duke nukem forever ΡΠΈΡΡ ΠΊΠΎΠ΄Ρ
Duke nukem forever ΡΠΈΡΡ ΠΊΠΎΠ΄Ρ
Π’ΡΠ΅ΠΉΠ½Π΅Ρ +2 19.02.2016 |
Num 0 β Π±Π΅ΡΡΠΌΠ΅ΡΡΠΈΠ΅
Num 1 β Π±Π΅ΡΠΊΠΎΠ½Π΅ΡΠ½ΡΠ΅ ΠΏΠ°ΡΡΠΎΠ½Ρ
F1 β Π±Π΅ΡΡΠΌΠ΅ΡΡΠΈΠ΅
F2 β Π±Π΅ΡΠΊΠΎΠ½Π΅ΡΠ½ΡΠ΅ ΠΏΠ°ΡΡΠΎΠ½Ρ
Num 1 β Π±Π΅ΡΡΠΌΠ΅ΡΡΠΈΠ΅
Num 2 β Π±Π΅ΡΠΊΠΎΠ½Π΅ΡΠ½ΠΎΠ΅ ΡΡΠΊΠΎΡΠ΅Π½ΠΈΠ΅
Num 3 β Π±Π΅ΡΠΊΠΎΠ½Π΅ΡΠ½ΡΠ΅ ΠΏΠ°ΡΡΠΎΠ½Ρ
Num 4 β ΡΡΡΠ΅Π»ΡΠ±Π° Π±Π΅Π· ΠΏΠ΅ΡΠ΅Π·Π°ΡΡΠ΄ΠΊΠΈ
Num 5 β Π±Π΅ΡΠΊΠΎΠ½Π΅ΡΠ½ΡΠΉ ΠΊΠΈΡΠ»ΠΎΡΠΎΠ΄
Num 6 β Π±Π΅Π· ΠΏΠ΅ΡΠ΅Π³ΡΠ΅Π²Π°
Num 7 β ΡΠ±ΠΈΠΉΡΡΠ²Π° Ρ ΠΎΠ΄Π½ΠΎΠ³ΠΎ ΡΠ΄Π°ΡΠ°
Π£ΡΡΠ°Π½ΠΎΠ²ΠΊΠ°
Π£ΡΡΠ°Π½ΠΎΠ²ΠΊΠ°
Π£ΡΡΠ°Π½ΠΎΠ²ΠΊΠ°
Π‘ΠΎΡ ΡΠ°Π½Π΅Π½ΠΈΠ΅ #1 11.07.2011 |
ΠΡΠΊΡΡΡΡ ΠΈ ΠΏΡΠΎΠΉΠ΄Π΅Π½Ρ Π²ΡΠ΅ ΡΡΠΎΠ²Π½ΠΈ Π½Π° ΡΠ°ΠΌΠΎΠΌ Π²ΡΡΠΎΠΊΠΎΠΌ ΡΡΠΎΠ²Π½Π΅ ΡΠ»ΠΎΠΆΠ½ΠΎΡΡΠΈ, Π½Π°ΠΉΠ΄Π΅Π½Ρ Π²ΡΠ΅ ΠΏΡΠ΅Π΄ΠΌΠ΅ΡΡ, ΠΏΠΎΠ²ΡΡΠ°ΡΡΠΈΠ΅ ΡΠ³ΠΎ ΠΡΠΊΠ°.
ΠΠ£Π ΠΠΠ Β«ΠΠΠ ΠΠΠΠΠΠ―Β» Π ΠΠΠ Π’ΠΠ Β«ΠΠΠ ΠΠΠΠΠΠ―.Π Π£Β»
Π Π΅Π΄Π°ΠΊΡΠΈΠΈ ΠΏΠ΅ΡΠ°ΡΠ½ΠΎΠ³ΠΎ ΠΆΡΡΠ½Π°Π»Π° Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΡΒ» ΠΈ ΠΏΠΎΡΡΠ°Π»Π° Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΡ.ΡΡΒ» ΡΠ΅ΡΠ½ΠΎ Π²Π·Π°ΠΈΠΌΠΎΡΠ²ΡΠ·Π°Π½Ρ, Π½ΠΎ ΡΠ°Π±ΠΎΡΠ°Π΅ΠΌ ΠΌΡ ΡΠΎΠ²Π΅ΡΡΠ΅Π½Π½ΠΎ Π½Π΅Π·Π°Π²ΠΈΡΠΈΠΌΠΎ Π΄ΡΡΠ³ ΠΎΡ Π΄ΡΡΠ³Π°.
ΠΠΎΡΡΠΎΠΌΡ Π² ΠΆΡΡΠ½Π°Π»Π΅ ΠΈ Π½Π° ΡΠ°ΠΉΡΠ΅ Π² ΠΎΠ±Π·ΠΎΡΠ°Ρ
ΠΌΠΎΠ³ΡΡ ΡΡΠΎΡΡΡ ΡΠ°Π·Π½ΡΠ΅ ΠΎΡΠ΅Π½ΠΊΠΈ ΠΏΠΎ ΠΎΠ΄Π½ΠΎΠΉ ΠΈ ΡΠΎΠΉ ΠΆΠ΅ ΠΈΠ³ΡΠ΅. ΠΡΠ΅ ΡΠ»ΡΡΠ°Π΅ΡΡΡ, ΡΡΠΎ Π² ΠΆΡΡΠ½Π°Π» ΠΈΠ΄Π΅Ρ ΡΠ°Π·Π²Π΅ΡΠ½ΡΡΠ°Ρ ΡΡΠ°ΡΡΡ, Π° Π½Π° ΡΠ°ΠΉΡ β ΡΠ°ΠΌΡΠ΅ ΡΠ²Π΅ΠΆΠΈΠ΅ ΠΈ Π³ΠΎΡΡΡΠΈΠ΅ Π²ΠΏΠ΅ΡΠ°ΡΠ»Π΅Π½ΠΈΡ. ΠΠ»ΠΈ Π½Π°ΠΎΠ±ΠΎΡΠΎΡ. Π ΡΠ°ΠΊ Π΄Π°Π»Π΅Π΅. ΠΠ΅ΡΠ΅ΡΠ΅ΡΠ΅Π½ΠΈΠΉ Ρ Π½Π°Ρ ΠΌΠ½ΠΎΠ³ΠΎ, Π½ΠΎ ΡΠ°Π±ΠΎΡΠ°Π΅ΠΌ ΠΌΡ ΠΏΠ°ΡΠ°Π»Π»Π΅Π»ΡΠ½ΠΎ.
Π‘Π’ΠΠ’Π¬Π ΠΠ£Π ΠΠΠΠ Β«ΠΠΠ ΠΠΠΠΠΠ―Β» ΠΠ Π‘ΠΠΠ’Π
Π‘ΠΏΡΡΡΡ ΠΌΠ΅ΡΡΡ ΡΡΠ°ΡΡΠΈ ΠΈΠ· Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΠΈΒ» ΡΠ°Π·ΠΌΠ΅ΡΠ°ΡΡΡΡ Π½Π° ΡΠ°ΠΉΡΠ΅ ΠΈ ΡΡΠ°Π½ΠΎΠ²ΡΡΡΡ Π΄ΠΎΡΡΡΠΏΠ½Ρ Π²ΡΠ΅ΠΌ ΠΆΠ΅Π»Π°ΡΡΠΈΠΌ. Π‘ΠΌΠΎΡΡΠΈΡΠ΅ ΡΠ΅ΡΠ΅Π· Π°ΡΡ
ΠΈΠ² Π½ΠΎΠΌΠ΅ΡΠΎΠ². Π‘Π»ΡΡΠ°Π΅ΡΡΡ, ΡΡΠΎ ΡΡΠ°ΡΡΡ ΠΏΡΠ±Π»ΠΈΠΊΡΠ΅ΡΡΡ Π½Π° ΡΠ°ΠΉΡΠ΅ Π΄ΠΎ Π²ΡΡ
ΠΎΠ΄Π° ΠΆΡΡΠ½Π°Π»Π° ΠΈΠ»ΠΈ Π²ΡΠΊΠΎΡΠΎΡΡΠΈ ΠΏΠΎΡΠ»Π΅, ΠΎΠ± ΡΡΠΎΠΌ ΠΌΡ Π²ΡΠ΅Π³Π΄Π° ΡΠΎΠΎΠ±ΡΠ°Π΅ΠΌ Π² Π½Π°ΡΠ°Π»Π΅ ΡΡΠ°ΡΡΠΈ.
ΠΠ»ΡΡΠ΅Π²ΡΠ΅ Π²ΠΈΠ΄Π΅ΠΎΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ Ρ Π΄ΠΈΡΠΊΠ° Π½Π° ΡΠ°ΠΉΡΠ΅, Π΄Π»Ρ Π²ΡΠ΅ΠΎΠ±ΡΠ΅Π³ΠΎ Π΄ΠΎΡΡΡΠΏΠ°, Π½Π΅ ΡΠ°Π·ΠΌΠ΅ΡΠ°ΡΡΡΡ. ΠΠΎ Π½Π΅ΠΊΠΎΡΠΎΡΡΠ΅ Π²ΠΈΠ΄Π΅ΠΎΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ Π² ΡΠ°Π·Π½ΡΡ
Π²Π΅ΡΡΠΈΡΡ
ΠΏΠΎΡΡΡΠΏΠ°ΡΡ ΠΈ Π½Π° ΡΠ°ΠΉΡ, ΠΈ Π² ΠΆΡΡΠ½Π°Π». ΠΠ°ΠΏΡΠΈΠΌΠ΅Ρ, Π½Π° ΡΠ°ΠΉΡΠ΅ ΠΌΠΎΠΆΠ΅Ρ Π±ΡΡΡ ΠΊΡΠ°ΡΠΊΠ°Ρ Π²Π΅ΡΡΠΈΡ ΡΠ΅ΠΏΠΎΡΡΠ°ΠΆΠ°, Π° Π² ΠΆΡΡΠ½Π°Π»Π΅ ΠΏΠΎΠ»Π½Π°Ρ, ΠΈ Π½Π°ΠΎΠ±ΠΎΡΠΎΡ. ΠΠ΅ ΡΠΎ Π²ΡΠ΅ΠΌΠΈ Π²ΠΈΠ΄Π΅ΠΎ ΡΠ°ΠΊ ΠΏΡΠΎΠΈΡΡ
ΠΎΠ΄ΠΈΡ, ΠΊΠΎΠ½Π΅ΡΠ½ΠΎ.
ΠΡΠΎΠΌΠ΅ ΡΠΎΠ³ΠΎ, Π½ΠΎΠ²ΡΠ΅ Π½ΠΎΠΌΠ΅ΡΠ° Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΠΈΒ» Π°Π½ΠΎΠ½ΡΠΈΡΡΡΡΡΡ Π½Π° ΡΠ°ΠΉΡΠ΅ ΠΈ ΠΌΠΎΠ³ΡΡ Π±ΡΡΡ ΠΊΡΠΏΠ»Π΅Π½Ρ ΡΠ΅ΡΠ΅Π· Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΡ DigitalΒ» ΠΏΡΠΈΠΌΠ΅ΡΠ½ΠΎ ΡΠ΅ΡΠ΅Π· ΡΡΠΈ Π΄Π½Ρ ΠΏΠΎΡΠ»Π΅ ΠΏΠΎΡΡΡΠΏΠ»Π΅Π½ΠΈΡ ΠΏΠ΅ΡΠ°ΡΠ½ΠΎΠΉ Π²Π΅ΡΡΠΈΠΈ Π² ΠΏΡΠΎΠ΄Π°ΠΆΡ.
Π‘Π°ΠΉΡ Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΡ.ΡΡΒ» ΡΡΠΎΠΈΡ Π½Π° ΡΡΠ΅Ρ ΠΊΠΈΡΠ°Ρ . Π Π½ΠΈΡ β Π΄Π°Π»Π΅Π΅.
ΠΠΠ ΠΠ«Π ΠΠΠ’: ΠΠΠΠΠ‘Π’Π Π ΠΠΠΠΠ
ΠΠ° ΡΠ°ΠΉΡΠ΅ β ΡΡΠΈ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠΎΠ½Π½ΡΡ
ΠΏΠΎΡΠΎΠΊΠ°. ΠΡΠΎ ΠΈΠ³ΡΠΎΠ²ΡΠ΅ Π½ΠΎΠ²ΠΎΡΡΠΈ, ΠΆΠ΅Π»Π΅Π·Π½ΡΠ΅ Π½ΠΎΠ²ΠΎΡΡΠΈ ΠΈ Π΅Π΄ΠΈΠ½ΡΠΉ ΡΠ΅Π΄Π°ΠΊΡΠΈΠΎΠ½Π½ΡΠΉ Π±Π»ΠΎΠ³ Β«ΠΡΡΠΌΡΠΌ ΡΠ΅ΠΊΡΡΠΎΠΌΒ».
ΠΠ»ΠΎΠ³ Β«ΠΡΡΠΌΡΠΌ ΡΠ΅ΠΊΡΡΠΎΠΌΒ» ΠΏΠΎΡΠ²ΠΈΠ»ΡΡ ΡΡΠ°Π²Π½ΠΈΡΠ΅Π»ΡΠ½ΠΎ Π½Π΅Π΄Π°Π²Π½ΠΎ ΠΈ ΠΏΠΎΠ·Π²ΠΎΠ»ΡΠ΅Ρ ΡΠ΅Π΄Π°ΠΊΡΠΈΠΈ Π½Π°ΠΏΡΡΠΌΡΡ Π΄Π΅Π»ΠΈΡΡΡΡ Ρ Π²Π°ΠΌΠΈ ΠΌΡΡΠ»ΡΠΌΠΈ ΠΈ Π²ΠΏΠ΅ΡΠ°ΡΠ»Π΅Π½ΠΈΡΠΌΠΈ.
ΠΡΠ΄Π΅Π»ΡΠ½ΠΎ ΠΎΡΠΌΠ΅ΡΠΈΠΌ Π»Π΅Π½ΡΡ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠΉ Π½Π° ΡΠ°ΠΉΡΠ΅. ΠΠ΄Π΅ΡΡ ΠΌΠΎΠΆΠ½ΠΎ ΡΡΠ°Π·Ρ ΡΠ²ΠΈΠ΄Π΅ΡΡ, ΠΊΠ°ΠΊΠΈΠ΅ Π½Π° ΡΠ°ΠΉΡΠ΅ ΠΏΠΎΡΠ²ΠΈΠ»ΠΈΡΡ ΡΠ²Π΅ΠΆΠΈΠ΅ Π½ΠΎΠ²ΠΎΡΡΠΈ, ΡΡΠ°ΡΡΠΈ, Π²ΠΈΠ΄Π΅ΠΎ, ΡΠΊΡΠΈΠ½ΡΠΎΡΡ, ΠΎΠ±ΠΎΠΈ ΠΈ, Π² ΡΠΊΠΎΡΠΎΠΌ Π±ΡΠ΄ΡΡΠ΅ΠΌ, Π±Π»ΠΎΠ³ΠΎΠ²ΡΠ΅ ΠΏΠΎΡΡΡ.
ΠΠ’ΠΠ ΠΠ ΠΠΠ’: Π‘Π’ΠΠ’Π¬Π
Preview (ΠΈΠ³ΡΡ Π² ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠ΅) ΠΈ review (ΠΎΠ±Π·ΠΎΡΡ, ΡΠ΅ΡΠ΅Π½Π·ΠΈΠΈ) β Ρ
ΡΠ΅Π±Π΅Ρ Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΠΈ.ΡΡΒ». ΠΡ ΠΏΠΈΡΠ΅ΠΌ ΠΈ ΠΏΡΠΎ Π Π‘, ΠΈ ΠΏΡΠΎ Xbox, PS3, Nintendo ΠΈ Π΄ΡΡΠ³ΠΈΠ΅ ΠΊΠΎΠ½ΡΠΎΠ»ΠΈ. Π Π΄ΠΎΠΏΠΎΠ»Π½Π΅Π½ΠΈΠ΅ ΠΊ Π½ΠΈΠΌ ΠΏΡΠ±Π»ΠΈΠΊΡΡΡΡΡ ΠΎΡΠΎΠ±ΡΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ Π½Π° Π»ΡΠ±ΡΠ΅ ΠΈΠ³ΡΠΎΠ²ΡΠ΅ ΠΈ ΠΎΠΊΠΎΠ»ΠΎΠΈΠ³ΡΠΎΠ²ΡΠ΅ ΡΠ΅ΠΌΡ β ΡΡΠΎ ΡΡΠ±ΡΠΈΠΊΠ° Β«Π‘ΠΏΠ΅ΡΒ».
Π ΠΏΠΎΠ»Π΅ Π²Π½ΠΈΠΌΠ°Π½ΠΈΡ β ΠΊΠΈΠ±Π΅ΡΡΠΏΠΎΡΡ (Π²ΡΠ΄Π΅Π»Π΅Π½ Π² ΠΎΡΠ΄Π΅Π»ΡΠ½ΡΡ ΡΡΠ±ΡΠΈΠΊΡ), ΠΌΠΎΠ±ΠΈΠ»ΡΠ½ΡΠ΅ ΠΈΠ³ΡΡ (Android, iPAD, iPhone) ΠΈ ΡΠΎΡΡΠ²Π΅ΡΠ½ΡΠ΅ ΠΏΠΎΠ΄Π±ΠΎΡΠΊΠΈ. Π Π΅ΡΠ΅ Π΄Π²Π°ΠΆΠ΄Ρ Π² ΠΌΠ΅ΡΡΡ ΠΌΡ ΠΎΡΠ²Π΅ΡΠ°Π΅ΠΌ Π½Π° Π²ΠΎΠΏΡΠΎΡΡ ΡΠΈΡΠ°ΡΠ΅Π»Π΅ΠΉ Π² ΡΡΠ±ΡΠΈΠΊΠ΅ Β«Π’ΡΠΈΠ±ΡΠ½Π°Β».
ΠΡΠΎΠ±Π½ΡΠΊΠΎΠΌ, ΠΊΠ°ΠΊ Π²ΠΎΠ΄ΠΈΡΡΡ, ΡΡΠΎΠΈΡ Β«ΠΠ΅Π»Π΅Π·Π½ΡΠΉ ΡΠ΅Ρ
Β», ΠΏΠΎΡΠ²ΡΡΠ΅Π½Π½ΡΠΉ Π½Π΅ ΡΠΎΠ»ΡΠΊΠΎ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ½ΠΎΠΌΡ ΠΆΠ΅Π»Π΅Π·Ρ, Π½ΠΎ ΠΈ Π»ΡΠ±ΡΠΌ Π΄Π΅Π²Π°ΠΉΡΠ°ΠΌ, ΠΈΠ½ΡΠ΅ΡΠ΅ΡΠ½ΡΠΌ Π΄Π»Ρ ΠΈΠ³ΡΠΎΠΊΠΎΠ² (ΡΡΠΎ Π½Π΅ ΡΠΎΠ»ΡΠΊΠΎ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ½ΡΠ΅ ΠΌΡΡΠΊΠΈ, ΡΡΠ»ΠΈ Π΄Π° Π΄ΠΆΠΎΠΉΡΡΠΈΠΊΠΈ, Π½ΠΎ ΠΈ Π½ΠΎΡΡΠ±ΡΠΊΠΈ, ΠΏΠ»Π°Π½ΡΠ΅ΡΡ, ΡΠΈΡΠ°Π»ΠΊΠΈ ΠΈ ΠΏΡΠΎΡΠ΅Π΅).
Π ΡΠΊΠΎΠ²ΠΎΠ΄ΡΡΠ²Π° ΠΈ ΠΏΡΠΎΡ
ΠΎΠΆΠ΄Π΅Π½ΠΈΡ ΠΏΠΎ ΠΈΠ³ΡΠ°ΠΌ Π½Π° ΡΠ°ΠΉΡΠ΅ ΠΎΠ±Π½ΠΎΠ²Π»ΡΡΡΡΡ ΡΠ΅ΠΉΡΠ°Ρ ΡΠ΅Π΄ΠΊΠΎ, Π½ΠΎ ΡΡΠ±ΡΠΈΠΊΠ° ΠΎΡΡΠ°Π΅ΡΡΡ, ΠΈ, Π½Π°Π΄Π΅Π΅ΠΌΡΡ, Π² Π±ΡΠ΄ΡΡΠ΅ΠΌ ΠΌΡ Π·Π°ΠΉΠΌΠ΅ΠΌΡΡ Π΅Ρ ΠΏΠ»ΠΎΡΠ½Π΅Π΅.
Π’Π ΠΠ’ΠΠ ΠΠΠ’: ΠΠΠΠΠ
Π‘Π΅ΠΉΡΠ°Ρ Π½Π° ΡΠ°ΠΉΡΠ΅ ΠΏΡΠΎΠΈΡΡ
ΠΎΠ΄ΠΈΡ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠ΅ Π²ΡΠ΅Π³ΠΎ Π²ΠΈΠ΄Π΅ΠΎΡΠ°Π·Π΄Π΅Π»Π°, ΡΠ°ΠΊ ΡΡΠΎ Π² ΠΏΠΎΠ΄ΡΠΎΠ±Π½ΠΎΡΡΠΈ Π²Π΄Π°Π²Π°ΡΡΡΡ Π±Π΅ΡΡΠΌΡΡΠ»Π΅Π½Π½ΠΎ. Π‘ΠΊΠ°ΠΆΠ΅ΠΌ Π»ΠΈΡΡ, ΡΡΠΎ ΠΏΠ»Π°Π½ΠΈΡΡΡΡΡΡ ΠΈ ΠΏΠΎΡΡΠΎΡΠ½Π½ΡΠ΅ ΠΏΠ΅ΡΠ΅Π΄Π°ΡΠΈ, ΠΈ ΡΠ°Π·ΠΎΠ²ΡΠ΅ ΠΈΠ½ΡΠ΅ΡΠ΅ΡΠ½ΡΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ, ΠΊΠ°ΠΊ ΠΊΠ°ΠΌΠ΅ΡΠ½ΡΠ΅ (ΡΠ΅Π»ΠΈ Π² ΡΠ΅Π΄Π°ΠΊΡΠΈΠΈ ΠΈ Π·Π°ΠΏΠΈΡΠ°Π»ΠΈ), ΡΠ°ΠΊ ΠΈ ΡΠ΅ΠΏΠΎΡΡΠ°ΠΆΠ½ΡΠ΅ (Ρ ΠΌΠ΅ΡΡ ΡΠΎΠ±ΡΡΠΈΠΉ ΠΈ Ρ ΠΏΠΎΠΉΠΌΠ°Π½Π½ΡΠΌΠΈ Π²ΡΠ°ΡΠΏΠ»ΠΎΡ
ΠΆΠΈΠ²ΡΠΌΠΈ ΠΎΡΠ΅Π²ΠΈΠ΄ΡΠ°ΠΌΠΈ).
ΠΡΠΎΠΌΠ΅ ΡΠΎΠ³ΠΎ, ΠΌΡ ΡΠ°ΠΌΠΈ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄ΠΈΠΌ ΠΈΠ³ΡΠΎΠ²ΡΠ΅ ΡΡΠ΅ΠΉΠ»Π΅ΡΡ ΠΈ ΡΠΎΠ·Π΄Π°Π΅ΠΌ ΠΊ Π½ΠΈΠΌ ΡΡΡΡΠΊΠΈΠ΅ ΡΡΠ±ΡΠΈΡΡΡ. Π‘ΡΠ±ΡΠΈΡΡΡ ΠΎΡΠΊΠ»ΡΡΠ°ΡΡΡΡ, ΠΌΠΎΠΆΠ½ΠΎ ΡΠΌΠΎΡΡΠ΅ΡΡ ΠΈ Ρ Π½ΠΈΠΌΠΈ, ΠΈ Π±Π΅Π·. ΠΠ΅ ΡΡΠ΅ΠΉΠ»Π΅ΡΠ°ΠΌΠΈ Π΅Π΄ΠΈΠ½ΡΠΌΠΈ: Π²ΠΈΠ΄Π΅ΠΎΠ΄Π½Π΅Π²Π½ΠΈΠΊΠΈ ΡΠ°Π·ΡΠ°Π±ΠΎΡΡΠΈΠΊΠΎΠ² ΠΈ Π΄ΡΡΠ³ΠΈΠ΅ ΠΈΠ½ΡΠ΅ΡΠ΅ΡΠ½ΡΠ΅ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»Ρ ΡΠΎΠΆΠ΅ ΡΠ°ΡΡΠ΅Π½ΡΠΊΠΎ ΠΏΠΎΠΏΠ°Π΄Π°ΡΡ Π½Π° Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΡ.ΡΡΒ». ΠΠ°, ΡΠΎΠΆΠ΅ Ρ ΡΡΠ±ΡΠΈΡΡΠ°ΠΌΠΈ!
Π‘Π½Π°ΡΠ°Π»Π° ΠΏΡΠ±Π»ΠΈΠΊΡΠ΅ΠΌ ΡΠΎΠ»ΠΈΠΊ. ΠΠΎΡΠΎΠΌ ΠΏΠ΅ΡΠ΅Π²ΠΎΠ΄ΠΈΠΌ ΠΈ ΠΏΡΠΈΠΊΡΡΡΠΈΠ²Π°Π΅ΠΌ ΡΡΡΡΠΊΠΈΠΉ ΡΠ΅ΠΊΡΡ. ΠΡΠΎ Π·Π°Π½ΠΈΠΌΠ°Π΅Ρ ΠΎΡ ΠΎΠ΄Π½ΠΎΠ³ΠΎ-Π΄Π²ΡΡ
Π΄Π½Π΅ΠΉ Π΄ΠΎ Π½Π΅Π΄Π΅Π»ΠΈ. ΠΠΎΠΎΠ±ΡΠ΅, ΡΠ½ΡΡΡ ΡΠΎ ΡΠ»ΡΡ
Π° ΠΈ ΠΏΠ΅ΡΠ΅Π²Π΅ΡΡΠΈ ΡΠ΅ΠΊΡΡ ΠΎΠ΄Π½ΠΎΠ³ΠΎ Π²ΠΈΠ΄Π΅ΠΎΠ΄Π½Π΅Π²Π½ΠΈΠΊΠ° ΠΌΠΈΠ½ΡΡ Π½Π° Π΄Π²Π°Π΄ΡΠ°ΡΡ β ΡΡΠΎ Π΄ΠΎ ΡΠ΅ΡΡΠΈ-Π²ΠΎΡΡΠΌΠΈ ΡΠ°ΡΠΎΠ² ΡΠ°Π±ΠΎΡΡ ΠΈ ΡΠ²ΡΡΠ΅. ΠΠ°-Π΄Π°, ΡΠΎ ΡΡΠΎΡΠΎΠ½Ρ ΠΊΠ°ΠΆΠ΅ΡΡΡ, ΡΡΠΎ ΠΎΠ½ΠΎ Π»Π΅Π³ΠΊΠΎ, Π° Π½Π° ΡΠ°ΠΌΠΎΠΌ Π΄Π΅Π»Π΅ β Π°Π΄ΡΠΊΠΈΠΉ ΡΡΡΠ΄. ΠΡΠΎ Π½Π΅ Π²Π΅ΡΠΈΡ β ΠΏΠΎΠΏΡΠΎΠ±ΡΠΉΡΠ΅ ΡΠ°ΠΌΠΈ!
ΠΠ Π’Π ΠΠ₯ ΠΠΠ’ΠΠ₯: ΠΠ Π£ΠΠΠ Π Π£ΠΠ ΠΠΠ
ΠΠΈΠ³Π°Π½ΡΡΠΊΠ°Ρ ΠΈΠ³ΡΠΎΠ²Π°Ρ Π±Π°Π·Π°: ΡΠ²ΡΡΠ΅ ΠΏΡΡΠ½Π°Π΄ΡΠ°ΡΠΈ ΡΡΡΡΡ ΠΈΠ³Ρ. ΠΠ°Π½Π½ΡΠ΅ ΠΏΠΎΡΡΠΎΡΠ½Π½ΠΎ ΠΎΠ±Π½ΠΎΠ²Π»ΡΡΡΡΡ ΠΈ ΠΏΠΎΠΏΠΎΠ»Π½ΡΡΡΡΡ. Π Π±Π°Π·Ρ ΠΌΡ Π²ΠΊΠ»ΡΡΠ°Π΅ΠΌ Π²ΡΠ΅ ΠΈΠ³ΡΡ, ΠΊΡΠΎΠΌΠ΅ ΠΎΡΠΊΡΠΎΠ²Π΅Π½Π½ΠΎΠ³ΠΎ ΡΡΡΡΠ°. ΠΠ΅Π΄Π°Π²Π½ΠΎ ΡΡΠ°Π»ΠΈ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ ΠΈ ΡΠ΅ΡΡΠ΅Π·Π½ΡΠ΅ ΠΌΠΎΠ±ΠΈΠ»ΡΠ½ΡΠ΅ ΠΈΠ³ΡΡ. ΠΠΎΠΆΠ½ΠΎ ΡΠΌΠΎΡΡΠ΅ΡΡ ΠΏΠΎ ΡΠ΅ΡΠΈΡΠΌ ΠΈΠ³Ρ ΠΈ ΠΏΠΎ ΠΊΠΎΠΌΠΏΠ°Π½ΠΈΡΠΌ.
ΠΠ°Π»Π΅Π½Π΄Π°ΡΡ ΠΈΠ³ΡΠΎΠ²ΡΡ
Π½ΠΎΠ²ΠΈΠ½ΠΎΠΊ: Π΄Π°ΡΡ Π²ΡΡ
ΠΎΠ΄Ρ ΠΊΠΎΠΌΠΏΡΡΡΠ΅ΡΠ½ΡΡ
ΠΈ ΠΊΠΎΠ½ΡΠΎΠ»ΡΠ½ΡΡ
ΠΈΠ³Ρ.
Π‘ΠΊΡΠΈΠ½ΡΠΎΡΡ ΠΈ ΠΎΠ±ΠΎΠΈ: Π½Π°Π·Π²Π°Π½ΠΈΠ΅ Π³ΠΎΠ²ΠΎΡΠΈΡ ΡΠ°ΠΌΠΎ Π·Π° ΡΠ΅Π±Ρ. ΠΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΡ ΠΎΠ±ΠΎΠ΅Π² ΠΈ ΡΠΊΡΠΈΠ½ΡΠΎΡΠΎΠ² ΡΠΌΠΎΡΡΠΈΡΠ΅ ΡΠ΅ΡΠ΅Π· Π»Π΅Π½ΡΡ ΠΎΠ±Π½ΠΎΠ²Π»Π΅Π½ΠΈΠΉ Π½Π° ΡΠ°ΠΉΡΠ΅. Π’Π°ΠΌ ΠΌΠΎΠΆΠ½ΠΎ Π½Π°ΡΡΡΠΎΠΈΡΡ ΡΠ΅Π±Π΅ ΡΠΎΠ»ΡΠΊΠΎ ΠΎΠ±ΠΎΠΈ ΠΈ ΡΠΊΡΠΈΠ½ΡΠΎΡΡ.
Π‘ΠΎΡ
ΡΠ°Π½Π΅Π½ΠΈΡ, ΡΡΠ΅ΠΉΠ½Π΅ΡΡ ΠΈ ΠΊΠΎΠ΄Ρ: ΡΠ°Π· Π² Π½Π΅Π΄Π΅Π»Ρ Π±Π°Π·Π° ΠΏΠΎΠΏΠΎΠ»Π½ΡΠ΅ΡΡΡ ΠΈ Π΄ΠΎΡΡΠΈΠ³Π»Π° ΡΠΆΠ΅ Π²Π½ΡΡΠΈΡΠ΅Π»ΡΠ½ΡΡ
ΡΠ°Π·ΠΌΠ΅ΡΠΎΠ². Π§ΠΈΡΠ΅ΡΡΠΊΠΈΠΉ Π·Π°ΠΊΠΎΡΠ»ΠΎΠΊ Π½Π° ΡΠ°ΠΉΡΠ΅.
ΠΠ³ΡΠ° ΠΌΠ΅ΡΡΡΠ°: Π³ΠΎΠ»ΠΎΡΠΎΠ²Π°Π½ΠΈΠ΅ Π·Π° Π»ΡΡΡΠΈΠ΅ ΠΈΠ³ΡΡ ΠΏΠΎΡΠ»Π΅Π΄Π½ΠΈΡ
Π»Π΅Ρ. ΠΠ±Π½ΠΎΠ²Π»ΡΠ΅ΡΡΡ ΡΠ°Π· Π² ΠΌΠ΅ΡΡΡ. Π£ ΠΊΠ°ΠΆΠ΄ΠΎΠ³ΠΎ ΠΏΠΎΡΠ΅ΡΠΈΡΠ΅Π»Ρ Π΅ΡΡΡ ΠΏΡΡΡ Π±Π°Π»Π»ΠΎΠ², ΠΊΠΎΡΠΎΡΡΠ΅ ΠΎΠ½ ΠΌΠΎΠΆΠ΅Ρ ΠΊΠ°ΠΊ ΡΠ³ΠΎΠ΄Π½ΠΎ ΡΠ°ΡΠΏΡΠ΅Π΄Π΅Π»ΠΈΡΡ ΠΏΠΎ ΡΠ°ΠΌΡΠΌ ΡΡΡΠ΅ΡΡΠ²Π΅Π½Π½ΡΠΌ Π΄Π»Ρ Π½Π΅Π³ΠΎ ΠΏΡΠΎΠ΅ΠΊΡΠ°ΠΌ.
ΠΠΠΠ¨ΠΠΠ Π‘ΠΠ’Π
ΠΡΠΈΡΠΈΠ°Π»ΡΠ½Π°Ρ Π³ΡΡΠΏΠΏΠ° Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΠΈΒ» Π΄Π΅ΠΉΡΡΠ²ΡΠ΅Ρ Π½Π° ΠΏΡΠΎΡΡΠΎΡΠ°Ρ
ΡΠΎΡΠΈΠ°Π»ΡΠ½ΠΎΠΉ ΡΠ΅ΡΠΈ Β«ΠΠΠΎΠ½ΡΠ°ΠΊΡΠ΅Β». ΠΡΠΎ ΡΠ»ΡΡΠΈΠΌΠ°ΡΠΈΠ²Π½ΠΎΠ΅ Π½Π°ΡΠ΅ ΠΏΡΠ΅Π΄ΡΡΠ°Π²ΠΈΡΠ΅Π»ΡΡΡΠ²ΠΎ Π² ΡΠΎΡΡΠ΅ΡΡΡ
.
ΠΡΠ΅ Π΅ΡΡΡ Π³ΡΡΠΏΠΏΡ Π½Π° Facebook ΠΈ Π² Twitter, Π½ΠΎ ΡΠ°ΠΌ ΠΌΡ ΠΏΡΠ±Π»ΠΈΠΊΡΠ΅ΠΌ ΡΠΎΠ»ΡΠΊΠΎ Π°Π½ΠΎΠ½ΡΡ ΠΌΠ°ΡΠ΅ΡΠΈΠ°Π»ΠΎΠ². Π‘Π³ΠΎΠ΄ΠΈΡΡΡ, ΡΡΠΎΠ±Ρ ΡΠ»Π΅Π΄ΠΈΡΡ Π·Π° Π³Π»Π°Π²Π½ΡΠΌΠΈ ΠΏΡΠ±Π»ΠΈΠΊΠ°ΡΠΈΡΠΌΠΈ, Π½ΠΎ Π½Π°ΡΠΈ RSS-Π»Π΅Π½ΡΡ ΠΏΡΠΈΠ³ΠΎΠ΄ΡΡΡΡ Π±ΠΎΠ»ΡΡΠ΅ β ΠΈΡ
Π½Π΅ΡΠΊΠΎΠ»ΡΠΊΠΎ ΡΡΡΠΊ, Π½Π° Π²ΡΠ΅ Π²ΠΊΡΡΡ. ΠΡ ΠΈ Π³ΡΡΠΏΠΏΠ° Π½Π° ΠΠ ΠΏΠΎΠΌΠΎΠΆΠ΅Ρ, ΠΊΠΎΠ½Π΅ΡΠ½ΠΎ ΠΆΠ΅.
ΠΠΈΠ΄Π΅ΠΎΠΊΠ°Π½Π°Π» Π½Π° youtube.com ΡΠΎΠΆΠ΅ Π΄ΠΎΡΡΡΠΏΠ΅Π½ Π²ΡΠ΅ΠΌ ΠΆΠ΅Π»Π°ΡΡΠΈΠΌ ΠΈ Ρ Π½Π΅Π±ΠΎΠ»ΡΡΠΎΠΉ Π·Π°Π΄Π΅ΡΠΆΠΊΠΎΠΉ ΡΠ°Π·ΠΌΠ΅ΡΠ°Π΅Ρ ΡΠ΅ ΠΆΠ΅ Π²ΠΈΠ΄Π΅ΠΎ, ΡΡΠΎ ΠΈ Π½Π° ΡΠ°ΠΉΡΠ΅. ΠΠ΄Π΅ ΡΠ΄ΠΎΠ±Π½Π΅Π΅, ΡΠ°ΠΌ ΠΈ ΡΠΌΠΎΡΡΠΈΡΠ΅! ΠΠ° Π²ΠΈΠ΄Π΅ΠΎΠΊΠ°Π½Π°Π»Π΅ Π±ΡΠ²Π°ΡΡ ΠΈ ΡΠΎΠ±ΡΡΠ²Π΅Π½Π½ΡΠ΅ Π°ΠΊΡΠΈΠ²Π½ΠΎΡΡΠΈ.
ΠΠΠ Π‘Π’ΠΠ’Π¬ ΠΠΠ’ΠΠ ΠΠ Π ΠΠΠ ΠΠ£ΠΠΠ’Π¬
Π‘Π²Π΅ΠΆΠΈΠ΅ Π½ΠΎΠΌΠ΅ΡΠ° ΠΆΡΡΠ½Π°Π»Π° Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΡΒ» ΠΌΠΎΠΆΠ½ΠΎ ΠΏΡΠΈΠΎΠ±ΡΠ΅ΡΡΠΈ Π½Π° Π±ΡΠΌΠ°Π³Π΅ (ΠΊΡΠΎ Π±Ρ ΡΠΎΠΌΠ½Π΅Π²Π°Π»ΡΡ!), Π² ΡΠΈΡΡΠΎΠ²ΠΎΠΉ Π±ΠΈΠ±Π»ΠΈΠΎΡΠ΅ΡΠΊΠ΅ Β«ΠΠ³ΡΠΎΠΌΠ°Π½ΠΈΡ DigitalΒ», Π½Π° iPAD ΠΈ iPhone. ΠΠ»Ρ Π±ΡΠΌΠ°ΠΆΠ½ΠΎΠΉ Π²Π΅ΡΡΠΈΠΈ, ΠΊΡΠΎΠΌΠ΅ ΡΠΎΠ·Π½ΠΈΡΡ, Π΅ΡΡΡ ΠΌΠ½ΠΎΠ³ΠΎ Π²Π°ΡΠΈΠ°Π½ΡΠΎΠ² Π΄ΠΎΡΡΠ°Π²ΠΊΠΈ, ΠΎΡ ΠΊΡΡΡΠ΅ΡΡΠΊΠΎΠΉ Π΄ΠΎ ΠΏΠΎΡΡΠΎΠ²ΠΎΠΉ.
ΠΠΎΡ Π²Π°ΠΌ ΡΡΡΠ»ΠΊΠΈ: ΡΠ»Π΅ΠΊΡΡΠΎΠ½Π½ΡΠ΅ Π²Π΅ΡΡΠΈΠΈ ΠΆΡΡΠ½Π°Π»ΠΎΠ² β ΡΠ°Π·, Π·Π°ΠΊΠ°Π· ΠΆΡΡΠ½Π°Π»Π° ΠΏΠΎ ΠΏΠΎΡΡΠ΅ ΠΈΠ»ΠΈ ΠΊΡΡΡΠ΅ΡΠΎΠΌ + ΠΏΠΎΠ΄ΠΏΠΈΡΠΊΠ° β Π΄Π²Π°, ΠΈ Π΅ΡΠ΅ ΠΎΠ΄ΠΈΠ½ Π½Π°Ρ ΠΌΠ°Π³Π°Π·ΠΈΠ½ Π΄Π»Ρ Π·Π°ΠΊΠ°Π·Π° ΠΆΡΡΠ½Π°Π»ΠΎΠ² ΠΏΠΎ ΠΏΠΎΡΡΠ΅ β ΡΡΠΈ.
ΠΠΎΠ²ΡΠΌ Π°Π²ΡΠΎΡΠ°ΠΌ ΠΌΡ Π²ΡΠ΅Π³Π΄Π° ΡΠ°Π΄Ρ. ΠΠ΅ΡΠ΅ΠΌ ΡΠΎΠ»ΡΠΊΠΎ Π»ΡΡΡΠΈΡ
ΠΈΠ· Π»ΡΡΡΠΈΡ
. ΠΠ΅Π»Π°ΡΡΠΈΠ΅ Π²Π»ΠΈΡΡΡΡ Π² Π½Π°ΡΠΈ ΡΡΠ΄Ρ β Π²Π°ΠΌ ΡΡΠ΄Π°.
Duke nukem forever ΡΠΈΡΡ ΠΊΠΎΠ΄Ρ
https://www.youtube.com/watch?v=cuRhaRJUtWw#t=463
Duke Lives
1. Admire the hot Duke himself in the mirror in the bathroom of Duke’s apartment.
2. Take a leak in the same bathroom of Duke’s apartment.
3. Sink all balls in pool in Duke’s apartment.
Damn! It’s Late
4. Pop some popcorn. After exiting the elevator and going down the stairs there will be 3 guys watching the news. Go into the room to the left.
5. Sign the boy’s autograph
The Duke Cave
5. Bench press 600 pounds in Duke’s gym. You have to add the weights yourself. There are three on the floor and one on a bench in the bottom right corner of the room.
6. Curl a dumbbell in Duke’s gym.
7. Punch the punching bag in Duke’s gym.
8. Punch the speed bag in Duke’s gym.
9. Score with a basketball in Dukes’ gym.
10. Play pinball and get a score of 280.000 in Duke’s gym.
The Lady Killer
11. Win at the slot machine.
Vegas in Ruin
BOSS BATTLE
The Duke Dome
12. Copy Duke’s butt in the copier found in the construction office. That’s the building you find to your right after you have walked through a container you blow down.
The Hive
13. Slap some breasts on the wall.
Duke Nukem’s Titty City
14. Try out the glory hole in the strip club toilet.
15. Request a special dance by the stripper on the strip table in the main room of the strip club.
16. Watch at dirty DVD in the strip club office. The office is located behind the bar, use code 4768 to get in. Once in there, the DVD is placed on the desk. Take it to the DVD player and put in the DVD.
17. Win a game of poker in the Game Room.
18. Win a game of Alien Abortion in the Game Room.
19. Win a game of air hockey in the Game Room.
The Duke Burger
21. Smoke a cigar. As soon as the Chapter begins, turn around and continue down the hallway. You will soon come to an end of the hallway, and there you’ll find a red door to the left. Enter the door to the next room and look on a shelf in the back of the room.
22. Read a dirty magazine. You’ll come to a toilet in which you have to shrink yourself in order to proceed. Open the first toilet door and look on the floor.
Ghost Town
25. Read another dirty magazine. After the monster truck runs out of gas once again, look to the right and you’ll see a building, possible a church. Enter it and look under one of the benches to the right.
Dam Top
26. Have fun with a paper plane. After the boss fight with Battlelord on the highway, go all the way to the end of the highway and you’ll see a yellow school bus. Take a look inside the bus.
The Shrunk Machine
27. Look in the calendar. After you have got the Freeze Gun and entered the room with a lot of aliens, you’ll see a double door. Enter that room and turn around. It’s hanging on the wall to your right.
The Forkstop
28. Read one more dirty magazine. In the beginning of the Chapter you will have to turn on the power to be able to raise up the garage door. In the same room as you turn on the power, look on the shelf behind the door you opened to get in there.
https://www.youtube.com/watch?v=zkRTwrS0OZ8
Rude Awakening = 1
After leaving the torture room, use the toilet that you see in the next room.
Me, Myself, and I = 9
In Skill Training room; shoot the basketball into the hop. I suggest standing in front of it for better results.
In Melee Training room; punch the punching bag
In Melee Training room; admire yourself in the mirror.
In Melee Training room; use the pull up bar after admiring yourself in the mirror.
In Melee Training room; go over to the Duke clone and win/break his arm in an arm wrestling match.
In Weight Training room; curl a dumbbell weight.
In Weight Training room; lift the weights in front of the mirror.
In Weight Training room; place all 6 weights onto the empty bench press, then lift it up.
Story related; use the glowing switch and grab the film reel and insert it into reel the projector.
The Doctor Is In = 1
Story related; defeat the boss.
The Burning Bush = 5
Earn a 250,000 pinball score on the Scientits pinball machine
Complete the Duke Nukem machine (more like Space Invaders). There’s only three levels and defeat the Boss
Use toilet upstairs in the second room on the right.
On the right side of the main room near the bar there is a dart board on the wall.
Duke Side of the Moon = 1
After your moon rover is broken down and you have to remove its power cell, search the ground nearby it for the American flag. It’s the moon rover that has the EDF ammo crate right next to the moon rover.
In August and September, the first screenshots of Duke Nukem Forever were released in PC Gamer. However, 3D Realms did not receive the Quake 2 engine code until November 1997, and the earlier screenshots were mock-ups with the Quake engine that the team had made in their spare time. 3D Realms unveiled the first video footage of Duke Nukem Forever using the Quake II engine at the 1998 Electronic Entertainment Expo (E3) conference. The trailer showed Duke fighting on the back of a moving truck and firefights with aliens. While critics were impressed, Broussard was not happy with the progress being made.
Unreal engine, 1998-2003:
Soon after the release of the Quake II engine, Epic MegaGames had unveiled its own Unreal Engine. The Unreal Engine was more realistic than Quake 2 and was better suited to producing open spaces. 3D Realms had been struggling to render the Nevada desert. Soon after E3, a programmer suggested that they make the switch. After discussions, the developers unanimously agreed to the change, which would mean scrapping much of their work so far, including significant changes 3D Realms had made to the Quake Engine. In June 1998, 14 months after the Quake 2 announcement, 3D Realms made the switch announcement. Broussard said that the game would not be «significantly delayed» by the switch, but that the project would be back to where it was at E3 «within a month to six weeks». Broussard also said that no content seen in the E3 trailer would be lost. Chris Hargrove, one of the game’s programmers at the time, confided that the change amounted to a complete reboot of the project.
By the end of 1999, Duke Nukem Forever had missed several release dates and was largely unfinished; half the game’s weapons remained concepts.[11] Broussard shot back at criticisms of the game’s lengthy development time as the price paid for developing complex modern games: A significant factor contributing to the game’s protracted development was that Broussard was continually looking to add new elements to the game. A running joke at 3D Realms was to stop Broussard from seeing a new video game, as he would want to include portions of it in Duke Nukem Forever. Later that year, Broussard decided to upgrade to a new version of the Unreal engine that was designed for multiplayer matches. Former employees recalled that Broussard did not have a plan for what the finished game would look like.[11] At the same time, GT Interactive was facing higher-than-expected losses and hired Bear Stearns to look into selling the company or merging it.[16] Later that year, Infogrames Entertainment announced it was purchasing a controlling interest in GT Interactive.[17] The publishing rights for Duke Nukem Forever passed to Gathering of Developers in early December 2000.[18]
To placate anxious fans, Broussard decided to create another trailer for E3 2001, it was the first public look at the game in three years. The video showed a couple of minutes of in-game footage, which notably showed the player moving in what appears to be Las Vegas and a certain level of interactivity (the player buys a sandwich from a vending machine and pushes each individual button on a keypad with Duke’s outstretched finger). The trailer was impressive, and Duke Nukem was the talk of the convention; IGN reported on the game’s graphics, saying, «Characters come to life with picturesque facial animations that are synced perfectly with speech, hair that swings as they bob their heads, eyes that follow gazes, and more. The particle effects system, meanwhile, boasts impressive explosion effects with shimmering fire, shattered glass, and blood spilt in every direction Add in real-time lighting effects, interactive environments, and a variation in locales unequaled in any other first-person shooter and you begin to see and understand why Duke Nukem Forever has been one of the most hotly anticipated titles over the last couple of years.» Duke Nukem Forever looked as good or better than most games, and staff at 3D Realms recalled a sense of elation after the presentation; «The video was just being eaten up by people,» one said. «We were so far ahead of other people at the time.» While many of the staff expected Broussard to make a push for finishing the game, however, he still did not have a finished product in mind.[12] Following the death of one of Gathering of Developers’ co-founders and continuing financial problems, the publishers’ Texas-based offices were shut down and absorbed into parent company Take-Two Interactive.
In 2004, video game website GameSpot reported that Duke Nukem Forever had switched to the Doom 3 engine. Many gaming news sites mailed Broussard, asking him to confirm or deny the rumor. After receiving no answer from him, they published the rumor as fact, but Broussard explicitly denied the rumor soon after. Soon after 3D Realms replaced the game’s Karma physics system with one designed by Meqon, a relatively unknown Swedish firm. Closed-doors demonstrations of the technology suggested that the physics of Duke Nukem Forever would be a step up from the critically acclaimed Half-Life 2. Rumors suggested that the game would appear at 2005 E3. While 3D Realms’ previously canceled Prey made an appearance, the rumors of Duke Nukem Forever ‘βs appearance proved false.
Some of the staff were tired of the delays. Duke Nukem Forever was the only 3D game many had worked on, giving them little to put on a resume, and as much of 3D Realms’ payment hinged on profit-sharing after release, the continual delays meant deferred income. By August 2006, between 7-10 employees had left since 2005, a majority of the Duke Nukem Forever team (which in recent months had shrunk to around 18 staff). While Shacknews speculated that the departures would lead to further delays, 3D Realms denied the claims, stating that the employees had left over a number of months and that the game was still moving ahead. Creative director Raphael van Lierop, hired in 2007, played through the completed content and realized that there was more finished than he expected. Lierop told Broussard that he felt they could push the game and «blow everyone out of the water», but Broussard responded that the game was still two years away from completion.
3D Realms final years in development, 2007-2009:
The long delay strained Broussard and Miller’s relationship, and by the end of 2006, Broussard appeared to become serious about shipping the title. On January 25 and May 22, 2007, Broussard posted two Gamasutra job ads with small screenshots of Duke Nukem and an enemy, which he later confirmed were real in-game screenshots. The team doubled in size within a short timeframe. Among the new hires was project lead Brian Hook, who became the first person to successfully resist Broussard’s requests for changes.
A new game trailer was released on December 19, 2007, the first teaser in more than six years. The video was made by 3D Realms employees as part of holiday festivities. While Broussard maintained the release date would be «when it’s done», he added that «you can expect more frequent media releases and we have considerable work behind us». While the Dallas Business Journal «confirmed» a 2008 release date for the game, Broussard later reported that this was based on a misunderstanding of «off the record» information. In-game footage of the game appeared in 2008 premiere episode of The Jace Hall Show. Filmed entirely on hand-held cameras but not originally expected to be publicly released, the video showed host Jason Hall playing through parts of a single level on a PC at 3D Realms’ offices. The footage was confirmed to have been shot six months prior to the episode air date and according to Broussard, contained outdated particle and combat effects that had since been replaced. The game did not make an appearance at E3 2008, an event which Miller described as «irrelevant».
DNF team laid off and 3D Realms downsized, 2009-2010:
3D Realms laid off the DNF staff on May 8, 2009 due to lack of funding, but inside sources claimed it would still operate as a smaller company. Development on DNF halted, and its fate was unknown. Publisher Take-Two Interactive, in response, stated that they still held the publishing rights for Duke Nukem Forever, but they were not funding the game. Prior to and after the action, unreleased screenshots, concept art, pictures of models from the game and a goodbye message from 3D Realms were posted by alleged former employees. Similar leaks followed after May 8, 2009.
3D Realms made plans to hire an «external» developer to complete the progress while continuing to downsize itself, resulting in development on another title known as Duke Begins being halted. An unofficial compilation of gameplay footage was also released in December 2009. By 2010, 3D Realms and Take-Two had settled the lawsuit and dismissed it with prejudice.
Gearbox revival and release, 2010-2011:
Despite the discontinuation of internal game development at 3D Realms, development of the game did not cease entirely. Nine ex-employees including key personnel like Allen Blum, continued game development throughout 2009 from their homes. These employees would later become Triptych Games, an independent studio housed in the same building as Gearbox, with whom they collaborated on the project.
After ceasing internal game development, 3D Realms approached noted game developers Gearbox Software and asked them if they were interested in helping Triptych Games polish the nearly finished PC version and port it to the consoles. Gearbox CEO Randy Pitchford, who had worked on an expansion to Duke Nukem 3D and very briefly on Forever before he left to found Gearbox, felt that «Duke can’t die» and decided that he was going to help «in Dukeβs time of need.» He started providing funding for the game and contacted 2K Games’ president to persuade his company that Gearbox and Triptych can complete the development of the game and get it released on all platforms in time. Duke Nukem Forever was originally intended to be a PC exclusive game, however 2K and Gearbox had hired Piranha Games to port the game designed for PC to Xbox 360 and PlayStation 3 and added a Multiplayer in order to raise sales.
The game was officially re-announced at the Penny Arcade Expo 2010 on September 3, 2010. It was the first time in the game’s development history that gamers were able to actually try the game, according to Pitchford, «the line has gotten up to four hours long to see the game». Gearbox Software subsequently purchased the Duke Nukem intellectual property from 3D Realms, and 2K Games held the exclusive long-term publishing rights of the game.
Development was almost complete with only minor polishing to be done before the game was to be released in 2011. A playable demo of Duke Nukem Forever was released once Gearbox figured out the timing, with purchasers of the Game of the Year Edition of Borderlands gaining early access. The demo is unexpectedly different from the versions available at PAX and Firstlook. Those that purchased Borderlands on Valve’s Steam prior to October 12, 2010 got the code for the demo without the need to buy the Game of the Year edition of the game. Duke Nukem Forever was initially scheduled for release on May 3 in the United States and May 6 internationally and after another delay was finally released on June 14 in North America and June 10 worldwide, nearly four weeks after the game had gone gold within 15 years.
By completing the game on any difficulty, you will get to unlock extra options for your next playthough. Most of these can be Unlocked on Normal Mode or Higher. (The options labeled «CHEAT» will disable achievements and Ego points.)
Duke 3D Freeze Ray = Freeze ray will fire bouncing ice projectiles (SP only).
Game Speed = Adjust game speed (SP only).
Grayscale Mode = Draw the game in grayscale (SP only).
Head Scale = Adjust head size of enemies and NPCs (SP only).
Infinite Ammo = Never run out of ammo (SP only). CHEAT.
Instagib = Enemies die in 1 shot and always gib (SP only). CHEAT.
Invincibility = Take no damage from bullets or explosions (SP only). CHEAT.
Mirror Mode = Draw the game mirrored horizontally (SP only)
Key Codes:
Doctor Who Cloned Me, Rude Awkening = 1503 (Small Hallway which leads to the Elevator)
Duke Nukem Forever, Duke Nukem’s Titty City = 4768 (Manager’s Office in the Main Show Room)
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