Totally different writers were involved. One of Dtoid's previous editors (Anthony Burch) was hired before Borderlands 2 and was a primary writer on the game. Duke was an established character when Gearbox took over the IP and had different writers working on the character.
Duke is also a 70's icon, and more than anything else, he represents the misogynistic manly man struggling against feminism. One of his most defining characteristics is his sexism. It's hard to write humour into that type of character nowadays without just coming across as offensive. I'm not sure if Duke will live on - it would require some changes to the character (more in the humour of Austin Powers) that might or might not be possible.
Duke is also a 70's icon, and more than anything else, he represents the misogynistic manly man struggling against feminism. One of his most defining characteristics is his sexism. It's hard to write humour into that type of character nowadays without just coming across as offensive. I'm not sure if Duke will live on - it would require some changes to the character (more in the humour of Austin Powers) that might or might not be possible.
@Elsa
I know, that there were different writers, but i don't agree with that Duke as a character is outdated. I still love playing Duke Nukem 3D and find his short remarks there funny. Or Time to Kill. While everything about him in Forever feels wrong. Maybe it's just that in older games, there was nothing more of him than just his remarks and his "old action hero" stereotype, while Forever tried to "venture into his character" more. And since there was NOTHING there, it felt forced and badly done.
I know, that there were different writers, but i don't agree with that Duke as a character is outdated. I still love playing Duke Nukem 3D and find his short remarks there funny. Or Time to Kill. While everything about him in Forever feels wrong. Maybe it's just that in older games, there was nothing more of him than just his remarks and his "old action hero" stereotype, while Forever tried to "venture into his character" more. And since there was NOTHING there, it felt forced and badly done.
Actually on thinking about it, you may be right. Strong writing probably could save Duke. His action hero, sexist status could still work if the supporting characters in the game were extremely well written and Duke was better presented as what he is - a larger than life stereotype of a time gone by. Maybe the trick isn't so much venturing into Duke's character (he's a stereotype after all and really doesn't need a backstory or motivations) but rather creating strong supporting characters in the game so that we could actually feel some form of affection for Duke. There could definitely be some humour and social commentary in him trying to rescue a strong woman that doesn't need rescuing. The interplay of his out-dated perceptions versus the reality could create a more likeable interesting character.
@Elsa
yep, that, or not making much of a story at all will work just fine for Duke Nukem:) And yes, i do believe, that you can still have a good game, where there's not much of a story, just good setting, style, feel, characters, locations and, more importantly, mechanics. Like Duke 3D was.
Also, since i kinda cut my first thought on the last reply - I know, that there were ddifferent writers (and it still felt funny to see Anthony and Ash in the credits), but as i made an example in the post - Gearbox has already shown, that they can sometimes miss the point with characters completely. Even with their earliest most well know example - Opposing Force (which i don't really like as a game), - in my opinion missed the feel of Half-Life universe as it was then completely and made G-man less interesting.
Although, again, its not like Gearbox are unique in that. Still, i felt a similarity, which is why i made this post:)
yep, that, or not making much of a story at all will work just fine for Duke Nukem:) And yes, i do believe, that you can still have a good game, where there's not much of a story, just good setting, style, feel, characters, locations and, more importantly, mechanics. Like Duke 3D was.
Also, since i kinda cut my first thought on the last reply - I know, that there were ddifferent writers (and it still felt funny to see Anthony and Ash in the credits), but as i made an example in the post - Gearbox has already shown, that they can sometimes miss the point with characters completely. Even with their earliest most well know example - Opposing Force (which i don't really like as a game), - in my opinion missed the feel of Half-Life universe as it was then completely and made G-man less interesting.
Although, again, its not like Gearbox are unique in that. Still, i felt a similarity, which is why i made this post:)
I remember Anthony saying in an interview with Holmes that his input barely made it into Duke Nukem Forever. I think he said it was like a few jokes or something.
Borderlands 2, he's the lead (and did the vast majority of it). And it shows. Whoever wrote the first Borderlands and Forever are...not missed.
Borderlands 2, he's the lead (and did the vast majority of it). And it shows. Whoever wrote the first Borderlands and Forever are...not missed.
I'm glad Duke is gone. He was annoying and outdated, like that one guy who still has a beeper and loves to make a scene when he gets beeped.
Actually on thinking about it, you may be right. Strong writing probably could save Duke. His action hero, sexist status could still work if the supporting characters in the game were extremely well written and Duke was better presented as what he is - a larger than life stereotype of a time gone by. Maybe the trick isn't so much venturing into Duke's character (he's a stereotype after all and really doesn't need a backstory or motivations) but rather creating strong supporting characters in the game so that we could actually feel some form of affection for Duke. There could definitely be some humour and social commentary in him trying to rescue a strong woman that doesn't need rescuing. The interplay of his out-dated perceptions versus the reality could create a more likeable interesting character.

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