My Halo News.com

The latest news about the Halo series of games from Microsoft

  • mrsmiley, Thai food, and Cat-Bats

    I didn’t think I’d be here for this… but I am, so I’m posting it. The Weekly What’s Update has been posted over at B.net – and as you’d expect today, the top question has to do with a Halo movie. Bungie’s answer? “We don’t know nuthin’.” Other goodies involve what they had to do to keep your game stats, some shilling for the Matt Soell interview we mentioned recently, a ‘no plans’ answer for Halo 2 PC, a cheap shot at my home state (watch it, Frankie), a bunch of other stuff, and a Gorey-esque Mister Chief. Go read!

  • Perchance to Dream

    Dennis Powers wrote to let us know that he’s posted Episode 3 of his Halo CE Chronicles series – showing off the universe of Halo CE and exploring a more thoughtful side of the Halo experience. The Spartan manages to get lost… and scared. Luckily, the AI’s along to help. Sort of. 3:31 long, Flash format. Go watch!

  • Swahili Update

    Okay, folks have been looking at the translated Swahili quotes we posted this morning, and overall, it looks like rehema did a great job… but he made one small mistake. Everyone has accepted the Swahili proverbs which make up the bulk of the quotes – nobody’s really sure if they actually refer to anything in-game or not, but they’re having fun debating it – but one quote stands out, because it’s clearly NOT a proverb. It refers to Old Man Water (Mzee Maji)… or does it? What if the announcer had trouble with some common English consonant combinations, and that ‘ji’ was really an ‘rty’? I’d love to be able to take credit for noticing this… but a little Bungie bird did some whispering.

  • Stubbin’ it

    Looks like the coverage of Stubbs the Zombie, the first title from Wideload Games (expected next summer and based on the Halo engine, justifying its presence here) is heating up again. Alex Seropian talked to 1Up.com via AIM – nice tidbits about the enhancements they’ve added to the engine, things like stealth and multicharacter animation, plus general background on the company – thanks, wideloadgames.org. And our very own Miguel Chavez scored some choice content himself, and then shot it over to mnemesis for posting on Bungie Sightings. Lots and lots of good info, including 3 new screenshots. Go read!

  • Saving Private Cyan

    I’m always amazed by how many people are now working on machinima projects, and how many of them are actually pretty good. I found a series called ‘Saving Private Cyan’ over at turtleturtleclan.net; Episode One is out now, Episode Two is coming this month. The voice acting could use some work… but the cinematography is quite good. Don’t kill their bandwidth downloading from them, though – get Episode One from us. It’s available in its original DivX format (25.1 mb) from bungie.org or mythica.org , or reencodings into QuickTime format (24.3 mb – bungie.org or mythica.org) and WMP9 format (25.4 mb – bungie.org or mythica.org).

  • Spawn Campylobacteriosis.

    Today’s One One Se7en takes a look at what you might do when you have a teammate that’s… not keeping up.

  • Lots of backlogged reading

    Oops – no Fan Fiction update since the weekend… there are 27 new pieces for you to read. (A few rejections, as well; if you submitted something and it’s not up, you should probably read the rules again.)

  • Obscuring your view

    Halo Story Page got another update this morning; three theories see the light of day. What don’t we know about Miranda Keyes? What’s going on on High Charity? and who were the Forerunners, really? Go read.

  • The Philosophy of Matchmaking

    Hmm… is disappointment a natural consequence of rational competition? Are we only happy when we win? nof looks at how the impersonal and implacable matchmaking system drives us to be who we don’t like. (Something to remember: matchmaking attempts to pit you against those of equal skill level. This means, if it’s working properly, that you’ll lose, on average, one out of every two games you play once you reach your true level. It also means that BEFORE you reach this true level, you’ll win much more often. Could it be this shift – expressed in business as The Peter Principle (“Managers will rise to the level of their own incompetence”) – that REALLY causes the unhappiness?)

  • Swahili announcements – translated

    Yesterday, we pointed out that Frankie had hinted that some of the Swahili announcements, audible on the Outskirts level, might contain material of interest to fans. Last night, rehema popped onto our forum, and with some file help from m32, was able to listen to the clips – and translate them. We’ve added all 7 unique clips that ZexGX found a few weeks ago, plus one new one posted by Armum Infirni last night, to our Dialogue Databank, along with the original Swahili transcriptions and rehema’s translations. Go take a look! Update: It looks like replay went the next step, and googled the translations… many are Swahili proverbs. It’s the Old Man Maji quote that intrigues me… it’s not a proverb, and there’s no clear tie to a Halo 2 plot point; what’s this about?

  • Get the Stuff on the Stiff

    Once again it’s time to drag our old friend Stubbs the Zombie out from behind the curtain to see how he’s decomposing. Not only have we got a Q&A with Alex Seropian on Wideload’s upcoming game, but three tasty, delicious, new screenshots for you as well. Dig in!

    ——-

    What?s the plot of the game?

    The game follows the exploits of Stubbs, a Zombie, as he embarks on a quest for true love and brutal revenge in Punchbowl, Pennsylvania, a city of the future built in the 1950s.

    How did you come up with this idea?

    It was a collaborative effort by our small internal prototyping team. We started with a bunch of ideas and spent some time developing the most promising ones. Ultimately the team picked Stubbs the Zombie as the game that would become Wideload’s first project.

    How many prototypes did you create before deciding this was the game you were going to make?

    We created a couple dozen prototypes. We chose Stubbs the Zombie because of the gameplay potential and the depth of Stubbs as the main character. It helped that we had an opportunity to use the Halo engine and a lot of good ideas for building the game with that technology.

    We also liked it because it allowed us to do something new with a somewhat moribund genre. Zombies are popular adversaries because they’re easy to make as long as you adhere to the mythology: they’re slow, they’re dumb, they only attack by biting, etc. We kept the basic idea of a brain-eating dead guy but chose to not limit ourselves to what had been done before. That made it a lot more interesting.

    Why did you decide on a retro 50?s theme?

    It?s not just retro ? it?s Retro-Futurist! Punchbowl exists in the 1950s, but it’s designed to be a model city ? an example of the miracles that await humanity in the year 2000. Some elements of retro-futurism, like flying cars and personal robots, are now seen as amusingly naive; others are surprisingly accurate. Punchbowl incorporates all of these things ? it’s connected to the familiar, but it gives our designers a tremendous amount of creative freedom.

    Why make the main character a zombie?

    When dead men crawl out of their graves and start gobbling the flesh of the living, you have to consider the possibility that everything you thought you knew is worthless. Nothing says “total breakdown of natural law” like zombies, and that sort of imminent chaos is an attractive starting point for a game. Besides, zombies have been painted as the enemy for far too long. We’re giving equal time to their side of the story.

    What makes the Stubbs character compelling to players?

    Stubbs has a lot of really cool abilities that evolve into interesting gameplay dynamics. Stubbs can tear off his own hand and send it into areas he can’t reach himself. The hand can also possess other characters, giving you access to their weapons and abilities. It really opens a lot of doors gameplay-wise. Personality-wise, he’s a good man who was wronged all his life; only in death does he gain the ability to turn his losing streak around. He’s the ultimate underdog, and everyone likes an underdog.

    What has been the most challenging part of developing this game?

    When you tread new ground, you often have to make up your own rules and hope they work out. We got lucky in that sense that our early design decisions held up quite well as we moved into production.

    How does this game take advantage of the Halo engine?

    We utilize all the technical majesty of the rendering engine, AI and core game systems, and then we crank them all to eleven.

    How are you finding working on the Halo engine for your game?

    The Halo engine is phenomenal, and the tools allow us to do some really cool things. The underlying technology is robust enough to power a game that is very different from Halo, and Wideload programmers have added their own special sauce where appropriate (to the graphics and AI systems, for example).

    How are you improving upon or changing the Halo engine for the game?

    AI is the most labor-intensive work. Getting a horde of zombies to go about their brain-eating business in a rewarding and enjoyable way is a tough task.

    What do you think players will most enjoy about the game?

    The combination of chaotic action, stealth gameplay, strategic use of Zombie hordes and a healthy dose of dark humor.

    What?s the game?s release date?

    Summer 2005

    ——-

    Thanks Alex, and all the fine folks at Wideload. We look forward to an exhilarating summer of hot, decaying flesh and cool, refreshing brains. While the rest of us wait for the release date, eyes twitching and mouth watering, we can at least satiate ourselves with the following:


  • Get the Stuff on the Stiff

    Once again it’s time to drag our old friend Stubbs the Zombie out from behind the curtain to see how he’s decomposing. Not only have we got a Q&A with Alex Seropian on Wideload’s upcoming game, but three tasty, delicious, new screenshots for you as well. Dig in!…

  • Fear of Matt Soell

    Two bits over at Halo Babies this morning… there’s your standard Friday strip, ‘Fear of Change‘ – which takes a light-hearted shot at fans and their need for instant gratification – and a great interview with Matt Soell, former Community Guy at Bungie and now working at Wideload Games. Matt’s always had a way with words; I’m glad to see it hasn’t left him. (“In the meantime, our own web plan percolates slowly to the surface, like a dinosaur fart in a tar pit.”) If you weren’t part of the community when Matt was around, go read this; the community is as dedicated as it is because people like Matt were there to feed it.

  • Mommy, it’s starting again…

    Front-page this morning on Variety.com (login required, check the last entry at bugmenot.com) is a story called ‘Halo, Hollywood’… Looks like Microsoft has hired screenwriter Alex Garland to adapt the games into a movie – they’ve signed a ‘million-dollar-deal’ with him. Apparently, the buzz is that Microsoft (and Bungie) won’t be involved beyond the script development stage… hmm. The article also complains about ‘spare’ characterization for the protagonist – ‘Little is known about “Master Chief.”‘ (This has ALWAYS been one of the major stumbling blocks in the road to convert a video game (where the main character has to be empty enough to fit anyone playing him) to a movie (where we NEED to know a little something about the character in order to enjoy the work).) If you don’t feel like jumping through the hoops to read this on Variety, there are summaries on IGN’s FilmForce (thanks, Brian Linder) and Sci Fi WIre (thanks, rolly poly). There were some who said this day would never come…

  • Jump Tactics opens its doors

    Jump Tactics, the clan behind a pretty cool movie we mentioned recently, has launched its website. You can read the PR stuff on our forum, or just go visit the site. Downloads require registration (free) – they’ve got a couple of new movies up. Go check out the jumping action!

  • Nice Going, Bullitt.

    Chester gets his butt kicked a lot. Enough that he decided to make a movie about it. The original version is a 23 mb .AVI that doesn’t show up at all on a mac. (Work in Windows Media Player on a PC, though.) The Se7enth Prophet whipped him up a WMP9 version – half the size, but a significant quality drop. (Link is in this forum post.) There’s no guarantee that the bandwidth for any of those will hold out – but I can’t justify hosting a version that is simply unreadable on Macs, so I created a QuickTime version. It’s about 16 mb, and roughly the quality of the original. Grab whichever one makes the most sense to you. (The machine that last is hosted on is having network problems; they’ll be working on it overnight. If you can’t get in, wait a bit and try again. You don’t need to send me mail telling me it’s down – if it’s down, it’s because they pulled the network card out of it, and it’ll be back up again soon.)


  • Blame Ryan

    Holy crud. Bungie got tired of getting whupped in their Halo Humpday Challenges… so they picked on a team of non-computer geeks. The Discovery Channel crew accepted the challenge… and whupped their butts. (Well, okay, the games were close. But Discovery Channel took all three.) OUCH! (They even had a pair of Clan PMS filling in – but it wasn’t enough.)

  • (More) MLG News

    Dolbex, in an attempt to coopt our front page, sends along the THIRD piece of MLG news for the day; The MLG Houston tournament dates have changed (it will now take place on March 11-13, with registration opening soon), and the MLG San Francisco event (February 26th and 27th) has opened its doors for registration. Go read!

  • An Abandoned Plea, Revisited

    Whoa. A month ago ZexGX posted a bunch of sounds collected on Outskirts; public service announcements, playing on loudspeakers in Swahili. He was asking for translation help. (He wasn’t the first to find these – but as far as I know, this was the first time they were made available as recordings.) Nobody was able to help, and the thread died. Today, Frankie dropped into that thread with a suggestion that translating might be worth our while… so does anyone know any Swahili?