My Halo News.com

The latest news about the Halo series of games from Microsoft

  • Being the Best – THEtom’s thoughts

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    Over at MLGPro.com, Ogre 2 has written up his thoughts about being voted Best Overall Player by his peers. Thanks, 3Suns.(Louis Wu 18:28:40 UTC)

  • Ding!

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    Stuntmutt looks at the problem with ringers in today’s One One Se7en.(Louis Wu 16:21:59 UTC)

  • New Too Human Screenshot

    Too Human

    Ever since I read an article from one of Mintz’s old gaming magazines while I was in Iraq, I have been intrigued by “Too Human.” The main character is Baldur, who you might recognize from Norse mythology. If not, give him a wiki (aka “Baldr”). The game is quite lofty, announcing a trilogy a full year before the initial game’s release. Like many 360 games this year (Assassin’s Creed, Bioshock), it promises to be “revolutionary.” Silicon Knights has been slow to deliver solid information and gameplay scenes, but I am still holding out hope that an awesome campaign could deliver this one. Here’s some screencaps, artwork, and a recent article from Joystiq:

    http://www.joystiq.com/2007/01/25/too-human-emerging-from-a-very-cold-place/

    Too Human

    Too Human


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  • Craft, not Art

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    Eric Trautmann was asked recently to review Lost Planet – and in doing so, he took a look at storytelling in general in videogames. In specific, he looked at Halo, and pointed out that there’s a clear difference between ‘story’ and ‘plot’ – and Halo has more of the latter than the former.

    There’s no story there. The character learns nothing, changes not one whit, but instead merely moves through plot, and a derivative one at that.

    (Before you get bent out of shape, realize that he’s not saying Halo sucks – he’s saying that stripped down to its essence, what makes Halo’s singleplayer stand out is not the originality of the storyline, but the way in which it was implemented.) Great read, overall – many thanks to Narcogen, over at Rampancy.net, for noticing it.(Louis Wu 13:13:45 UTC)


  • Editing Contest Results Announced

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    On Wednesday, the Halopeño So Hot Editing Contest (announced in November, submission window closing in December) had its winners announced; Kanbo, who won second place, let us know a few days earlier, but the actual results page went up this week. Congrats to Jamie98s, Kanbo, and Devlin, for pulling in First, Second, and Third Place, respectively! Swing by the Halopen page to view the winning entries.(Louis Wu 13:01:33 UTC)

  • ModTacular

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    Z wrote to point out the H3F ModTage – a video from Nastadon and Callous, showcasing a number of modded maps (and the weapons and vehicles that go with them). 154 mb, WMP9 format – swing by Halo3Forum.com to pick it up!(Louis Wu 12:51:23 UTC)

  • Friday’s Fanfic

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    Ten new pieces for you today in the Fan Fiction section – go read!(Louis Wu 11:47:20 UTC)

  • Mid-Air No-Scopes On Turret Jerks

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    There was a new Halo 3 Humpday this week, and it got posted last night. Once again, a coordinated team of Bungie employees went into Halo 3 matchmaking against 3 separate ragtag groups of whoever showed – and surprise, surprise, they won. (Good thing it’s still early in the Alpha cycle, and they can keep that confidence level up…) The writeup contains screenshots of the tweaked Bungie.net stats pages; kills are now broken out by type, and separate track is kept of suicide/betrayal totals. Schedonnardus was the first to notice this publicly.(Louis Wu 11:38:27 UTC)

  • EHS Plays Halo

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    PositronTF noticed another marching band playing Halo while browsing YouTube – it’s unclear where this is (what high school, or even what state), but it’s fun. (Some of the baton twirlers seem to be holding energy swords.)(Louis Wu 11:31:45 UTC)

  • KP In Action… Touchtyping

    Bungie logo

    Games In Action gets to the bottom of the conspiracy that put KP in position to get Frankie’s coffee keep the Halo fan community abreast of Halo 3’s development. It’s a sordid tale of job applications and interviews that exposes the seamy underbelly of game development.

    Of course, working at Bungie isn’t all sushi farts and roses, but there are advantages, says KP:

    The best part is being a part of the playtests, easily. It’s like having a LAN at your buddy’s house except it’s better ventilated, everyone has their own setup and sometimes your box crashes. Not only are they fun but often there’ll be some pretty in-depth discussions after the fact. At first I just watched those go down, but now that I’ve actually got some experience and skill playing the game, I’m comfortable sharing my opinion. It’s very cool to have the ear of the Halo 3 multiplayer lead.

    One can only wonder if that ear is going to end up in a jar, like Ling Ling. Thanks for the heads-up to Louis Wu at (where else?) HBO.


  • Only initial shipments of Crackdown will have H3 beta code

    Only initial shipments of Crackdown will have the HALO 3 beta code. There have been conflicting reports from major gaming news sites. Many sites have given misleading information. I’ll say again: only early copies of Crackdown will have the HALO 3 beta code. So, pre-ordering Crackdown is the most certain way to get in the beta. Given that H3 has such a fanbase, Crackdown could sell out on launch.

    Most likely, you’ll get a code with the game and go to the “redeem code” section of the XBOX Live Marketplace menu. You’ll submit the code and it will take you to the HALO 3 beta download.

    How’s the Crackdown demo working out for you?


  • Deep Thoughts With Eric Trautmann

    The guy who shepherded the Halo novels through the labyrinthine halls of Microsoft, Eric Trautmann, has made an interesting blog post on storytelling in games. It started out as a review of the new Xbox 360 shooter Lost Planet, but took a u-turn somewhere and ended up with the conclusion that games, so far, are a stunted sort of storytelling:

    Even examples touted as “masterpieces” of game story – notably Halo – fall into the same traps, to lesser degrees. This is defended as being “by design,” of course. The Master Chief undergoes no emotional growth, suffers no loss or overcomes anything beyond physical challenges in the course of the story, and that’s to, if I’m phrasing this right, allow YOU, the GAMER, to use the Chief as a “vessel” for your own emotions. I’m of the opinion that this argument is (in memory of Douglas Adams) a load of dingo’s kidneys. But that’s a topic for another day. What remains is this:

    There’s no story there. The character learns nothing, changes not one whit, but instead merely moves through plot, and a derivative one at that.

    In the case of Halo, it’s the style of the piece, and the pure visceral fun – and the post 9/11 timeliness of the plot that possessed a certain semiotic context to the chaos of the moment – that makes it work. It’s a rare case of the supremely talented craft overcoming the glaring weaknesses of the art.

    A very interesting read; those who have been following recent storytelling threads in the HBO forum should head on over for Trautmann’s take.


  • H3 Humpday: Alpha Trolling

    Bungie preys upon new Alpha testers yet again this week. We stuck it to them in the Team Skirmish playlist, playing CTF, Team Slayer and even a new variant which we vaguely describe for you. That’ll teach ’em to help us test our game.

  • Halo 3 Spike Grenade

    Is it a Spider?

    http://www.bungie.net/News/TopStory.aspx?link=rawr

    Excerpt from long-term, in-field interview with the soldiers of E2-BAG/1/7.

    Type-2 Antipersonnel Fragmentation Grenade

    Official designation: Type-2 Antipersonnel Fragmentation Grenade
    Length (o/a): 91.4 cm (36 in.)
    Weight: 1.93 kg (4.25 lbs)
    Filler: Unknown
    Killing radius: 3 meters (10 ft)
    Casualty radius¹: 11 meters (36 ft)
    Unit Replacement cost: N/A

    Description:

    The Type-2 is the standard antipersonnel fragmentation grenade of the Covenant heavy infantry. It resembles the early 20th century Model 24 Stielhandgranate superficially, which has lead to it being called “potato masher”. It has also acquired the monikers “spike grenade”, “table leg”, and “nail bomb”.

    Observations:

    The directional explosive characteristics of the Type-2 makes it particularly suited to defensive and antivehicle use.

    Remarks:

    “It’s like a table leg with machetes bolted to it. Who the hell makes a weapon like that? Did those guys actually get up into space on their own?”

    “It’s not as heavy as it looks, but it’s still like trying to throw a softball bat.”

    “When you decide to throw one of these things make sure to tell everyone around you, ‘cause they are dangerous all the way there.”

    “Those things ain’t made to wound anyone – to make you use up time and resources treating casualties. They were designed to make you die screaming.”

    “The casing is constructed of an unusual porous metallic compound. Shrapnel from the Type-2 reaches a temperature of approximately 270 to 315ºC and retains that heat for upwards of seven seconds. By design.”

    “I’ve heard guys say that there’s nothing as scary as seeing one of these slam into a wall – or a man – you’re standing next to. Well, those guys have never seen a whole squad of baby kongs huckin’ ‘em in their direction at the same time – ‘cause that is some scary ****.”

    “It’s like a shotgun that shoots flaming chainsaws at mike foxtrots – except you throw it.”

    ¹ The explosive force and fragment distribution of the type-2 APFG is channeled into a narrow cone perpendicular to the surface it strikes. The mechanism by which the explosion of the type-2 is directed is similar to that of the M383C Linear Shaped Charge Demolition Kit.

    What, Like a Spider?

    In the UNSC’s limited encounters with the spike grenade, we have learned much of its tactical applications both through contact with the Brutes and field tests of our own using discarded equipment. The quills of the spike grenade seem to be able to grip almost any surface upon which it’s been tested. This includes rock, glass and even some Covenant shield systems, unlike the plasma grenades which we have encountered before. The other feature unique to this grenade is its directional blast. Our researchers have discovered that the directional blast of the grenade is not designed to come out of one end or the other, but instead is relative to the surface against which it rests. If thrown against a perfectly flat wall, the grenade’s blast will disperse perpendicular to the wall.

    The Brutes have proven the strategic advantage of the grenade time and again in their recent activities on Earth. In the type of street to street urban combat we’ve been forced to participate in, and the close quarters therein, the Brute grenade is a ferocious problem. Its most useful application thus far has been to throw it directly across from an enemy, or rather where an enemy will be. The blast is typically enough to kill a marine or grunt but conversely, it will heavily damage a Brute.

    Applying the grenade directly to an enemy will invariably result in death. While the initial wound, akin to being run through by mini-baseball bat with nails sticking out of it, is survivable, the device arms upon impact and invariably detonates before it can be extracted from the body.

    Laces Out

    The application of the spike grenade will at first come naturally to UNSC forces that have experience with the plasma grenade and its capacity to stick to the enemy. This element of its feature set will not take much getting used to. The main difference between the spike grenade’s sticking ability and the plasma grenade’s is the fact that the spike grenade will still maintain its directional blast as opposed to the plasma grenade’s spherical blast. If you stick an enemy with the spike grenade you will want to get away from the blast as quickly as possible. Spartans have made a habit of sticking the enemy and then jumping straight over them to avoid the blast. Our more tactful marines will stick a brute and immediately find cover. If you have multiple targets, it may be advantageous to stick the rearmost of them and let the blast claim the targets in front of it, meanwhile shielding you from the blast.

    There are many scenarios in which the spike grenade can be used more like a claymore mine than the grenade designation we’ve given it. The base at High Ground presents several such opportunities for the defending force. The many flat surfaces and 90 degree agles make it an ideal environment in which to set up a trap for an approaching opponent. One can, for example, use the corridors of the base to trap opponents in the line of the spike grenade’s fire. Two such corridors leading in through the bunker are quite narrow and throwing a spike grenade onto the wall as an enemy passes, can be just as effective as placing a frag grenade right at their feet. It’s better than tossing a frag however, because you don’t need to calculate for the bounce – and better than a plasma because you don’t need to be precise enough to hit a moving target. It is certainly a weapon benefitting the smarter and more patient soldier willing to wait for the right moment to strike.

    Another of the spike grenade’s claymore-like features is its ability to cover an individual’s retreat. When falling back to better cover in the battlefield, soldiers can toss the spike grenade at passing walls and objects in order to slow the advance of pursuing foes. This can apply to any area but one specific scenario in which it has been particularly useful has been in the Covenant facility at Snowbound. The shield doors that are riddled throughout the base do not permit active projectiles or armed grenades to pass through them, and therefore the spike grenade sticks to this as it would any other surface. Our soldiers have found this particularly useful in enemy encounters, as they stick a spike grenade to the door, pass through and then turn around to watch the spike grenade take its toll on the following enemy.


  • RT: PvC Day

    Every once in a while, a conflict arises that’s so inflammatory, so partisan, that everyone is sucked in and forced to take sides – think the Cold War, the Hatfields and the McCoys, The Thrilla in Manila. This happened recently on our site, with the release…

  • GIA interviews KP

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    KP talked to the crew from Games in Action – what he does, how he got to where he is, why he loves his job. (And why he doesn’t.) Good read.(Louis Wu 13:44:03 UTC)

  • Halo 3 Beta in Every Box of Crackdown?

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    According to IGN, the chance to play the Halo 3 beta will be included with ALL copies of Crackdown, not just ‘specially marked boxes’ or preorders. There’s been no confirmation of this directly from Microsoft or Bungie – but it seems like a decent bet. (There’s still no word on how the beta will WORK, for those getting it with Crackdown; some have speculated that the Crackdown disc will need to be in your DVD drive to play it, which puts limits on the idea of renting the game to play Halo 3, but in actuality, we still know nothing; if you’re not interested in Crackdown, this probably isn’t your best choice, because (in the long run) it’ll mean you paid $120-160 (depending on final version) for Halo 3, a pretty steep price.) Thanks to darthbob for the heads-up. Update: A clarification, from 1Up – apparently, it’s every copy in the initial launch shipment that will give people access to the beta. You can likely buy a copy after launch day that contains the code, if a store near you doesn’t sell out… but you CANNOT BE SURE OF IT. (IGN suggested you’d be able to buy a copy whenever – but that’s only true if the copy you buy came from that initial shipment.) Thanks, 3Suns.(Louis Wu 13:36:15 UTC)

  • A table leg with bolted-on machetes

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    Over at Bungie.net, a new analysis article has been posted – this one takes a close look at the Spike Grenade. No pictures, but lots of detail on useful strategy. KP was first, but Melkor wasn’t far behind.(Louis Wu 13:30:54 UTC)

  • It’s Not A Helicopter

    KP‘s latest in weapons profiling focuses on the Covenant’s Type-2 Antipersonnel Fragmentation Grenade, or Spike Grenade. Even with all the info up close and personnel, we still have to settle for a microscopic dot on a microscopic dot for an image. Hey, how about some pictures, like we got for the Mongi?