Duke Nukem Forever intervju

oatmela: what engine is it using? Not bashing at all, just curious.
Broussard: Unreal. I believe we branched off somewhere around the Unreal 2 time when they added static meshes. Since then we've redone the rendering 100% and it's a fully modern engine.
jimvolk: Now that the game has been through such a long development process and revisions, will it still be a LONG game? or will it be a fairly short experience (ala Prey)? Surely after 9-10 years, we can all hope for a decent length game, and a wide multiplayer experience.
Broussard: The game has not been one continuous game worked on. It's probably re-started 3+ times due to various issues. The current (and last) version is 2004-ish. As for game length we should be similar to competitive games in our genre.
Unleashed: how long does it take for one of your characters/monsters(duke for example) to get modeled/textured and ingame?
Broussard: 6 weeks?
Sturm08: What's your favorite part of the game so far?
Broussard: I like environment puzzles, and blowing the heads and arms off of things.
smacknca: any regrets breaking the long media silence with this teaser? its pretty obvious many people didnt quite get the whole 'this is just a teaser made by some cool folks at 3DR for the holidays and we wanted to share with the world'
Broussard: Gotta start somewhere. No regrets. With our development history if you let regrets bother you, you'd jump off the nearest roof. Onward and upward.
omnova: Is environment interactivity going to be a bullet point in the game's feature list?
Broussard: Big, big, yes.
pyrogen: Will it have over-the-top gibs flying everywhere? You know, the old-fashioned kind with body chunks and blood trails everywhere.
Broussard: Yes. But in a way that makes sense. Shotguns pull limbs off, but not a machine gun or pistol. Explode something or set off a pipe bomb and you can remove limbs that are within splash range and take enough individual damage. But yes, gibs are back.