Bind. Duke Nukem, development forever? The long awaited Duke Nukem Forever finally gets a release date By TK Kwon echnology and gaming go hand in hand, as technology advances, so does the way we interact with video games. Due to this trend of technological advancement, in a timeframe as little as five years is leaps and bounds for gaming standards. From simple 8-bit graphics to complex 3D rendered graphics with shaders and in-game physics, the visual and auditory benchmarks of games constantly evolve. And as this evolution takes place, developers and publishers create games knowing that once they finish their product a newer and far superior standard will have already been set. But what happens when a studio refuses to let this happen, and develops a product bent on evolving with the technology that is used to create it? Simple, Duke Nukem Forever happens. Scott Miller grew up loving video games and as an avid fan his lifelong dream was to create one of his own. With a programming background he developed some games of his own and distributed them via bulletin board systems (BSS). After finding out that many players enjoyed his games he thought to make his hobby into a second revenue source. Miller did so by releasing only a part of the game, much like game demos we have now, and if the players enjoyed it they would mail Miller money orders to download the rest of the game. Keep in mind this was during 1986, the internet was the apogee of technology and the idea of digital distribution was unfathomable. Miller’s business model turned his secondary job into his primary revenue source and with it came the birth of Apogee Software, Ltd. Miller, with his background in programming and gaming, understood exactly what made games work and what made them flop. By using his digital distribution model, Miller was able to publish and distribute other studio’s games via the internet. After acquiring the talents who would later go on to form the renowned Id Software, Apogee published one of their games that would later pave the way to create one of the most popular video game genres, first-person shooters. Id Software’s Wolfenstein 3D was a groundbreaking game and was met with critical acclaim and Apogee knew that the genre was here to stay. By employing the same game-play mechanics to one of their already iconic characters, Apogee knew that is was time to kick-ass and chew bubblegum, but they were all out of gum. Just as Apogee had expected, Duke Nukem 3D blew gamers away with stunning graphics, sounds, and one of the most macho testosterone fuelled characters in gaming history. With such a massive hit on their hands the Apogee crew were expected to deliver another Duke Nukem title, however, due to development troubles and having squandered a small fortune on a game called Prey, which they later shut down in 1999 and revived in 2001, Apogee knew that once again it was up to Duke to save the day. Unfortunately for Apogee, that day never came. Project leader George Broussard wanted all of the latest gaming features and luxuries he had seen in competing titles in Duke Nukem Forever, but this led to a vicious cycle that bled away Apogee’s revenues. After being in a development cycle spanning over thirteen years, Duke Nukem Forever became a running gag and a tale of caution to rising studios, and with now limited funding, resources, and the firing of the Duke Nukem Forever development team, the game seemed to be all but dead. Nevertheless, unknown too much of the public, two development studios were still quietly working away on the game after Apogee had reached out for their help, and at the Penny Arcade Expo 2010 Duke Nukem Forever got a release date and relit the flame in fans’ hearts around the globe. Duke Nukem Forever, despite its many setbacks and a seemingly endless development cycle, is scheduled to release on February 11th, 2011 and bring back all the campy macho goodness of the 80’s. Feeling the poetic burn Geist’s Poetry Workout hi g h-kicks po ets into a sweat Gillian Jerome By Sharon Yoshida or so other adults, frantically dissecting old fitness magazines with sticky scissors. We shook the hastily cut words in brown paper bags as if they were lunchable maracas, and assembled the randomized scraps of paper into choppy paragraphs atop crisp white linen tablecloths. To an outsider, we probably looked like a I: in a banquet room with 20 really odd ransom-note making factory. In actuality though, we were just working out our poetic muscles. Held at the Listel Hotel in Vancouver on September 19", the Geist Poetry Workout led a full crowd of both aspiring and established poets through a boot camp style workshop that culminated in ten poems in just three hours. While this sounds like an exhausting feat, under the guidance of the experienced and erudite duo of Gillian Gerome and Douglas College creative writing instructor Elizabeth Bachinsky, the Geist Poetry Workout was more fun than fatigue. A poetry workout is an unusual concept, designed to help poets tap into their imaginations with, as Bachinsky puts it, “process-based creative writing exercises— with an emphasis on the absurd.” That is to say, poets often get caught up in the serious process of writing, and might miss out on the insights hiding in the ridiculous. A poetry workout can shake out the serious. Bachinsky, who has participated in similar writing boot camps with Stuart Ross in Toronto, has co-coached several poetry workouts in the past and says that each one is unique. Drawing on a well of 30-40 exercises, Gerome and Bachinsky create a unique poetic experience for attendees using devices such as images, prompts, collaboration, crafting and physical movement. At the Fall 2010 event, exercises ranged from introspective free-writes with Gerome and Bachinsky nudging the poems along with prompts, to hilarious homophonic translations, which encouraged the poets to translate foreign language poems phonetically. By forcing participants to constantly change directions and approaches with each poem and exercise, the results were often shockingly insightful and entertaining. The only pitfall to the boot camp style of the workshop was the time constraint. To their credit, Gerome and Bachinsky made a valiant effort to keep things on track; however, by the end of the workshop, there just didn’t seem to be enough time to get more than a nibble of each of the valuable techniques. The workshop could have benefitted from a few more minutes to account for the time it took to orient oneself to each new exercise. Still, if the goal was to start the flow of creative fluids, the dribbles of ideas the workshop provided were rich and sure to spawn new and interesting poetry for attendees. Overall, as an inexperienced but interested student of poetry, I feel that the Geist Poetry Workout w: s a big, sweaty success. From the scribbles of silly words, great poetry will hopefully emerge. ** For anyone looking to stretch their writing muscles, local literary magazine Geist regularly offers a variety of fun and interesting workshops. For more details, check out www.geist.com.