Tieno
Member
http://xbox360.ign.com/articles/800/800896p1.html
Since not everyone checks the beast that is the Halo 3 Beta thread.
Confirmed:
-Customizable armor and helmets
-You can take screenshots and upload them to bungie.net
-More equipment to come (total is in single digits): Jammer messes up radar which leads to chaos.
-Brute chopper is great for ramming into people, lots of pointy stuff and blades for extra damage.
-Still more unnanounced maps than announced maps
-Stitch all the H3 MP maps together and still not as big as a SP map
-MAP: Shrine (desert map) is huge, biggest map. Best for vehicles
-MAP: Epitaph is Forerunner 'cathedral'
-MAP: Last Resort is remake of Zanzibar
-Bungie SP/MP team is about 80-20% devide in people
VIDEO : if you want to see Epitaph and Last Resort in action check this dutch preview video from a few weeks ago http://www.youtube.com/watch?v=oRGIEy6NE8g
SCREENSHOTS
edit: updated and replaced some pics with the better 720p screenshots taken from Blim's xboxyde.com
http://www.xboxyde.com/news_4523_en.html who doesn't compress screenshots to shit like IGN.
Epitaph
Shrine
Last Resort
Valhalla
High Ground
Snowbound
Brute Chopper
Those blades at the pedals will cut you!
(SP?) Artwork
Quotes from the IGN Q&A (provided by Ghaleon): http://xbox360.ign.com/articles/800/800901p1.html
Since not everyone checks the beast that is the Halo 3 Beta thread.
Confirmed:
-Customizable armor and helmets
-You can take screenshots and upload them to bungie.net
-More equipment to come (total is in single digits): Jammer messes up radar which leads to chaos.
-Brute chopper is great for ramming into people, lots of pointy stuff and blades for extra damage.
-Still more unnanounced maps than announced maps
-Stitch all the H3 MP maps together and still not as big as a SP map
-MAP: Shrine (desert map) is huge, biggest map. Best for vehicles
-MAP: Epitaph is Forerunner 'cathedral'
-MAP: Last Resort is remake of Zanzibar
-Bungie SP/MP team is about 80-20% devide in people
VIDEO : if you want to see Epitaph and Last Resort in action check this dutch preview video from a few weeks ago http://www.youtube.com/watch?v=oRGIEy6NE8g
SCREENSHOTS
edit: updated and replaced some pics with the better 720p screenshots taken from Blim's xboxyde.com
http://www.xboxyde.com/news_4523_en.html who doesn't compress screenshots to shit like IGN.
Epitaph
Shrine
Last Resort
Valhalla
High Ground
Snowbound
Brute Chopper
Those blades at the pedals will cut you!
(SP?) Artwork
Quotes from the IGN Q&A (provided by Ghaleon): http://xbox360.ign.com/articles/800/800901p1.html
Jaime Griesemer: It's not as bad as Halo 2. Halo 2 was a hell-crunch. Right up until the end, the 'cliff'. The big difference is, in Halo 2, we were crunching like madmen just to finish the game. Now we're still crunching like madmen, but we're crunching to add that extra polish and shine. That's a lot easier.
IGN: Why was there so much mystery surrounding the X button? Was this a hype tool? Or was its function still up in the air?
Jaime: Honestly, when we first showed it, the reason why we weren't talking about it was because the pieces of equipment we had were not ready to show. We had a lot of placeholder art, code that wasn't done and only a few pieces that were done, in-engine. We weren't really ready to show it. It was sort of obvious that there was something big missing from the control scheme. So it wasn't really done to build hype - I don't really remember anyone proclaiming "This will change the way you play videogames!".
Jaime Griesemer: We actually don't know what the final equipment count will be - it depends on how many we can get in. And there may be some items in single player that we won't use in multiplayer. We're really focusing on more interesting pieces of equipment rather than a large quantity of equipment, because we didn't want to run into the problem where there were so many pieces of equipment that you couldn't really keep track of them all. They only had one really specific use, so what we tried to do was keep it pretty small; I'd say single digits, probably.
IGN: You've gone all-out with documentaries, weekly updates, the Open Beta. Why so much emphasis on transparency in development?
Tyson Green: Well, we were so busy on Halo 2 just trying to figure out the processes and getting it done that we couldn't really talk about it - and because there wasn't as much to talk about.
Jaime Griesemer: Bungie's always been 'open' but 'not open'. I mean, we did weekly updates all throughout Halo 2, so in some ways we're super-open about our process. Then in other ways, not at all! I mean, nobody, nobody is getting any preview of the story [in Halo 3]. Not a glimpse. It's sort of that 'open-hand, closed-hand' policy that we've always had. I think the big difference is now is that there's enough stuff going on that there is a lot of interesting stuff to show people. I think that is the big thing.
IGN: Why the secrecy surrounding the single player experience?
Jaime Griesemer: The public beta is our focus for this summer. That's our big roll-out, our big reveal of the game. We're just not going to talk very much about single player because that is the big 'secret stuff' that we're saving for people.
Tyson Green: People invest a lot of weight in Halo's story, and its campaign is very important to them. You wanna save that until the end so that it's a good surprise, a good reveal. It's like talking about a movie before it comes out.
IGN: That's a good point, and it's something that highlights a question of team sizes and internal emphasis. Is it a 50/50 split workforce developing the single player as opposed to multiplayer? What's the ratio?
Tyson Green: No, definitely not - it's more like 80/20. There's a handful of guys like me who work on both. So it's probably like 15 percent totally dedicated to multiplayer and maybe another 20 percent who overlap. The thing is, if you took every single multiplayer map and stitched them together into this unholy fusion of a multiplayer map, it would probably be about the same size as some of the single-player maps, right?
Jaime Griesemer: Yeah - half of a small single-player mission!
Tyson Green: The use of space in single player is so much different than it is in multiplayer. You need more art resources to accomplish something like single player. You need more designers paying attention to every square inch. Multiplayer can afford to be a little bit smaller.
Jaime Griesemer: Although I would say the number of people working on multiplayer in Halo 3 is the same as the number who worked on all of Halo 1. This is a lot bigger.