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GI Info – coming soon
We’ve been sent a number of summaries of the information that will be released in the latest issue of Game Informer, sometime this week – we’re going to hold off on linking you to it, because it was SUPPOSED to be a GI exclusive. It’s out there – but for right now, it’s considered a leak.(Louis Wu 14:27:26 UTC)
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Gravity Drive
Dark Helmet continues his very cool Halo rendering – this latest entry shows off a gravity drive that can relocate the ring. Fun!(Louis Wu 14:24:37 UTC)
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You cannot reason with rage
pete_the_duck let us know that he’s summarized some of the recent reactions to information coming out from the soon-to-be-released Game Informer piece on Halo 4. I think the take-home message is… maybe we should wait and see?(Louis Wu 14:23:09 UTC)
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More Halo Wars Dev Tidbits
kornman00 continues to dig up fun trivia about Halo Wars from an old Multiplayer Alpha – go see what he found this time!(Louis Wu 14:20:50 UTC)
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Rooster Teeth Goodies from PAX East
PAX East is well underway at this point, and although I can’t find video footage of the Community Panel that our own GrimBrother One participated in (yet), there are some interesting clips up on the official PAX Live Stream. The Rooster Teeth crew showed a scene from Season 10 yesterday – if you’d rather see it in its hi-res glory, wait until it’s out for real (Memorial Day 2012 is when the season kicks off), but if you’re just dying for a taste, the action’s pretty hot. There’s also a film of the full Rooster Teeth panel (which starts with a trailer for RvB Season 10 – no spoilers here – and also contains the scene mentioned above). Go watch! (Speaking of Rooster Teeth, this tweet from Jack Patillo might excite some of you (thanks, bryan newman) – if you DO watch that scene, you can hear Wood’s voice right near the end.)(Louis Wu 14:29:26 UTC)
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Gravity = Drag 3
ReiKo stopped in with word of Terminal Velocity’s final Installment of Gravity = Drag – this one’s dedicated to High Impact Halo’s 8th birthday (not sure if you can call it that, since the site was frozen in carbonite on its 7th birthday, one year ago yesterday, but hey, I’ll cut ’em some slack)… go watch! Some very cool jumps in here! (Louis Wu 14:27:16 UTC)
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Projet Alpha – Nightfall
Cox sent word that Projet Alpha has released the next chapter in its collection of Reach Campaign glitches and eggs – this one centers on Nightfall. 20 minutes of wackiness – go watch!(Louis Wu 14:17:36 UTC)
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LEGO Halo Reach M45 Shotgun
Black Six pointed out a pretty amazing LEGO shotgun over at The Brothers Brick – now THAT’S some detail! (Louis Wu 14:05:45 UTC)
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Dust and Echoes, Episode 7
The Woaf let us know that Episode 7 of the Dust and Echoes podcast is out – maybe a bit late, but it’s out. As you might expect, it’s full of Halo discussions (including some preaching about the Arena playlist). Go listen! (Louis Wu 14:03:16 UTC)
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GI Cover Artist
Zeouterlimits dug up the portfolio website of Jon Liberto, the artist behind the Game Informer Halo 4 cover art; there are no other Halo shots in there (yet), but it’s a great look at some of the other stuff he’s done!(Louis Wu 13:58:19 UTC)
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Extrapolating from heatmaps
nomis78 decided to clean up the heatmap of Warhorse that we got in last week’s Bulletin – he’s posted a view of what the geometry might look like. Take a gander!(Louis Wu 13:55:13 UTC)
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Steampunk Halo
David Fuchs met a HaloGAF challenge to envision a Steampunk Halo – it’s not fully fleshed out, but it’s pretty cool! (Ken sketched up a quick vision, as well – rougher, but also cool!) (Louis Wu 13:49:39 UTC)
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Josh Holmes talks to X360a
Xbox360Achievements.org interviewed Josh Holmes at the Spring Showcase a few weeks ago – for some reason, the interview was released yesterday. Go listen to hear what Josh had to say about what 343 is trying to do with Halo 4! Thanks, ElzarTheBam. (Louis Wu 13:45:46 UTC)
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Fails of the Weak 81
Fails of the Weak 81 is live (AH.com | YouTube) – along with a comment that they’re no longer taking submissions for future episodes. (They have enough clips to keep releasing episodes until about the heat death of the universe – they just can’t accept any MORE.) Thanks, hezekiah.(Louis Wu 20:01:36 UTC)
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Populate Halo 3 – and help make a montage!
MixMaker1 wants your clips from tomorrow’s Populate Halo 3 event – read his post for details, and a promo video! (And make sure your Halo 3 disc is available tomorrow!)(Louis Wu 18:18:27 UTC)
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EGL5 – This Weekend
Blackpool, UK is hosting EGL5, a European tournament that includes Reach gameplay (among other games). There’s a trailer, and once things kick off tomorrow, there’ll be a live stream, as well. Thanks, CyReN.(Louis Wu 18:06:03 UTC)
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Halo as Art
Wired’s GeekDad has a nice little review of Halo: The Art of Building Worlds – if you don’t have a copy, give it a read! (If you do have a copy, be happy it’s getting covered in Wired!) Thanks, mc_leprechaun.(Louis Wu 18:00:50 UTC)
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Legendary LNoS – now with Commentary
RC Master continues his re-release of older speedruns with brand-new commentary – today’s video is an 18:24 run of Long Night of Solace (originally posted back in December). Go take a look! (Louis Wu 17:56:27 UTC)
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Office of Halo Intelligence: Part 6
Office of Halo Intelligence, or OHI for short, is a semi-regular diary-type feature brought to you by various members of the Halo 4 development team. Chris Lee, the Lead Producer on Halo 4, kindly agreed to write the sixth entry. We hope you enjoy an inside look at the making of our next title!
From the 4.5.12 edition of the Halo Bulletin:Oh hi, OHI fans! It feels great to finally be able to talk about the work the Halo 4 team is cranking out. We have hundreds of passionate folks working to make this an unforgettable experience. It’s crazy to think that when many of these people decided to join 343 and build H4, we couldn’t even tell them what they would be working on. We told them the project would take place in the Halo universe, that the project was ambitious, and that we wanted to make something special… something that would live up to the Halo legacy. They took a chance, moved their families, left their friends, and joined us in Seattle. And from the chills I get when I listen to our music to the adrenaline rush I get from playing in the multiplayer playtests, all while the project is forged under the pressure of building something we want millions of Halo fans to love, I can tell you that we are indeed well on our way to something special.
This past month the proof of this was seen in our internal network test. We created a slice of multiplayer gameplay, got it running smoothly, and polished it to bring it much of the way to H4 ship quality across the board. Then we added new backend tech pieces, network optimizations, and game modes. We did this to ensure we would learn everything possible about how H4 will perform over home networks once we release it into the wild. I won’t say anything else about all these networking technical bits and pieces now, but I am sure you will get an update from the awesome H4 service team (codenamed Section 3) one of these weeks….
Hundreds of people contributed to the various components that went into the build. It was amazing to see a concept artist play a Spartan that he painted on digital canvas months before, one that a character artist meticulously modeled by hand in high resolution for weeks, and a tech artist rigged with artificial bones, and an animator brought to life with lethal combat animations. A complete cycle of concept to realization. We are in a phase where most of the concepts and ideas are making their way from hearts and minds into tangible experiences. It’s one of the most exciting times on a project.
We played the internal network test build for weeks, testing game modes, testing networking conditions, and collecting balance data. During the development process, playing through build after build and seeing the constant iterations, you can get into a groove where you are always looking for ways to improve. It’s hard to step back and look at how far you have come. It was a feeling of great accomplishment to see the team fighting for playtest kits so they could play the game more.
But there is still a lot of work to be done. We are focusing on the next internal network test build, more iteration, more polish, more awesome, so we can finally deliver the game into your hands. I know it has been said before from OHI, but we can’t wait to show you what we’ve been playing.
-Chris