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Duke Nukem Forever
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Re: Scott Miller on the common mis-perceptions [sic] of 3DR's lack of productivi
[quote name="Ice Cream Jonsey"][quote name="Fussbett"][quote] By: ScottMi11er This is a common mis-perception. We had a significant hand in the design of the game, from ideas like bullet-time, the character focused gameplay, a photo-realistic art style, a third-person 3D engine (Remedy first tried to do a Loaded* style top-down game, until we told them to go full 3D), and so much more. Not to take anything away from Remedy's amazing effort, but we were deeply involved in shaping the game too, plus we funded a significant portion of the game, back when no other studio or publisher would have given them a chance. We've always been deeply involved with game's designed by external studios, even going back to Id's Wolfenstein 3-D, a project that Apogee had a big role in bringing to market, which we rarely get proper credit for. May 16, 2009 1:44am CST[/quote] Yeah, they didn't do nothing on Max Payne -- there were multiple, multiple conference calls, and they wrote ideas on a white board on several occasions. It turns out 3DR is great at telling other studios to do amazing things. <a href="http://www.shacknews.com/laryn.x?id=19934913" target="scott">http://www.shacknews.com/laryn.x?id=19934913</a> [/quote] Haha, Scott Miller is the "idea guy" every mod team doesn't need, but seems to have. At least offer to do the website as well, Scott! Also, good work on taking credit for bullet-time on Max Payne, something that first appeared in The Matrix. Who would have thought that someone at 3D Realms would steal shit from an action movie, fail to credit it, and put it in one of their games? the dark and gritty...Ice Cream Jonsey *Way to go not following "Loaded" (really Gauntlet), a game that came out in 1996, as the way forward for the 2001 release of Max Payne. What a visionary. I hope he was also sagely present when Remedy suggested doing the entire thing in text and on the Oregon Trail. [/quote]