Thread View: comp.sys.ibm.pc.games.action
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Started by dave kowalczyk
Wed, 13 Sep 1995 00:00
Duke Nukem 3D on Target?
Author: dave kowalczyk
Date: Wed, 13 Sep 1995 00:00
Date: Wed, 13 Sep 1995 00:00
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It's September and if memory serves me correctly, Duke Nukem 3D should be out. Anyone heard anything, rumor or otherwise???? Dave
Re: Duke Nukem 3D on Target?
Author: Kyle Klukas
Date: Wed, 13 Sep 1995 00:00
Date: Wed, 13 Sep 1995 00:00
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3D Realms officially states the release date as "when its done :)" Unofficially, they are looking at the end of '95/early '96.
Re: Duke Nukem 3D on Target?
Author: dp... Brian Gilman
Date: Wed, 13 Sep 1995 00:00
Date: Wed, 13 Sep 1995 00:00
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In article <DEuJ2...@wang.com>, dave kowalczyk <dave.ko...@mailoff.wang.com> wrote: >It's September and if memory serves me correctly, Duke Nukem 3D should >be out. Anyone heard anything, rumor or otherwise???? > >Dave Current release date according to Apogee is "when it's done"
Re: Duke Nukem 3D on Target?
Author: alp... James Wall
Date: Fri, 15 Sep 1995 00:00
Date: Fri, 15 Sep 1995 00:00
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dp...@loop.com (Brian Gilman) wrote: > In article <DEuJ2...@wang.com>, > dave kowalczyk <dave.ko...@mailoff.wang.com> wrote: > >It's September and if memory serves me correctly, Duke Nukem 3D should > >be out. Anyone heard anything, rumor or otherwise???? > > > >Dave > Current release date according to Apogee is "when it's done" Hah! So they're copying from iD _again_?! :> [-------------------tear along dotted line-------------------] [alp...@hunterlink.net.au - Newcastle, Australia] [user friendly propaganda - tested on americans] [mcdondalds for thought - plastic for food] [8 out of 9 wimmin' - preferred it]
Re: Duke Nukem 3D on Target?
Author: hi... Hiro
Date: Mon, 18 Sep 1995 00:00
Date: Mon, 18 Sep 1995 00:00
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In article <43fu1f$h...@news.d.umn.edu>, mlar...@ub.d.umn.edu (melanie larson) says: > >James Wall (alp...@hunterlink.net.au) wrote: >: > >Dave >: > Current release date according to Apogee is "when it's done" > >: Hah! So they're copying from iD _again_?! > >: :> > >How incredibly true! Sheesh, I'm really getting tired of it! > >Imagination please, Apogee. Creativity.. > Imagination? Creativity? They've never heard of such things. Remember when they werre "reevaluating their position in the marketplace?" Apparently they were reconciling themselves to playing second fiddle to companies like Interplay and Id, whose technology and ideas Crapogee consistently attempt to rip off. It took me less than an hour to delete that sad piece of ripoff, Nintendoesque shit, Terminal Velocity. They said it all in their promo for the thing when they said "It's a flying game without all the boring simulation aspects." (probably misquoted, but that was pretty close to what they said.) Apogee should be developing console games and releasing them into obscurity, just like all the other crap publishers. I really can't say enough bad about Apogee, except that their people actually have the balls to send me annoyed mail. I am wondering whether Apogee is a company run by suits (my guess: only a committee could consistently come so close to the mark and then miss it by so far) or whether they are a bunch of game programmers who wish that they were working on business database programs. As second-rate software goes, Apogee is king. ROTT is an advance over Wolfenstein 3D, albeit a small one, although the nintendo-style rewards and somehow sanitized violence go a long way toward turning this piece of... software... into a wanna-be. Terminal Velocity is like Descent without the gameplay, the atmosphere, and the excellent AI. The flying model in TV is horseshit; the autoleveling makes it seem like you're flying a paper-airplane armed with weapons that were rejected from Gradius. I play Descent, the SHAREWARE VERSION for crying out loud, and I come away from a session exhausted. The AI pincers you, understands walls, advances in bounding overwatch, sneaks behind you to unleash a devastating barrage. Because of the "boring" simulation aspects of Descent, we have a game with great complexity and the feeling that you could improve infinitely as a pilot. I spent probably 1000 hours or more playing Doom in deathmatch alone. The AI in Doom is no great shakes, but there's something intensely visceral about it. The buildings seem real, oppressive, gothic. The ability to execute instant mouse snaps gives it, again, a feeling that there's infinite complexity to the gameplay. As my friend Chris says, playing Doom is like playing a musical instrument. Where is your heart and soul, Apogee? When are you going to release something original with an interesting plot and good gameplay instead of these ripoffs that somehow miss the heart and soul of the originals? Why is it that the violence in your games seems somehow unsatisfying and lacks that gutwrenching feel? Do you hire playtesters? Do you listen to their suggestions or do you listen to the words of your committee as they tell you how to "leverage your positional advantage in today's increasingly competitive marketplace?" You'd better start listening to *us*, your jaded, cynical, bloodthirsty audience, or you're dead in the water. If you want to talk, mail me. -Jason hi...@mill2.millcomm.com
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