Prerelease:Duke Nukem Forever/Differences
This is a sub-page of Prerelease:Duke Nukem Forever.
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. |
Considering that Duke Nukem Forever endured a long, chaotic development hell, its not a surprise that many things were changed.
Contents
Release Date
Many release dates were promised (and missed) by various people. For convivence every release date ever promised has been noted here. Only dates coming those officially associated with the game's development (developers, publishers) are noted here.
To do: Likely more |
Date | Stated by | Source |
---|---|---|
Holiday 1997 | Scott Miller | October 16th 1996 Gameslice interview |
1998 | Joe Seigler, Scott Miller | News post, PC Gamer magazine issue 42 |
Summer 1998 | 3D Realms | April 25th 1997 press release |
Mid 1998 | George Broussard | April 27th, 1997 .Plan update |
Second quarter of 1998 | Scott Miller | May 5th 1997 interview |
November 1998 | GT Interactive | Press Release Schedule Q1 1998.xls, GT Interactive - Press Releases, Screen Shots, And Release Schedule |
1999 | George Broussard | June 15th, 1998 press release, June 16th, 1998 interview, October 16th, 1998 False.com interview |
2001 | 2000 3D Realms company card | |
Second half of 2001 | Gathering of Developers | December 4th 2000 Press Release |
Spring 2010 | Anonymous Developer, Triptych Trailer | Reddit post, Triptych Trailer |
April 15th, 2010 | Joe Siegler | Joe Seigler's blog, Goodbye Duke Nukem (August 2011) |
May 3rd, 2011 (North America) | Gearbox Software | Original release dates, before being delayed to final release dates in March 2011. |
May 6th, 2011 (International) |
Characters
For a more in-depth analysis of how the characters changed, visit its dedicated page.
Logo
2001 | Final (2011) |
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Story
1996 Builds
Proton blows up a part of California.
1998 Game Outline
See Development:Duke Nukem Forever/1998 Game Outline.
2000 Story Script
See Development:Duke Nukem Forever/2000 Story Script.
2001 Prototypes
2009 World Chart
In a leaked world chart dated to July 29, 2008.
Gameplay
The game once had RPG and Horrer elements, along with semi-open world sections with the Vehicles in 2001.[1]
Main Menu
August 2001 | October 2001 | June 2008 (footage)[footnote 1] | Final (2011) |
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A raw August 2001 install has a broken menu. This causes it to not render any options in the menu, though the console and exit confirmation prompt still work. A fix is needed to make the menu appear properly.
HUD
Weapon Selection System
August 2001 | October 2001 | June 2008 (footage)[footnote 1] |
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Miscellaneous
Various ideas considered for the game but ultimately discarded include:
- In an email to Prey project leader Paul Schuytema, Scott Miller would suggest an idea to him that he also desired in Duke Nukem Forever that he called "adventure game class" items.[2]
- Scott Miller would state in a January 2000 interview that he had pushed for the idea for Duke to dual wield weapons. This idea was apparently voted down within the company for "being too different".[3]
- Scott Miller would go on to state in the same interview that he had recently pushed for Duke to be incapable of killing female NPCs. This idea was also rejected by 3D Realms staff as they felt it "takes away from the realism of shooting whatever and whomever the player chooses."[3] The final game made all NPCs unkillable, regardless of gender.
Music
TBA
Weapons
Several weapons used to feature alternative fire modes, such as in the 2001 builds, that were removed from the final game.
Pistol
2001 | Final (2011) |
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Changed to a desert eagle after the Quake II iteration, ultimately ending up as a M1911 in the final game.
Shotgun
2001 | Final (2011) |
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Ripper
November 1999 | 2001 | 2003 | 2005 |
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Final (2011) | |||
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The Ripper is perhaps the weapon that went through the most revision during development. In the Quake II build of the game, it was introduced as an M16.
At some point no earlier than 2004, the M16 was swapped out with Duke Nukem 3D's Ripper. Broussard would confirm this change in an August 2006 post on 3D Realms' fourms.[4]
Pipe Bomb
2001 | Final (2011) |
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The Pipe Bomb was known as the "Multi Bomb" in the 2001 prototypes, were it possessed two firing modes; pipe bomb and sticky bomb.
Detonator
2001 | Final (2011) |
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Trip Mine
2001 | Final (2011) |
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An earlier Trip Mine model in the 2001 prototypes can be found in the folder Meshes\Models\weapons\TripMine_BAK. This appears to be an older version of the used Trip Mine.
RPG
1997 | 2001 | 2002 | Final (2011) |
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Railgun
2001 (Earlier design) | 2001 | Final (2011) |
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Shrink Ray
2000 | 2001 | Final (2011) |
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An earlier, unused design for the Shrink Ray, timestamped August 30th, 2000, in the 2001 prototypes can be found in Meshes\Models\weapons\Shrinkray2. "Shrinkray2" follows the basic design principles that the used Shrink Ray does, but is much more boxy, and most importantly, uses green crystals for ammo instead of a brain-like object.
This used design in the prototype is timestamped May 10th, 2001.
Freeze Ray
2001 | Final (2011) |
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Called the Freeze Cannon in the 2001 prototypes.
Expander
Cut Weapons
Weapons present in the 2001 prototypes that were removed from the final game include the Chainsaw and Flamethrower
Items
Beer
The beer item was shown with a brownish-tan color in the December 2007 teaser.
Duke's Shades
Prototype Night Vision | Final Duke Vision |
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Jetpack
2001 | Unused design in Final Game | Final (2011) |
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TBA | TBA |
Cut Items
TBA
Levels/Locations
Las Vegas
Vegas was originally set at nighttime but changed to daytime in the final.
Mourning Wood
Nevada Desert
Hoover Dam
EDF Base
Ended up being seen in The Doctor Who Cloned Me DLC.
Area 51
Ended up being seen in The Doctor Who Cloned Me DLC.
Cut Levels/Locations
Footnotes
References
- ↑ https://www.dsogaming.com/articles/the-2001-unreal-engine-version-of-duke-nukem-forever-was-90-complete-had-rpg-and-horror-elements/
- ↑ october.htm - 3D Realms, October 13th 1997
- ↑ 3.0 3.1 Millennium Gaming: 20 Gaming Visionaries Usher in the Next Millennium of Gaming: George Broussard and Scott Miller, Apogee/3D Realms (Page 6) - GameSpot, January 3rd 2000
- ↑ The Weapon Thread - 3D Realms Forums, August 31st 2006
todo
- Gary Whitta had penned the story to earlier versions of the game (1 2)
- Ben "Yahtzee" Croshaw of Zero Punctuation fame had been contacted about writing a script around 2007-2008 by Brian Hook.
- Video with former developer that discussed it, Yahtzee confirming/discussing it and 2014 Vice interview where it is discussed again by him.
- .CPJ model timestamps for models from 2001 prototypes.