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| News Comments > Shadow Warrior Reboot This Fall; New Trailer |
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| 15. |
Re: Shadow Warrior Reboot This Fall; New Trailer |
May 20, 2013, 11:49 |
Kristian Joensen |
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Mad Max RW wrote on May 20, 2013, 11:37:
Kristian Joensen wrote on May 20, 2013, 11:33:
Mad Max RW wrote on May 20, 2013, 09:27: Looks somewhat cartoonish. Very colorful and unlike the drab browns of most shooters. There isn't much to see and I'm not all that excited about what I heard from Devolver.
Also, Shadow Warrior Classic on Steam has a page. Team Fortress 2? That is cartoonish. XIII? That is cartoonish. Borderlands? Borderlands 2? Those are catoonish.
This thankfully does not have a cartoonish look with the characters sticking out like a sore thumb.
On the contrary this has an extremely realistic style. Yes it is colorful but that is certainly not the same as cartoonish. That's why I said somewhat cartoonish. And it is. It amuses me when you take it as almost a personal attack. HAHAHAH. Personal attack? That is so far from the truth that it is funny. I hate cartoonish graphics in games and prefer being immersed ina game world but there is nothing personal against you in that at all. |
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| News Comments > Shadow Warrior Reboot This Fall; New Trailer |
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| 12. |
Re: Shadow Warrior Reboot This Fall; New Trailer |
May 20, 2013, 11:33 |
Kristian Joensen |
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Mad Max RW wrote on May 20, 2013, 09:27: Looks somewhat cartoonish. Very colorful and unlike the drab browns of most shooters. There isn't much to see and I'm not all that excited about what I heard from Devolver.
Also, Shadow Warrior Classic on Steam has a page. Team Fortress 2? That is cartoonish. XIII? That is cartoonish. Borderlands? Borderlands 2? Those are catoonish.
This thankfully does not have a cartoonish look with the characters sticking out like a sore thumb.
On the contrary this has an extremely realistic style. Yes it is colorful but that is certainly not the same as cartoonish. |
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| News Comments > Gearbox Snags Homeworld IP |
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| 68. |
Re: Gearbox Snags Homeworld IP |
Apr 23, 2013, 04:49 |
Kristian Joensen |
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Warskull wrote on Apr 22, 2013, 20:15: While Gearbox deserves every bit of criticism for Aliens:Colonial Marine, it really isn't fair to pin Duke Nukem Forever on them. That failure is squarely on the shoulders of 3D Realms.
People were asking to have Duke Nukem Forever pushed out after 3D Realms finally shuttered. We all knew the game was probably terrible after being stuck in development help for so long.
Now A:CM, Gearbox should be ashamed of that game for the rest of their lives. (Emphasis mine).
They didn't shutter. They changed their business model, working with external development team on games has always been a huge part of their business model, but after letting the DNF team go in May 2009, they decided to focus exclusively on that and are still actively releasing game developed in such a collaborative manner. With 3D Realms taking various roles depending on the situation but here are some quotes descriping their role in Prey and Max Payne:
GameProducer.net: It says on your website that Prey is developed by Humanhead and produced by 3DRealms, what exactly that means? What 3D Realms is doing Prey in production?
Scott Miller: Well, in this case we stay true to the Hollywood meaning of the word Producer. This means that we provide funding, and we oversee the project, and put together the right team to create the project (i.e. a developer and a publisher). (source)
Publisher/producer? What roles behind a game do these take? For example, how much input does one have in the actual design of a title?
Scott: When we act as a producer, we often contribute significant funding to a project, which allows it to reach a point where it is much easier to pitch to publishers. We also provide design guidance, marketing guidance (for example, I was a prime mover on all marketing for Duke Nukem 3D, Max Payne, and Prey, leading the design of the retail boxes, game ads, picking the screen shots, writing all of the marketing text, etc.), and at the end, we are deeply involved with play-testing and polishing. It’s quite a lot of work, but then, it’s also really fun.
Prey was well received by press and gamers alike, so just how much input did 3D Realms have in its development?
Scott: All of the above! Big money. The overall concept came from me, and was then co-shaped by Human Head and me together. I brought in all three of the external writers and worked closely with them, and Human Head, to lay-out the story and characters. Human Head and I worked on all of the key gameplay ideas, some coming from me (death walk, spirit walk, Talon) and some from Human Head (gravity and wall walking). And many from 3DR were involved with the game’s play-testing. It really is a big collaboration. (source)
Money is the root of all evil. Said one developer, “Someone once told me the Golden Rule really is, ‘The guy with the gold makes the rules.’” Scott Miller, 3D Realms co-founder, states it just as plainly. “The dirty secret is: Publishers control developers through payments. Rockstar was paying Human Head so late on the milestones payments [in the early days of Prey] that 3D Realms was jumping in to help Human Head because they had payroll to meet. [Rockstar] even said to us, ‘[You’re] taking over the control [we] have over developers.’ Nasty stuff like that happens all the time.” For its part, 3D Realms is helping its fellow developers by offering creative and financial assistance on projects.
Naturally, the money that publishers pour into a project entitles them to have some say. These suggestions can run the gamut of good, bad, and ugly. “When Prey was being developed early on it was actually a Rockstar-label game,” explains Miller. “At the time, Metroid Prime was going to be released, and they had the whole visor thing, and this producer [from Rockstar] said, ‘Well, the visor is going to be a big thing for Metroid, and we should have a visor for Prey.’ And it didn’t fit anything to do with the game at all. So it ended up where we were rejecting all these crazy ideas, and for that reason along with some others, Rockstar ended up dropping the game because we were too hard to work with.” (source)
Even with everything all set up, the project still had its problems. You would have been forgiven if you’d thought Prey was cursed. It gave Gerritsen and his team some nail-biting moments. “Though I can’t discuss details due to non-disclosure agreements, I can say that Human Head worked without a publishing contract for about 18 months due to our dispute with our publisher. That was pretty frightening since Human Head is an independent studio, and we were dependent on our milestone payments to pay for production." “3D Realms, however, believed in the game and what we were doing with development, and they funded us during that period. This kept the company, and the project, alive during that period." (source)
Just to be clear that I do not hijack improper credit, Max Payne was developed (all content and code) by Remedy Entertainment (they did all the hard work!), and produced by 3D Realms (meaning we funded a significant portion of the game, handled the publishing agreements, helped guide the game's design, helped play-tested and polished the game, handled the shareware release, and oversaw and co-designed the game's marketing). (source)
Sure the games they have released that way lately haven't been even remotely near the scope of Max Payne or Prey but they are still real games and it is a legit business model that they have a long history of and a good track record doing. So you can't just dismiss that. They are still an active company releasing games(Source http://www.3drealms.com/history.html, http://www.3drealms.com/news/2013/04/duke_nukem_ii_now_available_for_ios.html, http://1morecastle.com/2013/03/duke-nukem-3d-megaton-edition-released/)
This comment was edited on Apr 23, 2013, 05:19. |
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| News Comments > More THQ IP Sold |
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| 21. |
Re: More THQ IP Sold |
Apr 23, 2013, 03:45 |
Kristian Joensen |
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| Nordic Games has been an excellent publisher so far, supporting GOG(source), Linux(source), mod tools(source) and the like. They are basically the anti-Gearbox. They were the retail publisher for the Alan Wake games on PC. TLDR version: Gearbox does (almost) everything wrong, Nordic Games does (almost) everything right. |
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| News Comments > Gearbox Snags Homeworld IP |
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| 37. |
Re: Gearbox Snags Homeworld IP |
Apr 22, 2013, 18:10 |
Kristian Joensen |
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| As far as I know A:CM had 0 history before Gearbox touched it. It was started at Gearbox. BEFORE being farmed out to Timegate(Supposedly a Gearbox decision, under Gearbox control) only to be taken back to Gearbox. |
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| News Comments > Gearbox Snags Homeworld IP |
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| 26. |
Re: Gearbox Snags Homeworld IP |
Apr 22, 2013, 17:38 |
Kristian Joensen |
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netnerd85 wrote on Apr 22, 2013, 17:29:
Kobalt wrote on Apr 22, 2013, 16:44: Downward trend? The only game that company has ever made that wasn't mediocre to the extreme was borderlands. Half Life: Opposing Force.
And FUCK SAKE PEOPLE, stop being dumb as shit, Gearbox did not develop Duke Nukem Forever, they published it, that is ALL.
I mean just how retarded are you people. Google gives you all the answers yet you just continue to be stupid.
Sorry to bring FACTS into your circle jerk of rage. What do developers do? Code? Art? Lets look at just a small portion of Gearbox's part of the DNF credits(a game I actually enjoyed for what it is worth):
"Director of Central Engineering Paul Nettle Programmers Aaron Apgar, Bjarni Thor Arnason, Jeff Broome, Ryan Brown, Michael Carlson, Manuel Fernandez, Ryan Fields, Charles Kostick, Sean Cavanaugh, Neil Johnson, Jeffrey Mahmoudi, Ryan Medeiros, Aaron Nations, J. Kyle Pittman, John Roberts, Scott Velasquez, Tim Wu, David Ziman Technical Artist Nicholas Wilson Minister of Art Brian Cozzens Art Outsourcing Producer James Lee"
This is just a small portion of the Gearbox people involved. Indeed they one thing they did NOT do was publish it. That was 2K Games.
Edit:
FYI: Games can have more than one development studio work on them. In fact DNF did. Now yeah 3D Realms did like 90% of what we saw finally(but a lot of the execution and polish on that material was done by Triptych Games a band of 9 ex-3DR developers). But it was 100% Gearbox's responsibility as IP owner. They chose to buy the IP(minus rights to previously released games and projects in development) and release the game, they could well have chosen not to do so. |
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| News Comments > Gearbox Snags Homeworld IP |
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| 8. |
Re: Gearbox Snags Homeworld IP |
Apr 22, 2013, 16:45 |
Kristian Joensen |
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I will just quote one my responses in the GBX forum thread suggesting Linux versions of the games:
Why not? Don't ask me! I am all for it and think it makes a lot of sense but Gearbox as a company probably won't do it. They are one of the most "corporate" companies in the industry. No mod tools, no free DLC, no Linux versions, no source code releases for old games(but to be fair they probably don't have the right to do that for any of their old games). They don't do any of those things.
They may as well be one of those big, publicly listed publishers when it comes to those sort of things. You won't see a Linux version of a Gearbox game just as you won't see a Linux version of a Activision game or an EA game.
If Gearbox were to be acquired by Activision nothing would change, all the changes people would usually be worried about already apply to Gearbox as a company. They already operate in that manner. |
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| News Comments > No One Knows Who Owns NOLF |
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| 43. |
Re: No One Knows Who Owns NOLF |
Apr 7, 2013, 11:14 |
Kristian Joensen |
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TychoCelchuuu wrote on Apr 6, 2013, 11:48: Oh come on, there's an easy way to figure this out. Just pretend to announce a new NOLF game and wait to see who sues you. Well that is complicated by the facts that the rights to create new NOLF games and the rights to distribute the two that already exist may belong with different companies and that a company could claim to own it while not actually owning it(see SCO V IBM being followed by SCO V Novell to determine ownership of Unix: http://en.wikipedia.org/wiki/SCO_v._Novell) |
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| News Comments > Torment Kickstarter Adds Chris Avellone Goal |
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| 17. |
Re: Torment Kickstarter Adds Chris Avellone Goal |
Mar 22, 2013, 11:21 |
Kristian Joensen |
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Darks wrote on Mar 22, 2013, 10:33: Somehow, I seriously doubt that they will be using the funds from this game fully. When they sit here and defend that they we will be using the funds just for the game. That raises a red flag to me. And 700K to add Chris, I dont see it. Are you high? There are several stretch goal in between the current funding level and the Chris Avellone stretch goal so they aren't spending even remotely near 700k on hiring Chris Avellone + a lot of the money is being spent on other things like art, animation, code, etc to go with his writing/design work.
So even the 150k between the prior stretch goal and the Chris Avellone stretch goal isn't Chris's fee. 150k USD more in pledges implies more Amazon and kickstarter fees and more used on rewards. So the budget of the game won't be increased by that full amount. |
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| News Comments > GeForce Tomb Raider Fixes Inbound |
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| 13. |
Re: GeForce Tomb Raider Fixes Inbound |
Mar 7, 2013, 11:36 |
Kristian Joensen |
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| I had a fairly nasty crash pretty early in the game. Up until that point I had enjoyed the game VERY much. Great graphics and great gameplay. I was playing with everything at the highest settings + stereoscopic 3D. It was running very smoothly and looked great. Then it crashed. I hope they fix the issues soon. Whether "they" should be Nvidia, Crystal Dynamics or Nixxes or a combination is a different question, I just want it fixed. |
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| News Comments > Indie Dev Seeks Homeworld IP |
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| 23. |
Re: Indie Dev Seeks Homeworld IP |
Jan 25, 2013, 07:59 |
Kristian Joensen |
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Yosemite Sam wrote on Jan 24, 2013, 20:16: Um... ya... um... doesnt Vivendi own the rights to the Homeworld IP. Relic couldnt make Homeworld 3 because they dont own the rights to it, which is why its been in limbo.
EDIT, er I mean Activision seeing as they bought Sierra from Vivendi. No THQ bought the Homeworld IP from them back in like 2007 or so. |
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| News Comments > Free Duke Nukem 3D Kicks Off GOG.com Sale |
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| 22. |
Re: Free Duke Nukem 3D Kicks Off GOG.com Sale |
Dec 12, 2012, 17:08 |
Kristian Joensen |
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Ratty wrote on Dec 12, 2012, 16:50: I was thinking of getting this but realized I couldn't deal with the low-rez pixelated sprites. I'm no graphics whore but even I have my limit. Then I saw the comments about the Duke High Rez Pak and Eduke32. The high rez pak looks pretty awesome. I'm not sure what Eduke32 is about. What's the difference between the two? Which is better? Eduke32 is the source port that is required to run the HRP. |
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| News Comments > Dirty Bomb Announced |
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| 15. |
Re: Dirty Bomb Announced |
Nov 29, 2012, 13:27 |
Kristian Joensen |
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Omni wrote on Nov 29, 2012, 11:42: They should give this for free those who own a copy Brink as excuse for wasting there money on such a letdown. That would be pretty pointless, seeing as this like all future Splash Damage games will be F2P. |
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| News Comments > Dirty Bomb Announced |
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| 10. |
Re: Dirty Bomb Announced |
Nov 29, 2012, 11:40 |
Kristian Joensen |
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MajorD wrote on Nov 29, 2012, 10:44: I find it interesting that they (Splash Damage) have a new/different publisher too. And based on the publisher (WarChest), it could be an indication that the game will be 'Free To Play'.
Warchest is a spin off from Splash Damage Warchest
Like that press release says, they have also set up a infrastructure company: http://fireteam.net/
The logos of all three companies are in that trailer. |
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45 Comments. 3 pages. Viewing page 1.
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