My Halo News.com

The latest news about the Halo series of games from Microsoft

  • The Battle Begins

    Phoenix_9286 has posted episode 6 of Last Stand, his Halo 2 comic. If you haven’t read the rest, links are in the text blurb below the comic on the DeviantArt page.

  • Not as Lost in Translation

    AsiaOne has put up another interview with Brian Jarrard, aka SketchFactor, collected during his recent tour of Asia to promote Halo 2. This one does a much better job with translations than the last one did – there are no obvious gaffes like “most of [our games before Halo] were not successful” or “[Microsoft] cancelled several hundred game development projects”. There’s a little discussion of a Halo movie (but again, it’s just speculation, and Bungie is NOT saying they’re involved in any real planning), and another pretty clear statement that the next installment of Halo is in the works. Go read.

  • The Spotlight Reopens

    The Junkyard continues its Spotlight series (after a 3-month break) with a look at Ross Mills. Tattoos, The Princess Bride, and Fable – go see what ELSE defines this guy. Ross’s instincts for self-promotion have not failed him. Thanks, Mhaddy.

  • GameSpeak: Video Game Violence

    William Vitka is a columnist with CBSNews.com – we mentioned his very first piece, a look at the power of Halo 2, back in November. Recently, he began publishing a series of interviews focused on the issue of violence in videogames; a series of questions was sent to a variety of people with opinions on the subject. The first installment was with Jack Thompson, an attorney who’s been one of the most outspoken critics of video game violence; several of the claims he made were so outrageous, I chose to hold off on publicizing the series until some counterpoint material was online. (There’s no faster way to incite a flamewar on our forum than the material produced by Mr. Thompson.) Last week, it was Tim Buckley, the artist behind the webcomic Ctrl+Alt+Del, in the spotlight… and I understand that this week’s entry will be my own responses. I’m willing to allow discussion on our forum about this, under a few conditions: people stay civil, people refrain from ad hominem attacks (if you don’t know what those are, look it up), and (maybe most important), people do NOT send nasty notes to those who’ve expressed opinions they don’t agree with. There’s no better way to vindicate a viewpoint than to show that those opposing that viewpoint need to resort to crude or vulgar language; if you disagree with an opinion, explain WHY in reasonable terms. I’ll post again when my own series of answers gets posted.

  • Remembering the Future

    Dennis Powers continues his introspective machinima series ‘The Halo CE Chronicles‘ with Episode 7, ‘Remembering the Future‘. The Spartan comes to grips with the loss of a friend, and his AI companion attempts to understand the human concept of grief. Pretty scenery, and a thoughtful (though action-free) episode. Proof that Halo machinima doesn’t have to be all about blowing stuff up. Flash format, 6:10 long, 6.6 mb.

  • One minute to win.

    Icy Guy and RMC 12 submitted another 12 multiplayer dialogue snippets for our Dialogue Databank – go listen.

  • Strategy Writer Needed

    coolp dropped by our forum to let people know that TalkXbox.com is looking for a new Strategy writer to continue their series of Strategy of the Week articles. Read the forum post for more details.

  • (Party) Hats Off to Thirteen Twelve

    Geez – you’d think we weren’t fans, or something. Thanks for reminding us, Toby.

  • Of Horses and Pigs

    Must be a weekend for in-depth looks. Speedy posted a treatise on our forum on The Mechanical Aspects of the M12 Warthog LRV. When was the last time you saw a physics analysis of a video game model?

  • Prisoner – for HL2

    Wow, very nice – mortey points out a thread in the Halflife2.net forums showing screenshots of an in-progress map for Half-Life 2 deathmatch, based on Halo’s Prisoner. Great work!

  • What Fits Where

    Stephen Loftus continues his in-depth analysis of the Halo game world with a piece called ‘The Pillar of Autumn Conundrum‘. In it, he looks at the UNSC ship with an eye to reconciling various size anomalies – he finds that Bungie did a great job of remaining consistent with scale issues… but took a few liberties in the dimensional arena. The pictures are GORGEOUS. Check it out.

  • CHEESE PUFFS!

    Dark Helmet, longtime Halo trickster and current High Impact Halo admin, sat down with Ducain for a 1-on-1 interview recently. Nice read; go visit to see what drives people like DH to blow up hogs (and lots of other stuff). Thanks, Ducain.

  • Because… you listen

    Thoughts that I’ve had over the past three months:

    1. Is there a mechanism that can replace raw ability and talent with education?

    2. If a poorly designed game is fun, does it make sense to analyze the game design?

    3. Is the intent of methodology to replace or supplement experience?

    These are all basically the same question: is there a fundamental difference between what can be taught and what must be learned? I hope there isn’t, but experience has taught me otherwise.

    When Resident Evil 4 came out, I went out a bought a copy and didn’t stop playing for about 2 weeks. It’s a tremendously fun game, if you get past the control scheme. Now, one would think that I would immediately explode at the slightly revised but still the same tank control scheme; however, there are two factors that make this game not entirely disruptive:

    1. The camera moves as you rotate around; this gives you a much better sense of orientation and location compared to having a fixed camera direction and watching your character rotate on screen. That’s probably what annoyed me the most with the traditional Resident Evil camera system.

    2. Blowing the crap out of zombies is fun. And the guns kick ass.

    I hope they sell well; I hope that third-person games adopt a similar camera style. It works extremely well.

    When good games come out, there is always an article that attempts to capture the development process for that game: with Metal Gear Solid 2 we heard all about the programmers writing down every crazy idea they had, and Kojima looking at all of them every week to add something new to the game. We heard about Valve’s Cabal process for all their games. You probably saw the shotgun/machete approach we took for Halo 2. And Oddworld has their own unique process that basically amounts to making sure no one developer or artist can break their game.

    My point is that all these studies of process and development culture don’t really tell you anything about anything except how the game was made. From what I can tell, 90% of process is accidental. And the 10% that’s intentional doesn’t really help or hinder.

    I think that some of that 90% is defined by the overall quality of the people you work with. I’ve had the fortune of working with a large group of highly capable and intelligent people; I don’t think you can replace that quantitiy with something else. I think that if you do not acknowledge the importance of individual people, you are one step closer to not shipping a game.

    What does this have to do with anything? I’m not sure. I don’t even think the first part of this post has anything to do with the second part.

    Ah well. Maybe my next post will help me codify the swarm of thoughts and reflections I’ve had for the past few months of not updaing this blog.

  • Because… you listen

    Thoughts that I’ve had over the past three months:

    1. Is there a mechanism that can replace raw ability and talent with education?

    2. If a poorly designed game is fun, does it make sense to analyze the game design?

    3. Is the intent of methodology to replace or supplement experience?

    These are all basically the same question: is there a fundamental difference between what can be taught and what must be learned? I hope there isn’t, but experience has taught me otherwise.

    When Resident Evil 4 came out, I went out a bought a copy and didn’t stop playing for about 2 weeks. It’s a tremendously fun game, if you get past the control scheme. Now, one would think that I would immediately explode at the slightly revised but still the same tank control scheme; however, there are two factors that make this game not entirely disruptive:

    1. The camera moves as you rotate around; this gives you a much better sense of orientation and location compared to having a fixed camera direction and watching your character rotate on screen. That’s probably what annoyed me the most with the traditional Resident Evil camera system.

    2. Blowing the crap out of zombies is fun. And the guns kick ass.

    I hope they sell well; I hope that third-person games adopt a similar camera style. It works extremely well.

    When good games come out, there is always an article that attempts to capture the development process for that game: with Metal Gear Solid 2 we heard all about the programmers writing down every crazy idea they had, and Kojima looking at all of them every week to add something new to the game. We heard about Valve’s Cabal process for all their games. You probably saw the shotgun/machete approach we took for Halo 2. And Oddworld has their own unique process that basically amounts to making sure no one developer or artist can break their game.

    My point is that all these studies of process and development culture don’t really tell you anything about anything except how the game was made. From what I can tell, 90% of process is accidental. And the 10% that’s intentional doesn’t really help or hinder.

    I think that some of that 90% is defined by the overall quality of the people you work with. I’ve had the fortune of working with a large group of highly capable and intelligent people; I don’t think you can replace that quantitiy with something else. I think that if you do not acknowledge the importance of individual people, you are one step closer to not shipping a game.

    What does this have to do with anything? I’m not sure. I don’t even think the first part of this post has anything to do with the second part.

    Ah well. Maybe my next post will help me codify the swarm of thoughts and reflections I’ve had for the past few months of not updaing this blog.

  • More Swahili Snippets

    Yesterday, WraithX posted three new Swahili clips he found in the final tunnel in Outskirts – and rehema once again translated these to English for us. We’ve added all three (with their translations) to our Dialogue Databank… along with a multiplayer sound submitted by Remotemonkey. Coming up on 800 Halo 2 snippets!

  • Lots of words

    Has it really been a week since I posted a Fan Fiction update? There are 28 new pieces today, so yeah… maybe.

  • Halo really IS big business

    Wow. There’s an article from the Seattle Post-Intelligencer today that talks about the big-business aspect of video game development… but buried in it are a bunch of tidbits that I haven’t seen anywhere else yet. It talks about the newest job opening on Bungie’s Jobs page – they’re looking for an AI Engineer (we haven’t mentioned this one yet). It discusses average salaries for programmers, artists, animators, and designers – a subject that came up very recently on our forum. It mentions that Microsoft will likely get about 2.5 percent of its sales and 7.5 percent of its profits from video games in the current fiscal year – pointing out the extreme profitability of game titles compared to MS’s other products. And it quotes J Allard as saying that Bungie will DOUBLE its current staff of 65 people to work on ‘the next installment [of Halo]’. THAT is a bombshell – if true. Go read!

  • Arbiter vs Mega Man

    Over at GameFAQsASCII.com, there’s a Character Battle – Arbiter vs Mega Man. Only 75 people have voted at this point – wouldn’t take much to sway this one. Thanks, Harrison. (I gotta say, I really don’t understand the point of polls like this; I’m posting this one because we got a half-dozen emails about it, and I want them to stop. In fact, I think I’ll take this opportunity to lay down new HBO policy – after this one, we won’t be mentioning Character Battle-type polls any more here. So go vote in this one; it’s the last one we’ll cover.)

  • Halo in a LOT of Hometowns

    The Halo in my Hometown contest being run by ICDedPpl is now open for votes; all contest entries are posted (there are 272 of them!), and you can vote for as many as you like. Go visit, browse, vote! (Voting ends in a week – so get started. 272 pics is a lot to go through.)

  • Monkey Chief, and Other Stuff

    Bungie’s Weekly What’s Update has been posted at Bungie.net – and there might be info in there that even makes the disgruntled among you happy. Cheat fixes could be ready within a month (if everything goes according to plan) – and there’s a list of some of the worst cheats that will be fixed. It also addresses some of the direct complaints folks have had about the Weekly What’s Updates to this point. It’s a good read – go read.