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Oh, how the mighty have fallen...

Mr. Adventure

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Hail to the king, baby. Should've remained a vaporware legend.

duke.jpg
 
$3? I'd buy it at that price (if I didn't already have it.)

Anyway, while it's not a good game by any stretch, it's not as terrible as its reputation would lead one to believe.
 
Gamestop has it for $5 but $3 was too funny. I had played it once on a free rental and didn't feel like adding another coaster to my bulging collection just because it was cheap but I suppose you can't go too wrong for that price. :lol:
 
$3? I'd buy it at that price (if I didn't already have it.)

Anyway, while it's not a good game by any stretch, it's not as terrible as its reputation would lead one to believe.

Really? I couldn't even finish the sodding demo. I can't put my finger on why exactly, but the mechanics just felt...off. Plus it was boring. Really, really boring. I don't know *how* a game that outlandish and OTT can be considered boring, but somehow they managed it.

So no, I wouldn't pay even *that* price for it, because I wouldn't even be able to sit through it, much less have any fun with it.
 
It does kind of sting that after being in development so long, it was ultimately a dud. :(

I have the feeling the people who worked on it at 3D Realms got pretty frustrated with the whole process, since their boss kept making them switch to new engines. Remember when it was going to be using the Quake engine? That's how fucking old this game is!

Kind of sad that this is the game that bankrupted a once-respected development company.
 
One of my buddies bought it at $60 going against every single review out there and my advice to not waste his money. Turns out he stopped playing at about halfway through because the game's flaws were so glaring. :shock:

Anyhow I thought this was going to be a thread about Sega who now consider Aliens vs. Predator a core property, completely ignoring all their actual classics aside from Sonic. *facepalm*
 
Yeah, exactly, Robert. It kind of makes you wish all this had been a joke and that the company will eventually resurface to make another game to make up for this. I remember seeing the first screenshots of it in the Quake engine. They've kept saying that the game wasn't really in development back then, but they can say whatever they want, because if you show screenshots of your game, then that tells the public that you have been developing your game, so from the public point of view, it was in development, even if it was really early in its development. There is a company licensed as Apogee making games for Smartphones, but that's not quite the same thing.

That trailer gave us a glimpse of what could have been an awesome game if they had continued in that direction, but shortly after that was released, they decided to scrap it and restart again.

I think one of the most glaring flaws about the released game is that they tried a bit too hard in the humour department. It's like a comic trying to be funny but stumbling around with his material without really knowing his audience. One of the great things about Duke Nukem 3D was that it never took itself too seriously.
 
It does kind of sting that after being in development so long, it was ultimately a dud. :(

I have the feeling the people who worked on it at 3D Realms got pretty frustrated with the whole process, since their boss kept making them switch to new engines. Remember when it was going to be using the Quake engine? That's how fucking old this game is!

Kind of sad that this is the game that bankrupted a once-respected development company.

Changing the engine mid-development was what ultimately killed another turd of gaming, Daikatana. I doubt it would have been very much fun in the first place (ugly graphics, tiny enemies that aren't any fun to kill, etc.) but changing from Quake to Quake II mid-development added a bunch of bugs that there was no time to fix.

To think, this was the pet project of John Romero, one of the co-creators of the very first DooM game. :(
 
Well, changing from Quake to Quake II isn't so much a leap in logic since it's essentially the same engine, but with lots of improvements that have been made since the original, and it's always easier to keep the original assets that way. In a way, it stayed within the same family of engines. It's when 3D Realms changed engines completely several times throughout development that allowed it to stagnate. From Quake to Unreal, and I think another Unreal engine. They just kept switching because they were distracted by all the improvements they had to have.
 
Anyhow I thought this was going to be a thread about Sega who now consider Aliens vs. Predator a core property, completely ignoring all their actual classics aside from Sonic. *facepalm*

Yeah, that's what I was expecting too. I don't think anyone's fallen as much as Sega. Maybe Atari.

I should be more disappointed in Duke Nukem Forever, but I think we all knew it was going to be a disaster many years ago. The final release of the game was just a zombie of the former character.
 
No sympathy here. They had what, twelve years to work on the thing and this is the best they could do? Screw'em.

If I wanted a REAL bad-ass FPS, I'd go pick up Serious Sam 3.
 
Well, changing from Quake to Quake II isn't so much a leap in logic since it's essentially the same engine, but with lots of improvements that have been made since the original, and it's always easier to keep the original assets that way. In a way, it stayed within the same family of engines. It's when 3D Realms changed engines completely several times throughout development that allowed it to stagnate. From Quake to Unreal, and I think another Unreal engine. They just kept switching because they were distracted by all the improvements they had to have.

From what I understand, very little of the Quake code made it into Quake II. The architecture is quite different. The assets were not very portable, either, if I'm remembering right.

And it's true that Daikatana was John Romero's baby. It makes me a bit sad that John Carmack and Romero parted ways. When they worked together--like on Doom--Carmack's superior engine skills complemented Romero's instinct for game design. Apart, neither has been as successful (although Carmack's still done pretty well, by comparison.)
 
Well, changing from Quake to Quake II isn't so much a leap in logic since it's essentially the same engine, but with lots of improvements that have been made since the original, and it's always easier to keep the original assets that way. In a way, it stayed within the same family of engines. It's when 3D Realms changed engines completely several times throughout development that allowed it to stagnate. From Quake to Unreal, and I think another Unreal engine. They just kept switching because they were distracted by all the improvements they had to have.

From what I understand, very little of the Quake code made it into Quake II. The architecture is quite different. The assets were not very portable, either, if I'm remembering right.


Hmm, if that's true, then I'd assume Id would have made a conversion tool for developers to convert to Quake II from Quake without much difficulty to take into account the differences if a dev wanted to upgrade. I'm still assuming it was much easier compared to jumping from Quake to Unreal.
 
Speaking of Daikatana, all I can think of when it's mentioned is that ad that literally stated "John Romero's about to make you his bitch". Talk about setting yourself up for a fall.
 
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Hah, I think everyone does. :D


After that, he went on to develop games for smartphones. I kind of think the game was ahead of time, in a way, and if it were made today with better game mechanics, it could be a hit.
 
Coincidentally, I bought a retail copy of Deus Ex a few months ago (there was actually a copy of Daikatana on the same shelf). It was re-sealed but the box was in fantastic condition, all the little papers were in there and everything (even the newsletter form!). In the credits on the little in-character newspaper was "Thanks for giving us a home when we needed one: Tom Hall, John Romero".

John Romero's heart-and-soul effort was a spectacular flop, while a different team within his company makes a cult classic that's still an active franchise today. I love Deus Ex, but damn that's gotta burn. :(
 
Ion Storm was a very interesting studio in general. You had Tom Hall and John Romero, both of them heading their own divisions, and they also had Warren Spector as a developer. There was so much potential in them. In the end, Deus Ex is probably going to be the game that most remember it for.

However, there's another gem that came out at around the same time as Daikatana, and I believe the bad publicity for that game overshadowed it as nobody wanted to touch anything by Ion Storm at the time, even though the one headed by Tom Hall was the better division. That game was Anachronox by Tom Hall. That game is brilliant, and could have been as good a seller as Deus Ex if it weren't for the stink bomb that Daikatana was.
 
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