![]() ![]() As a few people have said " I've waited two decades for this game, another six months won't hurt".Īnd it's just as well that we have this to look forward too, since Gearbox apparently aren't planning to release a new Duke Nukem game. I've briefly tried the leaked build, and it is certainly more enticing than the 2011 released game, but I have decided to wait for the modding community to work it's magic. What makes this leak even better is that it contains the source code, too, so that, combined with the very impressive collectives skills and enthusiasms of the Duke Nukem modding scene, there is huge potential for this build to be not just patched up to be a fully playable, if uneven and disjointed, set of pre-beta levels, but to actually become a fully playable, quality consistent full length AAA game, containing the best of the leaked version, plus well designed (by the modders) additional levels/graphics/sound/gameplay-mechanics that are either (to the best of the modders' judgement) very authentic to the 2001 build's ascetic and ideas, or are judged to enhance the game without taking away from the feel and atmosphere of the 2001 build's look and feel. Would be awesome to see if modders could transform this into a more complete experience. Those elements are in there as well but fully formed in a way that could definitely have been integrated into a full game. They had Doom 3 type in-world HUD elements in 2001! I think this puts to rest the claim that the 2001 build just consisted of a bunch of scripted stuff for E3. Movement and gunplay feels great and there is ton of interactivity. ![]() This was absolutely the version they needed to finish up instead of redoing everything because the tech may have been slightly outdated. It's going to be very interesting to learn more about what works and why.Tried it out yesterday and it's really impressive what they had back then. The whole area of original broadband content is surging with players like Crackle, Next New Networks, 60Frames, ManiaTV, Break, Heavy, MyDamnChannel, FunnyorDie and lots of others pioneering the model. That's not say "don't go with unknown talent looking to break out," but I do think it's important to recognize that doing so carries more risk. I'm not necessarily talking about A-list talent per se, but rather talent that is at least known within some kind of niche (e.g. I think that trying to find talent that already has a following - whether in gaming, TV or some other medium - is a genuine way to improve a program's odds of success. Her feeling was that tapping into what the audience is hungry for is the key. I asked Mary what she thinks the most important takeaway from Jace's early success is. I joked with Mary - spend no money but gain a big audience - the show sounds like a marketer's dream! Mary said that Crackle didn't do any advance paid marketing for the show rather the audience was driven purely by word-of-mouth and buzz-building. Gaining this type of access is practically like having exclusive content. In the program's first episode Jace provided a sneak peek at a Duke Nukem Forever game that has reputedly been in development for 12 years. Plus Mary believes that Hollywood still hasn't paid much attention to this market, despite gaming's huge following. And since he has his finger on the pulse of what the young male gamer audience is looking for, that gives him a real edge. His show brings you into the world of his relationships, making you feel more connected to gamers' movers and shakers. But Mary explained that if you're in the gaming community he's a fairly well-know producer who has a wide network of relationships in the industry. I'm always intrigued with what kinds of original broadband programs are working - and why - so I grabbed some time yesterday with Mary Ray, Crackle's VP of Marketing to learn what's behind Jace's success.įor those of you like me who are not gamers, Jason "Jace" Hall is probably unfamiliar. The broadband content provider Crackle is notching a win with its new comedy/interview series "The Jace Hall Show." I received a press release that it generated 500K visitors in the first two days following its launch on June 5th and a million to date.
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