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Fan-Made AR Progress
link4044 got some more parts in for his amazing Assault Rifle – check out the progress pics (they start here). He says he should be done sometime next week! The detail is incredible…(Louis Wu 14:01:17 UTC)
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Pour courir rapidement
NOKYARD sent word of a new country represented in the world Halo speedrun community – High Speed Halo has two new French runners, who are blowing away Legendary Coop records on Halo 1. Go check out some of their runs!(Louis Wu 13:58:11 UTC)
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Froman Productions – Up and Running
AnTi PRO stopped by yesterday to announce the launching of Froman Productions, a new machinima website. As our submission guidelines suggest, we no longer announce website launches on our front page – unless there’s something there we can point people to… and in this case, there is. They actually created a number of vids before announcing the launch, so that they’d have more than a shell and a ‘Coming Soon!’ to show you – swing by and grab what sounds good to you.(Louis Wu 13:17:18 UTC)
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And many more.
We don’t do this very often (heh – more like ‘never’)… but he asked so nicely! ViralSyris asked us to wish his girlfriend a happy birthday today – what a guy!(Louis Wu 13:10:31 UTC)
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The Riot #39
Sigafoos writes to let us know that The Riot #39 has been released – the usual stuff, plus info about this summer’s Riot LAN in Western New York. 30 minutes, 12 mb – go listen!(Louis Wu 21:16:26 UTC)
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Top o’ the world, mate!
Mostly, we leave tricking to the folks at High Impact Halo – but occasionally, there’s a trick vid that reminds everyone how beautiful it all can be. dantheman87 reproduced an old trick – launching to the top of the MAC gun – but did it with a new technique that shaves hours off the setup – and in fact does it in a way that’s fun to watch. Go watch!(Louis Wu 20:52:37 UTC)
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Gears of War sequel coming. GoW dev background.
This past week at GDC, Cliffy B hinted at a sequel to GoW. They’ve always dodged questions about more GoW’s in the past.
What’s interesting is some of the things that didn’t make it into GoW. Read below from this article at Gamespot.
SAN FRANCISCO–It was a big week for Cliff “Cliffy B” Bleszinski. The Epic Games designer took the stage several times on Wednesday night at the Game Developers Choice Awards, where his game Gears of War won four trophies, including Game of the Year. Given his reputation for letting les bon temps roulez, many wondered if Bleszinski’s post-ceremony celebrations might put a damper on his 9 a.m. presentation the following morning.
Cliffy B @ GDC
Gears of War’s lead designer shoots the #$%^.
Watch | DownloadBut when the hour was nigh, Bleszinski looked surprisingly chipper as the jumped behind the podium. “I know a lot of you were at the bar last night, so I’ll do my best to keep you awake,” he joked. He went then whipped up some excitement by confirming that Epic Games does “intend to do a sequel” to Gears of War. The revelation was hardly surprisingly, though, since it was initially revealed last November when a Microsoft marketing executive said a Gears “trilogy” was planned. Also, the fact the game has sold over 3 million copies to date all but cemented a sequel.
Then, Bleszinski went out to talk about Gears’ history. The title began as “Unreal Warfare,” a more military-themed game inspired by Tribes and Team Fortress. “We thought, let’s do something with vehicles and something that involves a lot of territory control,” Bleszinski said. He also said they wanted the game be tied in with connection with Unreal Tournament 2004 and would feature an opponent race called the “Geist.” However, Epic’s “lead cabal” reconsidered when they: a) decided they wanted a separate, single-player-driven game, and b) realized Nintendo had copyrighted the “Geist” as the title for their ghostly GameCube game. His second choice, “The Worm,” also didn’t stick.
Bleszinski said the seeds of Gear of War were sown by three titles. The first was Capcom’s Resident Evil 4, which made an indelible impression on Bleszinski even before its January 2005 release. “I really liked the pacing and the over-the-shoulder view,” said the designer.
Cliffy B drops some knowledge on the audience.
The second game was Namco’s 2004 shooter kill.switch. Though it had much less success critically or financially than RE4, Bleszinski felt “it had the best cover system at that time.” He felt incorporating a similar cover system would really change the pace of Gears and set it apart from other shooters.
Another inspiration was the classic arcade game Bionic Commando. In it, players must shoot a grappling hook in order to ascend from platform to platform vertically. Bleszinski thinks Gears has the same mechanic–jumping from cover point to cover point to advance–on a horizontal axis.
Another interesting tidbit was that Gears started out as a first-person shooter. However, after seeing the impressive graphics of the first Unreal Engine 3 demo, Bleszinski and the rest of the project’s lead cabal decided “it would be a crime not to see” the game’s hero, who would eventually be named Marcus Fenix. Bleszinski said seeing Fenix so up close you could see him issue orders and even notice the scar on his ear would make players associate with the character more.
This concept for a Locust “re-animator” was ditched early on.
Speaking of viewpoints, Bleszinski went on a mini-rant about how badly he feels the camera is positioned in most third-person shooters. “My big pet peeve…is when I see the [main] guy blocking the line of sight,” he said. Once again he said that RE4’s over-the-shoulder camera angle, which always faced the enemy, was a big influence on Gears.
Gears of War’s design team also worked in a few camera tricks to play with players’ perceptions. Bleszinski’s concept behind the camera views was “freedom at a trade-off.” When a player gets to cover, his field of view widens. However, when performing the so-called “Roadie Run”–which was inspired by the hunched on-stage gait of rock-concert technicians–the field of view gets much narrower.
When running, the camera view also gets much shakier; Bleszinski said he wanted it to look like “CNN-type camera.” This was a trick to make players think they were moving faster than they really are, since the “Roadie Run” is just 1.2 times quicker than Fenix’s regular gait. He said the shaky-cam was just one of many cinematic tricks used in Gears. “The audience has 70-plus years of film-viewing experience, so they can pick up on filmic cues,” Bleszinski said.
Some of the more interesting things about Bleszinski’s speech were his descriptions of features that weren’t included in Gears of War. One concept was called “Combat Cash,” a system which would let players “scoop up the spoils of war” and buy new items on the battlefield–a system (again) reminiscent of Resident Evil 4’s mysterious “What are ya buyin’?” merchant. After consideration, though, the lead cabal passed felt the feature would and take away from the game’s “pure action” dynamic.
The whole no-skin-showing Locust power-armor thing didn’t go over well, either.
Another system that didn’t make the cut was the “Morale Meter.” This system would have seen Fenix’s squad mates become more and more disheartened the longer they were pinned down by Locust gunfire. If the group did not advance, a squad member would eventually “put a gun in his mouth.” Again, the feature was cut, as the leads felt that it would be too disheartening for a player if his or her squad started committing mass suicide during an already tough level.
Lastly, Gears was also supposed to have a much more complex “Orders System” to allow players to direct their squads. “We realized we were not making Full Spectrum Warrior, and felt that implementing too much [real-time strategy] would take away from the central action element,” Bleszinski told the crowd.
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Halo 2: The Series Episode 3: Metropolis
Jamie98s continues his feature-length movie of Halo – today he releases Halo 2: The Series Episode 3. This one is set in Metropolis – a Covenant Scarab is wreaking havoc on New Mombasa, and it’s up to the Chief to destroy it. The episode is nearly 21 minutes long, and weighs in at 152 mb for the WMP9 version, or 141 mb for the QuickTime version; check it out!(Louis Wu 13:21:41 UTC)
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Prometheus Lead talks to HaloVicis
SourceGuy pointed out an interview with Nick, Project Lead for Prometheus, the upcoming Halo CE map editor, over at HaloVicis today. Give it a read!(Louis Wu 11:50:13 UTC)
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German Action Comics
Shady IIV stopped by with an episode of Barbie & M!KE (a German Halo comic). Pretty pictures, even if I can’t read the balloons…(Louis Wu 22:20:35 UTC)
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X-Plane Longsword Redux
Mid7night continues to work on his Longsword model for X-Plane; check this post out for formation flying! (Nice cockpit, too!(Louis Wu 22:18:13 UTC)
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New H2Vista Screens
A few days ago, 3 new screenshots from Halo 2 Vista circulated the web; we mentioned several articles about the program (news from GDC, mostly), and most of the articles contained one or more of these three pics. I didn’t really see the need to draw special attention to them. Today, though, WorthPlaying has posted 5 new ones – one each from Burial Mounds, Containment, Elongation, Warlock, and Zanzibar – and they’re gorgeous. Go see!(Louis Wu 22:11:45 UTC)
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Meet the SparrowHawk
The Halo Wars forum post with the slowly emerging image now contains the fully decrypted image – it’s a shot of the new UNSC SparrowHawk. Nice! Thanks to everyone who kept us informed on the forum – final image was first mentioned by j41m3z.(Louis Wu 21:51:03 UTC)
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GRAW 2 First Impressions

Having missed out on the original GRAW and looking for some gaming excitement to hold me over until some of the new summer releases, I bought GRAW 2 from BestBuy last night. FYI, I had them pricematch Circuit City’s online price, so I got it for $49.99.
Gamespot gave it 8.7. You can read the full review here.
Overall, I like it a lot. One of the first things I noticed is that it comes pretty close to matching Gears of War’s graphics. The lighting, textures, and ploygons are very, very impressive–definitely the most realistic I’ve ever seen.
The pace of the game is probably not for everyone. This is a strategic shooter, not a run-and-gun. If UT/Quake is the upper end of fast and chaotic, Halo/H2 is in the middle, and this is a very slow-paced strategic shooter. Emphasis is on command of your team and assets. Personally I like that. You are also given a lot of different assets to command: a UAV, a “mule,” your team of Ghosts, infantry, light armored vehicles, and air support just to name what I’ve encountered in Act 1. The AI is also pretty good, requiring very little micromanagement once you give them orders. The AI isn’t perfect, as my APC parked itself next to three hostile Mexican rebels and decided to take a lunch break. Thankfully, the rebels were just as oblivious to the APC.
The control scheme is easy to adjust to. However, the game is complex. There are a lot of things to control. You actually don’t have to control anything but yourself, but you’ll make much shorter work of hostiles through effective employment of recon and assault assets. Additionally, the 3rd person view isn’t very distracting, ala GoW. You can change to 1st person view, but I haven’t played with that.
I am only about 30% done with the campaign, but I am enjoying the game thoroughly. I haven’t played a single multiplayer game, so I’ve no experience with that yet. I’ll report more as I get further into the game.
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You say Efficient, I say Effective
Sane Intolerant has updated Halo Toybox with not one, but two comics – check this forum post for details.(Louis Wu 12:50:53 UTC)
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Always looking to get better
Walshy looks at his strengths, and weaknesses, in an interesting player commentary at MLGPro.com. Thanks, 3Suns.(Louis Wu 03:13:17 UTC)
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The good, the bad, and the powerless
Bungie HQ suffers from a blown transformer, so the Weekly Update is image-less (though Frankie promises to try and rectify that tomorrow). The update contains a bunch of tidbits of polish progress – sounds like we’ll even get to see some of that in the upcoming beta. (No, no dates yet.) Go read! (As usual, if you have any trouble with reading it at Bungie.net, it’s available in our Weekly Update Archive.)(Louis Wu 03:01:39 UTC)
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Bungie Weekly Update
Thanks to a blown transformer, the Weekly Update is lacking imagery. That said, there’s a few nuggets of information in here for folks looking forward to the forthcoming public beta, and a revelation or two about what options will be available.
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Hairy Situation Pt. 4
Paul Maestri has updated Halo Heads – The kitties finally meet their attackers! Just when you thought you’d seen everything…(Louis Wu 01:27:48 UTC)
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Not so Serious Threat
Mister Froggy pointed out Halo, Articulated #20 – sometimes, you just can’t give a threat the weight it asks for.(Louis Wu 01:21:17 UTC)
