Discover Duke Nukem’s Forgotten Boob-Free Roots

Posted on April 11, 2011

The first part of a Duke Nukem retrospective reveals the macho character’s tame origin.

View Article (The Escapist –

Duke Nukem Forever: 4 big reasons it’s 100% old-school authentic (while also 100% fresh) (Duke Nukem Forever)

Posted on February 15, 2011

Before my most recent session with Duke Nukem Forever, I had plenty of questions. Even having previously played through the PAX demo, I had questions. Superficially, I knew this game was Duke Nukem. It had balls-out action. It had one-liners. It had all the iconic weaponry. But as a fan of Duke Nukem 3D since its original 1996 release, I needed to know more.

How Duke Nukem would the full game feel? And how Duke Nukem could it get away with feeling, after thirteen years and countless developments in the FPS genre? Would Duke Nukem Forever be a legitimate and worthwhile sequel to Duke 3D, or just another FPS with the name tacked on? Having fine-toothed the game’s opening couple of hours with my fanboy comb, I now feel like it’s the former, 100%. Here’s what you need to know.

Go to Source (GamesRadar)

Is Duke Nukem’s Titty City the coolest real strip club in history? (Clue: Yes, yes it is) (Duke Nukem Forever)

Posted on February 11, 2011

So as you’ll know by now (particularly if you follow us on Twitter), myself and Tyler Nagata have just returned from a bout of good-natured debauchery in Las Vegas. The reason for this? Duke Nukem Forever. We both got to play the opening couple of hours (Tyler’s preview is here, and my take is coming soon) and were mighty impressed overall. The standout element of the trip though? The venue.

A real Vegas strip club, converted in meticulous detail into Titty City, Duke’s own fictional in-game boob bar. Throughout the whole event (and the late-night after-party) we were constantly staggered by the attention and care 2K had ploughed into this place. Themed venues are pretty common at preview events, but this was smething more. This was like stepping into the game. Thus, I thought it was worth a gallery feature all to itself. And thus, over the jump you’ll find 20 photos taken in and around my new favourite place ever. And a video of the dancing girls. Because well, you know, dancing girls…

Go to Source (GamesRadar)

Duke Nukem Forever Hands-On

Posted on February 10, 2011

Down and dirty with the Duke in Sin City.


Go to Source (The Escapist –


Long Live The King: Gearbox’s Randy Pitchford Talks Duke Nukem

Posted on February 10, 2011

Duke Nukem Forever has been in development for, well, forever, but Duke fans won’t have to wait much longer as his latest adventure will kick off May 3. We got a chance to chat with Gearbox’s Randy Pitchford about the long development cycle, how Duke became “video games’ Chuck Norris”, and more.

When the release date for Duke Nukem Forever was announced, fans were surprised launch was only a few months away. What did you think of the reaction?
It’s pretty overwhelming. Let me just put it this way, when we first revealed that we were bringing Duke back at PAX it quickly became a Twitter trending topic, got to number one worldwide and it stayed there for 17 hours. By comparison, Borderlands, the best it ever did was on launch day, and it got to number 10 for two hours. We felt really good about that. Duke Nukem is in a whole other world. It happened again when the launch date was announced. Duke Nukem all the way at the top of Twitter again. According to the internet it was a pretty big deal.

Recently we did a look on YouTube of all the trailers for games that haven’t come out yet, and the trailer that was released with the launch date announcement now has more views than any other video game trailer on YouTube. It got there really quick so that was really exciting. I’m excited that there’s so much love for Duke. He needs our support!

Why has Duke been so influential?

I think the biggest secret is he’s absurdly one-dimensional. A lot of our heroes have sort of become very complicated and they change so we’re not sure if he’s a happy hero or if he’s now emo. Duke is consistent. He’s solid and he’s just ***. He just owns life and owns the world. He’s the king. I think that consistency helps him stay sticky and relevant. He’s become important. He’s bigger than me. He’s huge. He’s like video games’ Chuck Norris.

Do you and Duke have anything in common?
We’re very different. It’s hard not to admire some aspects of the man. The thing is he’s the center of his universe and the whole world revolves around him so he gets away with things that no mortal should get away with. You have to be careful when you make comparisons to a guy like Duke. He’s his own dude for sure. That’s part of the fun, honestly, because none of us will ever be like Duke or come into the vicinity of a guy like him, but with a game like that you can get a taste of what it’s like in his boots for a little while.

When 3D Realms shut down everyone thought Duke was dead, but now he’s back in a title called Duke Nukem Forever. Why “Forever”?
It’s kind of ironic that the game was called Duke Nukem Forever. This is a game that’s been in development longer than any game in the history of the entire industry. It’s kind of neat to be here and see this resolution finally happen. It’s like the end of an epic book series and you’re getting to the end of the final chapter. It’ll be great to see that impact point when it launches and to see the reactions. Then to think about what to do next with the man.

Why bring him back?

I think there’s two answers to that. As a gamer, Duke is one of a kind. There should be a Duke game once in a while and that’s just a fun thing to do. On a personal level in a lot of ways I feel I owe Duke my career, and since I was in a position to help do something about it, I couldn’t let the man die. The Duke can’t die. He needed us so it’s important he has his chance to become triumphant so I feel like it’s the least I could do. The first game I ever worked on in the industry was Duke 3D and I can’t imagine the path I would’ve had if that weren’t the case.

You had mentioned during the demo presentation that the game can be a little challenging…what can you say about Duke’s difficulty?

The point of different skill levels is to give people the opportunity to dial in their own challenge level. If you’re a casual gamer, you’ll pick the easiest skill level, and you’ll find the enemies are easier to take down and they don’t do much damage to Duke. If you really want the most difficult challenge you could pick one of those harder skill levels and you’ll have to be very quick, very good, and very accurate. It’s pretty brutal. Now there’s still some fine tuning that’s being done, but that’s part of the fun, to have those options for gamers who want to dial in a different challenge. I like it. Sometimes I’ll beat a game through just for the experience on an easier skill level and then play on the hardest skill level.

What’s left to polish off in Duke Nukem Forever?

The game is complete, we’re just wrapping up tasks and fixing a few bugs, things related to preparing for certification and making sure it can be delivered on all the platforms. At this point, we’re at the beginning of February, and the game ships on May 3, there are about 3- to 4,000 issues in our database of work to do, “tasks”, and I imagine we’ll add a couple thousand more to that by the time we go into final certification, so there are about 6,000 work items or so that we’ll have to get through to ship the game. There are a lot of talented people working on the game and some of the issues we can knock out pretty quickly, but there are some tricky ones too, so we have to work really hard and keep our heads down and focus.

DNF has been in development for roughly 14 years and the gaming landscape has changed so much over that time, are you worried about the reception it may get?

I can’t worry about it. I’m not worried about it, but even if I was, I can’t worry about it. I can’t second guess things. It’s a game for today’s gamers that cleverly remembers our memories from Duke Nukem 3D. Those of us that were there will find those nods and homage, and will enjoy those jokes. Even if you hadn’t played Duke 3D it’s still very fun. It’s not the vision from the beginning years ago, it’s a vision that’s been iterated on all this time and evolved and developed with the industry.

Be sure to check out our hands on preview of Duke Nukem Forever.

Go to Source (Game Informer)

Hands On With Duke Nukem Forever

Posted on February 10, 2011

After 14 years of development purgatory, a presumed death, and his subsequent resurrection thanks to Gearbox Software’s Randy Pitchford, Duke Nukem is ready to return to the spotlight. To see how the action hero has changed since his last ass-kicking escapade, we blasted our way through the first 90 minutes of the game.

Duke Nukem Forever begins with a familiar scenario that transports me immediately back to 1996 – the action hero is parked in front of a urinal unleashing his preternatural stream. After what seems like minutes, Duke wraps up his business and joins a collection of EDF soldiers gathered in a stadium locker room. The commander is in front of a dry erase board explaining the tactics for Operation C–k Block, the plan for preventing the aliens from making out with our ladies. Walking up to the board, Duke can erase it and create his own plan with a marker. I opt for drawing a giant gun aimed at an alien’s head – simple but effective. Sun Tzu would be proud. Moving through the stadium tunnels and onto the gridiron, I come face to face with a giant Cycloid at midfield. A classic Duke Nukem boss battle ensues. I strafe oncoming missiles while doling out punishment with the Devastator and gathering the ammo that planes are dropping onto the field. After taking down the boss, Duke roughs up the beast and kicks its cyclops eye through the uprights in celebration of his victory. All hail the king, baby.

The camera pans out out from the football field, through a flat-screen television, and into an luxurious penthouse apartment on top of the Lady Killer casino in Las Vegas. Duke’s holding a game controller while being pleasured by the Holsom Kids, two Lolita looking pop stars whose parents obviously taught them the value of sharing. Opulence – Duke has it. The young ladies ask Duke if he thinks the video game is any good, to which he curtly replies, “Yeah, but after 12 f—ing years, it should be.”

Dropping the game controller and grabbing the remote, Duke flips through channels and stumbles upon a commercial for the D—, It’s Late Show. Tonight’s guest? The one and only Duke Nukem. Before heading down to the studio on a lower level of the casino, I peruse Duke’s impressive digs. With marble pillars, a wading pool, and vaulted ceilings in his living room, he’s a perfect candidate for MTV Cribs. Walking into the lavish bathroom, I stare into the mirror and press the activity button. “You want to touch it, don’t you,” Duke egomaniacally growls. These classic Duke moments aren’t just there for laughs; the first time you perform ego boosting actions like admiring his physique in the mirror or lifting an absurd amount of weights, Duke’s maximum ego bar, which acts as a health meter, increases.

Moving through the palatial penthouse, I check out a gallery of Duke paintings that portray his various exploits, which include donning an astronaut suit in space and scaling Mount Everest. Downstairs in the lobby I walk past a set of side doors holding back a flock of screeching women plastering their bodies against the window panes in hopes that Duke glances their way. Exploring the facility further, I walk into the green room just in time to catch a breaking news report. The aliens have returned to Earth, but the President is currently campaigning for peaceful talks aimed at strengthening ties. As I leave the green room and walk backstage, a young fan approaches Duke asking for an autograph. I take the copy of Why I’m So Great – Duke In His Own Words and a pen – it’s up to me to fulfill the lad’s dreams. Rather than try to master the sketchy Etch-A-Sketch style controls well enough to write something legible, I draw a crude hand with an extended middle finger and give the book back to the kid.

Rather than being greeted with applause from the live studio audience, Duke pulls back the stage curtains to see an empty room save for the humbled talk show host. He explains the show has been canceled so the network can focus on covering the latest alien outbreak. Duke decides to head toward The Duke Cave where he can assess the situation, but on the way out of the studio he comes across an actor throwing a Christian Bale-style tantrum at a boom operator. I walk up to the delusional thespian and jack him in the jaw on my way toward the observation tower.

I hop on the elevator, but right before Duke reaches his destination it suddenly stops. An emergency ladder deploys and I hop up to pry open the door. From the observation tower view it’s evident that this isn’t your average alien greeting party. Invading ships dominate the skyline, and the occasional alien runs up the casino windows. Once I reach the Duke Cave, the president and army general appear on video conference and both urge Duke to avoid retaliation. The president wants to give peace a chance, and has a meeting scheduled with the alien’s high leader.

As Duke leaves the conversation in frustration, the aliens have started making themselves at home in Duke’s casino, drinking Duke’s beer and tearing up the casino floors. When Duke finds a soon-to-be-dead invader in his hallway, it charges the unarmed hero. I settle the score by hurling award trophies and dumbbells their way. Duke finally gets his hands on a gun and starts doling out justice in his typical machismo fashion, dropping one-liners as regularly as he reloads his weapon.

With the casino suffering intermittent power outages, Duke must navigate the darkened halls using his Duke Vision ability (think early-era night vision) to locate three misplaced energy cells. The first two are easy finds, but the third one requires Duke to drive an RC monster truck through an obstacle course in a locked office to push the remaining cell through a small opening in the floor.

Go to Source (Game Informer)

Duke Nukem Forever finally gets a release date (END OF THE WORLD CONFIRMED!)

Posted on January 22, 2011
The Duke is finally back.

After being the butt of jokes for nearly a decade, Duke Nukem will finally reclaim his crown as the go-to game for over-the-top action and cheesy one-liners as Duke Nukem Forever will finally be available to gamers in May.  Speaking to Game Informer, Gearbox Software’s Randy Pitchford confirmed the North American release date of May 3rd, 2011 as when we will see Duke make his long awaited return to the world of gaming.

read more (Shogun Gamer)

Duke Nukem Forever

Posted on January 21, 2011

Well it’s about time. Looks like they finally announced a release date (May 3, 2011) for Duke Nukem Forever. Wait. They did that a time or two before didn’t they? Hmm. I just remember reading something like “when it’s done” a lot.

Oh well, at least it looks like they really are going to release it this time. And speaking of looks, it sure does look good judging from the trailer below.

I want it to be done now! But that may be because I actually remember how much fun it was playing the last one. Wow. That was a long time ago.

For more information about release date see ShackNews or Shogun Gamer. For screens go to ShackNews.

Will the game be any good? In the words of Duke Nukem, “after 12 f@<*ing years it should be”

19 reasons we still love Duke Nukem 3D (Duke Nukem Forever)

Posted on November 03, 2010

Blah blah Duke Nukem Forever. Blah blah massive delay. Blah blah biggest joke in gaming history. We all know the story. We all know the memes. But now Duke Nukem Forever is finally coming out, and after years of cynicism and snark we’re just damnably excited to have the big galoot back. Why? Because his previous game, Duke Nukem 3D, was genuinely brilliant.

Behind all the one-liners and strippers (okay, partly because of them), Duke 3D was a groundbreaking, clever, brutal and badass FPS, and one that seriously paved the way for the likes of Half-Life to evolve things even further. Also, it was hilarious. Need a refresher? Always happy to oblige. Just check out our lovingly-crafted tribute video and remind yourself why a knuckle-headed, Bruce Campbell-quoting gun-nut is just so important to gaming.

Go to Source (Games Radar)

The Future of … Everything ! All of our Epictober Future of Posts

Posted on October 15, 2010

The Future of ... Everything ! All of our Epictober Future of Posts

This week during Epictober, we took a look at the future of the major game genres and highlighted what lies beyond the horizon in the storm of games that are approaching on an imminent tidal wave of inbound 2010 titles. What shooters should you be prepared for? What fighting games should be on your radar? If leaping and jumping is your thing, then what platformers should you start thinking about?

Keep reading to get an excerpt from each of our prognosticating posts, and then head on to read the full features. Thanks for helping us make everything all the more Epic!

The Future of Shooters: Looking Forward At Crysis 2, Gears of War 3, Duke Nukem Forever And More

The Future of Shooters

  • Duke Nukem Forever: So why are we looking forward to DNF? Because it’s Duke f*&$king Nukem and it’s actually happening. Before PAX, I would have been more willing to believe that my mother had taken up stripping at 60 than to believe that DNF would ever come out. You saw my mom naked on stage dancing to “ABC” by the Jackson 5? Sure. Duke Nukem is coming out? Go f&*k yourself.

The Future of Action / Adventure Games: Looking Forward At Bioshock: Infinite, L.A. Noire, The Last Guardian And More

The Future of Action / Adventure

  • Batman: Arkham City: Arkham City refers to a section of Gotham which newly elected mayor Quincy Sharp has ordained as “no man’s land.” Sharp takes all the citiy’s various criminals and locks them in a slum, with no supervision. The rest of Gotham is kept safe by armed guards who patrol the perimeter. When Two-Face brings Catwoman into Arkham City with the intention of murdering her, Batman is forced to swing into action, save the day and crack some skulls along the way.

The Future of Platformers: Looking Forward At Portal 2, Disney Epic Mickey, LittleBigPlanet 2 And More

The Future of Platformers

  • LittleBigPlanet2: Sure, the original LittleBigPlanet is a play on the traditional platformer, and so is the upcoming sequel…but only if you want it to be. With all the new user-creation modes, the ability to transform this loveable Sackboy adventure into an RTS, an FPS or an arcade-style shooter – hell, pretty much any genre you could take the time to re-create – is poised to make LittleBigPlanet 2 into the ultimate meta-game.

The Future of ... Everything ! All of our Epictober Future of Posts

The Future of Fighters

  • Marvel vs. Capcom 3: Fate of Two Worlds: Definitely one of the most eagerly anticipated fighters in years, MvC3 seems hell-bent on dribbling out information about the game, one character at a time. Could you ever have imagined that we would have Arthur from Ghosts ‘n Goblins and M.O.D.O.K. from the Marvel Universe in the game? I mean, the guy is just a giant head in a floating chair. Gimme some Captain Britain or The Beyonder or something. I just can’t rally behind bighead.

The Future of ... Everything ! All of our Epictober Future of Posts

The Future of RPGs

  • Star Wars: The Old Republic: A fully-voiced MMORPG is something that might have seemed damn near impossible a few years back, but leave it up to BioWare to actually make this absurdly ambitious prospect a reality. This also happens to be the first Star Wars-based title from the developer since it unleashed one of the greatest games of all time, RPG or otherwise, Star Wars: Knights of the Old Republic, so it has that going for it, which is nice.

The Future of ... Everything ! All of our Epictober Future of Posts

The Future of Strategy Games

  • Rock of Ages: Of all the strategy games on this list, it’s nearly impossible not to be the most excited about Rock of Ages, and that is due in no small part to the fact that it is entirely off the wall. In this game, you use a giant boulder to blow through 30 different unit types in an effort to destroy your enemy. But, these unit types are meant to stop your big, giant, rolling, round rock. It’s just that simple. You set up your ball and try to squash your opponent and pound his castle into splinters, while he sets up obstacles in your bath to throw your ball off course.

The Future of ... Everything ! All of our Epictober Future of Posts

The Future of Motion Control

  • Sorcery: Finally, a game that lets you use the Move for something that makes perfect sense. Without trying to shove it in somewhere it doesn’t necessarily belong, Sorcery allows you to play as a wizard with a magic wand. This isn’t wimpy s@%t, though. You’ll use your wand to hurl magic missiles and do other awesome wizard stuff. Out of all the upcoming PlayStation Move titles, Sorcery excites us the most. It might seem a little on the head to use the Move as a wand, but why fight it? Being a wizard sounds good to us.

Go to Source (

Duke Nukem Forever Coming Out February 2011?

Posted on October 04, 2010

When Gearbox president Randy Pitchford announced that his company was working on Duke Nukem Forever, it was great news. After all, fans have been patient for more than a decade since the game was first announced. We know that it’s due out for a 2011 release, but a few retailers are perhaps inadvertently indicating that we may not have to wait much longer.

Visitors to the game’s official site can click links to preorder the game from Amazon and GameStop (Game Informer’s parent company). Both companies list a ship date for the game of February 1,2011. It could be a placeholder and/or a coincidence, but it’s interesting nonetheless. Why direct people to order the game if such details hadn’t at least been discussed between publisher, developer, and retailer?

Additionally, perhaps Microsoft pushed Gears 3 back from a spring release window to the holidays for fear of getting trounced by Duke. (Or not. That was sarcasm. Settle down.)

We’ve contacted Gearbox about the date and will report back what we hear.

Go to Source (Game Informer)

Talking Duke Nukem Forever With Gearbox Software's Steve Gibson

Posted on September 10, 2010

Shacknews founder Steve Gibson spent plenty of time covering Duke Nukem Forever over the years. His move to Gearbox Software now puts him working for the very developer that hopes to finally finish the game. Seeing both sides firsthand gives him a unique perspective on the story. So I sat down with him at PAX to see how he feels about becoming part of the game’s saga and how Gearbox plans to make Duke Nukem Forever a success.

Gibson shared that initially he wondered if getting into Duke Nukem Forever wasn’t along the lines of inviting bad karma, much like the legendary Curse of the Bambino. But the reassurance, he told me, was that they knew the game was g…
Go to Source (ShackNews)

Duke Nukem Forever demo incoming?

Posted on September 07, 2010

Gearbox head Randy Pitchford says that a preview of the 2011 360, PS3, and PC shooter is “important,” currently working on timing with publishers.

Duke Nukem Forever, a game long dismissed as vaporware, materialized in a big way at last week’s Penny Arcade Expo. In a lavish surprise unveiling, Borderlands’ Gearbox Software announced that it had taken over development of the game, which had been in development at the quasi-defunct studio 3D Realms since 1997.
According to Gearbox CEO Randy Pitchford, Gearbox has also bought the Duke Nukem intellectual property outright and will develop all future installments in the franchise.

Not only was Duke Nukem Forever unveiled at PAX, but it was also playable in demo form on the show floor. And although the game won’t be released until 2011 on the PlayStation 3, Xbox 360, and PC, Pitchford told UK gaming site VG247 that he is already looking at ways to release a demo to the millions of gamers who weren’t at the event.

“I think that is an important thing to do,” he told the site. “Now that the cat’s out of the bag we can actually make those plans. Now we can get with retailers and figure out the launch window, and figure out demo timing, and work with the first-parties on that. We weren’t able to do that until this point.”

As outlined in GameSpot’s hands-on preview from PAX, the game will feature the crude humor and hectic action that are the franchise’s hallmarks. For more on Duke Nukem Forever, watch GameSpot’s interview with Gearbox’s Pitchford below.

Read and Post Comments | Get the full article at GameSpot

Duke Nukem Forever demo incoming?” was posted by Tor Thorsen on Tue, 07 Sep 2010 12:07:33 -0700

Evening Reading

Posted on September 07, 2010

Back from PAX and Labor Day! Thanks for holding it down, Alice! So how about that Duke business? Pretty crazy, huh?

How was your holiday, Americans?

Gaming News o’the Day

Links from Morning Discussion

Gearbox acquires Duke Nukem IP

Posted on September 06, 2010

PAX 2010: CEO Randy Pitchford announces purchase of all future rights to 3D Realms’ storied action hero; Borderlands free update with raised level cap coming soon.

Who was there: Gearbox Software claimed the 2010 Penny Arcade Expo as its own on Friday with the shock announcement that it would see Duke Nukem Forever to the finish line in 2011. On hand to discuss the move, as well as the rest of Gearbox’s announced development slate, was CEO Randy Pitchford, chief creative officer Brian Martel, creative director Mikey Neumann, licensing head David Eddings, and cinematics director Brian Thomas.

What they talked about: Though Friday’s revelation that Gearbox would be finishing up 3D Realms’ Duke Nukem Forever was perhaps the biggest news out of the Penny Arcade Expo, the studio followed it up with another headline-worthy announcement. Namely, Pitchford revealed in front of the PAX 2010 collective that Gearbox has acquired the Duke Nukem intellectual property, including Duke Nukem Forever and all future developments in the franchise, from 3D Realms. Terms of the acquisition were not disclosed.

Explaining how the deal went down, Pitchford noted that he and Martel had actually met while working at 3D Realms, way back in 1997, and Gearbox still had a strong relationship with George Broussard and others at that studio. “I feel like I owe Duke Nukem my career,” he said, before bringing up last year’s turmoil of 3D Realms’ closure and the lawsuits that resulted. “That day sucked, but you can’t kill Duke.”

He said that even with the game’s future grim, about eight or nine former 3D Realms developers continued to work on Duke Nukem Forever, including Allen Blum, who has been working on the franchise since its inception in 1991. The game they were making is the same that is being made at Gearbox, he said, noting that Blum and the others–but not Broussard–are still on the team. He also said that the game is currently in the polish phase, and that “arrangements need to be made with first-parties and retailers.” Apparently, 2K Games hadn’t even informed retailers of the game’s existence until it was announced on Friday.

“The game that is happening is 3D Realms’ game,” he said. In an emotional moment, Pitchford went on to say that, “I didn’t buy [Duke Nukem] from them, they sold it to me,” emphasizing how protective 3D Realms has been of its quintessential action hero.

“Gearbox was the only home appropriate for the Duke Nukem brand,” Broussard said as part of a statement. “They are very talented and possess the perfect perspective and understanding of the brand. Their vision for its future direction is exciting and unbelievable. I personally cannot wait for fans to see their unique take on the franchise.”

“The Gearbox Software team and I are ecstatic that we have grown to a position to be able to pick up and carry the torch and help Duke rise back to glory in his time of need,” Pitchford added. “Fans of the legendary hero and all the incredible talent that have ever helped him all deserve the very best support that we can bring.”

For more information on Duke Nukem Forever, check out GameSpot’s hands-on with the game from PAX 2010.

As for the rest of what Gearbox has been working on, the team first discussed what was going on with the Borderlands franchise. Namely, Pitchford noted that Borderlands’ fourth, and ostensibly final, downloadable content add-on–Claptrap’s New Robot Revolution–will arrive on September 28. He also noted that all Borderlands owners will receive a free patch for the game that rebalances it and increases the level cap to 69.

Of that innuendoed number, Pitchford said that they did not want to alienate Borderlands fans who purchased General Knox for the sake of gaining that DLC’s 11-level cap increase. “We realized that if we added eight levels, with the cap at level 61, it wouldn’t piss off people who paid for the General Knox DLC.” A release date for the free patch has yet to be determined, but Pitchford noted that it should arrive some time around the launch of Claptrap’s New Robot Revolution.

Martel then briefly discussed Gearbox’s Brothers in Arms franchise, saying that they had nothing to announce today. However, he did emphasize Gearbox’s commitment to the franchise, hinting that the series may branch out from the characters established in recent installments. “We’ll have some things to talk about soon. We’re not ready quite yet to bring it out,” Pitchford added.

Martel also didn’t have any news about Aliens Colonial Marines, noting that it has been difficult to talk about the game due to involvement from rights owner 20th Century Fox and publisher Sega. However, Pitchford seemed to bend the rules a bit, calling for a rapid-fire succession of screenshots of the game to be shown on the conference hall’s big screen.

Though brief, the shots showed a group of marines engaging richly detailed alien drones in what appeared to be a space station’s corridors. The shots were highly reminiscent of the tone established by Ridley Scott’s 1979 original Alien.

Quote: “Always bet on Duke.”–Randy Pitchford.

Takeaway: The next game Gearbox will deliver is the Duke Nukem Forever that has been more than a decade in the making, with many of the original developers still working on the project. Of course, fans of the series probably won’t believe it until they see it, a fact Gearbox recognized and promised to do something about as soon as possible.

Read and Post Comments | Get the full article at GameSpot

Gearbox acquires Duke Nukem IP” was posted by Tom Magrino on Sun, 05 Sep 2010 18:30:21 -0700

Duke Nukem Forever PAX 2010 Interview: Randy Pitchford

Posted on September 04, 2010

We talk to Gearbox president Randy Pitchford about what we’ve all been waiting to hear about. Duke Nukem Forever from PAX 2010!

Read and Post Comments | Get the full article at GameSpot

Duke Nukem Forever PAX 2010 Interview: Randy Pitchford” was posted by gslive on Sat, 04 Sep 2010 03:12:32 -0700

Duke Nukem Forever Hands-On Impressions

Posted on September 04, 2010

You read that right. The video game equivalent of the walking dead is playable here at PAX 2010.

We’ll spare you any history lessons on Duke Nukem Forever. If you follow video games at all, you likely know the long, rocky, infamous–and did we say long?–history behind this first-person shooter. All you need to know is that it’s actually playable here at PAX 2010. Granted, as you’d expect, there’s quite a line to see it. But if there was ever a game where a lengthy queue was appropriate, it’s this one. CEO of Gearbox Randy Pitchford certainly knows. “I heard the line outside was 13 years long,” Pitchford joked while giving a presentation on how new developer Gearbox picked up the project after 3D Realms collapsed last year.

To give a quick summary, Pitchford described his personal attachment to the franchise (Duke Nukem 3D was the first game he worked on before forming his own studio) as well as the reason publisher 2K Games trusted Gearbox to salvage the project (“we brought them a megahit with Borderlands”). But it was a quick introduction, followed by a new trailer and the opportunity for everyone there to get some hands-on time with a couple of different levels.

The trailer was Duke at his ridiculous best, punching giant aliens below the belt, spouting one-liners, and taking more than a few self-referential jabs at himself. After that, it was time to play the game. The demo started off simply enough: You’re standing in front of a urinal in a men’s room with the screen politely directing you to pull the right trigger to begin urinating. This opening scene sets the table rather appropriately for a brief but utterly absurd demo. A few seconds later, you walk up to some EDF forces in a locker room drawing plans to deal with the current alien invasion on a whiteboard. One soldier–the only one left standing amid a number of mangled survivors–invites you to offer your advice, and after a little first-person whiteboard scribbling by the player, that soldier remarks something to the effect of, “That’s a great plan! If we had done that, that guy over there would still have his arm!…”Pause. “And at least one of his balls.”

Duke, being a man of action, quickly runs through the tunnels of this football stadium–it turns out that’s where the demo starts–and out onto the field. Standing on the 50-yard line is a giant one-eyed alien monster called the Cycloid. Fortunately, Duke has just picked up a rocket launcher called the Devastator. Using this handy little weapon, you run all over the rain-soaked field dodging the boss’s attacks while occasionally firing rockets at his single, solitary eye. After a couple of minutes, the beast is felled, and Duke celebrates by ripping out his eye and kicking a field goal with it.

After this, the game’s first level, we were quickly transported to the 15th level. This one begins in some arid canyons with Duke cruising along in his signature monster truck. The controls are simple: just pull the right trigger to accelerate and hit the B button to handbrake around a corner. This sequence seemed like a bit of a palate cleanser, as there wasn’t a whole lot of challenge–just cruise along, look cool, and splatter the occasional pig alien too stupid to get out of your way. But you run out of gas before arriving at a small canyon village and have to do on-foot battle against a bunch of ugly aliens.

To help even the odds, the game scatters a few useful guns around the little town. There’s the railgun, which comes in handy for remote sniping; the shrink ray, which turns your enemies into tiny things that are almost too adorable to kill; and a turret gun for dealing with a landing enemy spaceship. Unfortunately, we weren’t able to progress past said spaceship before the allotted demo time was over. But we’ll go ahead and assume there were aliens, guns, and one-liners to be found after a successful completion. Call it a hunch.

If there’s one thing that surprised us about the demo, it’s this: Duke Nukem Forever is pretty darn fun for a game with such a tumultuous development. The comic timing was impressive, the guns felt satisfying, and the graphics were quite pleasing to look at. Of course, this is a Duke Nukem game through and through, so there are some inherent elements to it that will instantly turn some people off. But pick up a controller, spend a few minutes with it, and you’ll be surprised at how well it has turned out. Whether the rest of the game can follow suit is something we’re eager to see. Stay tuned for more.

Read and Post Comments | Get the full article at GameSpot

Duke Nukem Forever Hands-On Impressions” was posted by Shaun McInnis on Fri, 03 Sep 2010 15:53:15 -0700

Duke Nukem Forever Screens

Posted on September 04, 2010

1 new shots posted.

Get the full article at GameSpot

Duke Nukem Forever Screens” was posted on Fri, 03 Sep 2010 16:48:08 -0700

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