The Bungie article in EDGE 171 doesn't seem to have got much comment here. Its an 8 page article about the running of Bungie, its intergration or lack of into MS and the pressure Halo3 is putting on the team.
There are nuggets that really stand out in the interviews conducted the most revealing is Chris Butcher
"Halo came togehter in 4 -5 weeks polishing period at the end. No more than that. Thats the period in which we really had the perfect storm. The team was all there, everything was working great, the entire game came togother in that period. One of things thats stuns me when I think about and I can't beleive its true, we had none of that for Halo 2. Take that polish period and completely get rid of it. We miscalculated we screwed up, we came down to the wire and just lost all of that. So halo2 is far less than it could and should be in many ways." "Even the multiplayer experience is a pale shadow of what it could and should have been if we got the timing of our schedule right. It's astounding to me. I ****ing cannot play Halo2 multiplayer. I cannot do it. And thats why I know Halo 3 will be so much better."
There is a fair amount of criticism of Halo2 amongst the the Bungie staff. F O'connor admits the ending was abrupt and they drove off Thelma & Lousie style big time. He admits that Bungies vocal and internal, interdisciplinary self analysis can be its own worst enemy. Basically that had too many cooks buggering around with the story and design. They actually state that they "polished away some of the rough edges from the game" that made it distinct in the first place.
The pictures show that the shop floor has as many whiteboards as computers, they are everywhere and plastered with notes, as EDGE puts it the Whiteboard is mightier than the email. If anyone has the article feel free to add its massive and I have things to do, like work.
There are nuggets that really stand out in the interviews conducted the most revealing is Chris Butcher
"Halo came togehter in 4 -5 weeks polishing period at the end. No more than that. Thats the period in which we really had the perfect storm. The team was all there, everything was working great, the entire game came togother in that period. One of things thats stuns me when I think about and I can't beleive its true, we had none of that for Halo 2. Take that polish period and completely get rid of it. We miscalculated we screwed up, we came down to the wire and just lost all of that. So halo2 is far less than it could and should be in many ways." "Even the multiplayer experience is a pale shadow of what it could and should have been if we got the timing of our schedule right. It's astounding to me. I ****ing cannot play Halo2 multiplayer. I cannot do it. And thats why I know Halo 3 will be so much better."
There is a fair amount of criticism of Halo2 amongst the the Bungie staff. F O'connor admits the ending was abrupt and they drove off Thelma & Lousie style big time. He admits that Bungies vocal and internal, interdisciplinary self analysis can be its own worst enemy. Basically that had too many cooks buggering around with the story and design. They actually state that they "polished away some of the rough edges from the game" that made it distinct in the first place.
The pictures show that the shop floor has as many whiteboards as computers, they are everywhere and plastered with notes, as EDGE puts it the Whiteboard is mightier than the email. If anyone has the article feel free to add its massive and I have things to do, like work.