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Everything posted by Twinreaper
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From the album: H2MT Images
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From the album: H2MT Images
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From the album: H2MT Images
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From the album: H2MT Images
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From the album: H2MT Images
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From the album: H2MT Images
http://www.youtube.com/watch?feature=player_embedded&v=IGJk_srgKG0 -
343 Community Podcast: Now With 33% Less Fat
Twinreaper replied to LiQuid BioniX's topic in General Discussion
Loving this so far guys. Great work!!! Looking forward to the next one. -
Shedding Some Light On The Franchise...
Twinreaper replied to Twinreaper's topic in General Discussion
Some parts are negative, but I wanted to properly show the comparison of what we have from 343i versus what we got from Bungie with the same situation in mind. Unfortunatly, it was a post originally slated towards all the haters, to try to give them a more open world view of how Halo is evolving and what can be naturally expected. I may decide to post a few more tid bits here and there to clarify some things, but that is for another day.- 11 replies
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Hi there folks, Twinreaper here. I highlighted this part, because it's the most important part. This is hands down the most in-depth and longest post I have ever made here. It is long, and soem of it may be a repeat of things you all may know. it is my hope that after reading this (please actually read it) you may have a better understanding of the franchise, and why we get what we do, when a game launches, adn what we can expect. It's been some time since I first really delved into the development of a Halo title, and tried to come up with a rhym or reason as to what we got. Traditionally, we as a community get a series of VidOC's that explain some of the process and trials that occured during a games development. But what about the really behind-the-scenes crap that went on? What about the details they altered or cut from official words to the community? Well my friends, that what I have embarked on this past few weeks. To try to give everyone a perspective and straight out logical look at the Halo franchise. To start this off right, we need to revisit the entire franchise and it's beginning...Halo 1. Halo 1 was released on November 15, 2001. Development for Halo 1 started back a little before 1998 as an RTS (Real Time Strategy) It wasn't until June 19th 2000, that Microsoft officially announced they stepped in and saved Bungie from bankruptcy by buying the rights to Halo. Keep in mind, that the process likely took several months of negotiating before the deal was sealed. Shortly after the official deal, Microsoft gave Bungie a strict dealine of 5 months to overhaul the engine and get it ready for the xbox platform as a 1st person game and not the origianl 3rd person.. This was a big problem as Halo was only meant to be made for PC and Mac, as announced On July 1999. In fact, during one of the early weeks of Halo development, we hear "That was Microsoft...you got like 5 months to make your game". You can view the video here... Go to time index 3:00 to 3:20 for the comment about microsoft Needless to say, Halo from the beginning with Microsoft, was nothing but short of half releases to start with. Halo 1 saw the cutting of weapons like the SMG, Anti-Air Rocket, particle draws that double or triple trumped what we got. And also real time reflection. Little known fact to add, Engineers were actually coded into halo 1. Engineer bitmaps and models are still in both the Xbox and PC versions. This was all done of coarse, because Microsoft needed that much hyped title to launch the Xbox console on November 15th, 2001 So, let's flash forward now to Halo 2. Halo 2 released on November 9, 2004, and the development timeline roughly spanned from January 2001 to September of 2004. A little over 3.5 years. It was E3 in 2003 that we saw our first glimpse of Halo 2. What we saw was awesome. Boarding vehicles, Brutes on Earth, realtime reflection rendering and crisp looking stencil style shaders. This was the demo that took the world by storm and literally made Halo 2 the must have game. But sadly, what E3 gave us was not what we ended up with. Truth be told, it was entirely different beast altogether. The team after E3 was being strained by having the team split to work on side projects, and the team that was left struggled to find ways to impliment the E3 content into the entirety of the game itself. Little known fact, Halo 2 E3 Demo contained mostly pre-rendered materials to ensure a smooth framerate. So now it's time to get it done. The team can't figure out how to make the game itself look anything like they promised. 15 months till launch and they still didn't have anything besdies a kick-*** demo. Flash forward and the team managed to get the game shipped. Looking back though, they cut 50% of all content they had originally intended to go into the game. Things like the Mongoose, the Flood Juggernaut, gametypes like Headhunter and Race, powerups like Full-Spectrum Vision and Double Speed. Campaign missions were now a total of playable 9 instead of 15(yeas 15 playable was the target planned). Engineers yet again got cut, but code remained in the game as a selectable "faction" to assign a team to for campaign development. Needless to say, a lot of content still left over from Halo1, again failed to make it's way into the next title. Yet again, an unrelenting Microsoft forced the release date and gave the Bungie team no room to improve or tweak further the title to make it truly polished. Many times during the end of this VidOC, we hear the team say they needed more time, and know they couldn't ask for more time. Go to time index 39:34 - 40:20 Now, Halo 3, Halo 3: ODST, Halo Wars and Halo: Reach at this point were not rushed the same way Halo 2 or Halo 1 were. Bungie at this point knew the choices they had, knew the technology, and had an expereinced team. Not to say that the team did not face trouble during their development, but it was worlds apart from the dev expereince with the first two titles. For this reason alone, those titles don't need much explination to them. The only thing to note of interest here, is that the engineers finally made there way from Halo 1 into ODST. Halo 4 is announced on June 6th, 2011. Halo 4 officially was stated as being in development since Halo Reach, and in fact, many of the 343i team worked alongside Bungie as part of the learning experience to take over the franchise. That is roughly 4 some-odd years of development and research. E3 came and went, and what we saw...we loved! Halo was back, and masterchief was driving there. Stated over and over, was that Halo at it's core roots, was coming back and giving the community what it wanted. They learned from Reach's bad gameplay decisions and stated they were returning it to where it needed to be. But yet again, what we saw and read up to launch, was not what we got in return for our trust and faith. Fact is, what we got was a shell of what Halo 4 was supposed to be. it was rushed the same way Halo 2 was in all aspects. The graphical layer was short of amazing compared to what we saw in trailers and hands on demos. They appeared clear and crisp in hi-res, but in-game on release, the shaders, textures and LOD was poor and washy at close or mid ranges. A far cry from the texture style and lighting we saw with Reach. The gamemodes lacked faithfull classics that became staples. game modes like grifball, Big team, Juggernaut, Racing and Infection. Instead, we got only a half assed Infection in which they changed it to anything but the recognizable classic we remember from Halo 2 and 3. The guns and armor abilities were roughly the same, but restricted in use to give players a more un-reliance on them, and more emphasis on teamwork and strategy. Theatre was abscent from Campaign, and Forge while increased in palette, lacked in expansive open environments to achive yesterdays Forge creations. Firefight, one of the reach favs, was gone, and replaced with a wanna be called Spartan Ops. Now what we did get as a compensation bonus, was the promise of open ended engine coding, that would allow the 343i team to incorporate the missing features of what we would all agree would typically be "a polished game". So far they have kept their word somewhat. We are just now beginning to see the re-emergence of our fav gametypes, they are fixing game breaking bugs, and promising more content and support to come, like giving us Campaign Theatre and a new ForgeWorld. But as a result of this short crafted game, we have been through the mill with all the issues that resulted. Laggy server connections, Live debacles, achievment woes, etc. On a side note, it was nice to see Fiull-Spectrum vision from Halo 2 finally make it's way into what they call Promethian vision. Now the team really did put in a lot of effort. Inf act, the content and quality of that content by far when viewed in the VidOC's on halo 4, are a millenium more advanced than Reach was. Fact is, I think Halo 4 by sheer design was grander and visually more stunning than anything Bungie ever created. But here in lies the problem.... it looks like 4 years backwards in terms of development. Now at this point you are probably thinking, why do I care? Why are you picking on the franchise...I thought it was a great game. Well, it was a great game, from a story telling standpoint. The reason you should care, is because of the history of Halo, and what my review says about it. Halo from the beginning failed development wise. It wasn't until the team got their feet wet that the 3rd, 4th and 5th title took off and gave us everything we ever wanted. The same is the process of 343i. This is their Halo 1. They need time to craft the team into a polished asset that can and will produce what we want. But, there is a catch. Looking back at Halo 2, we also know that the Xbox 1 was nearing it's EOL(end of life). So why publish and force Halo 2 on a 1st gen console, instead of launching it with the 360? Money. Microsoft knew that it could squeeze **** ton of sales of Xbox 1 units for Halo 2, and make a killing later by making the 360 backwards compatable to allow Halo 2 to be played. And also, they knew that after buying into Xbox 1 after EOL, people would be killing one another to get Halo 3 and buy another console. In my opinion looking at the facts and VidOC's, it is clear that Halo 2 from the start was by all means originally slated to be developed with the Xbox 360 and not the Xbox 1. nothing else can explain why we don't see half the polish in assets in halo 2, compared to their PC generated counterparts during development. And yes, this is where Halo 4 comes in. Halo 4, also looking at all the facts, points to one solid conclusion...Halo 4 was being developed with the new Xbox SDk in mind, and not the 360's. What we saw in pre-rendered assets in trailers is nothing at all the definition or detail of what we see on the 360. In my opinion, Microsoft yet again, pulled a Halo 2 style sales scheme and had the team dumb down the game to conform to the 360 architecture. Knowing full well, that the fan base would more than likely be forgiving as we wwre the first time around...they were right. many of us, in fact more than 75% of us, actually love Halo 4, and can't wait to see what Halo 5 will bring us. Did MS and 343i succeed? yes they did. But...they did piss us off. Halo Rach could have extened it's life up to Xbox launch. Halo 4 would have been wanted more than it was, if it was promised to be on a new console, and have had given the team mroe time to work on it. In this case, this is where the developer and publisher greatly misread and underestimate the communities desires and patience. So what does this all mean? It means that given the track record, and seeign as how history sort of seems to be repeating itself, I have no doubt that Halo 5 will be to us, what Halo 2 once was. Many community members come in, or sign up just to post crap like "Halo is dying". Halo is not dying, it is simply evolving into the next generation. Much like how Halo 1 transformed into what Halo 3 was, and so on. A new era of gameplay and love for Halo is just now being created and we just have to ride out the bumps along the way to get their. Is this guaranteed? No. Halo has much competition now, more so than it ever had. Fact is, no other title that released with Halo's, brought the same wow factor as 2 and 3. Reach was a hard one to gauge based soley on that the game was more for Bungie, than the gamers. But I stand firm in believing, looking over the facts, that Halo is about to explode again. TL;DR....yeah, I can do that!
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Why Halo 2 Anniversary Wouldn't Be A Good Thing
Twinreaper replied to SatanicBagels's topic in Halo 2 + Anniversary
The Scarab gun in particular was left in as a test weapon. Any weapon that utilizes a high particle.effect as a projectile would need to be tested as a fp_weapon first, before moving onto other parts. Likely they decided to leave it in as seeing it being impossible for players to reach it. Another sad case of underestimating the player and their resourcefullness.....lmao -
While I do not condone the killing of shadows, I will welcome you all the same. Welcome to the site!! Hope you enjoy your time here, and if you need anything just ask.
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Over at remnantmods, we actually did a mod that included the cut-out Flood juggernaut. However, it was never finished by Bungie, as it lacked proper animations and did not have a death animation. So upon killing it, it just sits there and doesn't unload or swap for a dead biped character. Here is one image..
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Even after reading this... I still can't seem to remember who you are. Oh well...old age does that . Great interview SI, brilliant answers to tough questions, from one of our most brilliant members! Excellent job as always Dan!
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Why Halo 2 Anniversary Wouldn't Be A Good Thing
Twinreaper replied to SatanicBagels's topic in Halo 2 + Anniversary
Glitches like the superbounces would be removed likely yes. There are key certain intersecting geometry points that cause them. It would be a simple matter of recompiling the map file with touchups being done to the bsp's to nullify them. -
Lmao.SI
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This^^ is the exact reason I have recently started my console to boot directly to the game in the drive. More ads equals nothing but more navigation headaches in the next Xbox UI. Whats next....a 30 second random commercial on every new xbox boot?
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Welcome Spades N AZ and Lil Dog to the staff.
Twinreaper replied to Absolute Dog's topic in Announcements
Great job guys. You have both come a long way abd give it your all everyday. No one is more deserving to be a part of the staff! -
I say we all donate $1 each member via paypall to Twam or the mods....and buy Insignia a new lappy. Ide be totally the first one to donate!
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Message to All Members from 343 Industries Community Forum
Twinreaper replied to Absolute Dog's topic in General Discussion
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What Franchise Shaped The Face Of Gaming?
Twinreaper replied to GruntNoober's topic in General Discussion
Goldeneye was a great game. First fps to really utilize the controller properly and the first I think.....oh wait that may have been perfect dark also. But yeah anyone who wants to see what a true masterpiece Rare Studios had back in the day, look into anN64 emulator and the Goldeneye rom. Hours of pure joy -
What Franchise Shaped The Face Of Gaming?
Twinreaper replied to GruntNoober's topic in General Discussion
For gaming in general it is widely debated and never eqsy to do. For certain genres however we can break it down easy. Since this isbqbsite for FPS, I will startvwith that. Unreal Tournament single handidly chaged FPS forever. It was the first title to support the mm we have now, and included never before seen gametypes. Without it, we may have never known the joys of king of the hill, ctf or assault. -
So basically you just like picking on people who play worse than you? In a way that's kinda funny, and in a way that's kinda sad. I find much more enjoyable hunting down people who are better than me. Even if it means I only outright killed them once the entire match...it feels better than owning a player lesser skilled 12 times in a row. But that's just me...
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I decided to edit my original post and change it...a first for me. Grumpy, you and I have been going thru this for a long time. Neither of us have constructively or politely exchanged any opinion about this topic. It needs to change. If I in any way used harsh words or posting in response to you, I am sorry. We will always have a differing opinion on a remake of Halo 2, but one things will always be true...we are both quite obviously extremely rabid fans of Halo2. All that being said I will reveal the one opinion of mine, that will always hold me back and needs to be posted. Now everyone can feel free to disagree with me, this is only an opinion not fact. If Halo 2 were to be remade, my biggest fear is that the release of it in all it's glory would trump any future Halo title in the works and hold the franchise back from producing more titles. Halo 2 was a great if not the greatest Halo, and I can only cringe in horror to think about the players would abandon current and future Halo titles to play Halo 2. I love the franchise and I want to see it flourish instead of reliving glory days that we may never get back fully. I want to see it prosper, not get held back. Yes halo 2 remade to the original including multiplayer would no doubt be a huge, quite possibly the biggest selling Halo, but all those sales wouldn't mean very much if people defaulted back to Halo 2. Again, just my opinion based on the rabid responses to the wanting of a remake. For all I know it could be a hit that wouldn't hurt the franchise....but time would only tell on this one.