Halo Initiation #2 (comic book) from concept to final inking.

Here are some of the pages from Halo Initiation #2 showing the progress from concept to line drawing to inking. Click each to make bigger.

You long time readers know I LOVE concept work. Progressions are my next favorite. I just love to see how something goes from an idea to a finished piece.

-Sal

Frank O’Connor on the Future of Competitive Halo

This is a repost from an article on Gamespot.com:
by Rod Breslau

Franchise development director at 343 Industries discusses outlook and focus on the competitive Halo community, the continuation of the Halo Global Championships, and the potential for spectator mode in the next Halo title.

This weekend at PAX was 343 Industries’ Halo 4 Global Championships. This was the first time 343 had put on an event at this scale, and the largest developer-funded competitive tournament the decorated Halo series has ever seen. More than $500,000 was given away over the course of the championships, and Seattle’s Benayora Hall was packed with spectators for the finals.

GameSpot spoke with Frank O’Connor, Franchise Development Director for the Halo series at 343 Industries, about the future of competitive Halo. Discussion includes 343’s outlook and focus on the competitive Halo community, the continuation of the Halo Global Championships, and the potential for spectator mode in the next Halo title.

This is the first time you’ve hosted a Championship event. Why do this now…what is your intention?

From a very high level, it’s just a good way to continue to sustain the game in the first half of its lifespan. As you well know, we’ve always had a competitive community, and a fairly gregarious and active one. I think one of the issues about that is, it tends to be Team Slayer, Pros only. We wanted to really provide the broader player base with a way to enter that had some meaning. And at the same time, maybe get them interested in the higher-end competitive scene. The basic premise being that anybody can enter, and that anybody has a shot at winning something. And of course they’re going to watch the better players and the pros rise to the top here. I think the biggest difference is that this one is so broad-based, it concentrates more on individual play rather than team play. It’s a significant hurdle for people to enter something as mainstream as this; getting a good team together [is] probably the single-hardest aspect.

Many in the competitive community were a bit put off by this tournament being Free For All, considering there’s a 9 to 10 year history of 4v4 competitive play. Why not add 4v4 to the tournament? Why was the decision made to strictly do FFA and 1v1?

This isn’t going to be our only tournament. I think people tend to think of tournaments as annual beats where you get one big event, and certainly the next thing we’re going to do is obviously looking at teams. This was a way to get people who are out for the summer break, or maybe not even paying attention to this kind of thing, an access point to get them interested so that when we do stuff later on, maybe even later on this year, then we can have them be interested in an idea of competitive play period. As you know, the competitive community, while it’s big as an idea, a concept, and a population, on a per-game basis, pro teams and good teams represent a fairly small fraction of the overall user base. We’re trying to give a method of entry, an on-ramp on being interested in the competitive community to all of our players so that no one is being left out of this. From what we’ve seen in terms of feedback, is that even team players are really interested to see how some of their better players do individually in this kind of format. It throws people’s habits and expectations a little bit.

We’re trying to make this more accessible, more widely available to everybody to enter. FFA was the first gametype you look at; the challenge with teams is that you have to get three extra players, which I think is no small feat. FFA allows anyone to just jump in. Everyone here is well aware that team play is where the really high-end competitive play is going to happen, and this is a single tournament, and you can think about the future as a place to see more traditional team-based modes. With this, we’ll have introduced many players who don’t really care about the competitive scene, and then they’ll have way more interest next time around in doing something more strategic.

In the last two years we’ve seen developers Riot and Blizzard launch their own season-based events, the League Championship Series and World Championship Series, and Valve has an International event for Dota 2. How do you see this type of tournament growing? Where do you want to position yourselves on this event for the future?

We don’t have any specific announcements for the next year or what that looks like, but we’re basically internally building plans for how to keep this competitive activity going. I wish we could talk more, but we have partners and plans being built. I think also in the wake of some of the stuff we’re adding with the Champions bundle, and you think about the new mode Ricochet, it’s actually something we’d like to get teams interested in as well. We’ll be looking at how we use the new content, how do we use a newly sort-of engaged competitive audience, and what’s the right thing to do for them. We may not even have to wait till next year. This is a game we intend to sustain and promote for the foreseeable future.

Halo1_60258_640screen

Do 343 have a preliminary idea of where they want to take this, for example paying players salaries and holding control, or letting the community dictate what will happen?

I think it’s always, especially when you’re talking about emergent competitive activity, it’s always better to let the community take some lead in defining what game modes that they’re interested in, and defining what kind of tournament framework works best for them. This one is interesting in that it’s a way to get people who ordinarily don’t pay much attention to the scene, to actually get them paying attention, and that it’s an enjoyable thing to watch. Just get them into watching these streams and getting into it as a sport, and then hopefully sweep some of those people up as we do more and more tournament engagement in the future.

Virgin Gaming was announced to be the partner to run this year’s Championship. Major League Gaming began with Halo, and was synonymous with the Halo community for a very long time. Some are surprised that MLG was not chosen to be running the event. Could you explain why MLG was not involved in this, and why Virgin Gaming was chosen?

We as Halo don’t have an exclusive arrangement with Virgin; this is the tournament that we’re running right now. The platform Xbox has a relationship with Virgin, and so obviously it made sense for us to partner with those guys since they were building tech and structure around Xbox. As for MLG, MLG always used Halo as the game they chose, so [we] let them use it free of charge and they build tournaments around it. I think as they’ve grown, they’ve become obviously a much more successful pro-oriented league. I’d love to work with MLG again in the future, and there’s nothing actually preventing that. It’s more about what they’re interested in, what they want to get out of it. We worked with them for the launch of Halo 4 and it was really fun. We’d be happy to work with them again in the future.

Why did you decide in the end to go with Virgin as opposed to running it all yourself?

The honest answer is that Virgin scales better than we do and they know what they’re doing. Whereas we know the game inside out, and we know the basics of tournament structure, but we have a lot of other things on our plate including a next-gen game. So working with a partner who can help share the burden of that work and provide us expertise that we don’t necessarily have–which goes both ways–always makes sense.

One of the in-game features that’s pushed eSports and competitive gaming the most over the years has been Spectator Mode. This is a feature that’s absent from Halo, and has been requested by the community quite often. Why hasn’t this been implemented?

We take that aspect of the game tech very seriously. The honest answer is that when you’re building a game, you have finite resources, finite people; finite time more importantly. Sometimes something’s gotta give. Spectator mode–a true spectator mode–is something that we took very seriously in development. Work continues to go ahead on several aspects of the game in terms of competitive play, but we just didn’t have the time or resources to do everything that we wanted to do. Now that said, we’re a fully formed team now. We understand our capabilities and scale of our operation a lot better than we did when we first formed to take over the Halo franchise. Competitive play, spectator mode, any kind of video-based or tournament-based activity is something we’re taking very seriously for the future. Being careful not to promise anything, you can take it for granted that something we’d have loved to put in last time, should be applied to what we want to do for the next game in the Halo series.

The Halo engine is built on years and years and years of legacy stuff, and it’s frankly not all that easy to make significant changes to it. We’ve done it in the past, but it’s a tremendous amount of work, and in some ways the effort and invention that we want to apply to that type of code and features, is probably better spent forward-facing. It’s not to say it will never happen, but bluntly speaking we should be spending our resources for the future and not for the past. I wish it was in there.

Something like spectator mode, that just wasn’t feasible to do with current technology, what types of features, focused on competitive and eSports, have you been thinking for the next Halo?

I’m not in a position to talk about future features outside of a purely holistic perspective, and it’s something we take very seriously. We’re building both our staff and our experience and knowledge in that realm, and you should expect our support for the competitive community and the competitive scene will improve for the future.

The Halo franchise has such a rich competitive history throughout the years at Bungie up until now. eSports and competitive gaming has grown so much in just the last few years. How does 343 view this industry in its current state, especially with a game like Halo?

I think it’s a combination of both ends of the spectrum. I think we want to make the multiplayer and the competitive game more accessible to people. At the same time, we want to take the core community much more seriously. Halo is lucky in a way that those things don’t necessarily conflict with each other. We’re able to create a vision and a version of the game on the far-end of the skill spectrum for pro players that works beautifully. If you watch it in a tournament when it’s being properly narrated, it’s a very elegant and challenging experience.

There’s a lot of first person shooters where it’s like ‘bang, you’re dead’ and then there’s no exciting-looking engagement. I think that can be very difficult for players at the lower-end of the skill range in those games. Halo on the other hand, I think anybody can watch an engagement by high-end players, and understand what the skill they’re observing is, and see fairly exciting tense gameplay. I like watching competitive Halo more than a lot of other games.

To be honest, I watch something like StarCraft, and I can tell something awesome is happening, but I can’t necessarily understand at a glance what’s happening, and I think Halo is a little bit more like a fighting game in that regard. It’s very watchable. We’ll be thinking about that in the future too. We’ll definitely always want to support the games’ tradition of gameplay systems and playlists from normal to high-skilled players.

Beyond the gameplay itself, does 343 and Microsoft see the eSports industry with more importance than it used to?

I think we as a studio [have] a responsibility to sustain the game and keep its heart beating very seriously, and that’s going to continue all the way up until the launch of our next game and beyond that. The 360 is going to be around for a long time and we want to make sure we’re going to be supporting it properly.

HFFL: One thing Frank seems to keep deflecting is the importance or lack there of, of eSports in relation to Halo. He keeps talking about the future of Halo, the next game and so on without giving specific details. Understandably, he can’t on certain points. However, I think it would be safe enough to say if 343 is planning on getting more into the eSports side of things or not. It would certainly calm the pro community if Frank came right and said as much.

Reading back through the interview, there at least seems to be enough to extrapolate that pro-gaming is on 343’s mind. Whether they take that to task and deliver something on it beyond the Halo 4 Global Championship is something we’ll all have to patiently wait on.

-Sal

Insider Q&A: Halo Spartan Assault’s Dan Ayoub

Spartan Assault lead-in graphic

Dan Ayoub, Halo 4’s executive producer answers some questions about Halo Spartan Assault including the decision to be exclusive to Windows 8 devices.

http://www.insidemobileapps.com/2013/08/29/insider-qa-halos-dan-ayoub/

HFFL: Now while I can appreciate wanting to entice people to buy Windows 8 devices with Halo, I still STRONGLY disagree with it not coming to XBOX Live Arcade. I hope we get it on the XBOX 360 by the end of the year. I’d gladly pay $15 for it!!!

-Sal

Halo Initiation #1 of 3 review (SPOILERS throughout)

Halo- Initiation COVER HFFLwm

So I picked this up today at my local comic book store. After what seemed like a long wait (it wasn’t), I finally had this in my hands to read and review it.

As much of this review is going to talk about what happens in the comic book, if you plan on getting this, then do NOT read any further. it will contain SPOILERS aplenty.

Our story starts out with a wheelchair ridden UNSC Commander who has come to speak to other high ranking UNSC officiers. Turns out this particular commander was a Spartan long ago. His name is Musa. He was a Spartan II.

Halo- Initiation pg2 HFFLwm
He addresses the officers to let them know that with Master Chief missing and the rest of the Spartan 2’s and 3’s all but gone, he’s created a NEW batch of Spartans.

While this is an initial good set-up for the story, not enough is given to the backstory of Musa, who I hope we’ll learn about sometime in the near future.

A page or two after this reveal, we get to see “Lance Corporal” Sarah Palmer getting ready for battle by way of scrambling for her ODST gear, then dropping in on a planet in an ODST Drop Pod.
Halo- Initiation pg6 HFFLwm

The artwork showing the pods dropping is excellent. It’s even available for free as part of the preview for this book here.

Halo- Initiation pg7 HFFLwm
The story moves to planet-side where we see a Marine and a high ranking UNSC officer scrambling to get away from the covenant, while in a warthog.

The warthog coms under attack by a Brute Chieftan and the marine dies. The officer is carrying an important AI core and must not be caught. When all of the sudden, Palmer lands nearly on top of the chieftan.

She quickly break out of the pod and into action right away fighting of the same brute, a grunt and an elite, with several other covenant see in on the very close horizon. There isn’t a ton of dialog in this portion of the book and there really doesn’t need to be as it’s the action that pulls you in.

Needless to say Palmer wins the day, but not before being shot a couple of times by a needler. She escapes with the officer and AI core in tow, safe and secure.

Next we see Palmer in a hospital bed. She has a visitor. Something seems strangely familiar about him. ONI perhaps??? No in fact it’s Jun. Yes, THAT Jun. Noble 4 from Reach. He has indeed survived. Though now he’s wearing a suit and looks more like a beefy Professor X from X-Men, than the tanner non-caucasian Jun we know from the game. (Hopefully, he’ll be draw more accurately in the last two issues if he appear in them again.)

Jun talks with Palmer about the mission and then drops the bomb on her, asking her if she want to be recruited as a Spartan.

The comic book is fairly short at 28 pages. I’d like to know more about this Musa and of course how Jun survived. With this being only a 3 part series, I was hoping for some more action, more backstory and more overall comic book. At a price of $3.99 before tax, I expected more pages. Maybe I’m so far removed from comic books now though that 28 pages are the norm for the price. It just seems a bit short to me is all.

The artwork is good. The page with Master Chief on it is my favorite of this book (as seen above). The panel layout is nice and flows easily so you won’t get lost. The text bubbles and text effects are well done.

My two main gripes for the artwork is that Jun doesn’t look like Jun from Reach. Since this comic takes place within a couple of years at most after the events of Reach, Jun shouldn’t look as aged as he is in the book. As well, they totally missed the mark on what Palmer looks like, with exception to the cover art.

All in all, it’s a good book. Not great, but good. Is it worth picking up? Yes, if you’re into more story. In fact you will get a code will allow you to view it online so you won’t have to worry about losing/tearing your physical comic book.

This was a good start to the series. Again though, since it’s only a 3-book story arc, I really hope book 2 is much better. More action please! More story! MORE PAGES!

-Sal

 

“Halo Initiation” is out on shelves for sale! (Sarah Palmer origin story)

Halo- Initiation COVER HFFLwm HALO: INITIATION #1 (JOHN LIBERTO COVER)

Halo®—one of the largest video game franchises—comes to Dark Horse!

Before she was a super soldier defending humanity as part of the Spartan IV program, Sarah Palmer was an ODST—Orbital Drop Shock Trooper—carrying out the most dangerous missions behind enemy lines!

* The origin of Sarah Palmer—and the Spartan IV program!
* The Halo® franchise has sales eclipsing $3 billion over its lifetime.
* From one of the writers on Halo 4—comics veteran Brian Reed!

CREATORS
Writer:
Brian Reed
Artist:
Marco Castiello
Colorist:
Michael Atiyeh
Cover Artist:
John Liberto

Publication Date:
August 14, 2013
Price: $3.99

For MORE on the backstory of how this comic book came about, go HERE!

-Sal

“A Fistful of Arrows” by Levi Hoffmeier, a review.

I’ve known about this fan-made comic book for sometime. However, I hadn’t taken the time to check it out.

For those who don’t know, “A Fistful of Arrows” is a comic book created by Levi Hoffmeir. It’s the story of what happens directly after the events of Halo Reach. Specifically the story revolves around Spartan Jun A266.

Without further ado, let’s get into the review of this fun comic book! (click images to make bigger)

fist-ffoaThe first thing I’m going to say is that it’s clear this comic book was created by a fan who is passionate about Halo and his art. The cover alone gives you that sense. The story opens up with a scene from well before the fall of Reach. As to exactly when, it’s not given, however, it deals with Innies (Insurrectionists), so I can only assume it’s some time before Reach. The only thing is, curiously, the former Noble 6 isn’t represented in this comic book. So perhaps the events take place between the time of his death and the start of Reach (the video game). I’ll have to ask Levi about this.

AFoA 05
From the first page’s panels, you can already tell that Levi has put a great deal of effort into creating a fantastic comic book. You get the sense that there is a conflict in Jun that needs to be resolved. All of his fellow Noble teammates sense it.

With efficient pacing Levi moves his tale back and forth between this early Innie event and the battle of Reach.

AFoA 13

Above is but a sampling of his amazing artwork throughout the comic book.

Below we see Emile in all his glory, without the now-classic skull carvings on his helmet that we came to know in Reach.

AFoA 19

Levi does a masterful job of portraying each of Noble’s team members as we known their personalities from Reach. In this respect his writing is fully in keeping with the Halo universe.

His take on an AI superintendent is SPOT ON, as seen by the follow page from his book:

AFoA 28

That page gave me the feels I had from Halo 3: ODST. So here again, Levi has done a great job on blending together the Halo universe we know from the games, into his comic book.

AFoA 30This breathtaking two-page spread in his comic further illustrates his artistic talent. I’d LOVE to have this as a poster without the text bubbles! Levi???

At that point we’re roughly mid-way through the story and Noble squad is pursuing the Innie from the beginning of the tale. Liberal uses of  dark greens and blues help to convey an environment which is currently being hampered by a rainstorm. Couple this with the red colors he uses, it helps to illustrate the important mission Noble is undergoing.

AFoA 41

The page above shows what I was talking about with regards to the greens and blues. IN the story, Jun is keeping an eye on the mission’s target, utilizing several Spartan skills.

Shortly after this page, we jump back to the future events that take place right after Reach, with Jun escorting Halsey away from the action. I don’t want to spoil that part for you if you haven’t read it, so I’m leaving out the bulk of the description of what happens here. I’ll give you these two pages though:

AFoA 65AFoA 68

Again, Levi’s artwork is fantastic. The immediate above image is a testament to that. Classic Armor Lock. The page has strong contrasts of dark and light with bold use of color in the right areas. (Did I just sound like one of those uppity art critic here? Sorry, LOL)

As the story comes to an end, we’re treated to a small event that is reminiscent of one that happened in the Forward Unto Dawn mini-series. (Again, I’ll save that spoiler for you to view yourself.)

The comic book isn’t over though. Levi then continues on details of some of the characters in play in the comic book, as well as showcasing the city of Quezon, where some of his story takes place. There is yet more, but I’ll leave that to you to discover.

A Fistful of Arrows is just about one of the BEST pieces of fan-fic I’ve ever had the pleasure to read. Now that it has been revealed that Jun escaped and is ALIVE, via a Halo avatar item, curiously:
Commander Palmer Armor

can we hope that Levi’s tale will be intertwined with and become official canon?

This Halo fan hopes so!

If you’d like to read the comic, download it here.

To see more of Levi’s work, go to his official site here.

-Sal

Halo 4: The Essential Visual Guide coming VERY soon!

Halo 4 The Essential Visual Guide Hardcover Book

The Halo 4: The Essential Visual Guide is coming soon! As in Sept 16!! <–click title to go to Amazon to check out the listing.

Here’s the text blurb from Amazon:

The Master Chief returns to fight the Covenant and his new foes, the Prometheans, in his next epic quest. Created in collaboration with developers 343 Industries, Halo 4: The Essential Visual Guide celebrates the release of Halo 4, one of the biggest video game releases in recent history.

Featuring detailed, annotated artwork, Halo 4: The Essential Visual Guide fleshes out the Halo universe with a vast collection of facts from the first installment of Halo’s epic new “Reclaimer Saga.” Fans of the series will love immersing themselves in the perilous world of Halo 4 with detailed sections about the characters, factions, weapons, vehicles, equipment, armor, ships, and locations.

Halo 4: The Essential Visual Guide engrosses readers in the rich lore with in-depth profiles focusing on the roles and significance of the many things which inhabit the vast, mysterious, and dangerous Halo Universe.

At $12.86 from Amazon, that’s a great deal. The MSRP for this is $16.99. So you’re saving a few bucks. Granted shipping may knock that out if you aren’t an Amazon member. Still, good price.

I’d like to thank Cody JR Smith for pointing this out on the HaloCollector facebook page. I knew it was coming, just couldn’t recall when. Nice to know it’s right around the corner!

-Sal

RUMOR MILL: Halo XBOX One

Before you get started reading the article below, PLEASE take it with a grain of salt. Since this has not yet been corroborated by 343, it is uncertain if this information is valid. Hence why it’s part of the “Rumor Mill.”

The following was posted by someone who supposedly is in the know, possibly a 343 employee, unedited with typos and all. I’ll have my thoughts, and definition of certain terms along the way in light blue BOLD text.
Start Copy/Paste————-

At the moment 343i is in the prototype phase, but i will post the current state of Halo for Xbox One.

Just a reminder that the game you will see probably wont feature everything you are reading here.

Tech:
60 FPS has been confirmed at E3, now the team around Corinne (the Corrine mentioned is likely Corrine Yu, pricipal engine programmer at 343) is basically taking the Halo 4 Engine, “dumps” it on Xbox One Devkits and measures the perfomance and goes from there.

The Xbox One hardware is really powerful, though as many have stated not as powerful as Sony’s machine. (Wow, that’s a bold admission) Nevertheless the team does have the goal to create one of the best looking titles next year. People are seriously overstating the power difference and underestimate the potential of the eSRAM (yes, it was included for bandwidth reasons, but the low latency does increase efficiencs in real world perfomance, if the eSRAM is used in smart way. I basically got the same code, with some optimization with the eSRAM running only 20% worse on Xbox Oen than on a PS4-Devkit from January.

Now what tech and graphical features will be implemented?

Deferred Shading will finally be implemented, Halo 4 was really sparse on terms of dynamic lights, a drawback of havin to use a traditional forward renderer. G-Buffer will consist of 4 MRTs (Multiple Render Targets). The entire pipeline is HDR and linear space. Those Render Targets will probably be stored in the eSRAM or split between the two pools, depending on perfomance.

Some form of SSAO (Screen Space Ambient Occlusion) will also be implemented, Halo 4 only had static and baked AO which looked great in pictures.

PRTs (Precomputed Radiance Transfer) will be used, current tests with eSRAM and the results are amazing. Thanks to 5GB of ram (soon 6GB 😉 ) the textures will look amazing and the models will have plenty detail.

There are a few drawbacks with aiming for 60 FPS. First the game will not render in native 1080p. (Wow? Really???) Current resoultion on display plane 2 is 1920×720 (1,3 Megapixel compared to 2 for 1080p), display plane 1 (HUD an weapon) will be native 1080p. You literally cant tell the difference.

Cloud:
Dedicated Server.
First titel to showcase true power of cloud processing. Massive battles with 100s of AI (calculated by the cloud); massive worlds with dynamic weathher and global lighting (all done in cloud).

And yes, this will need an alway online connection(you dont need a powerful connection, those data pakets are really small) (Here we go again with an “always online connection”)

Game:
Campaign is planned to be 3-5 times longer than Halo 4. No more linear , going open world. (This is good news!)

Master Chief has gone rogue, has own ship and can visit different planets (6-8 planned). Each planet has several regions with main objectives and several side missions. ( Think of Wings of Liberty or Dawn of War 2 cmapaign) (Okay, so this is the first real piece of info that is about the playable part of the game, rather than the tech. If true, it’s VERY interesting. I like the idea of a rogue Master Chief, and having his on ship! Hmm, like a Halo Han Solo!!!)

Core gameplay is still Halo (2 weapons, grenades, melee; “30 seconds of fun”; sevaral different enemies) but there are RPG elements added to it: character progression (mostly  items like forerunner relicts you will find that make Master Chief stronger or will give him more ablities), not really loot, but you will have to acquire weapons first, before you can use them in more missions. (Wait, what??? Okay, this sounds cool. I hope then that you can go back and replay missions with those things found in later missions. This would add to replayability! Something much needed for the campaign again.) Weapons are stored in the armory on the ship and chief can choose his loadout, which he will use on the mission start. He can still pickup and use the weapons he finds in the different missions.Loadout weapons are basically the same you have in Halo 4 Multiplayer (you cant start with a rocket launcher, but you can call in those “super weapons” on a mission like in Infinity Multiplayer; difference is this is a limited ability, at “low level” you can call one time, this can be upgraded over time) (Upgraded abilities in Multiplayer? Hmm, bad idea.)

There will be more weapons in campaign than in Halo 4(and yes more “alien” weapons; not just human weapons with a different coat)

Enemies:
Elites (the same faction you fought in Halo 4), Grunts, Jackals, Hunter, Brutes, Drones
Promethean (heavily redesigned, more types like Promethean Warlords)
Humans (yep you will gith humans, but not UNSC, those are Insurrectionists) (Now THIS is something I’ve been waiting on. Only a matter of time before we take on Insurrectionists)

Vehicles:
Biggest number of vehicles ever.

Warthog (classic, rocket, gauss), Scorpion and yes the Grizzly will be in, Mammoth, upgraded Mantis, more Halo Wars vehicles like rhino, wolverine, cobra, hornets, falcons, vultures (Bringing in Halo Wars vehicles is something many fans want to see, I’m one of them!)

Chiefs ship can store a limited amount of vehicles (call in similar to weapons)

Forerunner War Sphinx are in, very powerful enemy “vehicles” (and yep you will fight them)

To put the gameplay in campaign into perspective:
The team was running an encounter test in the Halo 4 engine with prototype models.

This encounter featured several hundreds of Brutes (Um, wait a second here…343 has all but removed Brutes from Halo. I’m VERY skeptical of this description) with 2 Scarabs, 10 wraiths and several ghosts and banshees fightin against one Forerunner War Sphinx and some Prometheans. Now the player could engage in that battle or just simply watch them fight (Power of the Cloud: AI in short distance to chief is process on the box; rest in the cloud) and pick off the remaing forces.

Well the current player chose to engange, took his Hornet and landed it on one of the Scarabs ( the AI is amazing, the Brutes had now to choose who to fight, most forces fought against the Prometheans, a few took on the fight with chief; it really looks and feels like every single AI makes smart and menaingfull decisions)) (Really, if Brutes are back, I’m VERY happy about it.)

The Player killed of the crew on the Scarab and well, thise time he doenst destroy the Core, he gets behind the wheel of the Scarav 😉 All hell breaks loose, brute forces more and more engage the rogue Scarab, while the Prometheans dont really difference their enemies. (Driving a Scarab? Oh my…faints, gets back up.)

And yep the Scarabs is destroyed withing seconds , thought the Player surived thanks to god-mode.

Those are the kinds of encounter you will find in the final game.

Multiplayer:
Split between two categories.

Halo Wararena ist basically Halo 2 reloaded. (If true, this is going to make a LOT of fans happy) No loadouts, no armor abilites and perks.
Player Count 8-16, game types are Slayer, CTF(yes classic Halo CTF 😉 ), King of the Hill, Assault, Oddball….
Static weapon spawns, more weapons on map which means more ammo, weapons wont respawn as quick as in Halo 4

The seconds multiplayer categorie is titles Halo Battlefield (not final name obviously).

Those are basically really big teams battles like 32-64. Gameplay is more inline with Invasion from Halo Reach.
Custom Loadouts, “armor abilites” (more like class abilites), Vehicles, Infinity like call ins

Thats it for the moment. Just a small glimpse into what you will eventually play in November 2014.
End Copy/Paste——–

Whew, that’s a bit to take in, huh? The problem is, it sounds like a fanboy laundry list of changes to improve Halo. If this turns out to be real though, then 343 will have definitely listened to fans and I would expect Halo XBOX One to be a MAJOR hit!

Again, for now this is all rumor until such time as 343 either confirms or denies all or part of this.

Source link

-Sal

Will Spielberg stick with Halo, now that Mattrick has left XBOX?

WILL STEVEN SPIELBERG STICK WITH “HALO” NOW THAT DON MATTRICK LEFT XBOX?

An article on fastcompany.com asks this very question. The reason for the question? Mattrick and Spielberg have been friends for years and was likely the instrumental reason for the deal.

Microsoft is known for being very protective when it comes to their properties. Spielberg, being the most successful filmaker of all time, typically enjoys free reign. Mattrick was the glue here in case there were any disputes.

To read the full article go HERE.

-Sal