Duke Nukem Forever
End of an error.
Where were you in April 1997? It's a little over 12 years ago. Perhaps you were still at university, or just starting your first job. Some of you won't remember at all.
Me, I fall somewhere in the middle. I was 16 in the spring of 1997, and I had finally convinced a magazine editor to let me write a couple of pages about videogames every month. Somewhere in my parents' attic, there's a dog-eared copy of that magazine turning yellow and crinkling around the edges. In it is the first page of copy I ever got paid for - including breathless reporting of two huge new PC games which had been announced almost back-to-back in the previous fortnight. Their names were Daikatana, and Duke Nukem Forever.
We all know about how Daikatana went off the rails. Most of us probably remember designer John Romero promising to make us into his bitch, but when the vastly over-schedule and over-budget game finally turned up in May 2000, it did so with a submissive whimper rather than a throaty, dominant growl. Nobody became Romero's bitch, with the possible exception of Eidos, who funded the whole mess.
Media and gamers alike made Daikatana into the butt of their jokes for months - but even as we rolled our eyes at Romero's folly, we were all casting nervous glances back at Duke Nukem Forever. Born from the same background in Texas' fertile FPS development scene, Duke Nukem appeared to share some of Daikatana's problems. A planned launch in mid-1998 had been greeted not with a huge splash at retail, but rather with a slightly understated announcement that the game, originally based on the Quake 2 technology, would now switch to the Unreal Engine.

Duke Nukem Forever in 2001.
OK, fair enough. We'd seen the Unreal technology at work, and my god, it was beautiful. Unreal sold 3D cards by the bucketload as gamers rushed to experience the world Epic had crafted. If the guys at 3D Realms had had the same shivers run down their spine when they walked out of the crashed spacecraft for the first time, or when the ominous Sunspire presented itself to be scaled, then who could blame them for wanting some of that magic in Duke Nukem Forever? Besides, Duke Nukem 3D was one of the most entertaining games of its generation - who were we to question the creative decisions of the guys who made that?
1999 arrived. When 1999 departed, the only things which 3D Realms had to show for it were a brief announcement about moving to another new engine (an updated version of the Unreal Engine, so not a big deal, we assumed) and a Christmas card featuring the Duke and strongly hinting that we'd see the game in 2000. The delays were amusing, but nobody was actually worried about the game - not least because the endless shenanigans at Ion Storm proved far more entertaining.
Daikatana turned up, as mentioned, in May 2000. Once we all stopped rubbernecking, however, all eyes turned back to Duke Nukem Forever. Announced ten days after Daikatana in 1997 and running similarly behind schedule, DNF felt like a brother in arms - so surely it, too, would finally make it onto retailers' shelves soon.

The 2001 E3 trailer is the single longest burst of DNF footage seen by the press and public.
That was nine years ago. A year later, in the summer of 2001, we finally got a gameplay trailer - around two minutes of footage, released in celebration of Duke Nukem's tenth anniversary at E3. By today's standards, the video looks positively archaic, and even then - with games like Half-Life having raised the bar significantly for first-person shooters - it didn't look like a huge leap forward. Still, we reasoned, Duke Nukem 3D wasn't the technological leap forward that something like Quake represented, but it was still fantastic. Keep the faith.
That was the last time that any significant footage from Duke Nukem Forever would ever be released to the public. It was eight years ago. To date, it's the only official gameplay footage we've actually seen.
3D Realms has never been particularly keen on talking about Duke Nukem Forever. Unlike other studios of the era, which customarily released screenshots and videos in a steady flow throughout the latter stages of the dev process, bosses George Broussard and Scott Miller kept a lid on Duke's progress. Up to E3 2001, updates were sparse, but at least they were regular, and suggested significant ongoing work. After that E3, however, 3D Realms slowly but surely went dark.
The last serious bit of information came out of the studio in 2002, and concerned another, final, change in engine technology. Dropping almost every component of the Unreal engine, 3D Realms claimed to have rewritten 95 per cent of the code, crafting what was essentially a brand new engine from scratch. Then we heard nothing for nearly five years.
Every now and then, either Miller or Broussard would pop up to give an entirely content-free interview, or answer questions on a forum, which always seemed to suggest that the game was in the latter stages of development and just needed a quick polish before it would be ready to launch. So starved of information were we that even news about licensing a new physics engine seemed exciting, if only because it proved that the corpse still had a pulse.
Then, suddenly, in December 2007, a trailer
! Heavens above, a trailer, an actual trailer!
Except... Well. It was actually just a long circling shot of an oddly proportioned Duke (seriously - he had a huge body and a tiny, tiny head) pumping some iron, with a couple of split-second clips of famous monsters from the series interspersed. They looked pretty decent, but unlike the 2001 E3 trailer, it's clear this wasn't gameplay. It's a teaser, not a trailer, and teasers generally don't imply the game is on the home stretch.

The 2007 Duke looks a bit Scandinavian if you ask me.
The past year and a half, since that teaser appeared, has gone roughly the same as the previous five years. We've had a tiny bit of camcorder footage on Jason Hall's online TV show, which showed a small chunk of a level and a handful of enemies and weapons - vastly more up to date than the 2001 footage, but literally only a few seconds long and showing little of how the game actually works. Various statements, mostly from Broussard, have continued to point at an imminent release - just like they have since 2002. There were a couple of screenshots hidden in the Xbox Live Arcade version of DN3D. Little seems to have changed at 3D Realms.
Until today. 12 years after the official announcement, perhaps as many as 14 years after Duke Nukem Forever commenced development, today's news is that 3D Realms is shutting its doors. As I write this, it's unconfirmed - but the silence from the company's usually vocal bosses is deafening.
So what could have killed 3D Realms? The studio ran on two commodities - money and patience. It could have run out of either of those things. However, despite online scuttlebutt, the fact is that long-suffering publisher Take Two, which ended up with the rights to Duke Nukem after taking over Gathering of Developers in 2001, couldn't have killed the project. DNF has always been directly funded from within 3D Realms, and publisher input seems to have been minimal, perhaps even non-existent - Take Two's job would simply be to take the finished game and put it on shelves. If 3D Realms has gone down, and DNF with it, then it's a decision which has been taken by Broussard and Miller, not by Take Two.

Well, it wouldn't be a Duke feature without a stripper shot. Goodbye girls. Don't get captured.
Even after all the jokes - Duke Nukem Forever and Ever and Ever and Ever, Did Not Finish, and a million other examples (my favourite is this huge list of things which have happened since DNF was announced), I never quite believed that Duke Nukem Forever simply wouldn't appear. Yet, even for those of us who remember Duke Nukem 3D fondly, it's hard to escape the fact that its strippers, dreadful one-liners and oh-so subversive depiction of the police as actual pigs seemed a hell of a lot more entertaining when we were teenagers, although others at Eurogamer would definitely beg to differ.
More importantly, if you're much younger than 25 or so, you probably don't remember Duke Nukem at all. Once, DNF could have sold itself on the strength of the brand - now it would face an uphill struggle to convince a whole new generation that this slightly twee self-parodying action hero is actually worth a second glance.
Of course, there's always the possibility that what 3D Realms has been working on for all these years is actually amazing - a groundbreaking, stunningly conceived and realised game that would kick the FPS up the arse (or rip its head off and you know what). We kept the faith with Duke Nukem Forever for years; for all the jokes and snarky comments in the past decade or so, we'd love a happy ending and a great new game.
Yet somehow, that fairytale ending just doesn't seem to fit with the story so far. Instead, I suspect that this may be my obituary for Duke Nukem Forever - my most-wanted game of 1998.
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Comments (100) Latest comment 3 years ago
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Then again, I'm not sure about that very exciting ending. Surely Game Developer Conferences aren't that thrilling in real life?
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The years of efforton 3D Realms' part has to count for something.
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Jesus it's a long, long time when you think about it like that!
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I would've actually liked to have played the 2001 versh just for the sheer garish ugliness of it.
I always thought "The Return of Matt Hazard" was more than a close tongue in cheek parody of the whole DNF thing. And that's generated about as much excitement as the next swine flu report, so maybe it's better that Duke Nukem Forever becomes Duke Nukem Never
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I call BS on this. I bet they'll announce a release date tomorrow, or even release the game tomorrow. That would be just like Broussard.
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: ( : ( : (
I'll never forget the monsters breaking through that cinema screen. I couldn't believe such technical wizardry was even possible..
Also, DN3D gave me my first unrestricted access to pictures ofboobs. Beautiful, pixilated boobs . .
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The news has make me chuckle ever since I learnt of it.
I have no sympathy for them over this,no game should have 12 years spent on it and gawd knows how many man hours spent on it.
Utter utter farce of the highest order.
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still generated a huge laugh when playing the XBLA version
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Haha, incredible.
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The video that made me dream of the world's most awesome game....
It's a shame that all this hampered Duke from getting a proper sequel, but games like Shadow warrior and Blood filled the gap (in terms of build engine based games with awesome environments to explore)
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If managed correctly the Duke Nukem game could've turned into a long running series like Doom or Castle Wolfenstein, possibly even spawning a movie! It could still make a comeback if anyone involved cared enough. But I guess in truth they don't, and as such, why should we care now.
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It spawned a movie, called 'They Live' - it was released back in 1988
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Nah, the E3 2001 DNF trailer is still one of the most exciting promo clips of an FPS ever. Graphically it's ancient (Unreal engine 1 and all that) but in terms of content it showed scenes everyone wanted to play, even now I'd still like to ride a donkey while blowing a squidmutant head off with a shotgun or slide under a truck with a Harley Davidson. The only other trailer at the time that generated as much excitement (back then) was the WarCraft III one, which was pure CGI and didn't even represent something that came close to actual in-game scenes or gameplay.
"More importantly, if you're much younger than 25 or so, you probably don't remember Duke Nukem at all. Once, DNF could have sold itself on the strength of the brand - now it would face an uphill struggle to convince a whole new generation that this slightly twee self-parodying action hero is actually worth a second glance."
I think the 25+ years old crowd is a big part of the market. I am not saying DNF would have been a most-wanted game like it could have been many years back but a lot of people are still interested in this. Hopefully some other dev can finish it.
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It is, of course - but this is where I think DNF falls between two stools. You've got teens who have never heard of it, and a big chunk of older guys who just feel like they've grown out of it. Personally, I've got rose-tinted glasses for Duke, but I'm not sure how much of the rest of the world, outside of the hardcore forums online, would share that view.
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The risk being they would not be as adept at the sense of humour element that 3DR seem to have got right with D3D.
I think there is still a market for this type of game and in fact the modern world is perhaps more rich in terms of satirical content.
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I've seen claims that it was all just tiny chunks of levels and models specifically made for the E3 video, and that none of it was actually running in the game. That's never been confirmed or substantiated, so it didn't seem worth digging it up in this article.
(There are tons of conspiracy theories which circle around DNF - although the one about Tim Sweeney beating people up which is linked earlier in this thread is one of the most amazing ones yet! - but frankly, down that path lies madness, and the most straightforward explanation is still basically that a terribly managed, over-ambitious and uncontrolled project just finally fell off the rails.)
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No duke joins the many great games series who will sadly never see new games. Besides is there anyone not bored to death of bloody FPS's now anyway?
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I hope some twat says that about you if you ever get made unemployed.
twat
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"I tried didn't I? At least I did that much!"
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The legend surrounding DNF has always been incredibly entertaining and I hope it continues on for many more years! At this point it's probably nothing more than a much loved project, if still in development, but what is so wrong with that? Not everything has to become a commercial product. Lots of people design their own games all the time, companies build up their own projects that never see the light of day. We'll probably never see DNF, but I'm always interested to hear about it's development anyway, because game dev stuff is pretty fascinating on it's own merit, regardless of the end product.
I wouldn't go so far as to calling them a failure. They're just perfectionists
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All the talking bits were scripted for the trailer (but were ready/planned to go in the real game), just like the Worm, but the rest was taken straight out of the game according to Charles Wiederhold (said it on the 3D Realms forum somewhere recently).
But hey, 3D Realms scrapped that incarnation of the game anyway, we're not going to see that 2001 version anymore and I don't even know if a complete transfer to the Doom³/UE3 engine/whatever mutated hybrid Broussard came up with would have been better...
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The game could never have been 12-years-waitings-worth of good, and now it stands as the most visible reminder of what happens when you dont manage a project, and believe your game is 'too big to fail' (or however you want to put it - I guess that phrase is more for the banking sector than the games industry).
To everyone who worked on it - best of luck with the future and I hope you all find new jobs soon.
To 3DRealms as a collective entity - piss off, dont come back, and dont try pulling that shit ever again.
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Maaaaaaaaaan.
:/
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*sigh*.. yes.. clearly.. *sigh*
it's amazing how many gamers think they know how games are made because they've read a few artitcles in edge.
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Rockstar released what - 3 GTA games during that time, huge games. I haven't read any of the articles about 3D Realms etc - but if any company produces nothing in 12 years then you can't be too surprised or saddened to see them die.
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Absolutely. I'm so glad this is finally over.
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There had to be atleast 3 or 4 versions of the game made and any number of weird failures.
My geuse would be that during development of the game several other franchises and/or big FPS games were released that moved the genre forward in such ways that 3DR was forced to scrap what was made and restart the game on better technology.
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How long do you think it takes nintendo (for example) to make a mario game? 5 or 6 years? There was surely prototypes, versions which just werent good enough to ship, etc etc.
Until you know what exactly happened and why, dont just state stuff like "clearly there was little or no work going on".
I know a LOT of talented people who worked there. People who are now out of jobs... You wouldnt look at any other company which has stopped work - and point at the newly unemployed staff and go "ha - serves you right!" now would you?
Changing subject.. A part of me thinks this might actually be a publicity stunt...
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I mean 14 years of hype and no game to show for it at the end of it all, it's not that hard to see the jokes and ridicule comming.
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\o/
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http://en .wikipedia.org/wiki/Charlie_Wie...
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Interesting
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Of course, I don't wish anyone to get unemployed, but I'm happy that we'll stop hearing about DNF (which we will also after the game announcement soon).
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Maybe the Tories will be back in when -if- it does get picked up by another dev and hits the shelves...
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They probably saw the failure of Daikatana as justification for taking Duke in and creating the be all and end all title they so wanted it to be. If it wasn't good enough to change FPS 'forever' they weren't interested in releasing it. They should have just cut their losses and released a solid to good title when they had the chance, though once development spiralled out of control to the extent I'm sure it did after 2001 they probably never had a coherent game to show ever again.
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Actually, haven't Rockstar released about all of the GTA games in that time?
1,2, 3, Vice City, San Andreas, Liberty City Stories, Vice City Stories, IV, Advance, Chinatown Wars as well as London 1961, London 1969 and the Lost and the Damned.
That's 10 games and three expansion packs. If Wiederhold's story about stringing people along all of the time is correct then 3D Realms did deserve to go down. And if it's not, it's a sign of deep incompetence at 3DR.
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EDF! EDF! EDF!
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I had a Duke Nukem mouse mat back in the day though!
I would love to see what they actually have today though, good OR bad, but we probably never will.
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I still believe!
\o/
I'm with you
Also...
Hail to the king, babe!
(it had to be said)
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Of course, this does NOT include George Broussard, Scott Miller, and anyone else in upper management who let this clusterfuck fester for so long.
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The chair story is fake.
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I am young but played it when I was 6.
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Does Daikatana hold some sort of record for a game being through the longest development but still making it to market?
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Secondly, anyone else notice that the enemy in the 2001 trailer look suspiciously like Los Ganados from RE4?! Look at 1:35ish i think, just before the blonde woman says "they're everywhere, people are turning into monsters.." Me thinks Capcom are now obligated to finish this sodding game, if they're going to go and copy it anyway!
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Really. I've always had this nagging suspicion that DNF is some kind of joke, dreamed up by the computer games media to see how far they can take it.
Is it one of these things that everyone is in on, but likes to keep secret from those that are not?
Are the screenshots, etc, all fakes? I have to say that I don't think the computer games media is anywhere near competent enough to keep up a hoax for this long, but there was always this nagging 5% chance in my mind.
Care to own up?
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Obviously everyone knows that sudden unemployment isn't a good thing, but those who are incompetent plainly deserve to be fired, and I'm sure every poster here knows someone who has lost their job in unfair circumstances, and would much rather the likes of 3DRealms got the boot than them. It's also not exactly the end of the world, there are other jobs.
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Do we know how big the team was that was working on this? That is crucial to know, at least before we start acting like we know how games are made... right?
Do you know how big the GTA team is as RockStar for example?
There was clearly some mismanagement here on a huge scale, which is pretty inexcusable. There was also a lot of wasted work as a result, which is also probably inexcusable. However, if there were about 10 people or less working on this for the last 12 years, I'm not much surprised that not much was achieved given the ambition of the thing.
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]http://www .youtube.com/watch?v=X3pwMdXRdDY
[/link]
How come the article doesn't mention the 1998 trailer? Or did it mention it and I miss it?
God, I remember reading about it in PC Zone and Gamer, then seeing that video on the demo disk and being so excited.
Eoin
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"The United States' entire program to put a man on the moon, from Kennedy's challenge to the landing. "
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Thing is - the majority of the people who lose their jobs when this type of thing happens aren't incompetent or to blame. This is clearly a case of bad (or non-existant) project management. The coders, artists, designers etc who are now unemployed* probably aren't the ones that caused the problem and probably didn't 'deserve' to be fired.
*though I wouldn't be surprised though if no-one has really been working on this for years and the company has just been an empty shell.
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twat
If I was as unproductive as this lot after so many years, I wouldn't blame that 'twat' at all. Infact, I'd count my lucky stars at being employed for so long with extremely little to show for it.
I feel sorry for the investors that sank however much money expecting to make some sort of return.
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Unemployment is funny when it happens to crazy people who should have never been allowed into the position they get the boot from, especially when they use it as a platform to be twattish far and wide.
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They actually finished it. Take Two is fabricating disks as we speak and the whole closure of 3D Realms is just a great final bit of obsfucation and marketing to generate hype about the game before release. The game will be unveiled in a couple of weeks to a great fanfare and people will buy it in their hundreds of thousands even if they didn't remember the first one just find out what all the fuss is about...
[/conspiracy theory]
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]http://ko taku.com/5247608/duke-nukem-for...[/link]
nothing very special imo
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And @ stop-gap, if you were a coder or designer who was working steadily for 10+ years, on a steady project then why would you leave. In fact if they never had to go into crunch time to get anything finished by a deadline then it would probably be a better work experience working there than most other game companies.
Not that all the who ha phases me, i wouldn't be all that interested in it if it had some out. However commenting that reading stories about the game and being interested wasted your life is odd, if anything something so interesting to discuss enriches your life and adds to interesting things to talk about.
Really to me though its no where near as painful as the true what if's like if interplay had sane management and had continied with van buren and various other interesting projects. (no im not insane I do like bethesdas fallout 3)
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]http://ko taku.com/5247608/duke-nukem-for...[/link]
nothing very special imo "
Eh? I so jaded on FPs at the mo (not even got Riddick yet!), but that looked wicked fun! Shame...
/ plans to play some DN3D tonight
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This could bring a few new (and old) things into the next gen first person shooter that people have been crying out for.
Such a missed opportunity.....
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WTF are you on? Did they not fund them for most of the twelve years in which 3D Realms produced NO GAME while other teams made ground-breaking and excellent shooters like Half-Life, Far Cry, Halo series etc.? Other studios were making MULTIPLE triple-A titles in the time these guys burned money producing NO GAME. They obviously SUCKED and there is a limit to how long someone bothers funding something that never comes. Twelve years - heck even a 1-man team can make a decent shooter in that time, and that includes learning 3DS Max, programming and the intricacies of an engine from scratch.
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Darwin Awards all round to those who were still left when it went under.
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I have no doubt that the talented D3 modders out there could whack the parts together and create a game (depending on how much was left to finish)
Surely that's the point isn't it? How much was left to finish. If you've sunk 12 years' of funding into a game, you don't drop it lightly - you want some return on your investment. For this to be dropped, I'd reckon the game was probably only about 10-25% complete. Think about it - all we've actually seen is leaked footage of a few character animations, a couple of levels and a boss fight.