
- 3d realms anthology update#
- 3d realms anthology archive#
- 3d realms anthology full#
- 3d realms anthology code#
Whenever I’d show up in the mappers area, they’d groan. In fact, several of the mappers got pissed at me routinely, as I’d play the level wrong (going backwards for instance), and I’d find things that would break the level, and let you get to the end quickly or something like that. If you remember the level where Duke is shrunk, and you have to make your away around a kitchen in shrunken form, then that’s one I did a lot. One thing in particular with the Duke Nukem Forever game comes to mind. I was always the kid who played things wrong to try and break them – a skill I found quite useful during my game career. Outside of my online/community work – my main thing was playing the game. But a lot of fun things happened in that year with Gearbox. I wrote about that time elsewhere on my blog in a story called “ Goodbye Duke Nukem“. I was quite grateful to Gearbox for that, because it helped pay the mortgage that year for sure.
3d realms anthology archive#
However, during that time, Randy and Gearbox offered me a contract for a year’s worth of work – mostly for my knowledge of the past, my archive of photos, and general support for forum stuff, etc.
3d realms anthology full#
During development, I lost my job in May of 2009, and was unemployed full time for quite some time.

The first one I’ve partially alluded to earlier. So as I said above, I wanted to tell a few stories about my time with Duke Nukem Forever. Me hanging out on the Gearbox Forums from my home office. Would have been far better received if it was released sooner than it was – but we’re almost 10 years past the release now. Internally I always thought there was no way the game’s extremely long development would help it. Should it have been released earlier? Oh hell, yes. “If you’re a Duke fan, you’re gonna have a blast with this, it’s a hell of a lot of fun.” I stand by that. At the end of the first video in that series, I said this. In one of the talking head videos that Gearbox put out in 2011 for the release, I spoke a bunch, both about my voicing the character in Duke Nukem II, but about DNF too. So yeah, my perception of Duke Nukem Forever is slightly different than the general public’s is. I saw a lot of people come and go in my 17 years at Apogee/3DR, but DNF was rough – a lot of people I know left during development, people I liked. Probably because I saw all the blood, sweat, and tears (and screaming) that went into the development. Game caused the closure of the Garland 3DR studio in 2009, forcing me out of a job. I still wish to this day we would have put it out ourselves, I might still have the job I had for all those years. But I bore witness to just about all of it. If you’re reading this, then you’re probably well aware of the DNF timeline, so I won’t go into all that. It wasn’t super heavy duty development there, just Todd, as the ROTT and Duke teams were working on the original Prey, so it was small time stuff he was doing. Todd Replogle was farting around with some Quake tech and ideas in his office.
3d realms anthology update#
It was in December 1996, very shortly after we released the v1.5 update for Duke Nukem 3D (the final one). Early Days (L-R): Randy Pitchford, Doug Wood, Allen Blum, & Dirk Jones I’m not going to write the book on DNF here, just a few stories of my own that are connected to the game.

If you’re hoping to read my article looking for all the juicy bits, and find out “the real story” with this game, and get all “the dirt”… well, you’re not gonna get it. There’s no possible joke you could make about the game’s development time that we haven’t already heard. I used to have this text on the old 3D Realms DNF page, for some reason it still amuses me… “Yes, we know the game has taken a long time. This game was published by Apogee Software, LLC.Ĭurrent Status: Not available, rights held by Gearbox. There’s an interesting story on the actual Library of Congress website about all this here. That’s the part of the LOC that preserves video games.
3d realms anthology code#
If you want to see what some of the game play is like, check out this video over on Youtube.Īn amusing story is that the source code to the unreleased PSP version of this game has been preserved by the United States government, in the Moving Image section of the Library of Congress. I didn’t play this, so I don’t have a lot of insight into it, but it feels like a game play merge between the styles of the original two Duke Nukem games as well as Manhattan Project to some extent. The other two were to be titled “Chain Reaction” and “Proving Grounds” respectively. Likewise, this was planned to be the first game of a trilogy of Duke games for the DS, but Games 2 & 3 never got started. There was a version that started development for the Playstation Portable, but it was never released. This is a game that I had nothing to do with. When originally published, it was a single post, but over time WordPress ended up not liking a post that was 33,000 words long.


This is Part 7 of 8 of my History of 3D Realms / Apogee series.
