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Halo: Reach - Spekulasjoner og diskusjoner


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Halo: Reach sin multiplayerbeta starter i Mai. Mer spesifikt 3. Mai.

 

Though Microsoft’s X10 Expo isn’t open to the general public, we’re well aware that you don’t want to go without your own San Francisco treats. To facilitate a sense of camaraderie amongst the community, we thought it would be cool to let you get a look at some of the assets we’re putting on display this afternoon. While we’re not ready to lift the veil on our latest Halo: Reach ViDoc just yet, you should be on the lookout for it very, very soon. What we can show off is the latest and greatest Visual ID (aka the box art), a beautiful piece of concept art from the multiplayer map Powerhouse, and some brand new Halo: Reach screenshots.

 

Oh, and the Halo: Reach Xbox LIVE Multiplayer Beta hits on May 3rd, 2010. You can get your own invitation by picking up a copy of Halo 3: ODST. See you on the battlefield.

 

 

Boots in the Mud

 

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Rain Soaked

 

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Fair Fight

 

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Closing In

 

 

Secret Identity

Even before the very first moment that Halo: Reach was revealed to the public at E3 2009, our Visual Design team has been slugging it out in the trenches, hard at work alongside Marcus and the rest of the Halo: Reach team to craft the key visual imagery that will ultimately be used to capture the spirit of Halo: Reach in one broad, but emotionally charged stroke. Below you’ll find the culmination of their work. What began as a simple, but evocative image of the planet Reach, silhouettes of Noble Team, and Covenant carriers looming overhead, has evolved into something more emblematic of the final product. With fire and lightning bolts in the sky.

 

REACH_KeyArt_Horizontal_1920x1080.jpg

Click to Huge-inate

 

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Click to Gigantify

 

 

Powerhouse

 

Reach-Powerhouse_concept.jpg

Over Troubled Waters

 

“Utility and economy spurred industry amidst these isolated and unforgiving badlands, but like all infrastructure facilities on Reach, this hydroelectric site is under the purview of the UNSC war machine. All threats to the continued, predictable operation of humanity's final line of defense must be met with swift and decisive force.”

 

Right about now, those fortunate enough to be inside the walls at X10 should be getting a flythrough of Powerhouse courtesy of Marcus and Brian. Look for reports from the field coming soon.

 

You can find all the assets in this article along with the previously deployed Halo: Reach goodies in our official multimedia project page. More on the way. Stay tuned.

 

 

http://www.bungie.net/News/content.aspx?type=topnews&link=HaloReach_X10

Endret av Lakus
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Hvis bildene her tilsvarer det ferdige produktet skal jeg ikke klage. AA-en er upåklagelig (men kommer sikkert tilbake når det er i bevegelse), men AF-en kunne vært spritet opp litt. Ihvertfall i SP. Ellers ser det konge ut; assault rifle'n ser veldig spinkel ut, men siden det er en tidlig revisjon er det vel ok. Gleder meg til mai!

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Tviler sterkt på at kantene vil være så skarpe og fine i selve spillet. Bungie vil vel helt sikkert stå på sitt med at alle bildene er ingame, og de tar jo ikke direkte feil, men alle vet jo hvor mye penere bildene blir i Forge kontra ingame i Halo 3.

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- Bungie showed a test animation of a battle between Noble Squad, eight marines and 30 Covenant -- it was even more impressive looking than it sounds.

 

- The game is pushing about four million polygons more than Halo 3 overall, we're told, with a completely re-written animation system and A.I.

 

- From the stills and footage we saw, it's on track to deliver -- the game looks phenomenal.

 

- Revamped game engine and A.I. will allow Reach to adopt a more "sandbox" style within its levels. They're going to be much less linear, he said, and much less scripted.

 

- We'll say it again, the game looks amazing in motion.

Endret av Kewy
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Og plutselig hørtes det enda bedre ut.

 

 

 

Halo: Reach First Look - IGN

 

Just think, you only have to wait until May 3 to play Halo: Reach. That's the official date for when the multiplayer beta, included with copies of Halo 3: ODST, will open to the public. It's a good thing we only have to wait that long because after getting my first glimpse of Halo: Reach, I don't think I can wait until the fall to get my fix.

 

Bungie gave its first semi-public showing of Halo: Reach at Microsoft's X10 event in San Francisco. The demo began with Marcus Lehto, the Creative Director for Halo: Reach, offering up a brief overview of Bungie's vision for what it is calling the "definitive Halo title." Take any aspect of Halo and you can be sure that at some point during this demo, Bungie assured attendees that it would be improved for Halo: Reach.

 

This will be a darker tale than what most Halo fans are accustomed to, even setting out to make Halo 3: ODST look like a walk in the park. That is because it is a prequel to the Halo trilogy, set on the planet Reach. This colony is the center of humankind's military might, the birthplace of the Spartan program, and the home to over 700 million civilians. "We want people to understand that there's a real living breathing culture to this planet," said Lehto as he scrolled past some concept art of houses and living spaces.

 

All of this will be gone by the time Halo: Reach finishes. The planet is destined to fall to the Covenant.

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Before all of that destruction, there will be a desperate struggle for survival. That's where you come in as a new member of the Noble Team. This group of Spartans is battle tested and weary. Only one is a certified Spartan II (the same class as Master Chief). The rest are Spartan IIIs, a sort of mass produced version of the super soldier destined to save the human race.

 

These Spartan IIIs were described as being used in "fire and release" situations. In other words, they're sent on suicide missions. That's definitely the case here. Your only hope for survival is to work together with the rest of Noble Team. Even then, don't expect a happy ending.

 

Unlike past Halo games, this won't be a story of a single hero with little to say. Bungie promised to remove the helmets and flesh out each character in the squad, which seems like a fitting next step from the storytelling advances in Halo 3: ODST.

 

Though I didn't get to see any of the campaign, the description of where it is heading sounds like Bungie has taken Halo 3 and dialed the experience up to the max. If you thought there were big battles in Halo before, prepare to be amazed. Descriptions of battles against 30 or so enemies, with the entire Noble Team squad and extra marines were given. In short, this will not be a corridor shooter.

 

In fact, the word most often used to describe the campaign battles was as a "sandbox." Bungie repeatedly stressed all of the improvements it has made to its engine, allowing for bigger and more epic battles. "We want huge, epic battles with more characters and enemies than you've ever seen before," explained Lehto. We want the AI to act and react to the player." The fights won't be scripted and the routes won't be predetermined. It will be up to the player to find the best way through a space and into the heart of a fight.

 

To do this, Bungie had to "take a generational leap forward" with animations and artificial intelligence. I saw just a bit of it in motion and can confirm that the textures, animations, lighting, and character modeling is leaps and bounds above Halo 3. Bungie has over 30 guys working on the engine and it shows. As for AI, we'll have to wait and see though the possibilities sure do sound intriguing.

 

Scrapping everything and rebuilding it seems to be the name of the game for Halo: Reach. "With Reach, we wanted to re-envision the Covenant," said Lehto. That means that Elites have been rebuilt from the ground up with all new AI behaviors. The jackals look much more impressive. There was even talk of a new enemy that may have gone extinct during this fight making an appearance. It's easy to look at Halo: Reach and see the improvements and changes to the visual look and level design. What more people will care about, however, are the gameplay changes. I got to see just a few of them, but boy are some of them significant.

 

First, the little things. New kill animations have been added. If you sneak up behind an Elite, you can climb his back to stab him in the neck for a nasty looking assassination. There will be new vehicles, such as the transport vehicle I caught a glimpse of that looked pulled out of a construction yard. And of course there will be new weapons, such as the DMR (a modified battle rifle) and the Needle Rifle (a sniper rifle that fires Covenant needles).

 

The biggest change comes in the removal of single-use equipment. In its place are what is called armor abilities. These can be used over and over and over again, with just a small recharge time needed between each activation. The one on display today was a Sprint mechanic that boosted the Spartan's speed for several seconds, perfect for the last push towards planting a flag or for clearing an open space quickly.

 

You'll be able to check these armor abilities out for yourself on May 3. That's when the Halo: Reach public beta begins and anybody with a copy of Halo 3: ODST is welcome to join at no charge. Bungie gave out a few new details during the course of this demo. The beta will include a couple of maps and a couple of game modes, including one that is brand new. Several of the armor abilities will be on display for you to play around with, but a few will be held back until the game releases.

 

One of the maps that will be included in the beta is called Powerhouse, and Bungie closed the demo with a quick run-through of the map. It's a large, asymmetrical space centered on a hydroelectric power station. This, like all of the Halo: Reach multiplayer maps, is pulled from a campaign area. The twist, it seems, is that the campaign section will likely take place during the night while the multiplayer map is set during the day.

 

During the fly-through I got to see the interior of the power station, filled with corridors and lit walls (which can be shot and destroyed). The exterior is fairly wide open, with a brown, shrub covered ring encircling the large cement structure. I would venture a guess and say that standing around out in the open wouldn't be a very good idea, though there were plenty of structures to duck behind.

 

It was during this non-combative run through of the map that Bungie gave a brief demo of the sound improvements. Both guns and grenades sound punchier and more realistic, even those of Covenant origin.

 

Halo: Reach looks like it will be that leap forward that so many were hoping to see in Halo 3: ODST. I didn't get to see a whole lot of the game during this first look, but what I saw was more than enough to get me excited for the beta and Reach's eventual release. Halo fans have another epic battle to look forward to just over the horizon.

 

 

 

...will be 'the definitive Halo'- Joystiq

 

Bungie's "community guy " Brian Jarrard and Halo: Reach creative director Marcus Lehto are on-hand at X10 to provide a much deeper look into the workings of Reach, what they are calling "the best Halo yet" and "the most ambitious title Bungie has ever produced." The duo talked us through many of the changes being made to the established Halo formula, and new elements they believe make this "the definitive Halo experience."

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Lehto talked about the team's desire to "throw new things at the player," building on the hallmark underpinnings of previous Halos, even changing some things to suit the new game's more serious tone, but says Bungie won't "be pushing it." Another key goal with Reach, according to Lehto, is to "reintroduce the Covenant," by both making them look different -- more alien, more savage -- and giving established enemies new behaviors. It was also mentioned that, to keep with the more realistic tone of Reach, players won't be able to understand what the Covenant are saying.

 

On the tech front, Lehto confirmed that the game engine has "been entirely re-written" in order to facilitate what Bungie wants to do in Reach. Specifically, its goal is to make the world more expansive, put a lot more on-screen and introduce much more detailed character, environment and weapon models. Addressing the former, Bungie showed a test animation of a battle between Noble Squad, eight marines and 30 Covenant -- it was even more impressive looking than it sounds. We got zoomed-in looks at things like rifle scopes, which are detailed down to small writing and screws.

 

The game is pushing about four million polygons more than Halo 3 overall, we're told, with a completely re-written animation system and A.I. The result, Bungie hopes, will be a much more realistic world to look at and be involved with. From the stills and footage we saw, it's on track to deliver -- the game looks phenomenal. It promises to sound great, too, as every sound effect has been re-recorded.

 

Lehto told us the revamped game engine and A.I. will allow Reach to adopt a more "sandbox" style within its levels. They're going to be much less linear, he said, and much less scripted. This will, Bungie hopes, give players more freedom to approach combat in their own way. One thing we saw along these lines: Special kills, which cause the camera to pull out to a third-person perspective in order to show off their intricate animations.

 

We were shown a live demo of one of the maps being included in the upcoming Reach beta. The cliff-top locale certainly was expansive, with a mix of indoor and outdoor areas. This area will evidently serve duel purposes as a campaign setting and multiplayer map. While Jarrard ran through it, we got a good look at the revamped battle rifle and a new Covenant weapon, the Needle Rifle, which allows players to combine ammo for a single, much more explosive shot. It was also revealed that health packs are back, and that equipment you pick up during the single-player campaign (the example shown was an enhanced sprint ability) won't be single-use -- you'll keep it from there on out.

 

According to Bungie, Halo: Reach is currently in alpha. What it showed today definitely got us excited about the much larger, more detailed world and overall heightened realism. And, we'll say it again, the game looks amazing in motion. Now we just need to get our hands on it. E3, anyone?

 

 

Bungie ligger med andre ord absolutt ikke på latsiden og de forventer ikke at Halo navnet i seg selv skal gjøre jobben for dem.

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Jeg gleder meg vannvittig til å oppleve de storslagne kampene de snakker om! I coop med 30-20 AI-er må det rett og slett ta helt av! Kanskje de sender noen lag med huntere mot slutten av spillet?

 

Edit: Ny ViDoc!

Endret av Laland
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Wow, grafikken så mye bedre ut i bevegelse enn på still bildene. Det at de kan ha tusenvis av kolliderende partikler er ganske nice. De skybox-ene var sykt episke. Alt ser ut til å være forbedret. Det eneste jeg ikke liker er ryktene om at multyplayer banene skal bli tatt rett ut av singleplayeren. Det er greit å ta selve temaet til en bane men å bare copy-paste så kan jeg garantere at banene kommer til å suge. Det er forresten en av feilene til multyplayeren til cod, sammen med dual shotty.

 

btw, stealth kills er jo teabagging 2.0

 

ViDoc i 720p kvalitet her

 

Edit: Cliffy B hadde kalt det bigger better and more bad ass

 

Edit 1: Var det noen andre som så night vision? Eller granatkasteren

Endret av Head_Hunter
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Vel, de har jo også sagt at banene i singleplayeren nå er veldig mye mer sandbox (les: i åpenhet og spillestil) enn i noe annet Halo så det kan jo tyde på at de faktisk egner seg godt til multiplayer også. Uansett tar jeg disse ryktene med en skål salt da de ikke er mer enn rykter og fordi Bungie vet hvordan de skal lage underholdende maps. Er helt sikker på at det ikke er snakk om copy/pasta, men heller noe ala Gears of War (nevner det i hytt og pine for tiden). Der er mange av banene delvis sakset ut av singleplayeren, men de er også modifisert og tilpasset multiplayer - og de fungerte utrolig godt.

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En god del av banene i Halo 3 er også hentet fra enspilleren, og opptil flere av dem er bortimot perfeksjon. Bungie har holdt på med underholdende flerspillerbaner i flere tiår nå, så de kommer neppe til å skuffe. Håper selvfølgelig på noe originalt også.

 

Men mest av alt, ønsker jeg å se en Forge-bane alá Sandbox fra starten av, med maange flere deler å velge imellom samt himla mye større budsjetter. Hva folk har lagd i Halo 3s Forge er imponerende, men med alle oppdateringene til motoren tør jeg ikke tenke på hva som kan komme av brukerskapt innhold denne gangen. :)

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Ingen av banene fra halo 3 er tatt direkte fra singleplayer-en men heller bare settingen. Tråd på bungie.net som diskuter dette.

 

Gamespot skrev i sitt intervju med bungie "Lehto explained that all of the multiplayer maps are taken directly from the single-player campaign, but in the case of Power House, the multiplayer version takes place during the daytime whereas the single-player incarnation is a nighttime affair."

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