When Duke Nukem Forever finally gathered its strength and pulled itself out of development hell (you could practically hear the muck sucking from the Duke’s boots), we were all intrigued, if not a little bit excited. We tidied up and put a few brewskis in the fridge, and anticipated the return of a rowdy old acquaintance.
Well, Duke arrived, and within half an hour of our reunion, most of us were blushing, shifting uncomfortably, and gripping our warming cans of beer hard enough to make the aluminum crinkle. Though we had matured since Duke Nukem’s last visit–maybe to our surprise– The Dukester’s maturity had seemingly regressed. In fact, the game review collective stood up, put its hand on Duke’s arm, and said, “Dude–rape jokes and poop humor ain’t funny.”
We still don’t know if Duke took the game review collective’s words to heart. In fact, despite garnering cruddy reviews, Duke Nukem Forever actually sold quite well. Duke’s success may only inspire further incorrigibility, self-proclaimed bad boy that he is.
However you look at it, the Duke Nukem franchise is in a unique position. Despite the profitability of Forever, the game was so poorly received by critics that Wedbush analyst Michael Pachter guesses it may have put the franchise to bed for good, this time. After all, Forever wasn’t only docked marks for its mind-blowing instances of misogyny and toilet humor: Critics complained that the game was clunky, uninteresting, and an impotent joke of a first-person shooter, a genre that has come a long, long way since Duke last ruled the landscape.
Duke is no stranger to radiation-blasted wastelands and impossible odds, but even he might not be able to muster a prayer of survival. On the other hand, he might have just enough resources to scrape together one last chance.
“Duke Nukem is a rare case where the anticipation of its release was so large that many gamers didn’t want to ‘believe’ the game critics or in other cases really just didn’t care, they just wanted to play Duke Nukem, whether it was good or bad,” EEDAR’s Jesse Divnich told IndustryGamers. Divnich is right: There’s a lot of money to be made through nostalgia. Nostalgia is probably what saved Forever‘s bacon at retail, and it might be what grants the franchise one more life. There are still fans of Duke out there. Some just want to re-capture those particularly twisted childhood memories, and others aim to strike out against “political correctness” by supporting Duke Nukem, though it’s arguable whether or not these armchair crusaders have a clear idea about what the term actually means.
As for the rest of us, Forever‘s notoriety might be the very thing that prompts us to give the Duke a second glance. Forever was so crass, so poorly put together, that we can’t help but wonder how Take-Two (or whomever next decides to give the Duke Nukem franchise a home) will, er, top itself.
We’re not sure if we want to know–and yet, we cannot turn away.


Scott Steinberg is the CEO of video game consulting firm TechSavvy Global, and founder of GameExec magazine and Game Industry TV. Hailed as a top technology and video game expert by dozens of publications from USA Today to Forbes and NPR, he’s covered the field for 400+ outlets from Playboy to Rolling Stone. A frequent on-air analyst for networks like ABC, CBS, NBC and CNN, he’s also the author of Video Game Marketing and PR.
This analysis of the state of the Duke Nukem brand is flawed by a mistaking that Take-Two owns the IP rights to the franchise. The reality of the situation is that Gearbox Software (Brother in Arms, Boarderlands) owns these rights and has control. Gearbox Founder and Owner, Pitchford announced the transfer of rights from now defunct 3D Realms on Sept 5th, 2010.
Another Element missing from the anyalsis is the multi-genre nature of the francise. While most fans associate with the First Person Shooters games, the francise started as side-scroller platformer. Chair’s Shadow Complex shows an opportunity for a 3rd party to take on a Duke license produce a profitable downloadable game in this game style. Note the key here is the game is downloadable via Steam\XBLA\ect ect, an opportunity which was not available to the failed Duke “Manhattan Project” game.
With the IP under Gearbox’s control, with Gearbox’s record and reputation in the industry, and the chutpah of Forever being profitable regardless of its quality, the question becomes not “IF” but “WHEN” Gearbox chooses take on a new Duke Project.