Really wish to see someone could try and recreate the map layouts of the 1994 and 1995 builds without being tied to a eDuke32 beta recreation mod, at least the ones we have on the Duke Nukem Fandom Wiki.
I'm not sure if I said this before, but what I really like about these videos (apart from all the cool facts and the content of each) is the high quality presentation and effort that goes into them. It seems to get better with each video! Nice work again, Evil!
Another solid find, aoppreciate how you keep making these! If I may critique 1 minor thing about the video is the volume, I had to max out my speaker to properly hear it, which wasnt fun when youtube forced an ad in my face.
This is by far, your best produced video. Really enjoyed watching this, it was cool to see how different that 0.1 can really make the game. You'd not think a period of three weeks would elicit cutting content lol. Congrats on the vid dude, love it.
Great video! I learned a lot of new things about the beta. At 8:30, the Doomguys were possibly placed there as spawn markers for multiplayer co-op. In the final game, the Build map editor uses Duke sprites for multiplayer spawn points. The Easter egg at 8:40 is a reference to the movie, The Shining. In this case, "Allen", is most likely level designer, Allen H. Blum III.
I love seeing how things changed throughout development; as an amateur developer myself I find it important to understand what kind of decisions people were making as it helps me to understand the fluid nature of the development process. Particularly when I was younger, I had this notion that people just made the final version on their first go, as if they didn't need to go back and refine everything. It's so great to look at something I played with when I was younger and to see how much it changed during development.
If I had to guess as to why the Duke quotes got removed, they might not have wanted Duke to have too many bits of on-the-spot commentary. It's noticeable that Duke is relatively silent throughout the first three episodes, outside of his usual gib lines and the easter egg bodies, and a just a tiny handful of others dotted around. Come episode 4 however, it seemed 3DR reversed on this decision as they had Duke talk far more often. EDIT: And as for Duke's voice underwater, it just seems to be being affected by the same underwater slow/pitch down effect all other SFX are filtered through.
I imagine the situational one-liners might have had timing issues. It's hard to guarantee the player is looking where you want them to look--the movie and billboard lines would make little sense if the player didn't look out the window but instead turned the other direction.
I wonder if perhaps they just didn't know how how much Duke should talk, since this was an entirely new thing at the time. Maybe they reined it in because they were worried people would find it annoying. They could have also decided to scale back in favor of requiring less memory. But mostly I agree with @todesziege, for these two it would be too easy for the player to be not looking at the right spot when the audio played. I imagine there were a few alpha testers that were looking the wrong way when they triggered those ones. I also wonder how they were even supposed to be triggered, unless they had code/functionality that was removed later, because you'd have to be looking through the window AFTER you hit the switch. If it was triggered by the window, it could play before the thing becomes visible. If it is set to a timer after you press the switch, you could VERY EASILY not even be looking the right way when it plays, especially with the projector room.
@@marscaleb I think the timing issue sounds more likely than where a player is looking. Namely because rolling off that RLD example, there's basically no way a player is going to miss the "Duke Nukem Must Die" sign dropping down after hitting the switch, just due to the switch being right next to and orientated for the player to face out the window. But in both that case and the case of the movie theater, yeah he would be saying it before either fully unveiled themselves. That said, they _also_ appeared to fix that problem by the time the registered version came out, as evidenced by the "I ain't afraid of no Quake" line being timed to happen after the earthquake has finished.
@@GreatFox42 The Quake line is triggered by stepping into the sector that triggers the earthquake itself. It is pretty much unmissable, while a player might still be looking at the wall rather than out the window when the billboard is lowered (especially a keyboard-only player).
Replacing the snake head with the enemy drone was a good idea IMO, it looked rather goofy. Plus the enemy drone's suicidal rush toward you makes more sense why they'd show up in swarms, as they'd be robots designed to sacrifice themselves.
The fire spouts from the abyss actually got used (finally) in the World Tour version. The secret level of episode 5 (Prima Arena) uses them in the boss area.
As I recall, this leak was the result of "JIm" getting his computer repaired at a repair shop and the stuff on the drive getting dumped. I don't think "Jim" intentionally leaked it.
@@revenantevil As I recall, back in the day there was a website that housed the .99 beta with some details, which is where that information came from. This was many many years ago. Back in the Tripod webhosting days.
@@revenantevil Huh, looks like my other message was deleted. The leak was hosted on a website on one of those old website hosting services like Geocities or... The name is escaping me now. It wasn't Geocities. Just from that same era. The same site, as I recall, had other beta related content from other Apogee/3D Realms games.
@@StevenJShow I'm not sure to be honest. I could finish them but I'm more leaning towards redoing Lameduke with a better more comprehensive video. We'll see :)
@@revenantevilkinda wish you didn't call yourself evil in the intro though lol it would've fit better as "I'm Revenant". Plus it doesn't make you sound like you're trying to actually be evil
I only played the first lameduke 3DR released. It doesn't surprise me that they left a lot of good work on the cutting room floor. DNF is proof enough that George Broussard was willing to make good the enemy of perfect.
Interestingly the 5 skill modes are still in the game (in fact there’s actually 6). If you use the DNSKILL cheat, there is a -1 skill which removes all monsters and skill 0 which is an easier than piece of cake.
I am pretty sure Duke's voice sounds like that underwater because they must have forgotten (or left in) to exclude Duke's voice from having a pitch alteration when underwater, like other sounds when underwater.
Bro, nice review. I've definitely seen this beta before though. I think I even played it a few years back, but can't recall. I definitely remember the level differences. I also remember that little area to launch the rocket and it scared the shit out of me the first time. Otherwise, it's a very cool beta. I wish they had kept a few things like the flame thrower and Duke lines, and I would've loved if they finished the dummy Duke boss fights (though they were probably meant for other enemies and not actually Duke, hence the "dummy" prefix). I did really like some of the level changes though, but I wish they hadn't removed the fins and lights for the submarine, I think it looks better that way. Also the secondary beginning section of "Mean Streets" was definitely creepy with the dead doom guys. That hidden message made me sad though lol
I'm extremely surprised how much they changed in such a short period of time! Damn, this version had some really cool features, I want a mod that adds these back in. Picking up the magazine blew my mind!
Tbh I'm waiting for one of the earliest beta where you can find the flamethrower, early enforcers (with orange signs on their suites) and cyborgs instead of troopers.
Good episode as always :) Well researched. Would love to see you review the betas of Duke Nukem Time To Kill Many changes, even missing and unfinished levels. Scrapped boss in the medieval section. :)
Thank u for this. Ohhh yes long before u released this video, I have played this version and I love it!!! I think u forgot to mention that the ripper cannon shoots a tad faster here n sounds quicker of its shooting audio. Not to mention the RPG shoots out the rockets slightly different when compared to the final version. Still though, keep up the great work. The assault troopers sound different too. They almost sound like the enforcers half the time. I love the bar strip club music from this version more. Plus...hahahaha...I think the 'HOT HOT HOT' chick poster's hotter in MEAN STREETS. Now anyways... I love that you pointed out the 'no clipping' in MEAN STREETS. I actually never knew about that until now. Though I think I do recall the full release's jewel case manual had the beta cheat code names like GOD MODE being dngodly or level selecting basically being known as dnwarp. As for THE ABYSS, there's not NO lava in the final game. In that platforming section, u just have to be careful (especially if u have no jetpack lol) so as not to fall and die in lava lol. Duke dies but DOPEFISH LIVES! lol Also, I actually didnt know u had to launch a rocket to access further...into the abyss. Thank u for that. Im trying to now remember how I ever got to BattleLord. Maybe I cheated. One more thing, thanks for clearing up wtf the phone was saying. I was literally trying to sound out what it was saying. I thought it said, "CONFESS OR DIE YOU ALLY ADDD DA DA!!!" I just couldnt decipher it. Thank u. :D
Interesting thing with the Freezethrower and Flamethrower is that the first concept for that graphic was a Laser Chainsaw ("Caterkillar", like the Caterpillar brand), and it transformed a number of times until becoming the final weapon. If you ever thought the Shrinker looked a bit like the BFG9000, then supposedly that was not a coincidence and it was meant to work very much the same, and the Snake Head behaved a lot like a Lost Soul. You also had your Plasma Gun, which eventually became the Ripper Chaingun Cannon. During development they stuck a lot closer to Doom, but they probably decided that they would much rather make something more distinct, interesting, and unique, instead of a borderline knockoff, and thank God they did. The Shrinker is one of my favorite weapons of all time, and the Sentry Drones are one of my favorite asshole enemies. The Alien Protector Drone (Xenomorph) is also one of the few FPS enemies which can give Doom 2's Arch-Vile a run for its money, not just immune to shrinking, but they can shrink YOU, making you extremely vulnerable, which is why they're so very threatening.
It's great that you can remember that! :) You likely played this build or one very similar. This is a slightly-before-release beta of the shareware episode. Thanks for watching! :)
I would’ve loved to have a flame thrower in this game. I think the freeze gun was a bit redundant as the shrink ray already has status effect on it to disable enemies for a time.
Of course, it's so long ago that I don't think DLC is on their mind, but it would have been cool if they updated the game (way back when) with their original plans in mind! Thanks for watching man :)
Thank god for the weapon buff. The game would been much harder. Also, I wish they kept the flamethrower. They could've make it where you can switch between fire and ice with the alt trigger.
I really wish the dude who has all the other betas and protos wasn't tied by NDAs and could actually share them :c I wanna see the cut area of Hollywood Holocaust by myself! (it's the area that's just a wall with the "Guilty?" sign at the start in the release version
I reckon the snake head was deemed too creepy for the game, but anyone woulda preferred it over the Sentries any day. ^ I'd say the Slimes and Octobrains are far creepier, though: I may be a scaredy-cat in singleplayer horror, but both gimme massive problems getting the courage to face them. In the former's case I often keep unnecessarily spamming the mighty foot to counter them; come to think of it, they creep me kinda like spiders do IRL.
Agreed. They're really cool. It's clear to me that a lot of the changes made were to help improve the game's performance - so it's a bit surprising that the 'original vision' or whatever, wasn't reimplemented during one of the games many rereleases (when hardware wasn't an issue). Sorry, I'm going off on one here... lol. Thanks for watching! :)
@@revenantevil I bet it was just "too much work" for too little added value. But yeah, the maps look like they were tuned down for performance reasons. I'd love one day to see a Duke 3D kind of remaster or fanmade mode, with detailed maps like Ion Fury has
Shadows under explosions are not distracting, they're outright nonsensical since explosions, you know, EMIT LIGHT.
Lmao you're right.
These are some of the best deep dives into the development changes of a game I've seen. Thanks for doing them!
You're welcome, thanks for watching! :)
No doubt a lot of Steam Workshop creators will try to revive these beta maps after watching this
I mean, they've been around for decades.
Really wish to see someone could try and recreate the map layouts of the 1994 and 1995 builds without being tied to a eDuke32 beta recreation mod, at least the ones we have on the Duke Nukem Fandom Wiki.
I'm not sure if I said this before, but what I really like about these videos (apart from all the cool facts and the content of each) is the high quality presentation and effort that goes into them. It seems to get better with each video! Nice work again, Evil!
My favourite comment. Thanks for the continued support! You rock!
YEAHH!! more Revenant Evil Duke Nukem content!
Love this stuff!
Good work!
You did a good job of data mining the game. This game is a timeless classic, videos about Duke3D are always interesting to watch.
*Groovy!
Thank you! :)
18:04 - The organic turret reminds me of an enemy from Unreal 1 PC Game.
exactly my thought
I knew I had seen that before!
Another solid find, aoppreciate how you keep making these!
If I may critique 1 minor thing about the video is the volume, I had to max out my speaker to properly hear it, which wasnt fun when youtube forced an ad in my face.
This is by far, your best produced video. Really enjoyed watching this, it was cool to see how different that 0.1 can really make the game. You'd not think a period of three weeks would elicit cutting content lol.
Congrats on the vid dude, love it.
Funny seeing you here!
The production quality on this video is off the charts! I enjoyed every minute of it.
Thanks dude, I appreciate it! :)
Great video! I learned a lot of new things about the beta. At 8:30, the Doomguys were possibly placed there as spawn markers for multiplayer co-op. In the final game, the Build map editor uses Duke sprites for multiplayer spawn points.
The Easter egg at 8:40 is a reference to the movie, The Shining. In this case, "Allen", is most likely level designer, Allen H. Blum III.
I love seeing how things changed throughout development; as an amateur developer myself I find it important to understand what kind of decisions people were making as it helps me to understand the fluid nature of the development process.
Particularly when I was younger, I had this notion that people just made the final version on their first go, as if they didn't need to go back and refine everything. It's so great to look at something I played with when I was younger and to see how much it changed during development.
If I had to guess as to why the Duke quotes got removed, they might not have wanted Duke to have too many bits of on-the-spot commentary. It's noticeable that Duke is relatively silent throughout the first three episodes, outside of his usual gib lines and the easter egg bodies, and a just a tiny handful of others dotted around.
Come episode 4 however, it seemed 3DR reversed on this decision as they had Duke talk far more often.
EDIT: And as for Duke's voice underwater, it just seems to be being affected by the same underwater slow/pitch down effect all other SFX are filtered through.
I imagine the situational one-liners might have had timing issues. It's hard to guarantee the player is looking where you want them to look--the movie and billboard lines would make little sense if the player didn't look out the window but instead turned the other direction.
I wonder if perhaps they just didn't know how how much Duke should talk, since this was an entirely new thing at the time. Maybe they reined it in because they were worried people would find it annoying. They could have also decided to scale back in favor of requiring less memory.
But mostly I agree with @todesziege, for these two it would be too easy for the player to be not looking at the right spot when the audio played. I imagine there were a few alpha testers that were looking the wrong way when they triggered those ones.
I also wonder how they were even supposed to be triggered, unless they had code/functionality that was removed later, because you'd have to be looking through the window AFTER you hit the switch. If it was triggered by the window, it could play before the thing becomes visible. If it is set to a timer after you press the switch, you could VERY EASILY not even be looking the right way when it plays, especially with the projector room.
@@marscaleb I think the timing issue sounds more likely than where a player is looking. Namely because rolling off that RLD example, there's basically no way a player is going to miss the "Duke Nukem Must Die" sign dropping down after hitting the switch, just due to the switch being right next to and orientated for the player to face out the window.
But in both that case and the case of the movie theater, yeah he would be saying it before either fully unveiled themselves.
That said, they _also_ appeared to fix that problem by the time the registered version came out, as evidenced by the "I ain't afraid of no Quake" line being timed to happen after the earthquake has finished.
@@marscaleb They were triggered by pressing the switch. If you download this beta you can open it in the editor.
@@GreatFox42 The Quake line is triggered by stepping into the sector that triggers the earthquake itself. It is pretty much unmissable, while a player might still be looking at the wall rather than out the window when the billboard is lowered (especially a keyboard-only player).
Really damn nice content there dude! I loved your coverage there. Keep it up!
Thanks mate I appreciate it! Will do :)
Replacing the snake head with the enemy drone was a good idea IMO, it looked rather goofy. Plus the enemy drone's suicidal rush toward you makes more sense why they'd show up in swarms, as they'd be robots designed to sacrifice themselves.
I love that you got John St. John to record new dialogue for you!
The fire spouts from the abyss actually got used (finally) in the World Tour version. The secret level of episode 5 (Prima Arena) uses them in the boss area.
Man, these are top notch production values.
Thanks man, I appreciate it!
As I recall, this leak was the result of "JIm" getting his computer repaired at a repair shop and the stuff on the drive getting dumped. I don't think "Jim" intentionally leaked it.
That would make a lot more sense! Do you remember where you heard this? I couldn't find anything about it.
Thanks for watching :)
@@revenantevil As I recall, back in the day there was a website that housed the .99 beta with some details, which is where that information came from. This was many many years ago. Back in the Tripod webhosting days.
@@revenantevil BTW, Are you planning to continue the Lame Duke episode explorations?
@@revenantevil Huh, looks like my other message was deleted. The leak was hosted on a website on one of those old website hosting services like Geocities or... The name is escaping me now. It wasn't Geocities. Just from that same era. The same site, as I recall, had other beta related content from other Apogee/3D Realms games.
@@StevenJShow I'm not sure to be honest. I could finish them but I'm more leaning towards redoing Lameduke with a better more comprehensive video. We'll see :)
Love the new intro!
Thanks! I took a bit of extra time with this one. I'm glad somebody noticed :)
@@revenantevilkinda wish you didn't call yourself evil in the intro though lol it would've fit better as "I'm Revenant". Plus it doesn't make you sound like you're trying to actually be evil
I wonder if the idea for the Flamethrower was reused as the Incinerator in World Tour
This is GREAT man. Thanks for this. I remember trying to play lameduke in the 90s as a child
Thanks for watching my videos man! Much appreciated :)
The organic turret at 18:04 looks a LOT like the one they used in the Unreal game from 1998. That's crazy! Is it the same designer or something?
I only played the first lameduke 3DR released. It doesn't surprise me that they left a lot of good work on the cutting room floor. DNF is proof enough that George Broussard was willing to make good the enemy of perfect.
Who's doing the Duke Nukem voice in the video? I do not seem to find any credit provided.
It's Jon St. John. :)
The alien turrets remind me of those barnacle things from Unreal. They also shoot projectiles as well, like a little darts made of bone.
Interestingly the 5 skill modes are still in the game (in fact there’s actually 6).
If you use the DNSKILL cheat, there is a -1 skill which removes all monsters and skill 0 which is an easier than piece of cake.
I am pretty sure Duke's voice sounds like that underwater because they must have forgotten (or left in) to exclude Duke's voice from having a pitch alteration when underwater, like other sounds when underwater.
Bro, nice review. I've definitely seen this beta before though. I think I even played it a few years back, but can't recall. I definitely remember the level differences. I also remember that little area to launch the rocket and it scared the shit out of me the first time. Otherwise, it's a very cool beta. I wish they had kept a few things like the flame thrower and Duke lines, and I would've loved if they finished the dummy Duke boss fights (though they were probably meant for other enemies and not actually Duke, hence the "dummy" prefix). I did really like some of the level changes though, but I wish they hadn't removed the fins and lights for the submarine, I think it looks better that way. Also the secondary beginning section of "Mean Streets" was definitely creepy with the dead doom guys. That hidden message made me sad though lol
Lol i never noticed how dumb the man hole was placed in the building collapse
I know right? Such a weird design choice. Thanks for watching :)
I'm extremely surprised how much they changed in such a short period of time! Damn, this version had some really cool features, I want a mod that adds these back in. Picking up the magazine blew my mind!
Its a shame that the other beta builds will never be released, unless if they leaked of course, thanks 3DRealms and Randy! :(
Awesome. Thank you!
Thanks :)
The organic turret is used in The Gate TC from 1997 if I'm not mistaken
Tbh I'm waiting for one of the earliest beta where you can find the flamethrower, early enforcers (with orange signs on their suites) and cyborgs instead of troopers.
awesome video!! keep making good DN stuff!!
Cheers :)
Good episode as always :) Well researched. Would love to see you review the betas of Duke Nukem Time To Kill Many changes, even missing and unfinished levels. Scrapped boss in the medieval section. :)
Thanks dude! I do plan on covering TTK, hopefully soon!
shotgun one shotting enemies feels like it was more doomy, like taking down former humans
Great video, and well made.
Cheers dude, I appreciate it! :)
Love your content. Excited for this one :)
Hope you enjoy it! Thanks for stopping by :) let me know what you think!
Yes, that “ow, ow, ow, ow” would have gotten annoying VERY fast. LOL
the snake head to me is so cute XD granted i think the enemies are cute general lol could be the sprite based artstyle lol
that snake head is so goofy that is kinda cute
Thank u for this. Ohhh yes long before u released this video, I have played this version and I love it!!! I think u forgot to mention that the ripper cannon shoots a tad faster here n sounds quicker of its shooting audio. Not to mention the RPG shoots out the rockets slightly different when compared to the final version. Still though, keep up the great work. The assault troopers sound different too. They almost sound like the enforcers half the time. I love the bar strip club music from this version more. Plus...hahahaha...I think the 'HOT HOT HOT' chick poster's hotter in MEAN STREETS.
Now anyways...
I love that you pointed out the 'no clipping' in MEAN STREETS. I actually never knew about that until now. Though I think I do recall the full release's jewel case manual had the beta cheat code names like GOD MODE being dngodly or level selecting basically being known as dnwarp. As for THE ABYSS, there's not NO lava in the final game. In that platforming section, u just have to be careful (especially if u have no jetpack lol) so as not to fall and die in lava lol. Duke dies but DOPEFISH LIVES! lol Also, I actually didnt know u had to launch a rocket to access further...into the abyss. Thank u for that. Im trying to now remember how I ever got to BattleLord. Maybe I cheated.
One more thing, thanks for clearing up wtf the phone was saying. I was literally trying to sound out what it was saying. I thought it said, "CONFESS OR DIE YOU ALLY ADDD DA DA!!!" I just couldnt decipher it. Thank u. :D
Interesting thing with the Freezethrower and Flamethrower is that the first concept for that graphic was a Laser Chainsaw ("Caterkillar", like the Caterpillar brand), and it transformed a number of times until becoming the final weapon. If you ever thought the Shrinker looked a bit like the BFG9000, then supposedly that was not a coincidence and it was meant to work very much the same, and the Snake Head behaved a lot like a Lost Soul.
You also had your Plasma Gun, which eventually became the Ripper Chaingun Cannon.
During development they stuck a lot closer to Doom, but they probably decided that they would much rather make something more distinct, interesting, and unique, instead of a borderline knockoff, and thank God they did.
The Shrinker is one of my favorite weapons of all time, and the Sentry Drones are one of my favorite asshole enemies.
The Alien Protector Drone (Xenomorph) is also one of the few FPS enemies which can give Doom 2's Arch-Vile a run for its money, not just immune to shrinking, but they can shrink YOU, making you extremely vulnerable, which is why they're so very threatening.
I played the beta when i was a kid in '98 with a program called TEN. No idea back in the day...
Could you do some stuff on Shadow Warrior and Blood ?
Absolutely! I'd like to turn this into a sort of series :) stay tuned, and thanks for watching!
The underwater voice was probably to emulate that Duke was using a breathing apparatus.
The flamethrower was slightly resurrected in the world tour addon
I remember playing this game at a videogame convention, and the i dont think so line played, so was that the beta or the shareware? ( it was on dos )
It's great that you can remember that! :)
You likely played this build or one very similar. This is a slightly-before-release beta of the shareware episode. Thanks for watching! :)
So cool! how about Ion Fury next?
I'd love to cover Ion Fury! I don't think there are any available prototypes though? Unless you have something you can share? :P
Nearly 30 years old and still the best fps shooter ever made.
Great research
Thanks for watching :)
I would’ve loved to have a flame thrower in this game. I think the freeze gun was a bit redundant as the shrink ray already has status effect on it to disable enemies for a time.
Excellent editing! Subscribed.
Cheers Tim! Appreciate it :)
at 8:36 thought he was going to say "this is an early version of the backrooms"
They should release a dlc with all the lost stuff
Of course, it's so long ago that I don't think DLC is on their mind, but it would have been cool if they updated the game (way back when) with their original plans in mind!
Thanks for watching man :)
they should have kept the readable magazines and that cabinet opening in a cool way, but apart from that all good changes
the scorpion pig cop tank were also scrapped
Thank god for the weapon buff. The game would been much harder. Also, I wish they kept the flamethrower. They could've make it where you can switch between fire and ice with the alt trigger.
Pretty interesting
🎉
Duke needs a comeback
you can actually kick with both feet... by using quick kick, and the weapon "foot"
I really wish the dude who has all the other betas and protos wasn't tied by NDAs and could actually share them :c I wanna see the cut area of Hollywood Holocaust by myself! (it's the area that's just a wall with the "Guilty?" sign at the start in the release version
This is great!
Thank you :)
No way.
*_Ghost babe._*
damn its joe master the second'st the famous youtuber
I reckon the snake head was deemed too creepy for the game, but anyone woulda preferred it over the Sentries any day.
^ I'd say the Slimes and Octobrains are far creepier, though: I may be a scaredy-cat in singleplayer horror, but both gimme massive problems getting the courage to face them. In the former's case I often keep unnecessarily spamming the mighty foot to counter them; come to think of it, they creep me kinda like spiders do IRL.
The Duke quotes were amazing, too bad they cut them
Agreed. They're really cool. It's clear to me that a lot of the changes made were to help improve the game's performance - so it's a bit surprising that the 'original vision' or whatever, wasn't reimplemented during one of the games many rereleases (when hardware wasn't an issue). Sorry, I'm going off on one here... lol.
Thanks for watching! :)
@@revenantevil I bet it was just "too much work" for too little added value. But yeah, the maps look like they were tuned down for performance reasons.
I'd love one day to see a Duke 3D kind of remaster or fanmade mode, with detailed maps like Ion Fury has
Duke Nukem 3D 4eva ❤❤❤ (Not to be confused with Duke Nukem Forever, very much not 4eva)
💪
9:53 - I preffer to SEE the red card in the beta, than to waste 10 minutes to search for something to continue the level. In the beta is way better!
I agree, it was better in the beta! Thanks for watching :)
9:44 pepare to die human
They should kept it in the final game.
I agree. It's pretty cool. Thanks for watching :)
gg mate
Thanks man!
OW
Ooh!
Incredible...I remember when Duke was the game that could make your kids kill....
Don't you hate when they scrap the
Best stuff in a game?😑
Yeah, it sucks that they had to scale it back. But the final game still kicks ass, so at least they didn't ruin it! Thanks for watching! :)
@@revenantevil beated it years ago.
Why are you pronouncing beta as Bay-ta and not Bee-ter? You’re English right?