My Halo News.com

The latest news about the Halo series of games from Microsoft

  • Bottom of the Crow’s Nest Elevator

    The Physics Remastered crew is back with a new trick, and it’s pretty insane; they get themselves to the bottom of the extremely long elevator shaft on Halo 3’s ‘Crow’s Nest’. You can watch the video and learn to do this yourself!(Louis Wu 20:00:31 UTC)

  • Halotracker Top 5 – January: Grenade Launcher Kills

    Edge, from Halotracker, sent word that the January Episode of the Halotracker Top 5 is up – it focuses on Grenade Launcher kills. Love that pro-pipe! (If you’ve missed any of HT’s Top 5s, you can find the whole playlist here.) (Louis Wu 19:58:10 UTC)

  • HRSotD: Brute of Grace


    HRSotD (short for Halo: Reach Screenshot of the Day) is a daily feature dedicated to the wonders of Halo: Reach screenshots and the artists that capture these amazing images. A variety of shotsall of which are completely unaltered and captured in Halo: Reach's theater modeare included for your viewing pleasure. Enjoy the varied selection of images, and maybe even find inspiration to make your own!

    Halo: Reach Screenshot

    Author: Toothy Hyrax


  • Mini-Halo – An Artistic Halo Video

     

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    From stazima and submitted by GrimBrother One:

    Trying something a little different. Decided to make an artistic Halo video showcasing the beauty of Halo by employing an effect that makes everything look all miniature (Tilt-Shift). Features gameplay from Halo: Reach and Halo 3. Edited in Adobe After Effects and Adobe Premier Pro. I know it is not nearly a perfect tilt-shift effect but I made an honest attempt at it and I hope you can appreciate that!


    Mini-Halo – An Artistic Halo Video


  • Bonus Round 601 – Halo 4 Speculation

    Over at NeoGAF, TheOddOne pointed out an episode of GameTrailers Bonus Round – one section discusses what we might expect from Halo 4 later this year (and how 343 might position it to gain marketshare from the CoD series). Some interesting things are said. (Louis Wu 19:24:03 UTC)

  • Rampancy in Halo

    Jimmy Jangles wrote up an article that looks at Rampancy – at least as it’s manifested in Halo. Go see what he has to say! (Louis Wu 19:19:37 UTC)

  • Community Member of the Week: OnyxTech


    Every Monday, we feature a community member who does one or more of the following things: routinely goes above and beyond for their fellow forum members, is a positive and active member of the community, and/or sends me mass amounts of cat pictures. This week our Community Member of the Week is OnyxTech. Read about his Halo preferences below, then hit his profile to see if you can get information about [REDACTED]. Believe me, I’m just as curious as you!

     

    Community Member of the Week

     

    Gamertag: OnyxTech.

    Previous or current clan/community: My brother made a clan named UNSC Mercenaries. I help with all of the technical stuff.

    Halo games you are currently playing: Halo: Reach.

    Favorite map, game type and playlist: Countdown, Slayer, Team Slayer.

    Least favorite map, game type and playlist: Boardwalk, Infection, Team Doubles.

    Halo weapon specialty/preference: Grenade weapons (Brute Shot, Grenade Launcher), Pistol.

    Halo playing style: Driver, CQB.

    Anything else we should know? Well I do know about the secret [REDACTED]….


    Get to know OnyxTech here!


  • Last Forger Standing 3 – A Community Forge Competition Show

     

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    From petetheduck and submitted by Der Flatulator6:

    Last Forger Standing is a multi-week Forge competition following a TV reality show elimination format. These are real contestants in a real contest with a real prize for the winner: 4,000 Microsoft Points!


    Last Forger Standing 3 – A Community Forge Competition Show


  • The RC Stands for Run like Crazy

    Halo Waypoint has put up their latest “Speed Run of the Week” from High Speed Halo. This week’s video features an amazing run by our beloved RC Master. He takes on Halo: Reach’s Pillar of Autumn on Legendary, and clears it in 13:19. Definitely worth a look, and it obviously won’t take up very much time in your day!(GrimBrother One 17:35:47 UTC)

  • Female Spartan Reach Armor – Halo Cosplay


    Halo: Reach Cosplay


    From Hyokenseisou:

    This is my Halo cosplay. The helmet is the Pilot variant, and the visor was hand-molded using an oven and well… hands! The left shoulder guard is the UA/Multi-threat shoulder. The rest of the armor is standard female Spartan Reach armor.


    Female Spartan Reach Armor – Halo Cosplay


  • Halo Theme on Violin

     

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    From BerzerkCommando:

    Lara plays the Halo theme on violin. It’s somewhat old, but it’s still good!


    Halo Theme on Violin


  • Reach Weekly Challenge – 2.6.12

     

    Halo: Reach Screenshot



    After a few week hiatus, we are back to Firefight for this week’s challenge. You could say that this game mode is more of a marathon than a sprint, so make sure you’re well hydrated and eat carbs the night before as this one is going take some dedication and time:

    RIDE THE WAVE – 30,000cR
    Complete 150 Waves in Firefight Matchmaking.


    You may want to bring some friends along for the journey so don’t forget to stop by the forums and build your group:

    Weekly Challenge Thread


  • Modeling Destruction

    Quirel ran across a work-study animation showing off the development of the last Halo Wars cutscene. Pretty cool!(Louis Wu 21:03:11 UTC)

  • Mini-Halo!

    stazima created a video he calls ‘Mini-Halo!‘ – he used tilt-shift to make Halo 3 and Halo Reach footage look like miniature toy gameplay. Very cool. Thanks, wwm0nkey.(Louis Wu 16:43:57 UTC)

  • Play to Work, Work to Playtime

    Waypoint also featured the latest and final installment in CruelLEGACEY’s How To Make Machinima series. Some great advice in there for budding filmmakers as he offers some of his own personal tips and thoughts on how he gets it done. Definitely worth a look!(GrimBrother One 16:13:26 UTC)

  • Where Was This Advice When I Really Naded It?

    Halo Waypoint featured a video today starring MLG pro Halo: Reach player Naded, who joins Chris Puckett to critique gameplay of Capture the Flag clips submitted by fans. He offers some tips and tricks that might help your team come out the victors next time around. Check it out!(GrimBrother One 16:09:33 UTC)

  • Waypoint Weekly Wrap-Up – 2.4.12


    You’re a busy person, and we have a thing for releasing as much Halo-related content our multi-fingered appendages can handle. That meansassuming you aren’t a speed reading super-soldieryou probably missed a few stories along the way. Not only do we forgive you, but we’ll also happily provide a convenient weekly wrap-up of absolutely everything we covered during the last seven days. Don’t worry about saying thank you. We’d rather you spend that time soaking in the goodness that is this entertaining collection of articles. Off you go!

    Waypoint Weekly Wrap-Up


    News
    The Halo Bulletin: 2.2.12
    Motion Comics – Now Available on the Zune Video Marketplace
    Reach Weekly Challenge – 1.30.12

    Videos
    Last Forger Standing 2 – A Community Forge Competition Show
    Spartan Rube Goldberg Machine – A Halo: Reach Video
    Reach Customz: Feed the Monster
    Helljumper 1 – A Fan-made Halo Web Series
    Soaring and Exploring – A Halo: Reach 1v1 Snipe
    Without Honor – A Halo: Reach Machinima
    Playtime: Season 3 Teaser – A Halo: Reach Machinima
    Small Bump – A Halo 3 Montage
    Minesweeper in Halo
    The Lives of the Brutes – A Halo 3 Machinima
    Double Barrel Roll – A Halo: Reach Racetrack Review
    Fails of the Weak 72

    Fun Stuff
    Weekend Webcomic: Oh Fish
    New Halo-themed Forza VIP Car!
    Tattoo Tuesday: Matching Legendary Tattoos
    Halo IRL: Exit 117
    Friday Caption Fun 38
    How to Make Machinima, Part 5 – by CruelLEGACEY

    Community Happenings
    Community Member of the Week: The Little Moa
    Test Night with a Cartographer: 2.1.12
    Forward Unto Dawn Podcast Episode Three
    Tyrant’s Winter Mythic Recon Challenge

    Halo: Reach Screenshots
    Jet Packs – Fun with Forge
    The Spark of Life – Simply Amazing
    AT-AT – Fun with Forge


  • Bungie Mail Sack 3.0

    DeeJ has posted yet another iteration of the Mail Sack – it is NEARLY Halo-free, but I saw a Legendary Spartan helmet in one of the pictures, so I’m mentioning it. It’s a good read.(Louis Wu 20:33:06 UTC)

  • How to Make Machinima, Part 5 – by CruelLEGACEY


    Playtime



    From CruelLEGACEY:

    This is it, the final installment in my “How to Make Machinima” guide! This week, we’re going to look at audio editing and final mastering.

    If you’re late to the party, here’s what we’ve covered so far:

    Part 1 – Voice Acting and Audio Recording
    Part 2 – Storyboards and Animatics
    Part 3 – Filming
    Part 4 – Video Editing

    When we left off last week, I had just completed the video editing process. If you’re keeping pace with me, you should now have a complete video version of your new machinima. With the video cleanly edited and looking good, it is now time for me to turn our attention to the audio.

    Before we dive in, I should say this: mixing the audio for your machinima can be very simple. All you really need to do is record your voices and slap them on top of your video footage in your editing program. But, if you’ve been following this guide so far, you already know that I never like to do anything the easy way. 😉

    There are three primary layers to the audio landscape of any machinima or video. We’re going to go through them in the following order:

    1. Voices
    2. Music
    3. In-game Audio

    If you remember Part 1 of my guide, I have all the voice acting for Season 2 recorded and mixed into a single audio file. Up until now, this audio file has served as a placeholder. It is recorded in Mono, meaning it doesn’t yet have any of the panning in place. Now that I have the video fully edited, I can go back to the voice recording and add in all the panning and effects. When a character is on the left side of the screen, I can make it sound like their voice is coming from the left, and so on.

    For all my audio editing, I use a multi-track recording program called Sonar. This recording program is often used for recording and mixing music. You can separately take a bunch of different instruments, such as drums, guitars, keyboards, etc, and record them on to their own tracks. You can then mix them all together into a stereo sound file. You would use Sonar to control the volume level of each instrument, their stereo placement, and you can even add different audio effects on to individual instruments. For example, I could make the drums sound like they are in the center, add some echo to the guitar and move it 45% to the left, then move the keyboards to the right and make them a little louder. This is exactly how I mix the audio for my machinima, except instead of instruments, I have voices.


    Playtime


    I have every character’s dialog loaded into their own track in Sonar. This gives me the ability to adjust the volume level and panning of every character’s voice separately. It also allows me to adjust these parameters moment to moment. For example, if there is a shot in my machinima where a character walks from the left side of the screen to the right side of the screen, I can make their voice move in the same way.

    With Sonar set up and ready to go, I open my Playtime Season 2 Video in a separate window and press Play. As I watch the video, I am taking note of each character’s position on-screen as they speak. I slowly move through the entire video, stopping every 10 or 15 seconds to go back into Sonar and make the appropriate adjustments to the volume and panning of each character’s voice. I continue this process until I’ve reached the end of the video. I now have all the dialog properly mixed.


    Playtime


    On a side-note, I wanted to take a quick moment to discuss my general stylistic approach to mixing all the audio for Playtime Season 2. When I mixed the audio for Season 1, I took a very cinematic approach. The stereo panning of the voices was strongly exaggerated, I paid insanely close attention to each character’s distance from the camera and adjusted the volume of their voice accordingly, and there were spacial effects like echos and reverbs all over the place. Sit down and watch Playtime Season 1 on your big flat-screen TV with your sweet surround sound speakers cranked up real loud, and it sounds fantastic. Lots of detail and subtlety.

    The problem was nobody watches machinima like that. Playtime is a web series, which means most people who watch it do so on their computer, with tiny little speakers that sit directly in front of them. In this situation, all the audio subtlety that I worked so hard to create just turns to mush. Worst of all, it could sometimes be a little tricky to hear what my characters were actually saying to each other.

    So, I decided to take a slightly less subtle approach to mixing the audio in Playtime Season 2. There is still plenty of panning and reverb effects going on, but I made a point of keeping every character’s voice a little more front and center. The result is a slightly less cinematic audio mix, but one that is more clearly audible on tiny little laptop speakers or iPhone headphones.

    So the voices are essentially done. Next up: music. I’m going to go through the process from the point of view of someone who is making their own music for their machinima.

    I wrote and recorded all the Music for Playtime Season 2 myself. Being a musician, I have a simple-but-decent setup for recording at home. Nothing too fancy: a couple of microphones, keyboards, lots of guitars, a handful of amplifiers, drum machines, and a little mixer with a USB port to get all the sound on to my computer. To record the music, I use the same software that I use to record and edit the dialog: Sonar. I edit and mix each piece of music, then turn them into a stereo audio file.


    Playtime


    With all the music complete, I once again boot up Sonar and open my “Playtime Season 2 – Audio Mix” file. I have all the voices mixed and ready to go. Now I begin adding the music in. I create another track specifically for music, and add in each piece of music at the appropriate times. I have complete control over the volume of each piece of music, and I fade them in and out accordingly. I do a lot of subtle adjustments to the volume of the music, particularly during scenes when characters need to speak while there is still music going on. Being able to hear the dialogue clearly is my primary concern, so I would actually turn down the volume of the music any time a character speaks. When done correctly, the viewer won’t notice the music constantly getting softer and louder around the dialog. This requires a lot of subtle adjustments, but is definitely worth the extra time.


    Playtime


    I now have all the voices and music properly mixed together. Only one thing left: the in-game audio.

    In its current form, my Playtime Season 2 video file has no voices or music, but it does have all the in-game audio that got recorded along with the video. All the footsteps, gunfire, and environmental sounds (waterfalls, birds chirping, etc). With so many different audio layers coming together, I need to have direct control over the mix of the ambient noise as well as the voices and music.

    Using a program called Video Converter Pro, I rip the in-game audio from my Season 2 video file. I now have all the in-game audio in a 25 minute long audio file. I take this audio file and add it into my Sonar audio mix. I then go through the entire season again, adjusting the volume of the in-game audio so that it balances properly with the music and dialogue. Once I have everything balanced nicely, I use Sonar to create a single stereo audio WAV file. This WAV file is the complete Playtime Season 2 audio track. It is now a simple matter to take this audio file, and add it to the silent Season 2 video file in my video editor. I press Publish, and after a couple of hours of rendering I have Playtime Season 2 in its complete and finished state on my desktop. After two months and over 300 hours of work, Playtime Season 2 is finished!

    Thank you very much for reading my “How to Make Machinima” guide. Above all else, it is important to remember that there is no single “best way” to make machinima. Every machinima maker develops their own techniques and processes based on what works best for them. You don’t have to follow these exact steps to make a great video. But hopefully reading about my approach to making machinima will give you an idea of where to start.

    If anyone has questions, feel free to contact me.

    – CruelLEGACEY
    www.cruellegaceyproductions.com
    www.playtimeshow.com


  • Fails of the Weak 72

     

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    From Rooster Teeth:

    Gus and Geoff bring forth a wonderful bounty of failure in Halo: Reach. Hold hands with them as they giggle their way through this new batch.

    Editor’s note: Language is mature. So is content. Consider yourself warned!


    Fails of the Weak 72