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Prerelease:Duke Nukem Forever/2011-2012

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This is a sub-page of Prerelease:Duke Nukem Forever.

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Some of the trailers released for the game feature violent and/or sexual imagery, and one of them is literally just Duke playing with shit.
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Notes: Will need to sort all of this out.
BZZZRRRRRRTTTT
This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.
Specifically: All of the Youtube trailers/videos need to get added here.
Hmmm...
To do:
  • Lots more to add like updates to the game, Take-twos comments about the game's profitability, updates from the official website, promotional videos and more stuff.
  • With the official podcast episodes, summarize what they are about.
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: We might want to consider splitting this page to two; one for prerelease 2011 and then one for post release 2011/2012.

The 15th and final year of Duke Nukem Forever is at hand, finally putting an end to the crazy journey. This page will also cover the updates and downloadable content for the game along with some things that happened in 2012.

2011

January 2011

Jon St. John[1]

Check this: Gearbox having me re-record classic Duke lines for the new game today! Finally, 16bit or better "blow it out your ass" and more

March 2011

March 24th

Gearbox publishes An important message about Duke Nukem Forever (published as A very special message from Gearbox Software by 2K Games), giving an update on how the game is going, presented with Randy Pitchford, Pitchford talks about how the team is excited about the game and right near the end the dates on the promotional stand in the background get replaced humorously, pretty much announcing that game has been delayed one last time from its original release dates of May 3rd for North America and 6th for International to June 10th for International and 14th for North America. Japan wouldn't even get the game until next year.

Needless to say, Randy doesn't seem very happy with this sudden revelation.

March 31st

This video shows the "What Would Duke Do" series Holy $%&*# (published as "Feces!" by Gearbox the following day). What Would Duke Do: Jetpack (What would Duke do? The Jetpack Dilemna). A Japanese version of the jetpack video was published on April 26.

Feces Jetpack

April 2011

April 6th

Gearbox releases the first instalment of the official Duke Nukem Forever podcast, "Podcast One: Duke Who?"

April 7th

April 12th

second official DNF podcast - "The History of Duke Nukem Forever" [2]

Assault Troopers have evolved quite a bit since their inception.

Originally, the Assault Troopers were much more lizard-like.

In fact, you'll sometimes hear them referred to as "Liz Troopers" in the podcasts.

Don't worry, though, they're still mean.

April 20th

The third official DNF podcast - "Guns, Grenades and Other Things that go Boom" is published.

XboxViewTV also publishes an interview with Pitchford.

April 21th

April 27th

fourth official DNF podcast - "Atmosphere in Duke Nukem Forever"

[3]

May 2011

May 12th

fifth official DNF podcast - "The Aliens":

May 16th

Gearbox publishes Another important message about Duke Nukem Forever (or Another Very Special Message from Gearbox Software) on YouTube, announcing that the demo for First Access Club members will be available June 3rd.

May 17th

Duke Nukem History of a Legend - Chapter 2 is relesed,

May 20th

sixth and seventh official DNF podcast - "Multiplayer in DNF" and "The Home Stretch"

May 24th

Gearbox announces the game has gone gold with a press release and this celebratory image of Duke,[4] 3D Realms re-posts a link to this news on the blog of their old website.[5]

DNF-GoneGold.jpg

2K Games and Gearbox Software Announce Duke Nukem Forever® Has “Gone Gold”

Vaporware no more! Gaming’s most legendary hero makes his triumphant return this June

New York, NY – May 24, 2011 – 2K Games and Gearbox Software are proud to announce that Duke Nukem Forever®, one of the most anticipated entertainment properties of all time, has “gone gold” and will be available at retailers on June 10, 2011 internationally and on June 14, 2011 in North America. The road to gold was paved over the course of 15 years and its legendary path climaxes on the Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system and Windows PC. Gamers who pre-order the title from select outlets will ensure that they are among the first to experience this legendary piece of gaming history when the demo* launches on June 3, 2011 for all platforms, exclusively for Duke Nukem First Access Club Members. "Duke Nukem Forever is the game that was once thought to be unshipppable, and yet here we are, on the precipice of history,” said Christoph Hartmann, president of 2K. “Today marks an amazing day in the annals of gaming lore, the day where the legend of Duke Nukem Forever is finally complete and it takes that final step towards becoming a reality.”

Created over the span of 15 years, Duke Nukem Forever was first developed with the intense passion and commitment from an inspired group of dedicated designers, artists and programmers at 3D Realms under the direction of game industry icon, George Broussard.

“Duke Nukem Forever and its journey to store shelves is legendary,” said George Broussard, creative director at 3D Realms. “It's an epic tale of four game development studios that banded together and did the unthinkable and shipped the unshippable. When you play this game you will be reminded of that epic journey at every turn and in every small detail of the game. The character, attitude, interactivity, gameplay and political incorrectness combine to make a Duke Nukem game a unique gaming experience. In the timeless words of Duke Nukem it's finally time to 'Come Get Some'. Come be a part of gaming history.”

In 2009, after many believed that Duke Nukem Forever would never be completed, a small team of intrepid developers, known as Triptych Studios, resurrected the dream. Through their inspiring and steadfast commitment to the game and their exemplary talent and skill, they finally assembled the pieces to create an incredible, epic and cohesive gameplay experience. Under the production of Gearbox Software, Triptych Studios, Piranha Games and many other contributors joined together in a heroic effort to complete the long awaited game as a polished, full-featured triple-A title.

"Always bet on Duke, I did," said Randy Pitchford, president of Gearbox Software. "I bet on all of the developers who have ever been a part of this legendary project and I bet that none of us want to live in a world without the Duke. I've played the final game and it is an incredible experience - a once-in-a-lifetime opus of interactive entertainment that reminds me once again why Duke Nukem is our King. The developers of Duke Nukem Forever at 3D Realms, Triptych, Piranha and finally at Gearbox deserve our thanks and respect for never giving up and have truly shown us that they have balls of steel!"

Strictly for the biggest Duke Nukem fans, the First Access Club grants members exclusive access to the pre-release demo on June 3, 2011 so that they are amongst the first to experience gaming history in the making. There are multiple ways fans can join the exclusive First Access Club, by pre-ordering the game from select retailers or by purchasing the Borderlands Game of the Year Edition on Xbox 360, PlayStation 3 system and Windows PC.

True Duke Nukem die-hards will want to get their hands on the Duke Nukem Forever Balls of Steel Edition. This package is spilling over-the-brim with legendary content that is not to be missed by those who want the ultimate experience of this historic arrival. Premium items, such as a Duke Nukem Bust and an art book that chronicles the development of Duke Nukem Forever, flank a package that is overflowing with content. Check out www.dukenukemforever.com/preorder/ to see exactly how much stuff could be crammed into one box.

Apologizing to no one, Duke Nukem Forever is the high-octane video game equivalent of a Hollywood summer blockbuster. Starring the legendary lady killer and alien slayer, Duke Nukem Forever brings gamers back to a blastastic time when games were filled with head-popping, bone-rattling action, brazenly crude humor, impossibly statuesque women dying for affection, and catchy one-liners meant to make you laugh out loud. Duke Nukem Forever is rated M for Mature by the ESRB. For more information on the game, including where to pre-order, please visit www.dukenukemforever.com.

*Xbox LIVE, PSN or Steam, Duke First Access Club token and Internet connection required to access demo.

June 2011

June 3rd

The demo for Duke Nukem Forever is released on the 3rd, a week before the game hit international players. This was only for available for First Access Club members. [6]

Don't let the name fool you – the Pregnator is not an enemy for the faint of heart. Like most aliens in Duke Nukem Forever, the Pregnator went through several revisions during the lifecycle of the game.

The team not only worked on the form of the Pregnator but also the color.

He’s a cute little guy, isn’t he?

June 10th/14th

One week later from the release of the demo, the full game is released to the masses on the 10th and the 14th for International and North American players respectively.

FINALLY, after so long Duke Nukem Forever is now out! Reception from both critics and fans is lukewarm to say the very least. If you had pre-ordered the game through Gamestop, you would receive special bonus content called Duke Big Package which included a big-head mode, the Ego Boost (more health) and custom in-game T-shirts.

Shortly after launch the game is awarded the Guinness World Record for Longest development period for a videogame.[7] This record would be beaten by Beyond Good And Evil 2 in 2022. Please do note that while Clockwork Aquario was given a similar record, it was for different conditions.

Gearbox would hold a few launch events for the game during the days of its launch. Community Day.[8]

Duke Nukem Presents: Happy Ending At The Palladium Ballroom (simply just referred to as Duke Nukem's Happy Ending.

DNF2011-LaunchPartyPoster.jpg

Photo of various former 3D Realms/Duke Nukem Forever developers.[9]

June 16th

Randy Pitchford makes a tweet stating the game was successful.[10]

With sales data, It seems like *customers* love Duke. I guess sometimes we want greasy hamburgers instead of caviar...

Jon St. John would responded to the reception of the game in an interview with UK gaming site The JoyPad (how had given the game an 8/10 review).[11]

I have no comments regarding bad reviews by clueless critics. They seem to want to compare Duke Nukem Forever to Call Of Duty and other FPS’s and they are missing the point. My thoughts about Duke Nukem Forever: It freakin ROCKS! Lots of action, lots of fun, sexy, funny, irreverent… It’s everything I hoped it would be.

June 20th

[12]

Beginning Wednesday, June 22nd, and running for the next three Wednesdays, some of the 2K Games and Gearbox Software Duke Nukem Forever crew will be challenging community members to Dukematches.

We'll be playing on Xbox Live from 4 - 5:30 PM PST on June 22nd, June 29, and July 6. How do you get a spot? Add the following gamertags to your friends list and be online by 4 PM - we'll invite you to a match and then the games will begin!

DNFDev1 - Allen Blum, Level Designer, and one of the two original creators of Duke Nukem and the only person to work on Duke games from day one to today.

DNFDev2 - Melissa Miller, Sr. Producer, 2K Games

DNFDev3 - Kristen Haglund, Operations, Writer, and Triptych Owner

DNFDev4 - Greg Laabs, Community Manager, 2K Games

Elizabeth2K - Elizabeth Tobey, Head of Community, 2K Games

June 21st

Chapter 3 of "Duke Nukem History of a Legend" is released, focusing on interviews between former employees of 3D Realms and Triptych Games.

Also on the same day, the demo is now avaible for everyone to experience.[13]

July 2011

July 8th

Duke Nukem History of a Legend - Chapter 4 is published.

July 26th

July 27th

A port of the game for Mac OS X is announced by Aspyr Media.[14]

August 2011

August 2nd

A patch for the Windows version (and not the upcoming Mac release) of Duke Nukem Forever is released, notably adding the ability to carry 4 weapons instead of 2 in singleplayer (this can be toggled on or off in the options).[15] This patch was never released for consoles as Gearbox claimed it was "unlikely" due to technical reasons.[16]

August 18th

The Mac version is released worldwide by Aspyr Media.[17] The Mac version wouldn't receive the DLC for a few months.

September 2011

September 6th

The 4-weapon patch is released for the Mac version, it also adds multiplayer cross play with the Windows version.[18][19]

September 20th

Gearbox publishes a survey asking people what their thoughts of Duke Nukem Forever are.[20]

September 24th

Gearbox would silently cancel Duke Nukem 3D: Reloaded, a fan-developed remake of Duke Nukem 3D.

October 2011

The 11th sees the first of DNF's DLC is released, the Hail to the Icons Parody Pack which features new maps and weapons for multiplayer that are references and parodies (hence the name) of other popular first-person shooters.

November 2011

Aspyr publishes the Mac version on the Mac App Store on the 3rd.

December 2011

The 13th sees the release of the game's second and last DLC The Doctor Who Cloned Me. This singleplayer expansion sees a lot of concepts and ideas through various stages of development like Area 51 as a location and the return of Doctor Proton implemented. Reception to this DLC is more positive than the base game, but not still seen as particularly amazing.

2012

While development for both the game and its post-launch content has ended, some things of note did happen the following year.

January 2012

Duke Nukem Forever was made available to purchase digitally through the Xbox Live Marketplace and the PlayStation Network on the 26th.[21]

February 2012

The Japanese release is announced to be delayed in Famitsu magazine, pushed from March 8th to March 29th.[22][23]

March 2012

March 1st

The Japanese website is updated.

March 8th

The DLC is released for Mac on Steam, with a release on the Mac App Store to follow.[24]

March 22nd

The Japanese website is updated again.

March 29th

The Game sees it's delayed release in Japan. This version of the Game has a Japanese dub and content alterations.

April 2012

April 5th

DLC is released for Mac version by Aspyr, it was made free for a few days lasting until the 12th.[25]

April 11th

Chris Faylor conducts an interview with David Riegel and Allen Blum of Triptych Games.[26]

Now that both add-ons for Duke Nukem Forever are available through the Mac App Store in addition to Steam, Xbox 360 and PlayStation 3, it seems a good time to reflect back on the new single-player campaign contained within The Doctor Who Cloned Me.

For that, I caught up with David Riegel and Allen Blum of Triptych Games -- the studio formed by several 3D Realms veterans to ensure that the legendary unshippable game actually saw release -- to see what they had to say about the making of The Doctor Who Cloned Me.

WARNING: The following article contains spoilers for The Doctor Who Cloned Me.

Chris Faylor: The Doctor Who Cloned Me starts off in Area 51, a location that the Duke Nukem Forever team had discussed at various points but one that wasn't fully realized until now. Can you shed some light on that?

David Riegel: There was never a definitive script at 3D Realms, although there was always a plan. The plan was for Duke to start in Vegas, then go to the Hoover Dam, and then to end up in Area 51. The game was constantly being worked on, and there were always some levels that were close to done and always some levels that had atrophied. When Triptych took over Duke Nukem Forever, we talked a lot about how to take the most fun parts of the game and to put them into a full story with a full plot and how to put everything together. Looking at the levels that were most important, we felt that the Duke story was really about Vegas and the Hoover Dam.

Allen Blum: We wanted to focus on the Duke aspects and flair. All that Area 51 stuff, it wasn't very far along.

Chris Faylor: And now, Area 51’s finally come to life in The Doctor Who Cloned Me.

David Riegel: There were solid gameplay ideas for Area 51, so when we started thinking about a DLC campaign, we felt it would be really cool to bring them back. For example, there was an old version of the containment chamber where you go through and you get scanned by lasers and then have to dodge hostile cutting lasers on the way back. So we actually went back to the concept art from 2006, and we re-built the flow almost exactly. You move through the level in kind of a semi-circle. You go through the space and you get scanned by lasers, and then you go and have this timing gameplay on the way back.

The original concept was very similar, but the space itself and the art assets are all-new. It looks similar because we're going off the same concept art and because we're using the same kind of gameplay, but it was re-done. 100% of the art assets had to be re-done. The clone canisters are an example of something that previously existed but were re-done. They might have the same proportions and the same general look, but they had to be rebuilt. Part of the reasons for this were aesthetic, and part of the reasons were technical.

Chris Faylor: But, it's obviously not all inspired by old ideas. The new campaign kicks off with a reference to 2010's Call of Duty: Black Ops...

David Riegel: Sections of Area 51 were inspired by some of the previous ideas, but the Military Base, the Burning Bush, the Moon, and everything else were custom-built from the ground-up.

Allen Blum: Of the time it takes to make a map, 10% of it is probably just laying it out and so that was down. So you have the layout and you know how it's going to work and everything, and then it takes forever to go up through and re-art and re-touch everything and make it look right and run right.

Chris Faylor [sic] When you started the design of this DLC, did you incorporate any of the feedback you received from the main campaign?

David Riegel: I think we took specific pieces of feedback. We wanted to keep the same core game mechanics but we really wanted to emphasize the things that people seemed to enjoy. For example, they seemed to enjoy combat in large, open combat arenas. So even though the flow of levels is linear, our combat spaces are a little bit more open. We give players a lot of guns right away so they have a lot of variety, and we introduce our two new weapons early.

Story-wise, we were very careful to save the comedy until people had a chance to get into the DLC. We tried to keep Duke a little more serious, a little more gritty. A lot of the humor takes place around him. We brought back Dylan and Dylan's a great source of humor. Dylan does definitely contrast with Duke. In terms of platforming, there's a lot less of it this time . [sic] We tried to keep the emphasis on combat and big set pieces.

Chris Faylor [sic] I think the parodies, the references, were a bit more obvious here. This started and ended development in 2011. They had to be a lot easier than something that...

Allen Blum: …started in 1997? Yeah.

Chris Faylor: Was that a weight off your shoulders?

Allen Blum: It seems that with a short time period of working on something it just comes together easier and more focused and it all makes more sense. It's more cohesive.

Chris Faylor: How did this process compare to the creation of the Duke 3D Plutonium Pak?

Allen Blum: It's exactly the same. Duke 3D came out and it was a hit and everything and we instantly started working on the add-on pack and it was exactly the same thing. We just kept on working and just made it all and put it all together.

Chris Faylor: How much of The Doctor Who Cloned Me DLC was affected by what you learned making the core DNF campaign?

David Riegel: We've been working with the engine for a long time. Most of our lessons from Duke Nukem Forever were technical, so when we built content we could do it right the first time. That allowed us to create a really significant amount of content in a short period of time. The DLC is about four hours plus four multiplayer maps, and we were able to build everything in five months.

Chris Faylor: Speaking of those multiplayer maps, what was the process behind their creation?

David Riegel: That was a mix. We did one full map here, which was Rooftops. Piranha did one full map, which was Breston Plants. Then the other two we shared. We did the rough-outs here and then Piranha did the final collision, gameplay, and polish for those two.

Chris Faylor: Dylan stood out to people this time around, much more so than in the main campaign, and felt much more like a sidekick. Was that what you were going for?

Allen Blum: Yup.

David Riegel: The technology for friendly AIs fighting alongside Duke came very late in the development cycle of Duke Nukem Forever, and only a couple of levels used it. When we approached the DLC, we definitely wanted more of it. We thought it would be really funny to bring Dylan back and have him fight alongside you.

Chris Faylor: At one point, Duke acquires comes across a new vehicle. Why is it a pink car?

Allen Blum: Why not?

Chris Faylor: It's such a wonderful contrast to the blood and grime and guts of that level. A shiny pink plastic car.

Allen Blum: With Holsom Twins one-liners.

David Riegel: That was actually something that almost didn't make it in. I think that the reason we put it there was precisely because of the contrast. We felt that Area 51 was getting very heavy and that level in particular was very bloody. We needed something to provide a little contrast and a little humor. And so we pushed very hard to make sure that made it in.

Allen Blum: We had a Barbie car, way back in I don't know how long ago, as a drivable vehicle and at some point, it became the RC Car. So going back to the Barbie car is kind of an old idea.

David Riegel: Yeah, that was another concept from 3D Realms where we re-built the asset, then added the dialog and the Holsom Twins theme. I thought that was pretty cool.

Allen Blum: Yeah, back at 3DR we had generic Barbie car. That was it.

Chris Faylor: The Doctor Who Cloned Me is about Dr. Proton cloning Duke. With such a heavy emphasis on cloning, is Dr. Proton really dead?

Allen Blum: Well, he died in the original Duke Nukem. So. And he's in Duke Nukem Forever now. So…

Chris Faylor: Can anyone explain the fire safety film?

David Riegel: That was from Andrew. Andrew made the porno movie for the Strip Club in the main game, and we knew that we wanted to make a similar kind of video for humor purposes for the DLC. We basically just locked him in a room for two weeks and said, "Hey, you're good at this." And he wasn't sure whether to take that as a compliment or an insult. [laughter] But we basically just gave him a couple weeks and had him go.

Allen Blum: It was Andrew Baker that did that. It's pretty funny.

Chris Faylor: David, some members of our forums were curious as to how your mod background affected the way you approached this project?

David Riegel: I think in order to get any ambitious mod done, you have to be really persistent and really stubborn. I think that's the biggest lesson we had with DNF. It was sheer stubbornness that allowed us to complete it and get it out the door. [laughter] Whenever you're working on a smaller team like we have here at Triptych, you have to trust all your developers. You have to allow people to make decisions, and you have to work really hard and just trust that everybody else is doing the same. We have a really good atmosphere for that here.

Allen Blum: We've got ten guys and we're all trying to finish what we do, so you're all doing something exactly to finish it. Nobody's coming in, having their coffee and then going home. Everybody's coming in to work to try and finish it. That makes a big difference.

David Riegel: I think people from mod backgrounds are generally very passionate and very creative people and really have a mindset to get things done. I think that's been the case with a lot of the guys here.

Chris Faylor: Anything else you’d like to say?

David Riegel: With respect to The Doctor Who Cloned Me and 3D Realms, I think it benefits us to say that the guys at 3D Realms were immensely talented and the reason that we brought back a lot of ideas was because we thought they were really fun. The artists and designers at 3D Realms were very, very creative folks. We didn't want to take anything away and claim that every idea was ours. We had a lot of input from Gearbox and a lot of old ideas from the 3DR guys to draw upon. It feels like we always end up with the strongest end product whenever we collaborate.

Chris Faylor: Now that Duke Nukem Forever is finally on store shelves and the The [sic] Doctor Who Cloned Me DLC is complete, what’s next for Triptych?

David Riegel: We're very excited to take the lessons we learned on DNF and apply them to something new. I feel like we have a great team synergy, and we're getting stronger all the time. I don't want to talk too much about what's next just yet, but it's going to be awesome.

July 2012

2K and Gearbox would release the Duke Nukem Forever Collection bundle on Steam.[27]

And with that this concludes the story of Duke Nukem Forever, a cautionary tale of development hell, feature creep, lacking a plan and just ad-libbing as you go along, along with letting success get the better of you. Thank you for reading and especially thanks to all the people who worked on and got this game released, even if the final product is less the stellar.

References

  1. by @JSJisDuke - Twitter, January 25th 2011
  2. ASSAULT TROOPER CONCEPT ART -
  3. BATTLELORD CONCEPTS
  4. GONE GOLD!!! - Gearboxity, May 24th 2011
  5. DNF GOLD - 3D Realms, May 24th 2011
  6. THE PREGNATOR - Gearbox Software, June 3rd 2011
  7. Longest development period for a videogame - Guinness World Records, June 10th 2011
  8. My Story of 3D Realms / Apogee Part VII - Joe Seigler, November 2nd 2020
  9. Goodbye Duke Nukem - Joe Siegler, August 31st 2011
  10. Post by @DuvalMagic - Twitter, June 16th 2011
  11. Jon St John hits out on the critics - The JoyPads, June 16th 2011
  12. COME GET SOME DUKE NUKEM FOREVER COMMUNITY DUKEMATCHES - Gearbox Software, June 20th 2011
  13. Duke Nukem Forever demo out now on PC, 360 - Shacknews, June 21st 2011
  14. Duke Nukem Forever Coming to the Mac - GameAgent, July 27th 2011
  15. News - Duke Nukem Forever Update Released - Steam, August 2nd 2011
  16. Duke Nukem Forever expanded inventory update 'unlikely' for consoles - Shacknews, July 29 2011
  17. News - Duke Nukem Forever - Now Available on Mac - Steam, August 18th 2011
  18. DNF Mac Patch Released! - Gearboxity, September 6 2011
  19. News - Duke Nukem Forever Mac Update Released - Steam, September 6th, 2011
  20. Gearbox soliciting Duke Nukem Forever feedback - Shacknews, September 20th 2011
  21. DNF on XBL and PSN - Gearboxity, January 26th 2012
  22. 13 years + α! Duke Nukem Forever Postponed to March 29 - Famitsu, February 15th 2012
  23. Duke Nukem Forever Delayed in Japan (Sigh) - Kotaku, February 15th 2012
  24. Aspyr Releases Duke Nukem DLCs on Steam, Mac App Store to Follow - Aspyr Media, March 8th 2012
  25. Duke Nukem Forever DLCs Free on Mac App Store Aspyr Media, April 5th 2012
  26. Duke DLC Behind the Scenes Interview Gearboxity, April 11th 2012
  27. Duke Nukem Forever Collection - Steam, July 12th 2012
Hmmm...
To do:
Incorporate/reference this information below into article (probably might also want to organise all of this as well).