There were a lot of little details that we've glossed over - squadrons of dozens of Banshees flying in formation off into the horizon, for instance; this is merely a taste of things to come. For now, rest assured that Bungie's promise of epic scope has tentatively been realised. The game still feels almost identical to Halo - it hasn't lost that magic. But there's a lot more to the AI, the graphics are sharper and full of detail, and the encounters are never less than thrilling. We cannot wait for more.
Frankie regarding boss battles said:Yeah, we found that pissed people off. You know, sometimes there are sets of cliches in games you can use, and use well, but...there will be huge encounters, like the battle with the Scarab, and there will be large enemies with weak-points, but no, we're not going to have any stereotypical boss encounters.
Frankie regarding game length said:Well, we don't really know if it's physically longer than the last one, but if you're an average Halo player, it should take you around the same time as it took to finish the previous two games, since they were about the same.
While the game does not differ much from its predecessors, I’ve always said that if it aint broke then don’t fix it. The only one complaint I’ve had were that the visuals in the beta, while looking great, were slightly underwhelming thanks to the lack of anti-aliasing. Thank-fully, the games visuals have been cleaned up and it shows straight off the bat, the lighting is looking fantastic, the AA has been turned up and the game just feels a whole lot smoother. Other then that, the multiplayer is practically the same as the beta with the exception of a few tweaks that you can only notice after picking up the controller. We were able to play on the new and improved Zanzibar, and it has changed for the good giving the gamer more pathways around the entire map, such as little board walks around the perimeter of the level and an extension to the indoor portion of Zanzibar.
The “If, then†show: AI Programmer Damian Isla is welcomed aboard this week’s Bungie Podcast. On this week’s show, Damian explains how the AI in Halo 3 works, how Equipment changed his job and how Halo 3’s AI has changed from Halo 2 to Halo 3.
The movie is already in production. Those Warthogs are from the movie. D.B. Weiss (Lucky Wander Boy) handled the final script with Neill Blomkamp handling directing responsibilities. There really is a reason they came out of New Zealand. Think about it. Halo ... grassy rolling hills ... Peter Jackson? All we've learned so far is that the movie is set for release the Summer of 2008 and is planned to be heavily marketed. Again, this is confirmed. So sit back an relax Halo fans. Your movie is less than a year from being in theaters.
563p !
Nice find btw
http://www.wired.com/images/article/magazine/1509/H3_MP_Epitaph_FP4.jpgI wonder how the hammer works; a 3rd person view would be nice with that huge thing.
http://www.wired.com/images/article/magazine/1509/H3_MP_Epitaph_FP4.jpg
that looks like a multiplayer screen so at least in multiplayer you'll have a limited number of charges.
Beautiful art direction:
It seems to be coming along really really well and like the rest of the this month to finish working on it. Looks so crisp and clear. Makes the beta look like....well... a beta!
At first the designers couldn't figure out how to fix this problem. But then Griesemer stumbled on an elegant hack: He made the targeting reticule turn red when enemies were in range, subtly communicating to players when their shots were likely to hit home. It worked.
Quote:
Pagulayan and his team have recruited about 20 people to come into the lab and play the game. Some tests include a pop-up box that interrupts the player every few minutes, asking them to rate how engaged, interested, or frustrated they are. Pagulayan also has gamers talk out loud about what they're experiencing, providing a stream-of-consciousness record of their thought process as they play. Over time, he's gathered voluminous stats on player locations, weapons, and vehicles.
Welcome to the Jungle
In early tests, players wandered lost around the Jungle level: Colored dots showing player location at five-second intervals (each color is a new time stamp) were scattered randomly. So Bungie fixed the terrain to keep players from backtracking. Sure enough, the dots clustered by color, showing that players were moving smoothly through the map.