It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Shadow Warrior, Serious Sam 1st,2nd, Unreal games, Blood series, and other action-packed shooters 50% off

This weekend we thought we might throw a [url=http://www.gog.com/promo/fps_weekend_promo_240513]FPS Flashbomb your way. Don't worry--we do that with no intention of injuring you. It's all fun and games after all. Shooting virtual guns at digital living things (and on-screen mechanical foes) is satisfying and entertaining. That's a fact no one can ignore. That's why the First Person-perspective Shooter genre (commonly abbreviated as FPS) has been popular ever since it began, and it looks like it's not going to lose its charm to gamers in the foreseeable future. With fast and action-filled gameplay these games offer, every second of talk is a second wasted, so let's get fraggin'!

So what's in the FPS Flashbomb, you might ask? There's a nice piece of the genre's history in the form of Catacombs Pack if you want too see how it all began. Then, witness how it evolved and got really bad-ass with Duke Nukem 3D Complete Edition, and how it kept on throwing one-liners with Serious Sam: The First Encounter and The Second Encounter. Witness how immersive things got with Unreal Gold, and how competitive the genre has become with Unreal Tournament 2004 ECE. Or maybe you just want to have some gory and politically incorrect fun? We've got you covered Shadow Warrior is here as well.

Enough talk, let's shoot somethin! Head out to the promo page, to see all of the great FPS games we offer 50% off until Tuesday, May 28 at 3:59AM GMT.
avatar
Kristian: It is NOT a CGI trailer, it is in game.
avatar
Smannesman: And you know this because you work for Devolver?
It's definitely not gameplay footage.
Scott Miller said so on Facebook:

The return of Lo Wang.

Pretty super happy with the coming reboots of Shadow Warrior, and Rise of the Triad. Both a very high-quality games made with passion and talent to spare.

While everything in this teaser is in-game, it doesn't show gameplay. But I love the setting and imagery. Gameplay trailers coming...
His latest post is about Shadow Warrior as well:

Not really into self-pimping, but this is a pretty good introduction to what we're trying to accomplish with the reboot. Think of the old Shadow Warrior like the original 1960's Batman film, a lot of fun, but overall pretty darn cartoony and silly. The new Shadow Warrior modernizes the character and the fun, but retains the badass, cut-throat attitude of Lo Wang.
Whit a link to the following article: http://www.joystiq.com/2013/05/20/reinventing-shadow-warrior-for-the-modern-era/
Post edited May 25, 2013 by Kristian
avatar
Kristian: The return of Lo Wang.

Pretty super happy with the coming reboots of Shadow Warrior, and Rise of the Triad. Both a very high-quality games made with passion and talent to spare.

While everything in this teaser is in-game, it doesn't show gameplay.
Alright, I didn't even know Miller had a Facebook page.
And to be honest I'm not even sure I completely believe him, most teaser trailers have been edited so much they might as well be labeled as CGI. But I'm willing to take his word for it, especially since I just quickly used the term CGI because I didn't feel like writing a long post.
What does Miller actually do btw? Isn't he just like the IP guy?
avatar
Kristian: The return of Lo Wang.

Pretty super happy with the coming reboots of Shadow Warrior, and Rise of the Triad. Both a very high-quality games made with passion and talent to spare.

While everything in this teaser is in-game, it doesn't show gameplay.
avatar
Smannesman: Alright, I didn't even know Miller had a Facebook page.
And to be honest I'm not even sure I completely believe him, most teaser trailers have been edited so much they might as well be labeled as CGI. But I'm willing to take his word for it, especially since I just quickly used the term CGI because I didn't feel like writing a long post.
What does Miller actually do btw? Isn't he just like the IP guy?
As I understand it basically a mix between business stuff and creative stuff. So while he co-wrote the story for Prey and came up with several of the key gameplay mechanics, he also negotiated the publishing contract and 3D Realms paid a large chunk of Prey's budget. That is an example with Prey things will of course differ from game to game, here is how he descriped 3DR's role in Max Payne in a blog post:

Just to be clear that I do not hijack improper credit, Max Payne was developed (all content and code) by Remedy Entertainment (they did all the hard work!), and produced by 3D Realms (meaning we funded a significant portion of the game, handled the publishing agreements, helped guide the game's design, helped play-tested and polished the game, handled the shareware release, and oversaw and co-designed the game's marketing).
(Source)

of course back when they had an internal dev team they had a lot of business stuff related to that. But basically the company was split in two, with Scott Miller being responsible for external development/relations with 3rd party teams(and publishers) and George Broussard being responsible for internal development(Which for a long period basically amounted to DNF... although Duke3D XBLA was internal too). After letting the internal dev team go back in 2009, George Broussard headed up Duke Nukem Manhattan Project XBLA. But other than Scott Miller denying his involvement when Earth No More was back in the news, we have no idea what George is doing now.

Edit:

Sources on the Prey info:

Publisher/producer? What roles behind a game do these take? For example, how much input does one have in the actual design of a title?

Scott: When we act as a producer, we often contribute significant funding to a project, which allows it to reach a point where it is much easier to pitch to publishers. We also provide design guidance, marketing guidance (for example, I was a prime mover on all marketing for Duke Nukem 3D, Max Payne, and Prey, leading the design of the retail boxes, game ads, picking the screen shots, writing all of the marketing text, etc.), and at the end, we are deeply involved with play-testing and polishing. It’s quite a lot of work, but then, it’s also really fun.

Prey was well received by press and gamers alike, so just how much input did 3D Realms have in its development?

Scott: All of the above! Big money. The overall concept came from me, and was then co-shaped by Human Head and me together. I brought in all three of the external writers and worked closely with them, and Human Head, to lay-out the story and characters. Human Head and I worked on all of the key gameplay ideas, some coming from me (death walk, spirit walk, Talon) and some from Human Head (gravity and wall walking). And many from 3DR were involved with the game’s play-testing. It really is a big collaboration.
(Source)

Money is the root of all evil. Said one developer, “Someone once told me the Golden Rule really is, ‘The guy with the gold makes the rules.’” Scott Miller, 3D Realms co-founder, states it just as plainly. “The dirty secret is: Publishers con-trol developers through payments. Rockstar was paying Human Head so late on the milestones payments [in the early days of Prey] that 3D Realms was jumping in to help Human Head because they had payroll to meet. [Rockstar] even said to us, ‘[You’re] taking over the control [we] have over developers.’ Nasty stuff like that happens all the time.” For its part, 3D Realms is helping its fellow developers by offering creative and financial assistance on projects.

Naturally, the money that publishers pour into a project entitles them to have some say. These suggestions can run the gamut of good, bad, and ugly. “When Prey was being developed early on it was actually a Rockstar-label game,” ex-plains Miller. “At the time, Metroid Prime was going to be released, and they had the whole visor thing, and this pro-ducer [from Rockstar] said, ‘Well, the visor is going to be a big thing for Metroid, and we should have a visor for Prey.’ And it didn’t fit anything to do with the game at all. So it ended up where we were rejecting all these crazy ideas, and for that reason along with some others, Rockstar ended up dropping the game because we were too hard to work with.”
(Source)

Edit2:

A funny anecdote about the new Shadow Warrior:
Devolver actually called Scott Miller at 3D Realms to ask about rebooting the game with Flying Wild Hog… before they had talked to Flying Wild Hog. After 3D Realms expressed interest, Lowrie talked about the challenges of getting the Warsaw-based developer on the phone, but the enthusiasm was immediate once the two groups began to talk.
(Emphasis mine) (Source)

Must be nice for a dev team to know that publishers are intersted in their work!
Post edited May 25, 2013 by Kristian
Thanks GOG, finally one of my all-time favorites in my digital shelf: classic Unreal Tournament!