vanquish,
do you have a source for your info or is it speculation? I was hoping after watching the Landfall vid that the MP would be something akin to a class-type FPS.
In the vid you had a medic, infantry, rocket launcher (heavy weapon?), etc.
I'm also curious as to what visual style they will be going for.
Hopefully Bungie will release some information soon.
Why is it so small, though? It's been two years since Halo 3's release, they already have an engine and, indeed, most of the assets. Why shouldn't we expect something bigger?
I'm not making it up, check Bungie.com and read their weekly updates for the past couple of months.
Here's an interview with one of the designers as well (I actually got joystiq to ask the AA questio, didn't get much of an answer though) http://www.joystiq.com/2008/10/15/joystiq-interview-bungies-jarrard-talks-halo-3-recon-new-wea/#continued
I. like you was hoping for some ODST MP action, (also I was hoping for SP to be third person squad based shooter with cover etc). There may be ODST gametypes with tweaked player attributes though, like I have pointed out before.
As for visual style they have some concept art up on Bungie.com
http://www.bungie.net/News/content.aspx?type=topnews&cid=16545
But I think it will look pretty similar to H3, the project is too small to justify a radical departure in style and due to the small size of the team they'll be looking to reuse as many H3 asset's as possible.
vanquish,
I've followed those same interviews as well. I missed the Bungie update as I only look on there every few weeks or so.
I didn't really see where they talk about the gameplay elements. Would it be similar to Halo or otherwise. There will be co-op, but will each member in the team have different skills attributes ala Brute Force (but done right of course) or will they all be the same with different skins.
I will be very happy if it matches the feel of this concept in particular.
http://www.bungie.net/images/Games/JKLSKESUDLD/concept_art/environments/Halo3-ODST_EnvConcept-06.jpg
I'm very excited for what Bungie turns out next. T
It's only a small number of people working on it, and they say they only really started about the time it was announced.
So after messing around with the Halo 3 Theater, I came across what appeared to be the only human character model that didn't suck. It was kind of a pleasant surprise.
http://img.photobucket.com/albums/v181/Turok/halo.jpg
Just wanted to share.
What was Bungie doing in the interim, then? I mean, it can't have been a huge surprise that they were going to do a new Halo game.
It's only a small number of people working on it, and they say they only really started about the time it was announced.
Very small team, completely campaign focused as far as we know. And since the hub world should be set at night w/ rain, I expect that at least to look gorgeous (see Floodgate). The engine is more than capable if it emphasizes its strengths (high-contrast lighting) and downplays its weaknesses (sharp edges).
Let my phrase that a bit more clearly. When I refer to the high-contrast lighting I am refering to light sources specifically, rather than light cast on geometry. Essentially all the pretty glowy bits you get on many Covenant designs. Best examples would be the very beginning of Sierra 117 (light is diffused through trees, but most of the grove is in shadow), the end of Tsavo Highway (again, in the shadow of the cliff with a nice blue hue and the contrast of bright sky overhead), or Floodgate (in darkness with lots of bright embers/fires). Situations which emphasize light but do not actually create harsh contrast within the environmental geometry. Hopefully that makes some amount of sense...I'm sorry but high contrast is what makes aliasing, so that is not a strength IMO. now if you made every level about sun light coming through trees it might work.
Hopefully that makes some amount of sense...
Very small team, completely campaign focused as far as we know. And since the hub world should be set at night w/ rain, I expect that at least to look gorgeous (see Floodgate). The engine is more than capable if it emphasizes its strengths (high-contrast lighting) and downplays its weaknesses (sharp edges). I was saddened by the lack of (unfloodified) Covenant environments in Halo 3's campaign, because they typify what the engine does right IMHO.
Well I'm assuming that is the primary reason the visor exists, as well as the GPS. But just reading about how the hub world will work, combined with the experience of playing 4-player co-op again in Halo 3... It reminds me that there is an extremely good reason to be excited for the campaign experience.