out. For longtime employees, the incessant delays posed two big problems. One was professional cred: Duke Nukem Forever was the only modern 3-D game some of them had worked on; if it didn't ship soon, they'd have spent nearly a decade with nothing to show for it. The other was money. Broussard motivated them by offering profit-sharing.

As Duke Nukem Forever failed to arrive, so did that big payday. By August , at least seven people had left — nearly half the team — taking with them years of experience and institutional memory. Some seemed openly bitter. Ironically, the end was within reach, even if Broussard couldn't see it. Raphael van Lierop, who was hired in as a creative director, was given several pieces of the game to play. It took him about five hours. Broussard was stunned; he'd thought those levels would take half that time to get through.

Broussard had been staring at the game for so long, he'd lost perspective. Van Lierop was excited: From what he'd seen of it, Duke Nukem Forever was so well developed — and so graphically superior to any other game in production — that if 3D Realms pushed hard for a year, they could release it and "blow everyone out of the water. It was two years out. Van Lierop was stunned. By then, even Miller's two sons were making jokes about the delays. The exodus of employees seemed to shock Broussard into action.

By the end of , he appeared to finally become serious about shipping the title. Pressure was also building internally. Former employees told me Broussard's relationship with Miller was slowly deteriorating over Broussard's inability to complete Duke Nukem Forever. It's certainly possible that Miller was angry that Broussard was blowing through so much money on the game.

In an interview with The Hollywood Reporter, Miller proclaimed he was "dumbfounded" that it had taken them so long. To mount a final push to get Duke Nukem Forever out the door, Broussard went on a hiring spree.

Must go faster. Scotty, we need more powah! Within a short period of time, the size of the team more than doubled, from 18 to about Many of those he hired were high-powered creatives, like Tramell Isaac , a year veteran of the industry. Why would I go to 3dr? George made it perfectly clear in our discussions prior to me joining that this would not be a walk in the park. You got to respect the man for that.

One particularly crucial hire was Brian Hook, who became the project's lead, a central boss operating directly below Broussard. Hook realized the challenge ahead: He was inheriting "a fractured and demoralized project that lacked direction, milestones, or cohesion," as he later described it.

Hook, former employees say, also attempted something nobody had done successfully before: He pushed back on Broussard's constant requests for endless tweaks and changes. And when Broussard complained, Hook held firm. He was the first employee to stand between Broussard and his beloved game, making it possible for the team to move forward without getting stalled by new requests. But the money was finally running out. Either way, Broussard and Miller rejected the counteroffer. With the negotiations at an impasse, Broussard and Miller decided the end had come.

On May 6, they announced that they were disbanding all development at 3D Realms. They would continue to hire other developers to make other games for them, but 3D Realms would cease to create anything itself. Broussard took that last photo and then bid his creative staff good-bye.

Many believe that the game as it currently exists is dead. A week after 3D Realms shut down development, Take-Two sued, arguing that by failing to produce the game, 3D Realms had deprived the publisher of future profits.

Take-Two also demanded the source code for Duke Nukem Forever. If Take-Two actually secured the rights to Duke Nukem, it might likely throw out the by-then-aging Duke Nukem Forever and simply hire new developers to produce new Duke games.

But even without the suit, there is only a short window for Duke Nukem Forever to come out in its current form before it will have to be revised yet again, to keep pace with changing technology. The Duke franchise is still potentially worth hundreds of millions of dollars. Despite more than a decade of waiting, the excitement over the game is still remarkably high; its die-hard fans might be the most patient on earth. But if they want to play Duke Nukem Forever anytime soon, they'll need more than patience: They'll need a miracle.

Contributing editor Clive Thompson clive clivethompson.



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