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Screenshot thread

Kabas

Arcane
Patron
Joined
Feb 10, 2018
Messages
1,411
Wardens of Chaos - Demo
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Be Kind Rewind

Educated
Zionist Agent
Joined
Mar 14, 2021
Messages
521
Location
Serbia
There have been innumerable restrospectives written on Duke Nukem Forever and it is an equally popular subject for video "essays" to go through what went wrong with the game. It has been called one of the worst games of all times on many occasions, unjustly so and this is mostly driven by the hype and expectations after a very long and troubled development.

What is far more interesting to me is how much the game had remained the same after having been in the making since 1996. The final release runs on the Unreal Engine, no, not that one, the same Unreal Engine that powered Unreal, not a later version. The plot outline of starting the game in Las Vegas and then finally battling Dr Proton in an overtaken Area 51 is to be found in outlines from 1998. Another 3D Realms (Apogee) game underwent a similar process, having had very impressive technology for the time that would have blown minds if it was released within a reasonable timeframe, but took so long they contracted Human Head to finish it and instead of another impressive title during the peak it became a swansong of the traditional shooter. Prey was a game from another era wielding the Doom 3 engine to give us the one great game made with it. They did tone down some ideas, like the protagonist
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but for the most part it was the same game as Levelord had been working on in the 90's.

The Duke Nukem Forever that we got was unfortunately not the 2001 game of the famous trailer and that was leaked, but a console-ified game from 2006 or so, this isn't a number I'm pulling out of my ass, many of the assets in the final game were made in 2006. The game came out in 2011, and the content was locked down by a small splinter group from 3D Realms in 2009.

To remedy the graphical situation the devs slapped on enough post-processing to give the player myopia. A demonstration is in order.

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Without further ado then, the screenshots.

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After the developers were all laid of in 2009 a lot of internal documents were leaked onto the internet and you can read an internal overview here. The ending of the final release is notoriously bad, after defeating the Octoking, the originally intended final boss, inside Hoover dam, and the Cycloid emperor, the entire place is nuked on the order of the alien chummy president and Duke is assumed KIA.

Apparently Gearbox didn't contribute much to the development at all and must have told the former 3D Realms staff over at Triptych to axe the originally planned final part of the game and sell what could be salvaged as DLC. Proton and Area 51 had been planned to be the finale since at least 1996, and most of that content was already done. Some levels were shifted around, originally
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was going to play a fairly big role, and after the blowing up Hoover dam Duke was to end up captured by Dr Proton. At the start of the Area 51 mission you'd switch to playing Bombshell and bust Duke out from the place. In the final game this was all cut, but the levels remain mostly the same, even up to things like the hoover elevator described in the 2009 overview document.

This is one of those cases when they literally sold you the ending of the game as DLC, something which was also almost completed and intended as a part of the original game. It also happens to be some of the best content.

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It's hard not to have mixed feelings about it now, because as bad as it was in many regards, with a two weapon limit that got raised to four on the PC with the release of the DLC, and too many gimmicky shrunken sections, the game retains a little of the old shooter pathos if only thanks to the core idea of the game being a product of the mid 90's. We actually got a Duke Nukem Forever of the 90's and it's called SiN, and it's a far better game with more impressive level dynamism and in general a better focus, but in this era of Fortnite-Overwatch hero MOBA shooter live-service slop it's hard not to appreciate DNF for what it retained. Apogee (3D Realms) were punching far above their weight for their team size and since it took forever to release they lost any impact they could have had with the game. The game is filled with memes and references that were dated at the time of release. There is one door texture that had been around since 2003. As such the game, if approached at all, ought to be so with the expectation of a time capsule.

Although I wouldn't call it a good shooter by any stretch of the imagination, I will say that it is an interesting one. And many things that are in the game only really made sense either in the previous outline or version of the game, or at the time and in the context of what the gaming landscape looked like then. In reasonable hands the project would have been cancelled ten times over, yet somehow it actually got released. The 90's cartoony plot clashes with the more serious consolebro presentation, the reference to valve puzzles came after years after Gabe Newell forgot how to count to three and had left the Half-Life series in limbo. SiN already did the Valve reference and it came out before Half-Life 1.

I've been having a blast replaying Ion Fury: Aftershock recently, this time finding all the numerous secrets and not just blasting through it. It's easy to dismiss DNF under such light, when a real Build Engine title was released 2019 and pretty much invalidates all developments since the Build days, managing far better vehicle sections even in a 2.5D environment. But all things considered it's not that bad, it's certainly not the worst game or shooter ever made, and I dare you to call it shit after suffering through the Summer Games Fest. Playing through it will give you a trip down memory lane whether you want it or not, and there are good moments. The more you know about the development the more sense the game makes to the player.

I very much recommend going through material on this site before playing it if you intend to give it a go: https://duke4ever.altervista.org/

And there is a decent series of videos on Duke Nukem Forever's development by FrameRater, the first among them can be found here.

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spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,308
Vandal Hearts 2 + Take Turns Hack



One of the best japtacticals, now enhanced with the regular "consecutive turns" system, which replaces the original super-weird "simultaneous turns" system.

What's to like?
  • Good old violence:


Fantastic verticality in hugeass maps (OFC player has height disadvantage almost all the time):






  • Plenty of equipment, which is visible on characters:

  • No FFT-like jobs, only 4 basic and switchable ones, depending on armor. Simple yet fun "skill" system, tied to the equipment. Also magic:

  • No Kaga-like bullshit (reinforcements, useless characters)

  • Hyper-ultra-secret "true" ending, impossible to get without being 110% autist (or using a FAQ):





Verdict: :4/5:

*Edit: sorry about the enlarged raw screenshots, game looks like this in Retroarch with /scanlines/scanline shader:



 
Last edited:

Ezekiel

Arcane
Joined
May 3, 2017
Messages
5,805
Started the game in December 2022, finished chapter 2 in October, made no more progress until today, because of how tedious it tries to be and how it fails as a western because of all the talking.

Most of these modern games are washed out. Like they're all trying to imitate Roger Deakins and that whole wave of cinematographers. Elden Ring too (which I'm also trying to get back into after making almost no progress, but which is crashing for me now as soon as I load the character).

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spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,308
I've heard good things about Resident Evil Remake. Time to play this shit!



:obviously:





:obviously:



:roll:



I hope this isn't Chris's blood...



Time to check out the door to the right...

:dance:

Technical info:
  • Retroarch + Beetle PSX HW core
  • 4x Internal GPU Res (better models)
  • Adaptive Smoothing (de-pixalated 2D on non-standard internal res)
  • Crop Overscan = Static (proper AR)
  • PGXP Enabled (de-wobbling of 3D elements)
  • /scanlines/oscc shader (2D backgrounds look better):
Off:



On:

 

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
7,681
Location
Lusitânia
Portal: Revolution

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Great looking Portal 2 mod with simple puzzles.
Nice
Will try this one someday

There's still Portal: Reloaded on my list. Maybe next time when I'm in Portal mood. I've heard the timeline gimmick is too convoluted for its own good.
Short and sweet, 25 chambers (can be done in 1 hour if you know what your doing)
I didn't find it particurlarly complicated
For most chambers the challenge is simply keeping in mind not to fall on your Portal auto-pilot and remember that you now have a 2nd timeline which you'll have to make use of
There are some chambers that got my noggin joggin, but those could be counted in 1 hand - the last one is definitely the hardest and the only one I got stuck
Overall, it's pretty fun and the idea is novel
 

ferratilis

Magister
Joined
Oct 23, 2019
Messages
2,493
What mod are you running?
Memories of the Zone, it's a vanilla+ modpack with AMK ballistics and OWR3 and some other tweaks. It's great other than the fact it's running on OGSR, which I don't like that much, but as a result it runs really well, has very fast loading times and is stable.
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,393
You trying to get every single injury possible there? No limb armor and a leather gorget?
 

PsihoKekec

Novice
Joined
Nov 15, 2023
Messages
70
High agility got me through, all the injuries I got were narrative related. I usually wear limb armor, as for neck barbute helmet with aventail and leather gorget are a sufficient protection, unless you are fighting Scotts in York. Also, maces are not good for late game (tried to finish with every type of weapon).
 

Modron

Arcane
Joined
May 5, 2012
Messages
10,393
Hammers/maces have the ability to crack open weak spots in heavily armored enemies (usually the head and torso, since neck and limbs have a lot of overlap), knock that 40 armor can into a single digit defense and hit them with an overhead strike.

Sure a shamshir/scimitar/cleaver low stamina special attack that adds half your agility to damage right to an underarmored enemy's neck is the more efficient way to handle soft targets but I've got a hammer in the sheath for your Goliaths and Green Knights.
 

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