May 1998 Archives


May 27, 1998

Official Max Payne Web Site Now Open!

Just in time for E3, the official site for Max Payne has now opened!

http://www.maxpayne.com is now live and ready for your perusal. Developed by Remedy Entertainment, and run by 3D Realms, this new site will be the source for Max Payne information. Check it out today!

Posted by Joe Siegler at 1:00 PM


May 25, 1998

Scott Miller Interview

Scott Miller has been interviewed again, this time by Methos Interviews. It's a short interview, but Scott talks a bit about what games that we've published he's proud of. Check it out here.

Posted by Joe Siegler at 1:00 PM


May 25, 1998

Max Payne E3 Info

We have two updates about Max Payne & E3. The first comes from the Remedy Site and the second comes from a Markus Maki .plan update.

The First Update: We'll be showing off Max Payne at the Electronic Entertainment Expo in Atlanta on May 28-30 at the big G.O.D. booth (#1453 in the East Hall). There will be a video on the booth and a special invite-only back room demo, where we'll show the game running in real-time. So, if you're attending E3 next week, make sure you check out Max!

The Second Update: E3 rush is still on. Haven't gotten much sleep lately.

Update: I'm going to E3. We changed plans somewhat :) Our plane is leaving next Weds 7:10am meaning we have to be at the airport at 6am latest. Might not be worth sleeping at all... Although I'm looking forward to E3 very much, I'm not that fond about the 16 hours in transit that it takes for us to get there.

Did the Max Payne video yesterday. It's definitely cool, a lot better than the first video we did two months back. Come and check it out at the god booth.

Posted by Joe Siegler at 1:00 PM


May 21, 1998

3D Realms at E3

3D Realms will have some games and some people (OK, a lot of people) at this year's E3. Virtually everyone here (there will be around 25 of us or so) from 3D Realms will be at E3, so if you see one of us, say hi.

The GT Interactive booth will have some demos and things to see for Duke Nukem & Prey (the Gathering of Developers booth will have Max Payne). However, what exactly will be shown is a secret for now, so make sure to check us out next week in Atlanta.

Our webmaster will be there in force with the digital camera, so we'll have plenty of pictures to show you when we get back!

Posted by Joe Siegler at 1:00 PM


May 21, 1998

Max Payne Info

In more Max Payne news, C|Net's Gamecenter has a short news article online about Max Payne. It's short, but covers the publishing info we reported yesterday, as well as some small tidbits about the game. You can check it out here.

Posted by Joe Siegler at 1:00 PM


May 21, 1998

Duke Nukem Kicks Godzilla's Ass!

Gamers-Zone recently ran a poll asking what game character could "kick the crap out of Godzilla"? In the contest was our own intrepid Duke Nukem, as well as Lo Wang. Not only did Duke kick Godzilla's ass, but everyone else's as well, taking 60 percent of the votes. The next closest was 16%! Check out the results shown here:

Posted by Joe Siegler at 1:00 PM


May 20, 1998

Max Payne to be Published by Gathering of Developers

Max Payne, the upcoming game by Remedy Entertainment (the makers of Death Rally) is to be published by the Gathering of Developers (G.O.D.), a new publisher based here in the Dallas area. Scott Miller of Apogee is a board member of the Gathering, as well. Some videos of Max Payne will be shown at the Gathering booth at E3. Here's some of the press release announcing this publishing deal:

DALLAS--(BUSINESS WIRE)--May 19, 1998-- Gathering of Developers, a developer-driven computer and video game publishing company, is looking to inflict some Payne on the 3D action market. The Gathering today announced the publishing and distribution of 3D Realms' Max Payne. This hard-core 3D action shooter with a gritty, unfolding storyline will burst onto the PC market in Spring 1999. The game is being co-developed by 3D Realms and Remedy. 3D Realms, best known for its blockbuster Duke Nukem series, is a founding partner of The Gathering. The Gathering will showcase video clips from Max Payne in the company's booth (#1453 in the East Hall) at the Electronic Entertainment Expo in Atlanta on May 28-30.

Posted by Joe Siegler at 1:00 PM


May 18, 1998

Balls of Steel Review

Intelligamer has a new review of Balls of Steel online. They give it 4.5 stars out of five, it's a good review; check it out here.

If you're looking for a fun, approachable, suitably realistic pinball game with all the extras a PC can provide then Balls of Steel delivers the goods. It's tongue in cheek humor, attractive graphics, and abundance of special modes make it engaging. And with five tables you're bound to find one you really enjoy.

Balls of Steel delivers bucket loads of tongue in cheek pinball goodness.

Posted by Joe Siegler at 1:00 PM


May 18, 1998

Max Payne Update

E3 is right behind the corner and practically all of the established game developers of the world are gearing up for it. So are we.

There will again be lots and lots of jaw-droppingly amazing titles on show from already established developers and also newer setups like ourselves.

Again, we'll be seeing lots of me-too clones, but also games with a much more original approach that are able to create new sub-genres into the already established genres.

1st and 3rd person shooters are advancing at a really fast pace, but the development can mostly be seen in better looking visuals rather than in the development of the story line, characters or gameplay depth. This is totally under- standable as the technology is advancing so fast. However, this can also have the unfortunate side-effect on some developers that they spend most of their time just focusing on visual technology. This might stray them away from the *real* thing which is the game itself. Get where I'm going with this... ? ;)

Anyhow, to make the point clear, we've not made compromises in Max Payne in regard to visual technology versus "the game". Our plan is to have both in the extreme (which should be great news to any serious gamer out there). It might not be an easy thing to pull off, but when you have 15 highly talented and motivated people, who suffer from an extremely serious case of forbearance and stubbornness (very common here in Finland), and who are all working long days on a common goal, you're bound to succeed.

Anyhow, we've been working on Max Payne for more than a year now. And during all this time all the "physical evidence" that we've given out are a dozen screen shots, which, just by themselves, have caused quite a stir already. But trust me when I say this; the screen shots don't do Max justice, and you're hereby invited to come and check out what I mean (if you're going to be at E3, that is).

Oh, and I can't yet reveal on which booth we'll be present,but if you've been following up on the news during the last couple of months, you should have a pretty good idea. ;)

Samuli Syvahuoko
Remedy Entertainment

Posted by Joe Siegler at 1:00 PM


May 15, 1998

More Lost Levels for Duke 3D!

3D Portal's Dukeworld now has the second in the lost series of levels for Duke Nukem 3D available. This second level is called "Sweeney", an average-sized map which takes you through the confines of Sweeney & Company - Sewage Experts and their plant's surrounding areas. Make sure to check out Dukeworld for this and more in the Lost Levels Series.

Posted by Joe Siegler at 1:00 PM


May 15, 1998

Apogee FAQ Updated!

Sam Stoddard has updated his excellent FAQ about Apogee today. It is (in my opinion) the best source of info about Apogee, 3D Realms, Pinball Wizards, our games, and our people. If you want an excellent read, make sure to check it out today. While you're at it, make sure to check out our FAQ section, where we have info on several other of our games.

Also, Sam has an HTML version of the FAQ online. To see that version (which is also cool), go here: http://www.rinkworks.com/apogee/.

Posted by Joe Siegler at 1:00 PM


May 14, 1998

More Polls

The Gamer's Zone recent poll in where you had to vote for your favorite character in an upcoming FPS has been won by Duke Nukem! Duke won by a very wide margin, garnering about half the total votes just for himself (the next closest character was 16% behind). Gamer's Zone now has a new poll out there you should check out. The new topic is "Who could kick the crap out of Godzilla"? Of course, Duke Nukem is in there, and this time Lo Wang is in the poll as well! Get out there and vote!

Posted by Joe Siegler at 1:00 PM


May 13, 1998

More Interviews

Geoff Keighley's Gameslice has two interviews online with some of our staff in their new Game Design section. The two interviews are:

1. An interview with Scott Miller about Prey, Remedy Entertainment, Duke Nukem, and other miscellaneous items.
2. An interview with Chris Hargrove about programming for Duke Nukem Forever.
3. Another interview with Chris Hargrove about Duke Forever's programming tools.

Posted by Joe Siegler at 1:00 PM


May 13, 1998

Lost Levels for Duke Nukem 3D Surface!

We've been asked several times if there have ever been levels made for Duke Nukem 3D that never were released. Well, some of these levels have finally surfaced. Dukeworld (a 3D Portal Site) has some levels online created by Richard Gray (AKA The Levelord) during his time here working on Duke Nukem 3D, but were not used in the final versions of Duke 3D.

The first in the series of lost levels, "Sewer", is now available at Dukeworld. Head over there and check out a piece of Duke's history that has never been seen before!

Posted by Joe Siegler at 1:00 PM


May 7, 1998

Max Payne Development Update

Hi all,

First of all, thanks to everyone who sent ideas and e-mail on Weapons in Max Payne. After reading through hundreds of e-mails, I'm now confident that we're on the right track with our weapon design. A lot of the things that we're suggested we're things we were doing anyway, but there has been some new cool ideas that we've overlooked. (I won't spoil the surprise and tell you which ones :-) Still, if you think you have some ideas that would be extremely cool with a real world weapon setup, you can still sneak in an e-mail to me... who knows, it might still make it to the game.

Second, I think that the gaming community deserves a right to give input on the games we're working on, so in addition to weapons please send feedback on level design. Do you get the biggest kicks out of Jedi Knight? Quake 2? Duke? Do you think that realism is the key element, or does it matter as long as the level plays well? Everything should naturally be interactive, but what would be to coolest thing to break or activate in real life? Machinery? Glass/Ice statues? Chandeliers? What?

As always, send e-mail directly to [email protected]. Please use subject line 'Max Payne Levels' or 'Max Payne Weapons' depending on what you're giving feedback on.

Cheers,

Petri Jarvilehto
Producer - Max Payne

Posted by Joe Siegler at 1:00 PM


May 5, 1998

Have you Checked out Balls of Steel?

Balls of Steel is very positively reviewed in the current issue (June 1998) of PC Gamer: "With great tables, realistic action, and even an appearance by Duke Nukem, Balls of Steel...boasts some great flipper-smashing action." The review also states that "pinball enthusiasts will find a lot of variety [and] the tables are saturated from top to bottom with well-drawn art," and also "aside from some cool pyrotechnic effects...these could be actual tables in a real arcade. Ball physics are excellent."

If you haven't tried the shareware version of Balls of Steel yet, please download the demo now, which is a playable version of Darkside, one of the game's five action-packed tables.

Posted by Joe Siegler at 1:00 PM


May 5, 1998

Happy Birthday B.J. Blazkowicz

Six years ago today Apogee Software released a shareware game that changed the world forever. Wolfenstein 3D was released today in 1992. Authored by id Software, this game broke all kinds of new ground, and pretty much paved the way for all action shooters to come since. If you have this game, you should get it out and play it today. If you don't have it, click on the logo above to go to our Wolfenstein 3D pages.

If you'd like to see some other history we have online, check out our Milestones page, and detailed release history pages.

Posted by Joe Siegler at 1:00 PM


May 5, 1998

George Broussard Interviewed

Steve Gibson (sCary of sCary's Shuga Shack) interviewed George Broussard about Duke Nukem Forever. There's some good information in this interview, so make sure to head over to the Shack for the interview.

Posted by Joe Siegler at 1:00 PM


May 5, 1998

Duke Nukem Time to Kill Update

Videogames.com has put online the third in their series of Duke Nukem: Time to Kill Designer Diaries. This third entry, from Dan O'Leary (the producer) focuses on Duke's new cool aiming mode, and also has the first movies of the game showing it in action! Here's a short excerpt from the article:

The TTK camera has been designed to give a clear view in the direction of motion without sacrificing Duke's onscreen presence or the player's ability to blast baddies without remorse. This is a difficult balance to strike, but I think our efforts have paid off. As in most third-person products, our camera is dynamic and intelligent - floating along behind Duke in a non-rigid fashion, dollying in and out to avoid collision or penetration with the environment. In addition, our camera supports context-sensitive motion - panning left and right, up and down, based on player actions, to provide the best possible view of the situation. For example, as Duke shimmies along a ledge hand over hand, the camera pans left or right to best frame the action. The same goes for ladder and pole climbs, wall climbs, etc.

Make sure to check out this update, as this is your first moving sneak peek at the next Duke Nukem game, Time to Kill.

Posted by Joe Siegler at 1:00 PM


May 4, 1998

Duking it out in Dallas Part 2

The second in the series of "Duking in out in Dallas" articles over on TechWeb is now online. This second article directly quotes Scott Miller in a few places, crediting him with inventing "The Apogee Model", as well as talking about our upcoming 3D Realms titles. Scott also talks about the internet and it's impact on how we can hire people. Click on the graphic here to be taken to the article. Thanks 3D Portal.

Posted by Joe Siegler at 1:00 PM


May 1, 1998

Scott Miller's Tops for Writing a Resume

This was taken from Scott Miller's .plan update. Scott gets asked some questions quite a lot, and "How do I write a resume to get into the industry" is one of them. Here's a tidbit from his update:

I see maybe 150 resumes each year. Most contain too much information and the wrong emphasis on what's important. In the past few months many people have asked me to review their resume and offer tips, so I've written this "standard reply" to use in the future, which I'll share here.

[1] Don't exceed a page in length. Not even Albert Einstein, Benjamin Franklin or Thomas Edison have the credentials to exceed one page. In fact, the longer your resume, the more it looks like you're trying to hide the fact that you don't have much going for you. Short, concise resumes are those that actually get read.

[2] Include all forms of contact information, including address, phone, fax and email. Make yourself easy to reach.

To read the full update by Scott, visit his .plan update for today.

Posted by Joe Siegler at 1:00 PM