UNSC Frigate made of wooden sticks.

My XBOX Live friend Erickyboo has finished his model of a UNSC Frigate made of wooden sticks. He calls it the Pure Wooden Defender.

Check the vid for this cool fan made ship:

http://www.youtube.com/watch?feature=player_embedded&v=P0_AIKpP3wI

Now if McFarlane made a mini version of the frigate, or Mega Bloks….

Halo 4 LIMITED Edition!

So now we have a choice of 2 versions. The regular edition is of course the normal $60. The Limited edition will set you back $100.

Here is the info via Gamespot:

$100 premium edition of upcoming sci-fi shooter to include nine maps, early access to six specializations, live-action film; Spartan Ops mode detailed.

Gamers looking forward to re-starting the fight have a new option to consider, as Microsoft today announced the Halo 4 Limited Edition.

The premium bundle includes access to the War Games map pack, which includes nine new environments spread across three future multiplayer add-ons. A release schedule for the map packs will be unveiled at a later date.

A Microsoft representative told GameSpot this afternoon that the map packs will be available for purchase separately after launch through Xbox Live. Pricing information was not made available, but the company said this will be announced later.

Additionally, the Halo 4 Limited Edition grants gamers early access to six specializations, which unlock additional customization options. The six specializations available in the Halo 4 Limited Edition will be made available at a later date to all gamers.

On top of that, the Halo 4 Limited Edition packs in the UNSC Infinity Briefing Packet, which includes an armor customization diagram, a blueprint of the Infinity ship, and additional “insight” into what it means to be a Spartan-IV soldier.

The premiums don’t end there. The Halo 4 Limited Edition also includes various digital content offerings delivered through Xbox Live, as well as the special edition of upcoming 90-minute live-action film Halo 4: Forward Unto Dawn.

On top of announcing the Halo 4 Limited Edition, Microsoft today also formally took the wraps off Halo 4’s Spartan Ops offering. This mode will offer a weekly series of episodes through Xbox Live that tells the story of the UNSC Infinity and its crew after the events of Halo 4. The episodes will also introduces players to a new team of Spartans called Majestic Squad.

According to Microsoft, the episodes will provide a backdrop for the Spartan Ops game missions, which will also release on a weekly basis. Gamers can take on these objective-based missions either alone or with up to three friends. Further specifics were not offered.

Halo 4 is due for a worldwide release exclusively on the Xbox 360 on November 6. It is a sequel to 2007’s Halo 3, and takes place nearly five years after the events of that game. Halo 4 is currently in development at Microsoft’s new Halo label 343 Industries, the shop that recently took over for series creator Bungie.

–end copy/paste.

Okay so let’s look at this.

For the extra $40 you get:
• 9 more maps
• 6 “specializations” (custom options, but what? Armor? Weapons?)
• UNSC Infinity Briefing Packet – which itself includes:
• Armor Customization Diagram
• Blueprint of Infinity
• “Insight” into what it means to be a Spartan IV (What the hell? Sounds not so intelligent, but okay)
• Special Edition 90-minute “Halo4: Forward Unto Dawn” (Okay, I assume this is all 5 of the 15 minute shorts that will be shown the 5 weeks prior to launch, plus another 15 minutes worth of footage not seen. After all 5 15-minute shorts only equals 75 minutes…)
• and finally “various digital offerings” – what is this you may ask? Likely special armor perms or add-ons like the flaming helmet was for Reach. Also possibly other armor unlocked through HaloWaypoint with a code you’d get in the limited edition set.

So is that extra $40 worth it? I’d say yes. We all know map packs will come out for this. Too bad we won’t have a huge amount to start without buying the limited edition. But then, have we ever known Microsoft to give away map packs? Usually a map pack of 3 costs $10. So with 9 maps that already $30 of the $40 right there. Add up all the other stuff and it’s definitely worth the $10 left. Besides all this, not mentioned is the Limited Edition case. (See pic above) It would be great if that was a TIN case. Even so, it’s still different and more special than the regular edition.

Having access early to some things is definitely a draw for long time Halo fans. I for sure am one of them.

Now the question begs to be asked…So what of a Legendary Edition? If that is to come, I hope it comes with a polystone cast of the Infinity. Maybe 8-10″ long. I’m goign to bet there will be a Legendary edition. That will likely cost another $30-40. We’ll see…

A discussion for and against Jet Pack in Halo 4.

I just had this discussion over on HaloWaypoint and thought it pertinent to post here. The Bold/Italic text is from another user there. The plain text is my response.

Ban the Jetpack: Can’t be anymore blunt than that. The Jetpack probably the worst AA’s put into reach, If it wasn’t for the infamous Armor lock hogging up the spotlight, The jetpack would be removed from Halo a long time ago, But that didn’t happen… And now the Jetpack is possible threat to Halo 4 Matchmaking and must be fixed/removed at all costs.

Really? The Jetpack is the worst? How about a near perpetual Active Camo that people use to snipe unsuspecting enemies? Only a NOOB does that. Of course you’re right on Armor Lock, and I’m glad it’s gone in Halo 4. Evade is not so good either, that’s what it’s just sprint and not evade in Halo 4. Jetpack makes it fun for those who love to fly around the map. It also has it’s cons. You’re in the open, can’t strafe and end up being an easy target.

Why the Jetpack is flawed:  It breaks map flow…Simple as, What’s the point of Having walls and boundaries when you can simply fly over them. This breaks map control since you can just fly to Power weapons without going through the map and you can Bypass the enemy team. This may seem harmless but then you get maps like sword base where you are just bundled into the top corner of the map because it was specially designed for jetpacks, which is honestly just a load of rubbish and shouldn’t be the case. 

OMG, how many times I’ve heard, “It breaks map flow.” No, it breaks CAMPING. That’s the real issue people who don’t use Jet Pack has. They can’t just stay in one place and wait for unsuspecting noobs to come around a corner. Nope. Instead they have to watch the skies to for a grenade or a well placed rocket.

So to elaborate: Breaks Map Flow/Control Allows for abuse to Map Boundaries/Camping Gives Height adv. They have clear shot on head, Whereas you can only see players feet Forces Players in maps such as Sword base to be played in one corner of the entire map. (Yellow Lift)

Heh, I’ll say rubbish back. It doesn’t promote camping. If anything it inhibits it by not allowing those who are ground based to stay in one spot without having to not only watch their fronts and backs, but now also their “tops.” And I’ve gotten PLENTY of headshots off of would-be jetpackers. True, some map boundries can be exploited with the jet pack. They can also be done with invis among others. It’s just where the boundries are exploited is the difference.

Fixes to the Jetpack: Remove from game Make it a Jump pack (Brutes from Halo 3 but FAR less height) Make it so it can only hover a feet from ground for a short time. Add a Limited Fuel System – You only get a set amount of fuel per life. Can’t fly forever

I won’t agree with the height restriction you want. However, I’ll agree that it should only last for a limited time. Really, anything BUT Sprint should be equipment. While you’re armor may always have a jetpack on it, in this case the equipment would be a fuel canister to enable it to fly for a limited time. Same as invis should be a very limited amount of time as well and should only be picked up.

Your Call 343: So we can continue to have this gimmick in the game which will almost certainly break map flow and become the new armor lock causing havoc in the forums, or you can fix the obvious flaw and make the game flow and play well Your Call. Discuss.

Gimmick? Really? It’s a game. Get over it. We’re talking about 500 years in the future. Super Soldiers with highly specialized armor. They SHOULD have jetpacks. This is Sci-Fi. Not REALISM like CoD.
If you’re going to go the route of gimmick then you’ll have to dis much of any of the halo games. Shields? Not real. At least not in the way they are applied specifically in Halo. Super Soliders? Brain and body augmentation (again to the degree spartans are, not just drugs like steroids). The whole game is gimmick. But it’s fun as hell with those gimmicks. Give me MORE of them if anything. Open them up. I want to see what Spartans can REALLY do.
I don’t always use jetpack. Only on maps where I think it’s more appropriate then other loadouts. If 343 were to take jetpack out now, it would be a huge step backwards. Armor Lock? Yeah, that’s a good move taking it out of the game. But not jetpack. Dont’ you like to feel like “Boba Fett” from time to time?

-HFFL

Halo Avatar minifig pics!

Here is a gallery of the upcoming Hlao Avatar minifigs. Remember folks, these can be mixed and matched. (with exception to the Warthog)

Cute little things. I believe they are to retail for $3 each and are blind packed in a plastic tube.

McFarlane Halo 4 series 1 Carded pics!

These two pics have been leaked and I’m happy to bring them to you. The front is Master Chief, which we all knew would be in this wave.

Note however that in this pic there is a San Diego ComicCon sticker. It’s likely this is an early release with the only difference being the sticker itself. Again, Master Chief is in the first wave at mass retail, so unless you just HAVE to have one carded with the SDCC sticker on it, I suggest you pass on it.

The second pic shows the back and there is some interesting information to be read there. Now we know that the first wave consists of: Master Chief, an Elite Zealot, a Grunt “Storm” (Wonder what that means?), and a Spartan “Warrior.” Below that is says to look for Cortana, Spartan “Soldier” (Hmm, SPartan Classes now too, besides loadouts?), a Crawler and a Watcher. The last two are interesting. Are the the fauna of the shiled world “Requiem,” or are they a Forerunner construct like the engineer and just have different jobs that the engineers do?

Here’s a pic of Requiem from the inside. In it you can kind of make out flying animals/constructs that sort of resemble the Watcher. (Click on it to make bigger)

Very near center, just to the right of the middle hanging column is the animal/construct I’m talking about. Could this be a watcher? Or is it an engineer?

At any rate, the back of the card also notes that coming Holiday 2012 there will be a “Secret Enemy Figure.” It goes on to say “Don’t miss this deluxe boxed figure of an enemy unlike anything before.”

Well if that doesn’t whet your appetite for new Halo McFarlane toys, I don’t know what will.

Thanks to “Mr. Sci-Fi” for providing me a link so I could present this to you.

-HFFL

Skill level/Rank/Trueskill for Halo 4. A discussion.

A poll was put up on HaloWaypoint regarding how the ranking/skill system should work in Halo 4. Their were 4 choices:

• Reach’s Arena
• BPR (updated from Reach)
• Reach’s Progression System
• Other

With the choices given for the poll, I had to go with “Other.”

It can’t really be any of the other three. Some might argue for BPR, but that can be so easily manipulated. If BPR is for each specific playlist, well not so much, but it still has flaws.

If BPR is to measure your skill and wins are considered, then take this example:

Griffball…people go into that playlist all the time and go for kills rather than wins. Spawn killing in GB is quite rampant and likely will stay that way for most gamers. Winning really means nothing in GB. Only time it does is if you need to get so many wins per day. Then you can play some games of Griff and get it over with quickly. Otherwise, you kill.

Your BPR will suffer because you’re not winning. Yet, it’s very likely if you tried to win, you would. So artificially keeping your BPR down in one playlist like this makes you look not as skilled so that you can be matched up against others with similar BPRs who may or may not manipulate the system. If their BPR is a measure of their trueskill and yours is kept artificially at the lower rate, then in regular matchmaking you are likely to trounce the opposing team.

Again though, this is only if BPR is taken into account as a whole, rather than per playlist.

Personally, I don’t want to see a 1-50. For those who aren’t as skilled, they’ll never be able to attain that rank. Or let’s take for example what happened a lot in Halo 3. One person on your team is a 50 while the rest of you are in your 40s. That matchmaking system invariably matched us the team with one 50 against a whole team of 50s. Is that fair? Hardly. I really started HATING Halo 3 matchmaking system the last 9 months or so because of this and looked to play other games. If that same system is in play for Halo 4, a lot of people are going to get tired of it quick and quit playing the game. That’s not something 343 wants.

Now take Reach’s rank (not arena). That is a measure mostly of how many games a person has played, to a point. No matter what, you’re still going to have to put in many hours to hit Inheritor. So hopefully you’ve gained some skill in that time. However, just because someone is an Inheritor, it does not automatically mean they are good.

I’ve seen lately how people are taking advantage of the custom challenges and earning upwards of 200K credits per day. Lots of repetitive campaign play that doesn’t require much skill. Those folks while technically are using the tools provided are still manipulating them to their advantage.

What would I want to see for rank? Nothing. That is to say, the other team should NOT be able to see your rank, nor you theirs. Trueskill is matched up behind the scenes. I’d prefer that a team’s total number of skill be averaged, then matched up with another team of like averaged numbers within a small tolerance.

For example a team of 4 that has the trueskill ranks of 30,35,40,45 would have a total of 150/4=37.5 So they would be matched up against a team that’s trueskill average is close to 37.5, let’s say +/- 5 though that could be tailored as the ranks get higher up.

Now, to prevent people from creating new accounts to manipulate this, number of games and kills per game would also be taken into account. So someone who created a new account and has amazing numbers would have a trueskill that would be high even though their amount of games do not seem to reflect that.

How many times have you seen restarters come in with hugely impressive K/Ds yet their skill is low (at least to start)? It is frustrating to say the least. It’s yet another way people manipulate the system. Trueskill should go up much faster when people use second accounts and have high K/Ds and not be dependent on number of games played. Then those same accounts would be forced to play against highly skilled players.

Of course the problem becomes people selling those accounts. But if those accounts are low in games but high in skill, then sold off to some noob who then gets thrashed repeatedly, a system not unlike Reach’s where you get credit banned could be in place. Yes, that means the noob gets punished for paying for an account such as this and then not playing up to that skill level. However, if enough of that happens, then it would hopefully stop noobs from buying those accounts. If so then the market for those high skill accounts would dry up and the restarters would make money off of them and just have to play legitimately.

Of course their would be more parameters than what I posted and certainly complex algorithms. Hopefully though you get the gist of what I’m getting at.

HALO 3: “LANDFALL” A retrospective post on the live-action trailer.

In case you haven’t seen it, or it’s been awhile, here is a short live action clip, that could have been for a Halo movie that was instead turned into a trailer for Halo 4.

Director Neill Blomkamp (District 9) explores the lives of Marines and ODSTs on a last, desperate mission in a post-invasion Earth — a mission that may secure the salvation, or usher the destruction of the entire galaxy. Edited together as a standalone piece for the first time, these three shorts are the first glimpse at what a live-action Halo could look like and a must-see for Halo fans of every stripe.

Ah, it’s looks good. Too bad it wasn’t made into a movie instead. ASt least we do have those 5 episodes for Halo 4 coming in September.

Why the Halo Movie Failed to Launch.

Article reposted from: http://www.wired.com/gamelife/2012/04/halo-movie-generation-xbox/

The Master Chiefs left the offices of Creative Artists Agency around midday on June 6, 2005 in a fleet of limo vans. In their green, red and blue Spartan armour the cybernetically-enhanced super soldiers made quite a spectacle. Each stood six-foot-three tall, visored helmets obscuring their faces. Each carried a red bound document folder stamped with the CAA logo that contained two things: a copy of the Haloscreenplay commissioned by Microsoft and written by Alex Garland and a terms sheet. None of them spoke a word.

The security guards on the gates of the major motion picture studios are used to seeing many things. Still, a hulking soldier from the future striding towards them and demanding access to the studio’s top brass was inevitably going to end in some kind of shooting incident — whether involving a United Nations Space Command BR55 Battle Rifle or a security guard’s arguably more deadly .38 revolver.

Fortunately Larry Shapiro’s team at CAA had called ahead and warned the studios’ security heads what was going on. The Master Chiefs were allowed onto the lots at Universal, Fox, New Line, DreamWorks and others without firing a single shot. If this was the videogame industry literally invading Hollywood, it was remarkably bloodless. They delivered their scripts and waited outside the meetings rooms in silent character, flicking through the pages of Variety. Everyone knew the clock was ticking: Studio executives only had a couple of hours to read the Halo screenplay and decide whether or not to make an offer before the Master Chiefs returned to CAA with the screenplay. It was the deal of the century, and a fantastic piece of showmanship.

The Master Chief suits were Shapiro’s idea and they ensured that the Halo deal made headlines even before the trade papers learned how rich the demands were. It was a spectacular attempt to turn Microsoft’s first foray into Hollywood filmmaking into a theatrical event and it very almost worked. Master Chief, the hero of Microsoft and Bungie’s bestselling Halo games, made his debut in Hollywood. Sadly, though, his Tinsel Town ascension was short-lived.

Microsoft was aggressive in pursuing the idea of taking Halo to the big screen. It’s easy to understand why. The games, developed by Bungie Studios, were perfect blockbuster material: high-octane, intense sci-fi shoot ‘em ups with a dense mythology and storyline and a dedicated fan-base of millions. Combined sales of the first two Halo games grossed in excess of $600 million over four years, selling north of 13 million units. The movie biz looked on in envy.

When Microsoft approached CAA about their movie ambitions, Shapiro told them about the Day After Tomorrow auction set up by CAA agent Michael Wimer and director Roland Emmerich. With a script for the apocalyptic eco-movie in hand, Wimer called the major studios and invited them to bid for it. The process was unusual: Every studio would send a messenger to CAA at an allotted time, pick up the script and then have 24 hours to read it and make an offer. Each script was despatched with a terms sheet: Here’s how much we want; here’s how much we want for the director, and it has to be a “go” movie (in other words, a picture with a guaranteed start date for production). Each studio responded by trying to negotiate terms. The only exception was Fox, who simply wrote on the term sheet: “Yes”.

Microsoft, unaccustomed to Hollywood’s culture, was impressed by that story. It wanted to be able to dictate the terms even though it was a newcomer in the movie biz. Halo was its prize property and they wanted to protect it.

Microsoft also wanted to make a bundle of money from its sale. For Shapiro, it was typical of the gulf between the two industries. Games creators are, by their nature, engineers who deal in absolutes. For them the subtleties of Hollywood production, with its ebb-and-flow of egos and power plays, were often alien. “To sell a movie into a studio and actually get it made is a lot of work,” he says. “It takes a lot of conversations and a lot of pixie dust being thrown about while you’re getting the deals done. In the games industry, they’re technologists and they’re data driven. They’re looking at data points and saying: ‘We need the movie to be made, it’s got to be this, this and this. If you get A, B and C to be part of the movie, then great we’ll sell you the rights.’ You can’t do that.” But, if that’s what Microsoft wanted, CAA was willing to try.

To set up that kind of deal, Microsoft needed to be ready. Most importantly it needed to have a screenplay so it paid Alex Garland (28 Days LaterThe Beach) $1 million to pen a spec script. The screenplay was supervised by Microsoft, which meant it was — for good or ill — heavily steeped in the games’ mythology. Still, the project now had a blockbuster screenwriter and was based on a high-profile videogame franchise.

Next, it was a case of setting up the auction. Peter Schlessel, the former president of production at Columbia Pictures, was one of the main negotiators in the Halo movie deal and served as Microsoft’s Hollywood liaison. Together with Microsoft and its lawyers, Schlessel and the CAA team hammered out a term sheet. “We were literally setting out to be the richest, most lucrative rights deal in history in Hollywood,” says Shapiro. “You have to remember that no property, not even Harry Potter, was getting [what we were asking for].” Microsoft, a global software giant used to getting its own way, wasn’t about to kowtow to Hollywood. It knew Halo was the jewel of videogame movies, the one that could be a true blockbuster hit. According to Variety, Microsoft wanted $10 million against 15% of the box office gross, in addition to a $75 million “below-the-line” budget and fast-tracked production.

Those were big demands. Not least of all since, at the time, videogame movies were still floundering on the edge of respectability. Tomb Raider had made a pot of money and pushed towards the mainstream but its 2003 sequel, Lara Croft: Tomb Raider — The Cradle of Life, suffered a disappointing opening weekend at the U.S. box office and limped by on its foreign grosses. The Lara Croft franchise was running out of steam early. And most other videogame movie outings weren’t even in the same neighbourhood as Lara. Paul W. S. Anderson, the director of Mortal Kombat, parlayed his success into the zombie-themed Resident Evil franchise distributed by Sony Screen Gems. The first movie based on Capcom’s survival horror game series took $102 million worldwide and did gangbuster business on DVD selling over a million units. But it lacked the prestige and mainstream crossover potential of Tomb Raider.

Microsoft were aiming higher — much, much higher. CAA’s deal-making matched the software giant’s aspirations. According to the New York Times, Microsoft were demanding creative approval over director and cast, plus 60 first-class plane tickets for Microsoft personnel and their guests to attend the premiere. It wouldn’t be putting any money into the production itself beyond the fee paid to Garland, nor was it willing to sign over the merchandising rights. To add insult to injury, Microsoft wanted the winning studio to pay to fly one of its representatives from Seattle to LA. They would watch every cut of the movie during post-production. Clearly, Microsoft was entering into negotiations brandishing a very big stick.

With the screenplay written and the ink still drying on the terms sheet, the agents called up the major studios and advised them to be prepared. It was a bold, some might say arrogant, show of power. As Shapiro remembers it, “We told them: ‘You need to have all your decision makers in a room because we’re going to deliver the script for you to read together with a terms sheet. But there’s a fuse on it. You’ll only have a certain amount of time to make a deal.’”

Master Chief in the upcoming game Halo 4.
Image: Microsoft

Because Hollywood is a town built on relationships, CAA’s agents made sure they called all the major players. Even then there were some who felt snubbed; Miramax head honcho Harvey Weinstein called up to shout about being left off the list. Everyone had assumed Miramax wouldn’t be interested in the property. Truth was they probably weren’t, but there was prestige to be had in being invited to the Haloparty. The only major studio Microsoft refused to approach was Columbia, which was owned by Sony, its chief rival in the console war.

With his production background, Shapiro decided to add a little razzle dazzle to the proceedings. Remembering the Master Chief costumes he’d seen at Comic-Con, he tracked down the one person in the U.S. who was fabricating the game’s official Spartan UNSC battle armour and hired seven suits: a Red, a Blue and several in Master Chief green. “I had them shipped out to CAA,” recalls Shapiro, “they came in crates and had instructions about how to put them on. I hired character actors to wear the suits because, you know, you don’t just put anyone in these suits. They had to feel like Master Chief.”

For a few hours on June 6, 2005, Hollywood became Halowood. Everyone was buzzing about the Master Chiefs spotted walking through the studio lots and — more importantly — about the richness of the deal Microsoft was demanding. No one had ever seen anything like it before. Microsoft, the global corporation whose products sat on every desktop, had come to Hollywood and wasn’t afraid of throwing its weight around. “If showmanship and arrogance and Hollywood don’t go together, I don’t know what does,” says Moore who was Microsoft’s go-between with Universal during the negotiations, reporting to the software company’s point man Steve Schreck.

Not everyone was impressed. Movie executive Alex Young, who by the time of Halo had moved from Paramount to Fox, recalls reading the screenplay under Master Chief’s watchful eye. “It was one of those gimmicky Hollywood things: hey, force everybody to be in a room, make it feel urgent, have a guy show up in costume and ‘Oh my God! This feels like a big deal’. It probably served Microsoft and CAA well at the time, but ultimately it seemed like a bit of manufactured theatre to me.”
Another problem was that the Halo property was so well-known by that point that everyone knew what to expect. “You either loved the idea of making a Halo movie or you did not,” suggests Young. Having a guy in costume deliver the screenplay wasn’t going to convince you one way or the other.

In the end, though, it wasn’t the Master Chiefs’ fault that the deal stumbled. Nor was it CAA’s. The failure of the Halo movie remains a potent illustration of the gulf that still lies between Hollywood and the videogame business. It should have been the tent-pole movie to die for, instead it became the one that got away. Millions of Halo fans around the world wanted a movie, yet it failed to launch. Partly, it stemmed from the on-going inability of both sides of the deal to understand each other’s culture, needs and language.

Most of the studios who read the Halo screenplay passed immediately. Microsoft’s terms were simply too demanding. By the end of Master Chief Monday there were only two horses in the race: Fox and Universal. Microsoft hoped to use each to leverage off the other but hadn’t banked on the studios’ very different approach to doing business. “What the games industry doesn’t understand is that this town is all about lunch,” explains Shapiro. “It doesn’t happen like that in the games industry. If there was a movie studio going out to the games publishers to license Avataror something like that, they’d say ‘Ok we’re licensing Avatar, send us your best deal. But none of the games publishers would talk to each other and say ‘Hey, what are you going to offer them?’”

The studios weren’t so reticent in sounding each other out. “What happened was Universal called Fox and asked them what they were going to offer,” continues Shapiro, who watched events unfold close-up. “They decided to partner on it. ‘Let’s offer the same deal and offer to partner’. So now we lost our leverage.” Universal agreed to take U.S. domestic, Fox would take foreign. In the blink of an eye Microsoft’s bargaining position had been pole-axed.

The immensely powerful Microsoft had wandered into the deal naïvely expecting everyone to play by its rules and the resulting culture shock put immense strain on the Halo deal. For Moore, then corporate vice-president of the Interactive Entertainment Business division at Microsoft, there was clearly culture clash during the negotiations: “You work for a company like Microsoft, where you do what you say, you say what you do; you think you have an agreement, you’re ready to go, and then… [the deal falls apart].”

It was something that talent agents working at the intersection between the two industries have experienced many times. “When the videogame industry talks to people they do it open-kimono and they expect the same transparency back,” says Blindlight’s Lev Chapelsky. “Hollywood doesn’t function that way, they dance and they sing and they play games and go through their ritual haggling. To somebody who’s not accustomed to that, it can be insulting.”

Microsoft clearly weren’t accustomed to it. They were used to being the strongest contender in any negotiation they entered into. But this time they were far out of their comfort zone. “We don’t understand Hollywood,” Microsoft Games Studios general manager Stuart Mulder confessed to the trade papers in 2002 as the company inked in its deal with Shapiro at CAA. It was a throwaway comment that would turn out to be disturbingly prophetic.

What was apparent during the Halo deal-making was that Microsoft was far from home, perhaps even surrounded in enemy territory. In the middle of the Halo negotiations, as all parties sat around the table, Shapiro recalls the discussion between Microsoft’s Hollywood liaison Peter Schlessel and Jimmy Horowitz, Universal’s co-president of production, taking an aggressive turn. “Schlessel was getting really tough on some of the terms with Horowitz: ‘Come on, don’t be a jerk, blah, blah, blah…’. It was getting really heated. The guy from Microsoft [Steve Schrek] was like, ‘Wow, this is really good.’ Then we took a break and Schlessel goes to Horowitz, ‘Are you coming over for Passover?’ Because they know each other. You don’t have those kinds of relationships in videogames. In Hollywood you can be getting at each other but then you’re playing golf together the next day.”

Even after the deal was struck, the misunderstanding over how the movie business operated continued to be a problem. Microsoft wanted a big-name director, but Peter Jackson, helmer on The Lord of the Rings trilogy, decided to sign on as a co-producer alongside Peter Schlessel, Mary Parent and Scott Stuber. Jackson wanted his new protégé, an up-and-coming commercials whiz kid called Neill Blomkamp, to direct. With Jackson’s fee running to several million dollars the studios knew there was an advantage in hiring a cheaper, less well-known talent to sit in the director’s chair. Microsoft was reputedly not happy with the decision.

Blomkamp, a South African director who had made his mark with commercials for Nike and had shot an intriguing short about alien apartheid called Alive in Joburg, was concerned about getting chewed up and spat out while making his first feature with these three enormous corporations and a budget north of $100 million. “My instinct was that if I crawled into that hornet’s nest it would be not good, and it was a clusterfuck from day one,” he admits. “There’s no question that there was a clash of worlds, for sure. The two sides weren’t seeing eye-to-eye.”

What lured him in, beyond the obvious kudos, was his love for the property: “I told Tom Rothman [co-Chairman of Fox Filmed Entertainment] that I was genetically created to direct Halo.” However, Blomkamp quickly realised that the studio didn’t share his artistic vision and was uncomfortable at the prospect of his gritty, post-cyberpunk aesthetic — all blurry video feeds and radio chatter – dominating a summer blockbuster. “Rothman hated me, I think he would have gotten rid of me if he could have,” says the director. “The suits weren’t happy with the direction I was going. Thing was, though, I’d played Haloand I play videogames. I’m that generation more than they are and I know that my version of Halo would have been insanely cool. It was more fresh and potentially could have made more money than just a generic, boring film — something like G.I. Joe or some crap like that, that Hollywood produces.”

Blomkamp’s relationship with Fox was particularly fraught. The way the deal was split between three major corporations and a handful of Hollywood producers caused several unusual imbalances in terms of power. “The way Fox dealt with me was not cool. Right from the beginning, when Mary [Parent, Universal’s former president of production turned Halo producer] hired me up until the end when it collapsed, they treated me like shit; they were just a crappy studio. I’ll never ever work with Fox ever again because of what happened to Halo – unless they pay me some ungodly amount of money and I have absolute fucking control.”

He was also being pressured by Microsoft’s demands too. One of the biggest issues was creative control. Microsoft had paid Garland to pen the screenplay to their specifications in order to retain control over what was clearly a very valuable property to them. Halo was an Xbox exclusive title, a billion-dollar franchise, and its chief weapon in the console war against Sony. The problem was, though, that filmmaking was a collaborative exercise and total control simply wasn’t possible.

“If you’re dealing with a company that doesn’t understand the film industry, its sense of assurance comes with glossy names that have done a lot of big projects that have made a lot of money,” says Blomkamp. “I think the guys at Bungie liked what I was doing. I’m fairly confident in saying they liked where I was going. It’s highly possible that that artwork was getting back to Microsoft and Microsoft itself, the corporate entity, was not happy with it because it was too unconventional. I don’t know if that’s true or not, but it was entirely possible.”

Against this fraught background, Universal funded $12 million of preliminary development on the movie. Some of the money was spent before Blomkamp came on-board by director Guillermo Del Toro, who was initially attached before going off to make Hellboy II: The Golden Army instead. The rest was spent on Blomkamp’s watch and included paying various screenwriters — Scott Frank, D.B. Weiss, Josh Olson — to redraft the original screenplay.

Meanwhile, Weta Workshop, the New Zealand physical effects company co-founded by Jackson, was fabricating real-life versions of the weapons, power armour and the Warthog assault vehicle from the game. Blomkamp would eventually use them to shoot a series of thrilling test shorts. “The legacy of a movie never made,” is how Moore describes the collected footage, which was later cut together under the title Halo: Landfall and used to promote the Halo 3 videogame release in 2007.

With development proving slow, Fox and Universal were beginning to get impatient. The gross heavy deal and costs increased the growing sense of unease. In October 2006, right before a payment was due to be made to the filmmakers and Microsoft, Universal demanded that the producers’ deals be cut. Jackson consulted with his co-producers and Blomkamp, as well as with Microsoft and Bungie, and refused. In a stroke, the Halo movie was pronounced dead in the water.

What ultimately killed the Halo movie was money. “Microsoft’s unwillingness to reduce their deal killed the deal,” says Shapiro. “Their unwillingness to reduce their gross in the deal meant it got too top-heavy. That movie could have been Avatar.”

Blomkamp agrees: “One of the complicating factors with Halo was that Microsoft wasn’t the normal party that you’d go off and option the IP from and make your product. Because Microsoft is such an omnipresent, powerful corporation, they weren’t just going to sit back and not take a massive cut of the profits. When you have a corporation that potent and that large taking a percentage of the profits, then you’ve got Peter Jackson taking a percentage of the profits and you start adding all of that stuff up, mixed with the fact that you have two studios sharing the profits, suddenly the return on the investment starts to decline so that it becomes not worth making. Ultimately, that’s essentially what killed the film.”

—End Article

Wow, lots of very insightful stuff there. I still hope there is a movie to come, but as time goes on and with these developments, it just gets harder and harder to get done. We can only hope that Halo 4 is a massive success. Enough that it will make movie studios perk up and take a chance on the franchise in movie form.

-HFFL

A new animated short on HaloWaypoint: Headhunters

Just debuting on HaloWaypoint. Looks like this may be a mini-series. Go check it out.

http://halo.xbox.com/en-us/Universe/detail/headhunters-1/c3d2dcb3-ac3d-4771-a270-e55e33ae118b

A good video, though some of the dialog is a little distrubing. I don’t think the one Spartan should be talking about being the bully, instead of being bullied. While noone likes being bullied, right now in our society, bullying is a hot topic. I for one think it should be stamped out to. Having it references in a Halo cartoon isn’t a smart move.

If you can get around that though, much of the rest of the vid is good.

CoD Vs. Halo, the never ending battle

Okay, first I should make this statement. I’m NOT  fan of CoD in any way. I have personal reason that are due mostly to my real-life combat experience while in the military. Halo is a Sci-Fi shooter that I can easily separate from reality. Beyond this, CoD has stolen away some of my closest gamer friends, so I’m a bit bias against it for that too.

I don’t know much about the game mechanics of CoD. That’s not what this article is about. Rather it’s about the dollars each franchise is pulling in and what Halo can do about it.

There is one sure-fire way for CoD to get less money and in return make Halo’s numbers look better. It would be a drastic move that Microsoft is not likely to make even though it desperately wants Halo to be king again.

Here’s my thought. I’d love to see Microsoft drop CoD from the console. One less console to compete for Halo dollars. Yeah, it would piss a lot of people off, but it would also drastically reduce that competition too. We know that won’t happen though. Much as it would help Halo, it would hurt MS’s sales and other developers would become scared that if their respective titles got too popular and started to overshadow Halo in players/dollars made, that MS would drop them too.

Still, it’s a thought.

Honestly, I think Halo only being available on XBOX is the ONLY thing keeping it from being king again. When we compare numbers/dollars between CoD and Halo, we should ONLY be counting them on the XBOX and not overall since CoD is available on other consoles and Halo isn’t.

Still, a Cod-less XBOX would be a dream for me. Then those guys I used to game with would either have to go to another console or come back to Halo. Most who don’t have another console wouldn’t want to buy another one, so Halo would likely pick up more players again.

Separate from this, I do think it’s brilliant strategy for Halo 4 to be coming out just before the next CoD game before the holidays. That’s going to make a lot of parents decide for their kids and older gamers make a decision between the two. Hopefully, Halo is picked more (and in greater numbers) due to this.

I know the topic of CoD Vs. Halo can be a hot one between fans of one or the other or both franchises. It’s something that has brought me frustration in a very real way on more than one occasion. I suppose it won’t go away either.

For me, I’m all about Sci-Fi. If I wanted real life combat, I’d rejoin the military. I commend those folks in the armed services for they are my brothers and sisters. I just don’t want to “play” as them. I’ve been  in real-life battle before. Believe me, it’s NOT something one desires, well, unless you’ve got a bloodlust mentailty. In that case, you’ve got more important issues to take care of.

I know this is a touchy subject. I just ask that everyone who reads this keep in mind this is my own opinion. I’m not trying to force this idea on anyone. A blog is good for writing one’s own thoughts out. If you agree, great, if not, I respect that just the same.

-HFFL

Info on the upcoming Halo novel: The Thursday War

This text is reposted from HaloWaypoint.com:

New York, NY – April 25, 2012 – Tor Books, an imprint of Tom Doherty Associates, LLC—the largest publisher of science fiction in the world—is excited to reveal the title and release date for the second novel in the “Kilo-Five Trilogy” written by bestselling novelist and renowned game writer Karen Traviss. HALO: THE THURSDAY WAR will release in hardcover alongside a simultaneous audio edition on October 2, 2012.

Traviss, whose first foray into the Halo Universe came with the short story “Human Weakness” in Fall 2009’s New York Timesbestselling “Halo: Evolutions” anthology, launched her new trilogy last fall with the acclaimed bestseller Halo: Glasslands. A #1 New York Times bestselling author who has penned novels in the Star Wars and Gears of War franchises (she most recently served as lead game writer for Gears of War 3), as well as her own critically acclaimed science fiction series, The Wess’har Wars, Traviss has an incredible gift for writing believable and compelling military science fiction.

“From the very first page, The Thursday War propels you into a universe on the brink of chaos,” says Frank O’Connor, Franchise Development Director, 343 Industries. “It will immerse you immediately and enthrallingly into the events and circumstances that will come to define the state of the Halo universe in Halo 4. I can’t wait for fans and newcomers alike to experience the sequel toGlasslands.”

HALO: THE THURSDAY WAR picks up immediately where Halo: Glasslands left off, with forces on Earth and among the Covenant threatening a peace that is precarious at best. With a splinter group among the Sangheili pushing for war, some human colonies rebel against earth authority; and as ONI policy continues to shift with the volatile situation in space, the discovery of a trove of Forerunner technology on Onyx provokes leaders on Earth to seek uses for it in the conflict. For the fight is far from over…

“I wanted to focus on what it feels like to operate in a fragile ceasefire that’s turning into a mass of small, unpredictable wars where the enemy is much harder to spot and define,” says author Karen Traviss. “It’s not about big set piece space battles, superheroes, and hardware; this is a messy conflict seen at close quarters by real people with their own problems, whether those people are human, alien, or artificial intelligences.”

Okay, while the book itself sounds great, the title…not so much.

Really? I mean, a writer couldn’t think of a better name for their own novel? Who knows, maybe Karen Travis did and the publishers renamed it, or 343. Seriously, it’s a bland name for a Halo book.

A break for the usual Halo to bring you Avengers!

Nerds around the world, ASSEMBLE!

OMG, just got back from seeing the Avengers. Freakin’ Epic on a whole other scale!

Joss Whedon is the MAN!

Each hero had enough screen time that you didn’t feel like anyone was lift out. That was a tall order and Joss delivered greatly on that one.

The Hellicarrier is the shiznit!

The movie’s Hulk was by far better than the previous two incarnations. He looked more like the comic book Hulk. Huge brow, tiny nose.

Iron Man was as excellent as ever.

Captain America showed his leadership skills to the tee.

Thor…well, just wait to see what he uses as a lightening rod!

Hawkeye and Black Widow get their respective turns too and shine.

And please for the love of gawd, STAY THROUGH THE ENTIRE CREDITS! Yes, there is a scene right after the movie ends, but if you don’t stay through the entire credits you are going to miss an absolutely epic scene at the VERY end.

Oh and one word for the next movie. THANOS

As Stan Lee would say (and yes he was in the movie too), EXCELSIOR!

I’d say more, but I don’t want to ruin it for you. You MUST go see this movie!

We now return to our normally scheduled Halo…

-HFFL

Toy Review: McFarlane Halo Anniversary Series 2 Mickey (ODST) not the mouse…

Here is my review of Mickey, the latest addition to the ODST squad from Halo 3: ODST. Mickey comes with his Rocket Launcherand the body of the bird part of the UNSC emblem.

The figure has the standard (which is to say excellent) articulation for a Halo human figure:
•  Ball Joint Head
•  Ball Joint Shoulders
•  2-part swivel Elbows
•  Ball joint wrists
•  Limited Ball joint Torso
•  Ball Joint Hips
•  2-part swivel Knees
•  Ball Joint Feet

The Pros and Cons:
Pros: It’s an extremely detailed figure. Lots of great sculpting went into this figure and it shows. The paint was good and the printed “Mickey” and “ODST” on the chest show particular attention to detail.
Cons: As with some of the other figures in this wave, Mickey can’t quite hold his weapon as intended. Not without much work that you may give up and choosing the “good enough” option. On mine his left shoulder armor came off. It didn’t appear to have any glue holding it on. Thankfully it’s a big enough piece not to loose so easily. Still, things like this shouldn’t happen.

And now for the pics:

The detail is awesome. Note below the sculpting and the printed parts. The backpack features some of the tiniest print of any McF Halo figure to date.

Whiloe there were a couple of minor things that could have been improved on, overall this is an amazing figure.

Whether you like ODSTs, or the specific squad from the game, this is a must figure to have. It’s my second favorite of this wave and is a very welcome addition to the collection.

Two more individual figs and two boxed set reviews still to come.

-HFFL

New Halo 4 weapon revealed. Railgun!

A new weapon has been revealed. So far as I can tell it takes the place of the spartan Laser. It’s called the Railgun. It looks cool and somewhat similar to the front end of UNSC frigates.

Here it is, with a description below:

RAILGUN
DESIGNATION: Asymmetric Recoilless Carbine-920
MANUFACTURER: Acheron Security
The ARC-920 Railgun is a compact-channel linear accelerator that fires a high-explosive round at incredible speed, delivering both kinetic and explosive force to both hard and soft targets alike.

Wow, this weapon sounds incredible. Hmm, but gone are the laser scope to let enemies know they are being targeted. Good if you’re the one shooting, not so much if you’re being shot at.

-HFFL

Toy Review: McFarlane Halo Anniversary series 2 Guilty Spark/Sentinel

McFarlane’s Halo Anniversary Series 2 has hit and I’m happy to bring to you my reviews of the figures.

The Sentinel features the following articulation:

•  Ball Joint Head
•  Hinge Shoulders
•  Hinge “Elbows”
•  Hinge “Wrists”
•  Lower “Mandible” hinge joint

Guilty Spark feature only the eyeball turning to reveal a red eye, as it’s sole articulation.

Pricepoint: $11-15 US depending on store

The Pros and Cons:
Pro: These have been long wanted “figures” from many fans. While not really much for articulation, Guilty Spark plays such an important role to the original trilogy that it was almost a must that it be made. The Sentinels were at times allies and foes during the games and make for great forerunner army builders.
Con: Guilty Spark is relatively plain. Even though you can spin the eye to it’s red position, that’s the only thing that turns red, whereas in the game more of it’s blue lighted lines turned red. That is near impossible to do on a toy such as this, so it’s easy to overlook it. Though i do plan on doing my own custom red version. The Sentinel has me a little disappointed. If the arms lined up right, I’d have been extremely happy with it. However, as you can see from the pic below, they were misaligned at the forearm and wrist joints. This made it look like it was damaged, rather than a pristine construct of forerunner design. I do wish McFarlane could do more about Chinese quality control on these. If this had been packaged differently, it may have gotten into consumers hands in better condition.

I bought 4 of these so I could have extra sentinels. Unfortunately only one of the four was good, while the other three all suffered from some misalignment in the upper arms.

As such, my overall impression of this pack is not favorable. They are both figures I very much wanted, but the outcome left something to be desired. Sculpt wise they are great. How the sentinel was constructed, not so much.

The UNSC emblem part is the other wing. Not much to say about that.

From here on the rest of the wave gets better, thankfully. So I’m able to “suffer” the two figures I wasn’t as impressed with.

Now for the pics of this set:

-HFFL