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Duke Nukem dead Forever. 3d realms to shutdown


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Original story:

A very reliable source close to Duke Nukem Forever developer 3D Realms today confirmed to Shacknews that the development studio has shut down.

 

The closure came about as a result of funding issues, our source explained, with the shut down said to affect both 3D Realms and the recently resurrected Apogee. Employees of both entities have already been let go.

 

Phone calls and e-mails to various 3D Realms veterans have thus far gone unanswered, with 3D Realms publishing partner Take-Two and Apogee partner Deep Silver likewise unavailable for comment. One 3D Realms spokesperson declined to comment when reached.

 

3D Realms was founded in 1987 by Scott Miller and George Broussard, and was best known for its Duke Nukem series of shooters starring the titular, bubblegum-lacking hero. The studio had infamously been working on Duke Nukem Forever, the next flagship franchise entry, for over 12 years.

 

A final push to release Duke Nukem Forever began in 2007, marked by a short teaser starring the in-game hero that was released late that year.

 

update:

 

Apogee Software and Deep Silver have issued a statement to Shacknews, confirming that the situation at 3D Realms has not affected the development of Frontline Games' upcoming handheld Duke Nukem Trilogy.

 

"Deep Silver and Apogee Software are not affected by the situation at 3D Realms," a representative for the companies told us. "Development on the Duke Nukem Trilogy is continuing as planned."

 

Update 2:

 

Duke Nukem Forever publisher Take-Two has confirmed to Shacknews that it was not funding ongoing development of the 3D Realms project.

 

"We can confirm that our relationship with 3D Realms for Duke Nukem Forever was a publishing arrangement, which did not include ongoing funds for development of the title," said Take-Two VP of communications Alan Lewis in a prepared statement.

 

"In addition, Take-Two continues to retain the publishing rights to Duke Nukem Forever," he added.

 

Update 3:

 

3D Realms webmaster Joe Siegler has commented on the shut down, stating: "It's not a marketing thing. It's true. I have nothing further to say at this time."

 

Siegler's post also reflects the unexpected nature of the situation, as he was unaware of the impending shut down during an interview conducted yesterday afternoon.

 

http://www.shacknews.com/onearticle.x/58519

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This is really sad i really liked their games especially Shadow Warrior & Duke Nukem etc... i guess now i will never see another shadow warrior game coming out... :dance:

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Wait a minute wasnt 3d realms the one who made max payne??.If thats true then am cry

 

3d realms didnt make Max payne. It was Remedy.

 

Edit Oh apparently Take2 have the right to the DNF IP. I would expect a rushed out game within the next year then. Its too big a name to just let go.

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I am wondering who was the sucker that financed them for 12 years (?). It wasnt Rockstar, so who was paying people to sit on their thumbs for over a decade.

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I am wondering who was the sucker that financed them for 12 years (?). It wasnt Rockstar, so who was paying people to sit on their thumbs for over a decade.

 

supposedly from a ex 3drealm developer working on the game.

 

"The 2001 trailer was 100% scripted cinematic, and not actual gameplay. They built specific demo maps just to record video from to make a trailer. Everything you see in that trailer was phony.

 

The typical work flow there went something like this:

Designer would be assigned a task (build a new map, rebuild an old map, polish a bit of a map, etc.). Designer would work on said task for two, three weeks, a month, all the while lower management would be looking over it and making sure it was going in a "good general direction." Designer would move on to another task. A month or two later upper management would finally look at the work and say, "It's all wrong, do it again." Rinse, repeat.

 

Entire maps would be done from the ground up, almost to beta quality, and then thrown out simply because no one would make decisions early on in the process. (Read up on Valve's 'orange box' method of design -- that's how you make games)

 

Another example of is the fact that there was one part of one map that was being worked on before I started working there. Nineteen months later and the same designer was still working on the same part of that same map... I'm not blaming the designer, it wasn't his fault.

 

I think the biggest problem that the company had in general is being self-funded. When you're a developer working directly with a publisher and you have milestones to meet it's a whole different ballgame. If you don't meet those milestones, you don't get any money. That right there will keep your project on schedule. If, however, you're funding it yourself, you don't really have anyone to answer to except yourself and you can quickly lose sight of just how much money is going out the door."

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in that case, i strongly suggest checking out spiderman: web of shadows for the ds. its basically a metroidvania clone, but with more emphasis on combat over exploration (i also hear the first kung-fu panda game for ds is pretty good in this regard as well).

 

but anyway, on-topic: NO PREY 2 :bow:

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