<?xml version="1.0"?>
<rss version="2.0"><channel><title>Halo Articles: Halo Articles</title><link>https://www.343industries.org/forum/news/halo-articles/page/14/?d=1</link><description>Halo Articles: Halo Articles</description><language>en</language><item><title>Halo 4 Launch Trailer Executive Produced by David Fincher</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-launch-trailer-executive-produced-by-david-fincher-r398/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="halo4ads.jpg" src="https://www.343industries.org/forum/uploads/imageproxy/halo4ads.jpg.6da316e3b28b6acecfbd19df53d64a87.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff8c00;"><em><strong>Halo 4 live-action Launch Trailer is being executive produced by David Fincher.</strong></em></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff0000;"><span style="text-decoration:underline;"><strong>Read below for more details</strong></span></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><strong><span style="color:#ffff00;">Source:</span></strong><strong> </strong></p>
<a href="http://www.xbox360achievements.org/news/news-13087-Halo-4-Launch-Trailer-Executive-Produced-by-David-Fincher.html" rel="external nofollow"><strong><span style="color:#00ffff;">Xbox360Achievements.org</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Microsoft has hired some top Hollywood talent to bring Halo 4’s live-action launch trailer to life, including Fight Club and The Girl With the Dragon Tattoo director David Fincher and the visuals effects lead from Scott Pilgrim vs. the World.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">The launch trailer promises to deliver “an emotionally-charged look at the backstory of Halo’s iconic hero, the Master Chief.” It will premier during Late Night with Jimmy Fallon in America on 18th October and no doubt be all over the internet shortly after.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Called Scanned and filmed in Prague, the trailer is a two minute long live-action affair  that “continues the franchise’s tradition of expanding the universe through award-winning live-action stories, adding to the lore and anticipation for the next chapter in the landmark franchise that has sold more than 43 million game copies worldwide and generated more than $3 billion in franchise sales.”</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Scott Pilgrim vs. the World’s visual effects leader Tim Miller directs. He says, “I’m excited about the opportunity to direct the ‘Halo 4’ launch trailer in creative partnership with 343 Industries and David Fincher.” </span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">“Halo is one of the most iconic sci-fi universes, with a depth that allows for amazingly cinematic and emotionally riveting stories.  The chance to tell a story that explores never-before-seen facets of Master Chief’s journey is an honor. </span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">“Our goal is to deliver a blockbuster, Hollywood-quality trailer that raises the bar for the award-winning legacy of live-action Halo storytelling and gets fans stoked for the return of Master Chief.”</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">David Fincher executive produces. He says, “I enjoy collaborating with Tim Miller, who is at the visual and technical forefront of hybridised live-action/CGI – not only pushing the boundary but defining it.”</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">And finally, 343 Industries’ franchise development director Frank O’Connor gushed, “As a studio, we’re incredibly excited to be working with one of Hollywood’s most acclaimed directors and one of its top visual effects leads to bring our creative vision for the launch trailer to life.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">“Their involvement is a testament to the significance of ‘Halo’ as a pop culture touchstone, and we think fans are going to be blown away when they see the final piece.”</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Halo 4 is out November 6th. The first still from the trailer is below.</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><img alt="still_22.jpg" src="http://www.xbox360achievements.org/images/news/still_22.jpg"></div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">398</guid><pubDate>Wed, 10 Oct 2012 11:55:32 +0000</pubDate></item><item><title>Halo 4 UK Preview Tour</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-uk-preview-tour-r396/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="header.png" src="http://www.gamerbase.com/graphics/halo4/header.png"></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<a href="http://www.gamerbase.com/?a=post&amp;id=135847" rel="external nofollow"><em><strong><span style="color:#00ffff;">Gamerbase inside HMV</span></strong></em></a> <span style="color:#ff8c00;"><em><strong>has brought us tour info and tour dates for a playable preview of Halo 4.</strong></em></span>
</div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Tour Info:</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">Gamerbase in association with Microsoft are proud to bring you the Halo 4 Preview Tour! Halo 4 is set to hit our shelves on 6th November and we are going to give you a chance to play the game between 23rd and 26th October. Microsoft will be bringing the game to all 4 gamerbase superstores and letting you try out the game completely free of charge!</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Halo 4 is likely to be one of the biggest selling games of the year, continuing the Halo story we all love. Read on for details of how you can play it!</span></p>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Dates: </strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">To find out more details on this event and register your interest head over to our facebook pages from the links below, and say you are coming! Thats it! You can just turn up on the day, but to help us with scheduling, we'd appreciate your notice!:</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<a href="http://www.facebook.com/events/361684903917858/" rel="external nofollow"><strong><span style="color:#00ffff;">Trocadero - 23rd October - 4pm - 10pm</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<a href="http://www.facebook.com/events/470404166332833/" rel="external nofollow"><strong><span style="color:#00ffff;">Manchester - 24th October - 4pm - 8pm</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<a href="http://www.facebook.com/events/509984689031668/" rel="external nofollow"><strong><span style="color:#00ffff;">Glasgow - 25th October - 4pm - 8pm</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<a href="http://www.facebook.com/events/388288351244564/" rel="external nofollow"><strong><span style="color:#00ffff;">Edinburgh - 26th October - 4pm - 8pm</span></strong></a>
</div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">396</guid><pubDate>Tue, 09 Oct 2012 21:07:13 +0000</pubDate></item><item><title>Halo 4 Terminal Revealed</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-terminal-revealed-r395/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="4fe72e924cd5a10.jpg" src="http://www.halo4requiem.com/photo/4fe72e924cd5a10.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ff8c00;"><span style="font-size:18px;">Warning Spoilers Below</span></span></p>
<p> </p>
<p><span style="color:#00ff00;">One of the terminals that will feature in Halo 4 has been released on Waypoint. This terminal focues on the storm covenant and it's leader Jul 'Mdanma. Again I will state that this is a spoiler so do not watch if you don't was to see anything. </span></p>
<p> </p>
<p><span style="color:#00ff00;">Click link to view terminal.</span></p>
<p> </p>
<p><a href="https://halo.xbox.com/en-US/Universe/detail/halo-4-terminal-jul-mdama/0f378de5-e0e3-4f31-a1e1-2a363af4094d" rel="external nofollow"><span style="color:#00ffff;">https://halo.xbox.co...e1-2a363af4094d</span></a></p>
</div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">395</guid><pubDate>Tue, 09 Oct 2012 18:58:34 +0000</pubDate></item><item><title>Halo 4 Forward Unto Dawn Director Interview</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-forward-unto-dawn-director-interview-r389/</link><description><![CDATA[<a href="http://www.youtube.com/watch?gl=US&amp;hl=en&amp;client=mv-google&amp;v=5dkfh4T6tF8&amp;feature=youtu.be&amp;nomobile=1" rel="external nofollow">http://www.youtube.com/watch?gl=US&amp;hl=en&amp;client=mv-google&amp;v=5dkfh4T6tF8&amp;feature=youtu.be&amp;nomobile=1</a>]]></description><guid isPermaLink="false">389</guid><pubDate>Tue, 09 Oct 2012 02:02:49 +0000</pubDate></item><item><title>New Halo 4 Forge Video From GameSpot (New Forge Environment Revealed And More!)</title><link>https://www.343industries.org/forum/news/halo-articles/new-halo-4-forge-video-from-gamespot-new-forge-environment-revealed-and-more33-r394/</link><description><![CDATA[
<p></p>
<div style="text-align:center;">
<p><span style="color:#ff8c00;"><em><strong>"Create beautiful maps almost by accident in Halo 4's overhauled Forge mode. Kynan Pearson and Lori Zawada walk us through the improvements to Forge."</strong></em></span></p>
<p> </p>
<p><span style="color:#ffff00;"><strong>Source:</strong></span> <a href="http://www.gamespot.com/halo-4/videos/exclusive-halo-4-forge-mode-details-6397629/?tag=Topslot;ExclusiveHalo4ForgeModeDetails;ExclusiveHalo4ForgeMo" rel="external nofollow"><strong><span style="color:#00ffff;">http://www.gamespot....iveHalo4ForgeMo</span></strong></a></p>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><a href="http://www.youtube.com/watch?v=lOJ5lqXXtpU&amp;list=UUbu2SsF-Or3Rsn3NxqODImw&amp;index=1&amp;feature=plcp" rel="external nofollow">http://www.youtube.com/watch?v=lOJ5lqXXtpU&amp;list=UUbu2SsF-Or3Rsn3NxqODImw&amp;index=1&amp;feature=plcp</a></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">A new 10+ minute long Halo 4 Forge video showcasing a new amazing Forge environment and a lot more. Check it out right now!</span></p>
<p> </p>
<p><span style="color:#ffa07a;">Insane stuff! </span> <img alt=":thumbsup:" src="https://www.343industries.org/forum/uploads/emoticons/default_thumbsup.gif"></p>
</div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">394</guid><pubDate>Tue, 09 Oct 2012 17:04:43 +0000</pubDate></item><item><title>Halo 4 "Adrift" Multiplayer Map Walkthrough With 343i</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-quotadriftquot-multiplayer-map-walkthrough-with-343i-r393/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="halo-4.jpg" src="http://images.g4tv.com/ImageDb3/293202_S/halo-4.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ff8c00;"><em><strong>Halo 4 lead multiplayer map designer Kynan Pearson takes us on a tour of the "Adrift" map.</strong></em></span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Subscribe to IGN's channel for reviews, news, and all things gaming:</strong></span></p>
<p><a href="http://www.youtube.com/subscription_center?add_user=ignentertainment" rel="external nofollow"><span style="color:#00ffff;">http://www.youtube.com/subscription_center?add_user=ignentertainment</span></a></p>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><a href="http://www.youtube.com/watch?v=MYB-QbaRU1g&amp;feature=g-all-u" rel="external nofollow">http://www.youtube.com/watch?v=MYB-QbaRU1g&amp;feature=g-all-u</a></div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">393</guid><pubDate>Tue, 09 Oct 2012 16:58:06 +0000</pubDate></item><item><title>Halo 4 Limited Edition Console Unboxing</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-limited-edition-console-unboxing-r391/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="halo-4-console.jpg" src="http://loudmouthedgamers.com/blog/wp-content/uploads/2012/07/halo-4-console.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff8c00;"><strong><em>Hey everyone! Today we have guess what- That's right, </em></strong></span><span style="color:#ff8c00;"><strong><em>a Limited Edition Console Set Unboxing!</em></strong></span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff8c00;"><strong><em>If you do not wish to see the contents of the set, I strongly suggest you fight those urges </em></strong></span><span style="color:#ff8c00;"><strong><em>and n</em></strong></span><span style="color:#ff8c00;"><strong><em>avig</em></strong></span><span style="color:#ff8c00;"><strong><em>ate </em></strong></span><span style="color:#ff8c00;"><strong><em><span style="text-decoration:underline;">away</span></em></strong></span><span style="color:#ff8c00;"><strong><em> from the video.</em></strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=rVmOabQd-6s" rel="external nofollow">http://www.youtube.com/watch?feature=player_embedded&amp;v=rVmOabQd-6s</a></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa500;"><strong><em><span style="text-decoration:underline;">Source: </span></em></strong></span></p>
<a href="http://www.youtube.com/user/MoreConsole" rel="external nofollow"><span style="color:#ffa500;"><strong><em><span style="text-decoration:underline;">http://www.youtube.c...ser/MoreConsole</span></em></strong></span></a>
</div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff8c00;"><strong><em>Thanks for watching and hope you enjoyed!</em></strong></span></p></div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">391</guid><pubDate>Tue, 09 Oct 2012 11:23:01 +0000</pubDate></item><item><title>Here's Why You Wont See Master Chief's Face In Halo 4</title><link>https://www.343industries.org/forum/news/halo-articles/here39s-why-you-wont-see-master-chief39s-face-in-halo-4-r388/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="halo-4.jpg" src="http://cache.g4tv.com/ImageDb3/312239_S/halo-4.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffff00;"><strong>Source:</strong></span> </p>
<a href="http://www.g4tv.com/thefeed/blog/post/728612/heres-why-you-wont-see-master-chiefs-face-in-halo-4/" rel="external nofollow"><span style="color:#00ffff;">http://www.g4tv.com/thefeed/blog/post/728612/heres-why-you-wont-see-master-chiefs-face-in-halo-4/</span></a>
</div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">You will not see Master Chief's face in upcoming FPS Halo 4. 343 Industries, the game's creator, says it is not ready yet for the biggest reveal in gaming since it turned out Samus was a woman.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">"It's funny we don't then show his face," Frank O'Connor, Franchise Development Director for Halo, said. "But that's a device to keep the player invested in the character and keep the player from constantly being reminded that they're not a hero or that they have to be a boy or they have to be a girl, or whatever that is."</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">While casual players might think there's no way to know what Master Chief looks like, the hardcore have an idea. The Fall of Reach, a 2001 Halo-based novel written by Eric Nylund, provides a pretty in-depth description of the face underneath Chief's helmet. It's under the "Read More" tag.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#00ff00;"><strong>Here's how Frank O'Connor described Master Chief's visage, in an interview with </strong></span></p>
<a href="http://www.eurogamer.net/articles/2012-10-08-why-343-isnt-ready-to-show-master-chiefs-face" rel="external nofollow"><span style="color:#00ffff;">Eurogamer</span></a><span style="color:#00ffff;">.</span>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><em><span style="color:#ff8c00;"><strong>"If you went down into that line and found a nerd with a deep canon Halo t-shirt and said describe the Master Chief to this police sketch artist, that police sketch artist would then produce a perfectly accurate rendering of an older man, almost painfully pale, almost albino white, with pale blue eyes, reddish hair, close cropped to a skin head, and maybe the last remnants of freckles he had when he was a kid."</strong></span></em></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>The Sources opinion on this:</strong></span> <span style="color:#ffa07a;">"I don't want to see Master Chief's face. It would ruin the mystery, and if he's just a dude with red hair and pale skin, won't that be sort of a let-down?"</span></p></div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">388</guid><pubDate>Mon, 08 Oct 2012 22:27:27 +0000</pubDate></item><item><title>Halo 4 Feedback and Gameplay from EB Expo in Australia</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-feedback-and-gameplay-from-eb-expo-in-australia-r387/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="Eb-Expo-2012-has-sold-over-15-000-tickets-1091272.jpg" src="http://ps3.mmgn.com/Lib/Images/News/Normal/Eb-Expo-2012-has-sold-over-15-000-tickets-1091272.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff8c00;"><em><strong>Little English Halo Blog reader Dimic just went from reader to contributor when he forwarded over his video from EB Expo in Australia. It includes gameplay footage from an Infinity Slayer game on Complex, as well as Dimic giving his thoughts. Well worth a watch!</strong></em></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff0000;"><span style="text-decoration:underline;"><strong>Read below for more details</strong></span></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffff00;"><strong>Source: </strong></span></p>
<a href="" rel=""><strong><span style="color:#00ffff;">http://www.littleenglishhaloblog.com/2012/10/halo-4-feedback-and-gameplay-from-eb.html</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00FF00;"><strong>Video contains language.</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><a href="http://www.youtube.com/watch?v=Ik0ay5hQM-Y&amp;feature=player_embedded" rel="external nofollow">http://www.youtube.com/watch?v=Ik0ay5hQM-Y&amp;feature=player_embedded</a></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">"Hey guys, this video is showing off some of the Halo 4 gameplay from the "EB Games Expo Sydney 2012"</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">Filmed my friends playing some infinty slayer on the multiplayer map complex &amp; talking with one of the guys working at the booth."</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">"Actual gameplay starts around </span>
</p>
<div class="ipsEmbeddedVideo"><div><iframe width="480" height="270" frameborder="0" allowfullscreen="" data-embed-src="https://www.youtube.com/embed/Ik0ay5hQM-Y?feature=oembed"></iframe></div></div>
<span style="color:#ffa07a;">."</span>
</div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">387</guid><pubDate>Sun, 07 Oct 2012 18:31:14 +0000</pubDate></item><item><title><![CDATA[Halo 4: Interview with Frank O'connor on Halo 4 & FUD]]></title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-interview-with-frank-o39connor-on-halo-4-amp-fud-r386/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="halo-4-multiplaye-e3-2012-microsoft-bungie-343-industries.jpg" src="http://cdn.whatculture.com/wp-content/uploads/2012/09/halo-4-multiplaye-e3-2012-microsoft-bungie-343-industries.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#00ffff;"><span style="font-size:18px;">An interview with Frank O'connor on Halo 4 and the Newly released Forward Unto Dawn series from </span></span></p>
<a href="http://www.bigshinyrobot.com/reviews/archives/44563" rel="external nofollow"><span style="font-size:18px;"><span style="color:#00ffff;">Big Shiny Robot</span></span></a><span style="color:#00ffff;"><span style="font-size:18px;">.  </span></span>
</div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Chris:So Frank, you are Franchise Development Director at 343. What is a normal day like for you and what does that role entail?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa500;"><span style="font-family:cursive;">Frankie:There isn’t a normal day, because it entails so many different things. Last week I was in most countries in Europe doing a press tour showing off the game and just being a spokesperson. But most of my real proper job is crafting stories and a universe in and around the Halo game franchise. That can be anything from, in the case of Forward Unto Dawn sort of the inception and creation of that product and the story, all the way to working with our writers and narrative director on our video game. Of course the extended franchise: the action figures, and skateboards, and you name. It is all a business that all has to be run and all has to be appropriately and correctly tied into the rest of the universe all in the service of the game. </span></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#00ff00;"><strong>What was your specific involvement with Forward Unto Dawn?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">Helping craft the idea in the first place with Matt McCloskey, one of our business directors, and helping to coalesce a small kernel of team for the thing to snowball around. It had been 5 years since the last numbered Halo game, and you know, that’s most of the life of a new hardware platform, the 360 in this case. We knew there were a lot of people curious about the Halo universe, and were going to be curious about it, and we wanted to give them a piece of fiction and a piece of story that could tell them a little bit about the Halo universe without being intimating and without being too gamey. The 2nd half of it was kind of an organic evolution of conversations that we’d had about our live action TV commercials for the big game launches. The fans love those. We made some shorts with Neil Blomkamp and fans loved seeing the Halo universe brought to life. Those two ideas sort of met in the middle and we decided to make a TV show. It was as vague and organic sounding as that sounded.</span></span></p>
<p> </p>
<p> </p>
<p><span style="color:#00ff00;"><strong>After production of Forward Unto Dawn was complete, what was your first reaction to seeing the Halo universe brought to life in such a cinematic way?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">I mean, we had seen it a little bit with working with Neil Blomkamp on the shorts with Peter Jackson back in the day before the movie kind of went away. So I’ve seen this stuff lots and lots of times and it never ceases to amaze me. I think the really interesting thing about this product is that we’ve done all these vignettes and they never had any real narrative content, they were moments. It was like, this is an action moment in the life of a Spartan, or this in action moment in the life of the Warthog as it were. That’s cool and its great to see that stuff, but its not satisfying in terms of having an actual narrative arc. So the exciting for me was really the first day of work with Todd and Aaron Helping, the screenwriters, as we modeled through what the story was going to be and what these characters were going to be, and we started to realize we had this germ of a really amazing story.</span></span></p>
<p> </p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Obviously fans have been hoping for a full length feature Halo film, and Forward Unto Dawn seems like it will certainly scratch that itch, but do you think this will be as close as we will ever get to a full length studio Halo movie?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">No, we obviously own the full rights to Halo as a franchise. There’s really nothing stopping us from doing that other than bandwidth and timing. One day if all the stars align and the right script and the right director and everything is there, then sure we’d absolutely love to do it, but there’s no plans at this time.</span></span></p>
<p> </p>
<p><strong><span style="color:#00ff00;">Spartan Ops has been likened to a TV series. It sounds really unique and exciting. Has it been difficult to approach and plan missions for it that could have possibly been saved for Halo 5 and 6?</span></strong></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">No, in fact one of the really cool things about Spartan Ops is that, you know when you are playing the main Halo campaign, let’s say it takes a player 10 hours to go through, we can’t control the pace of either the narrative or the gameplay experience because 10 hours is too much to expect most people, and there will be people that do it, but you can’t expect most people to sit down and play it for 10 hours. So you can’t really predict the holistic experience, whereas if you are making a movie or TV show, a movie is an easier metaphor, if you are making a movie and its an hour and 45 minutes, you know where the beginning the middle and the end is you can really kind of use music and drama and story to manipulate the viewer’s experience, right? With a video game you can’t really control it to that discreet level of detail. This actually gives us the ability to do that both with the episodes of story that accompany Spartan Ops, but actually also the missions. We knew that we could make a mission, let’s say 15 or 20 minutes long, we know where the lows and highs are going to be in that and we can craft, actually a fairly different type of campaign experience even though its similar to the co-op campaign in the main game, we can actually control the pacing in a much more accurate way. So it does have a really different feel to it</span></span></p>
<p> </p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Let’s talk a little bit about multiplayer. Last week Ragnarok, which is a remake of the fan favorite Valhalla from Halo 3, was revealed. Why was this map chosen and what was the process like for recreating it?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">Valhalla was obviously a fan favorite. It was really suitable for a lot of different elements of the whole Halo sandbox and that’s obviously true of Halo 4. One of the main reasons to pick Valhalla this time was because of the way the Spartans move in Halo 4. Its not a big deal for players in most other video games, but its a big deal for Halo players, is that now every single Spartan has sprint. The weird thing about Valhalla is that even though its quite a long map, once you have sprint it meant we were able to make it really really multipurpose. It totally worked for vehicles, but now it actually works for on-foot combat as well. Of all the remakes that we could have considered it gave us the most flexibility for the most different types of gameplay and that’s the reason it was picked</span></span><span style="color:#ffa500;">.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Nice, I’m really excited for it. Another exciting thing on Ragnarok is the mech, Mantis. How does that work?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">Its very powerful. Its very slow. Like everything in the Halo sandbox its about sort of empowering the player, but keeping things nice and balanced. It is armed with a machine gun, a missile launcher, and a stomp move where you can basically run up to Spartan or a vehicle and stamp on it and destroy it. Of course that’s balanced with it being a lumbering, noisy, mechanical object so its not horrifically overpowered. In fact one of the most satisfying things to do in the game is to carjack the Mantis and yank the occupant out of the little pilot’s wheelhouse.</span></span></p>
<p> </p>
<p> </p>
<p><span style="color:#00ff00;"><strong>When you stomp a vehicle or a Spartan is there a medal you get specifically for that?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">I believe there is actually. I think that we will be revealing the medals in the upcoming weeks, but yeah I believe there is a special something for proficient Mantis users.</span></span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Awesome. Tuesday morning Ryan over at IGN and 343’s Kynan Pearson revealed a new multiplayer map called Abandon. What can you tell us about the map’s location and unique look?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">Oh my god, I do not have a good time on that map at all. Its definitely one my weak points. When maps have a lot of verticality my 42-year-old twitch reflexes get killed. Its like most of the maps set on obviously an alien world. Its overgrown and in ruins. Actually its funny, a lot of the maps that we have in Halo 4 are very new, sterile, clean spaces because its this living Forerunner world so this is one of the rare instances were you are going to things that are really overgrown and sort of decrepit.</span></span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Yeah its got a really unique look from what we’ve seen.</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">Yeah and it works really well for close quarters combat so if you are using things like the Scattershot, there’s loads of ways to surprise people. Its got lots of sort of honeytraps where you think “I’m going to go there” and people can lay in wait for you.</span></span></p>
<p> </p>
<p> </p>
<p><span style="color:#00ff00;"><strong>You may not be able to answer this yet, but what new additions and improvements can we look forward to in Halo 4 and Halo Waypoint in terms of stats tracking and will there be a developer API?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">We aren’t going to expose a developer API at least in the immediate term or at launch. Its definitely something we think about for the future. There will be significant upgrades to all of Waypoint’s current functionality in time for launch and a little bit before.</span></span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>My group of friends and fellow bots here at Big Shiny Robot really got into Bungie Pro and rendering film clips to show off cool things we did. Can we expect a similar feature?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;">W</span><span style="color:#ffa500;"><span style="font-family:cursive;">e will have more information about video rendering and other features of that kind closer to launch. Sorry, I know you hate those kind of answers.</span></span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Can you tell us about a key moment during development that you thought was really cool or interesting?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">You know, its not really a moment, but there was a point where there were literally 9 members of 343 Industries and we were being tasked with taking over the entire Halo universe, we suddenly had this realization that we were going to have to grow from 9 people to almost 300 by the time we shipped. It was sort of terrifying, but maybe in the first couple of interview loops we started to realize something which was that every single person that came to interview for the job was a Halo fan. Of course it makes logical sense, but its not something you are thinking about when you are trying to poach people form AAA studios and trying to bring them to Seattle from different parts of the world. That turned out to not only one of the easiest parts of that challenge, and it wasn’t easy at all let me be clear about that, but it actually gave us some of the best opportunities because for all the people who were Halo fans and knew what made Halo cool and knew what was special about Halo, they had all these techniques and perspectives and abilities that they were able to bring from the other studios and from the projects that actually helped us grow and evolve the game.</span></span></p>
<p> </p>
<p> </p>
<p><span style="color:#00ff00;"><strong>So Halo 4 went gold about a week or so ago, congrats on that by the way, what does it feel like at 343 and how is the team reacting?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">Thank ya. Its weird because there’s a few more parking spaces and people are of course off crunch more or less, but there’s still little segments of team. I mean to your point earlier the Waypoint guys are working on getting the website and the backend stuff ready for launch. We’re still working on Forward Unto Dawn doing final color correction and VFX for the last couple of episodes. We’re doing all of this launch activity and marketing stuff and for some of us we just keep going. I’d like to say there’s a huge sense of relief but not for me, not quite yet. I think the team is really, I think they’re really elated about the project, I think they are rightfully proud of the game. I think that they are really sort of pleased and proud at how they’ve come together as a team and as a family. To grow that quickly, to grow from 9 people to 300 people in 3 years and build a game and come out of that process with what we hope is a great game and a really sort of happy, successful, collaborative culture is way more than we could ever have hoped for when we started this.</span></span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>The sense of camaraderie and team spirit that is gathered from places like Twitter and forums is just really awesome. It seems like everyone is really tight tight-knit there.</strong></span></p>
<p> </p>
<p><span style="font-family:'comic sans ms', cursive;"><span style="color:#FFA500;">Yeah. I think that was part of the process of having to grow so quickly I think actually worked in our favor because you know we had this shared passion and it was all Halo, Halo, Halo. Then of course you get to know each other as colleagues and friends and it seems artificial from the outside but from the inside it felt, it really did feel like family.</span></span></p>
<p> </p>
<p> </p>
<p><span style="color:#00ff00;"><strong>One more question then Arse-bot has one. As a fan of Halo what are you most excited for?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">I honestly, this is no word of a lie, every day I go back to my house and I have a recumbent bike in my basement gym, which is all creepy, and I get on the bike and I play Reach every single night. I play various multiplayer modes. So I’m excited just as I was to move from Halo 3 to Halo: Reach, I’m excited to move from Halo: Reach to Halo 4, and to just get a fresh new multiplayer experience for my workouts. I always burn more calories when I’m losing, because I can’t rage quit really, because I’m on a bike, so the worse I do the more calories I burn, and luckily I’m very bad at the game.</span></span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Tyson: You had kind of touched on this a little bit when we were talking about the map Abandon. My friends which includes Chris who is conducting the interview, and some of the other guys who run our site, we get together, we played Halo: Reach, we played Halo 3, we’re big into hopping online, getting a squad together, and just trying to tear things up. We all have a different style of play. I’m kind of the running gun type, we’ve got friends who hang back and snipe, we’ve got the guys who go for the vehicles. Could you describe your play style? How do you play the game and how would you describe your Halo style?</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">So you actually brought up a really brilliant point about Halo, which is that its not monolithic. I mean obviously you have role players in Counter Strike, but my experience in Counter Strike is that everyone is some sort of genius at killing me. Its a very sort of specific game and game style that you play depending on the mode obviously but there’s always the same feel. Halo players are really not monolithic. They do tend to be role players. I’m great at, I’m not great at a lot of things, but I’m a good driver, and I’m excellent at sneaking and getting flags. Right? I can’t hold a territory, but I can get a flag when a good team is otherwise occupied. Those are my skills. One of the cool things about Halo 4, and I think that people tend to think of the career progression as a way to get more power, but it doesn’t really empower you, what it does is it empowers you to create a player that maps to your style. A good vehicle specialist for example is going to be able to customize his character to be not only better at driving, but to be rewarded for being a good driver. That’s what its really about. Its about customizing your character to suit your style of play, rather than to simply make your character more and more and more powerful as you grow. Its more about about giving your more fine tuned controls over doing the kinds of things that you like to do and we hope that that promotes really interesting dynamic and teamwork. Other than that I’m a pretty decent SWAT player. That’s about it.</span></span></p>
<p> </p>
<p> </p>
<p><strong><span style="color:#00ff00;">*Laughs*</span></strong></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">Again I’m 42 and often we’ll go play MLG players and I think they expect because I work on the game that I’m going to be good, not great, but at least good, and they’re very pleasantly surprised when they absolutely destroy me.</span></span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Tyson: Well you know, we’ve had discussions too about its not always about the win necessarily. Obviously we all love to win, and there’s always some friendly trash talking going on, but sometimes its just about how close the game is. We’ve had talks about this with some of the other first person shooter games how it seems to be really off balance, but with Halo it seems like you guys have really been able to fine tune it to where even if you are losing, you get matched up with a group where its like “Gah, you know we lost but that was an awesome match.”</strong></span></p>
<p> </p>
<p><span style="color:#ffa500;"><span style="font-family:cursive;">Its a combination of the way the game’s interior systems work and TrueSkill and obviously the way matchmaking playlists are split up. But you are right in Halo it tends to never be a complete blowout unless someone on your team quits and that’s one of the reasons we added join-in-progress is to ameliorate that problem and keep those games balanced. You’re absolutely right, I don’t feel bad if we lose 50 to 48, in fact I feel pretty good about that. That’s one of the hard things in game design is that for competitive play to be satisfying, you can’t always win and you can’t always lose so it should really be about how you performed on that day and that moment and that should be where the satisfaction comes in.</span></span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Tyson: I can tell you right now we get a lot of satisfaction from Halo games, and we are huge fans, and we appreciate all the work that you and everyone at 343 has put in. We’re really excited for Halo 4 and we’re looking forward to Forward Unto Dawn as well. We appreciate you taking time out of what I’m sure is a busy schedule to talk to us today.</strong></span></p>
</div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">386</guid><pubDate>Sun, 07 Oct 2012 18:19:56 +0000</pubDate></item><item><title>New Halo 4 Skull Screenshot</title><link>https://www.343industries.org/forum/news/halo-articles/new-halo-4-skull-screenshot-r385/</link><description><![CDATA[
<p></p>
<div style="text-align:center;">
<p></p>
<a href="https://forums.halo.xbox.com/yaf_profile15434.aspx" rel="external nofollow"><em><strong><span style="color:#00ffff;">A 3 Legged Goat</span></strong></em></a><em><strong><span style="color:#00ffff;"> </span></strong></em><em><strong><span style="color:#ff8c00;">on Waypoint posted an in-game pause menu screenshot from the campaign demo. On the bottom of the menu the Halo 4 skulls can be see very faintly. Click to enlarge.</span></strong></em>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffff00;"><strong>Source:</strong></span> </p>
<a href="http://halo4nation.com/news/campaign-skulls-and-gameplay/" rel="external nofollow"><strong><span style="color:#00ffff;">http://halo4nation.com/news/campaign-skulls-and-gameplay/</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p></p>
<p></p>
<div style="text-align:center;"><img alt="xtozf-1024x606.png" src="http://halo4nation.com/wp-content/uploads/2012/10/xtozf-1024x606.png"></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">Iron</span></p>
<p><span style="color:#ffa07a;">Black Eye</span></p>
<p><span style="color:#ffa07a;">Tough Luck</span></p>
<p><span style="color:#ffa07a;">Catch</span></p>
<p><span style="color:#ffa07a;">Fog</span></p>
<p><span style="color:#ffa07a;">Famine</span></p>
<p><span style="color:#ffa07a;">Thunderstorm</span></p>
<p><span style="color:#ffa07a;">Tilt</span></p>
<p><span style="color:#ffa07a;">Mythic</span></p>
<p><span style="color:#ffa07a;">Blind</span></p>
<p><span style="color:#ffa07a;">Cowbell</span></p>
<p><span style="color:#ffa07a;">Grunt Birthday Party</span></p>
<p><span style="color:#ffa07a;">IWHBYD</span> </p>
</div>
<p></p>
</div>
</div></div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">385</guid><pubDate>Sat, 06 Oct 2012 18:14:18 +0000</pubDate></item><item><title><![CDATA[343's Frank O'Connor Talks Halo 4 & Keeping the Franchise Fresh, Says Triple-A Titles Will Never Go Away]]></title><link>https://www.343industries.org/forum/news/halo-articles/34339s-frank-o39connor-talks-halo-4-amp-keeping-the-franchise-fresh-says-triple-a-titles-will-never-go-away-r384/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="486677_10151087283418772_1446687169_n.jpg" src="http://sphotos-b.xx.fbcdn.net/hphotos-ash4/c108.0.403.403/p403x403/486677_10151087283418772_1446687169_n.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><strong><span style="color:#ffff00;">Source:</span></strong><strong> </strong></p>
<a href="http://www.xbox360achievements.org/news/news-13043-343-s-Frank-O-Connor-Talks-Halo-4---Keeping-the-Franchise-Fresh--Says-Triple-A-Titles-Will-Never-Go-Away.html" rel="external nofollow"><strong><span style="color:#00ffff;">http://www.xbox360achievements.org/news/news-13043-343-s-Frank-O-Connor-Talks-Halo-4---Keeping-the-Franchise-Fresh--Says-Triple-A-Titles-Will-Never-Go-Away.html</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><strong><span style="color:#ffff00;">By:</span></strong><strong> </strong><strong><span style="color:#00ffff;">Dan Webb</span></strong></p></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">"In a month's time, literally, 343 Industries' debut Halo outing hits the Xbox 360... and by debut, we mean proper debut.</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">HD remakes don't count. Really."</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">"We caught up with 343's Franchise Development Director, Frank O'Connor, when he was in London recently to talk all things Halo, including the passing of the torch - or the Halo bible, as it's known - the future of triple-A titles, how 343 are keeping the franchise fresh, Spartan Ops and we even touch upon the new bad guy, very briefly. That's not it of course, if we were to sit here and name every talking point, by the time we finish a real-life Halo would probably exist."</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;">Halo 4 is out November 6th worldwide... except Japan, where the game comes out November 8th.</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Video:</strong></span> <a href="http://www.viddler.com/v/be6cfff0?secret=54974750" rel="external nofollow"><span style="color:#00ffff;">http://www.viddler.c...secret=54974750</span></a></p></div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">384</guid><pubDate>Sat, 06 Oct 2012 16:55:06 +0000</pubDate></item><item><title>Halo 4: Forward Unto Dawn&#x2019;s Director Chats Up The Live-Action Series</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-forward-unto-dawn%E2%80%99s-director-chats-up-the-live-action-series-r383/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="Halo-4-Forward-Unto-Dawn_610.jpg" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/haloforwarduntodawn/hendler/Halo-4-Forward-Unto-Dawn_610.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff8c00;"><em><strong>Gameinformer inverviewing Stewart Hendler; the Director for Halo: Forward Unto Dawn.</strong></em></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff0000;"><span style="text-decoration:underline;"><strong>Read below for more details</strong></span></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><strong><span style="color:#ffff00;">Source:</span></strong><strong><span style="color:#00ffff;"> </span></strong></p>
<a href="http://www.gameinformer.com/b/features/archive/2012/10/05/halo-4-forward-unto-dawn-s-director-chats-up-the-live-action-series.aspx" rel="external nofollow"><strong><span style="color:#00ffff;">http://www.gameinformer.com/b/features/archive/2012/10/05/halo-4-forward-unto-dawn-s-director-chats-up-the-live-action-series.aspx</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><img alt="hendler.jpg" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/haloforwarduntodawn/hendler/hendler.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Do you consider yourself a gamer?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">I’ve always been a gamer for Halo. I’m sort of a partisan gamer in that sense. I would be completely lying to you if I said that I was good at anything beyond that. The way that I discovered Halo was that my roommates in college were huge gamers and I really wasn’t. When they got Halo for the first time, that was the one property that kind of sucked me in, and I felt myself spending a lot more time on the couch than with any other ones. So it’s always been my favorite franchise. Over the years I’ve sort of drifted in and out of playing other stuff, but always kept up with Halo, and always kept up with the story world of Halo, which is what I’ve always loved about it. So Halo is my main game.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Working on the Halo series must be a dream come true.</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Oh dude, yeah, for sure. I actually got an e-mail from the producer on the show who was an exec  at Warner Bros. when I did my last project over there. And she basically said, “Hey, I’m doing another web series, it’s for one of the major game franchises. It’s sort of the vein of…” and she listed some of Halo’s direct competitors. “Would you be interested?” I wrote back, “You know, probably not my thing. If you were to say Halo, that would be a different story. Thanks anyway.” And so the phone rang thirty seconds later and she told me what it was. And of course, I dropped everything.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>So you really like Halo. If it were any other video game franchise would you probably have just passed on it?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Yeah. Never say never, but I was just coming out of H+, which is a different web series with Warner Bros. Web series are so much fun to direct but they’re a hell of a lot of work. It’s kind of like guerilla film-making. You’re wearing a lot more hats. So I was at the peak of exhaustion from that when she called, and I was like “Oh dear god, no.” And of course, the magic word came out, and I said “Okay, yeah, for sure.”</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>This is the first time you’re working with a license. Was it intimidating to create something based on a franchise that people already know and love?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Yes and no. In some ways working within that world is super exciting, because it’s built so you can come play in a sandbox that has so much depth and rich characters already established in it. On the flip side of that, there’s a reason why it’s such a big franchise, and that’s because it’s beloved by millions of people. But we also felt a huge sense of responsibility coming into that space and being the first long form live-action to try and bring this stuff to life. So yeah, absolutely, it’s super intimidating and exciting, all rolled up into one.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>How familiar are you with the expanded universe of Halo with the novels, comics, anime, etc.?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">I dabbled in some of it before I got this job. Obviously, now I’m way more caught up than any human being should be. But I had read a couple, and I definitely had the encyclopedia, all that nerdy stuff. The amazing thing about the Halo universe is that it’s so big that I don’t know if there’s ever a limit to what you can find if you want to explore it. They’ve done so much with graphic novels and anime that it’s just immense. They brought me in and they didn’t really have a sense of story, so it was funny because where do you even start in a world that has a timeline that’s like more than 100,000 years long, already filled out? It’s also been horrifying trying to figure out which corner of that universe to focus on and bring to life.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>How different is working on an online web series from working with film or television?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Some stuff is obviously the same. You work with actors, you work with gear, and you put shots together in a certain order, that’s what it is. But the infrastructure and mechanics of the big studios that come with a feature just haven’t been built in a web series yet. So everybody is trying to figure out what the right way to do it is, and there’s a different sense of experimentation and adventure and freedom within the web series space. So from a director’s standpoint you spend a lot of time on a studio feature just managing the machinery of the studio, and dealing with the mechanics it takes to make a movie that big, which are very well entrenched. In a web series, there’s a totally different vibe. From a director’s standpoint, anything goes. You can pitch anything; no idea is too crazy. The sky is the limit, creatively. It’s also tempered with the fact that web series don’t have the budget that movies do yet. It’s a balance, but from my point of view, I’ve spent the last two years doing it, and I’ve had a blast being in this space.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff8c00;"><strong>Read on for Hendler's thought's on 3D, which one of the Halo games is his favorite, and how much freedom he was allowed with the Halo universe.</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><a href="http://www.youtube.com/watch?v=BfJVgXBfSH8&amp;feature=player_embedded" rel="external nofollow">http://www.youtube.com/watch?v=BfJVgXBfSH8&amp;feature=player_embedded</a></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><img alt="halofud_610.jpg" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/haloforwarduntodawn/hendler/halofud_610.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>How much freedom were you allowed within the Halo universe? Were there very rigid guidelines for production?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">It cuts in two directions, because on one hand, the Halo universe is very established and specific. Our task and oath was to uphold all of that, so we wanted to make sure that every detail that already existed in the Halo world was realized as accurately as possible. The Microsoft guys and girls were really cool because they spent a lot of time figuring out who they want to work with and who they want to bring on the team, but once you’re on the team, they put a ton of trust on you. That seems to go down the line through the entire studio on the game side and at that point it belongs on our side. So basically, their edict to us was, “Look, as long as you don’t contradict anything that exists in the universe, you can have a lot of freedom, you can do whatever you want to expand the world outward.” Granted, we were super reverential in making sure that they were happy with everything, but I was frankly shocked. By comparison to working with a studio, here you go in and pitch them an idea or send them a photo saying “Here’s why I love this!” and they say “Yeah! Do it!” It was awesome; it was a really fun experience. On the flip side, we had an entire staff position whose only job was to make sure that everything was authentic. Literally, 12 hours a day for three months, they were just checking and approving that the armor, guns, lore, and dates were all dead-on.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>You guys had to deal with plasma blasts and crazy alien vehicles. Were there any production challenges in replicating the visual style of a science fiction video game?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">The cool thing about the Halo world is it’s epic, it’s huge, it’s grand, it’s everything you’d ever want. The thing that we went into this knowing is that we needed to focus on what live action can do that the game has a harder time doing. The 343 folks and us agreed that live action has the power to connect you to real human faces and to tell stories about characters. So everybody wanted to make sure that that was up front. We definitely delivered on all of the action and pyrotechnics that are required in the Halo world, but we never lost sight of the fact that if we didn’t use this other way to tell a great story and connect people to the characters, then we weren’t doing our job right. So we came in with that vibe, which is really cool. Right off the bat, I pitched them the idea that we try to tell as realistic and authentic a Halo world as possible to counter the fantastic sci-fi of it all. They were awesome about it not having any need for it to look like the game. They didn’t want us to replicate the game experience. They wanted this to be its own thing and to make people feel like they were standing in the room with these characters.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">So from an aesthetics standpoint, that’s what we went in with, that kind of District 9 pseudo-documentary vibe in some ways. But we pretty quickly identified the places where we really needed to focus our resources and absolutely do up to the level of a 100-million-dollar-budget movie. That was definitely the visual effects, the Chief’s suit and the gear of it all. By comparison to our overall budget, we spent a much higher percentage of those elements that we would have otherwise. But in other areas we really tried to be guerilla. The Chief’s suit was done by Legacy down in L.A., which is the top of the top. These guys are the ones who did all of the Avengers suits and Terminator 2. Every cool creature or suit you’ve seen in a movie, those are the guys. This was Master Chief. We wanted to get the best possible thing. For the visual effects, we’re going to top out at just under 500 effect shots. These include fully-realized CG Covenant. Five hundred is a number that’s highly unusual for a web series. A gigantic blockbuster movie would be between 1,500 and 2,000. We’re not there, but we’re creeping up towards a really big show, and we felt like that was important. We actually literally got the last 17 shots in today. It’s definitely been a big part of where our priorities were - to make that stuff look awesome. The live-action stuff shot before this was pretty amazing, so we came in knowing the bar was already set, and that we could at least match it. Hopefully, we sort of took the next step and show people something else.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Did you make sure to demand an early copy of Halo 4 for research?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">I’ve gotten to play it a couple of times. I’m kind of torn on it, because I love the anticipation of waiting and not knowing what I’m going to get when it comes in the mail. I’ve read the script, and I know exactly what happens in it, and we’ve tied our characters into it. On the one hand, I’m like, “this is the coolest job in the world!” and then in the background I’m a little bit sad that I don’t get the surprise of playing the game for the first time. But it’s okay. I do think they’re going to give me a copy though.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Which Halo is your favorite of the ones that have released?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">I like the first one and I like ODST. They’re different, but I just like the look and vibe of ODST, the certain noir vibe of it all. I don’t know; the first one will always kind of have my heart.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>This doesn’t have anything to do with Halo, but in the field of film, how do you feel about 3D? Do you like it?</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">That’s an interesting question. I’m not a huge advocate of 3D. I think it’s interesting. There are very few movies I’ve gone to in 3D that I feel are better for it. I guess I get frustrated because I see a lot of decisions being made from a financial standpoint within the industry based on 3D, and not necessarily based on what’s better for the material at hand. I think I have a pre-loaded knee jerk against it in some ways. When it’s used beautifully like in Avatar or Prometheus, I think it’s cool. But it has to be in the right filmmaker’s hands and it has to suit the material.</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Be sure to keep an eye out as Forward Unto Dawn’s new episodes release week to week for interviews with Daniel Cudmore, the actor playing Master Chief, and Frank O’Connor, the curator of Halo’s universe at 343 Industries.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p><span style="color:#ff8c00;"><strong>Be sure to keep an eye out as Forward Unto Dawn’s new episodes release week to week for interviews with Daniel Cudmore, the actor playing Master Chief, and Frank O’Connor, the curator of Halo’s universe at 343 Industries.</strong></span></p>
]]></description><guid isPermaLink="false">383</guid><pubDate>Sat, 06 Oct 2012 01:51:37 +0000</pubDate></item><item><title>HALO BEHIND-THE-SCENES of Forward Unto Dawn - ETC Extra</title><link>https://www.343industries.org/forum/news/halo-articles/halo-behind-the-scenes-of-forward-unto-dawn-etc-extra-r377/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa500;"><em><strong>Today ETC talks to Stewart Hendler director of Halo Forward Unto Dawn.</strong></em></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ff0000;"><span style="text-decoration:underline;"><strong>Warning: Contains some language</strong></span></span></p>
<p> </p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><a href="http://www.youtube.com/watch?v=f7EYfhAtq_E&amp;feature=g-all-u" rel="external nofollow">http://www.youtube.com/watch?v=f7EYfhAtq_E&amp;feature=g-all-u</a></div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">377</guid><pubDate>Thu, 04 Oct 2012 20:08:18 +0000</pubDate></item><item><title>Halo 4: New map Meltdown Tour</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-new-map-meltdown-tour-r381/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="e32012_halo4_pvp7.jpg" src="https://www.343industries.org/forum/uploads/imageproxy/e32012_halo4_pvp7.jpg.827774e842c940a969a7527b048a0553.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="font-size:18px;"><span style="color:#FFFF00;"><span style="font-family:cursive;">IGN's Ryan McCaffrey and 343i's Kynan Pearson takes us through another tour of another new map "Meltdown". This map is a large map designed for vehicle gameplay and it takes place on a moon. The map has a rocky and snowy enviornment and looks incredibly fun to play.</span></span></span></p></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><span style="font-size:18px;"><span style="font-family:arial, helvetica, sans-serif;">Click the link to begin the tour </span></span></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<a href="http://nl.ign.com/show_videos/56152" rel="external nofollow"><span style="font-size:24px;"><span style="color:#00ffff;">http://nl.ign.com/show_videos/56152</span></span></a>
</div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">381</guid><pubDate>Thu, 04 Oct 2012 20:39:51 +0000</pubDate></item><item><title>Halo 4 Ragnarok Multiplayer Map Walkthrough With 343i</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-ragnarok-multiplayer-map-walkthrough-with-343i-r375/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="468px-Map_ragnarok_halo_4.jpeg" src="http://oyster.ignimgs.com/mediawiki/apis.ign.com/halo-4/thumb/1/19/Map_ragnarok_halo_4.jpeg/468px-Map_ragnarok_halo_4.jpeg"></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff8c00;"><em><strong>IGN doing a walkthrough the map 'Ragnarok' with 343i Kynan Pearson.</strong></em></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><a href="http://www.youtube.com/watch?v=UEIB2txWyeo" rel="external nofollow">http://www.youtube.com/watch?v=UEIB2txWyeo</a></div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">375</guid><pubDate>Thu, 04 Oct 2012 19:33:13 +0000</pubDate></item><item><title>The Halo Bulletin: 10.3.12</title><link>https://www.343industries.org/forum/news/halo-articles/the-halo-bulletin-10312-r374/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><a href="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/sunset.jpg" rel="external nofollow"><img alt="halo4_gold.png" src="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/halo4_gold.png"></a></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff8c00;"><em><strong>BS Angel Talking about Flood (some medals and how to obtain them in this mode), Forward Unto Dawn, the map Abandon and much more!</strong></em></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff0000;"><span style="text-decoration:underline;"><strong>Read below for more details</strong></span></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><strong><span style="color:#ffff00;">Source: </span></strong></p>
<a href="http://blogs.halo.xbox.com/Headlines/post/2012/10/03/The-Halo-Bulletin-10312-.aspx" rel="external nofollow"><strong><span style="color:#00ffff;">http://blogs.halo.xbox.com/Headlines/post/2012/10/03/The-Halo-Bulletin-10312-.aspx</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<a href="http://blogs.halo.xbox.com/post/2012/10/01/Gold-A-Fan-made-Halo-4-Wallpaper.aspx" rel="external nofollow"><strong><span style="color:#00ffff;">Gold Halo 4 wallpaper</span></strong></a><strong><span style="color:#ffa07a;">, made by the amazing </span></strong><strong><span style="color:#00ffff;">minolta1034</span></strong>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">486 days ago at E3 2011, we introduced Halo 4 to the world, lifting the veil on our closely-guarded secret with a heart-pounding trailer featuring the return of the Master Chief.*</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Exactly 365 days later, at E3 2012, we gave media and fans alike their first true taste of the game with a Campaign demo and never-before-seen enemy face. Er, I mean race.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Now the countdown really begins, because Halo 4 launches in a mere 34 days. I measure time in Halo Bulletins and according to my calendar, there are only five left – one of which is this one. Let’s just say the number of topics still left to discuss when compared to the number of Bulletins slated to be published before launch do not match up.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Yes, there’s still a lot you don’t know. What, you didn’t think we’d tell you </span><span style="color:#ffa07a;"><em>everything</em></span><span style="color:#ffa07a;">, did you?...</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Speaking of things you may not know, Halo 4 recently went gold (!!1!one!!1!). Bonnie Ross, General Manager of 343 Industries to some and Lady Boss to others, wrote up her thoughts about both that particular milestone and also the evolution of our studio. You’ll get to read her part-insightful, part-reflective words later in this Bulletin but for now, how about we take a deep dive into a topic we haven’t had a chance to properly discuss yet, like Halo 4’s brand new Flood mode?</span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p> </p>
<p><span style="color:#00ff00;"><strong>Flood</strong></span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><a href="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/flood.jpg" rel="external nofollow"><img alt="flood-2.jpg" src="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/flood-2.jpg"></a></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;">Brand spankin’ new Flood screenshot 1!</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">Flood is the spiritual successor to Infection, a fan-favorite game type from Halo 3 and Reach. Our goal was to recreate it and push the mode to be new and different from previous versions. As both War Games and Spartan Ops fit within the fiction of the UNSC Infinity, we wanted to use Halo fiction in this mode too, which led to us to create the Flood form in Multiplayer. Flood-converted humans are much faster and focus on melee attacks, so they were a natural fit for Infection’s successor.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Halo 4’s Flood mode is a round-based, ten-player game. It is a true asymmetric experience with the added twist of dynamic teams; this really changes things up as each game is different, especially in the incredibly intense and high-action final seconds.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">At the beginning of each round, two players spawn as Flood forms and eight players spawn as Survivors. Survivors are standard Spartans equipped with shotguns and magnums, while Flood move very quickly and can only use a melee attack. When a Survivor gets killed by a Flood, the Survivor will convert and respawn as a Flood. The round ends if a Survivor makes it to 3:00 or if all players are converted to Flood.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">One of the things we concentrated on for War Games was establishing player roles in Multiplayer, so we put a great deal of attention into being the King, Flag carrier, Grif, etc. Being the final Survivor is another role we focused on, and it’s a very intense experience having nine other Flood rush at you. Some (and by some, I of course mean David Ellis) would even say it’s poo-inducing.</span></p>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><a href="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/flood4.jpg" rel="external nofollow"><img alt="flood4-2.jpg" src="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/flood4-2.jpg"></a></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;">Brand spankin’ new Flood screenshot 2!</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">We went through several iterations of tuning settings, mostly around getting the Flood to feel right in the sandbox and making the Flood experience noticeably different than the Survivor experience. To ensure the Flood’s gameplay had a unique feel, we honed in on the following elements:</span></p>
<p> </p>
<p> </p>
<p><span style="color:#00ff00;"><strong>The Flood Character Model</strong></span></p>
<p><span style="color:#ffa07a;">A unique character model for both first and third-person.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>The Claw</strong></span></p>
<p><span style="color:#ffa07a;">A special melee weapon tuned just for the Flood.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Flood Armor Effect</strong></span></p>
<p><span style="color:#ffa07a;">A special effect that trails behind Flood characters.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Flood Screen Effect</strong></span></p>
<p><span style="color:#ffa07a;">A first-person screen effect that shows the haunted view of a Flood.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Dynamic Music</strong></span></p>
<p><span style="color:#ffa07a;">When playing as the Flood or final Survivor, dynamic music plays in the background to intensify the experience.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Flood Gameplay Tuning</strong></span></p>
<p><span style="color:#ffa07a;">Flood move faster, react differently to bullets, and have specially tuned armor abilities, the core of which is an enhanced Flood Thrust Pack.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>The Floodsassination</strong></span></p>
<p><span style="color:#ffa07a;">How could we not?!</span></p>
<p> </p>
<p> </p>
<p><span style="color:#ffa07a;">The biggest challenges when designing this mode were getting the Survivor vs. Flood balance just right, keeping the experience interesting and dynamic (whether it’s two Flood vs. eight Survivors or nine Flood vs. one Survivor), and building a system that made initial-round spawning more consistent. Where we landed, for the lattermost thing in particular is that players will not spawn randomly as Flood or Survivors at the beginning of a match. Instead, your initial spawn is based on previous rounds.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Flood features an exclusive set of medals that can only be earned by playing this particular game mode, and it also has its own set of custom game options. The former is detailed below.</span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#00ff00;">										</span></p>
<p><span style="color:#ff8c00;"><strong>Click here to view the medals and what you have to do to get them:</strong></span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<a href="http://blogs.halo.xbox.com/Headlines/post/2012/10/03/The-Halo-Bulletin-10312-.aspx" rel="external nofollow"><span style="color:#00ffff;">http://blogs.halo.xb...tin-10312-.aspx</span></a><p> </p>
<p> </p>
<p><a href="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/flood3.jpg" rel="external nofollow"><img alt="flood3-2.jpg" src="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/flood3-2.jpg"></a></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;">Brand spankin’ new Flood screenshot 3!</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Here’s a sneak peek of our planned Flood settings for launch.</span></p></div>
<p></p>
<p></p>
<p><span style="color:#00ff00;"><strong>Round Length</strong></span></p>
<p> </p>
<p><span style="color:#ffa07a;">3:00 minutes (Survivor win or all Spartans converted)</span></p>
<p><span style="color:#ffa07a;">• Number of Rounds</span></p>
<p><span style="color:#ffa07a;">- 3</span></p>
<p><span style="color:#ffa07a;">• Players</span></p>
<p><span style="color:#ffa07a;">- 10 Players</span></p>
<p><span style="color:#ffa07a;">o 2 Spawn as Alpha per round</span></p>
<p><span style="color:#ffa07a;">o 8 Spawn as Survivors</span></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">For Lead Designer Kevin Franklin, the best part of the design process has been seeing players who have never tried Infection before try out Flood. The overwhelming sentiment from those players has been that it’s a great high-action, high-intensity experience with tons of close quarter combat and close calls.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">We expect you to tell us what you think, come November 6. </span> <img alt=":)" src="https://www.343industries.org/forum/uploads/emoticons/default_smile.png"></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p> </p>
<p><span style="color:#00ff00;"><strong>Abandon</strong></span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><a href="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/abandon2.png" rel="external nofollow"><span style="color:#00ffff;">https://waypointprod...0/4/abandon.jpg</span></a></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;">Abandon screenshot</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>ABANDON</strong></span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#00ff00;"><strong>DESCRIPTION</strong></span><span style="color:#00ff00;">:</span> <span style="color:#ffa07a;">On the remote world of Erebus VII, at the very edge of human-occupied space, an ONI research facility which was once teaming with researchers now lies eerily vacant. Although the hostility of this world had been initially considered by its team leaders, it is tragically clear that a great many ‘things’ had simply not been taken into account.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Abandon is a mysteriously abandoned ONI research station on a hostile alien planet. Initial surveys of this area were bold and promising, but it quickly became clear that these reports were far more hubris than logic.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">From the start, the theme for this map was constructed around the story of an ONI research team that mysteriously disappeared. We wanted to leave some story breadcrumbs that helped to imply that something dramatic occurred in this location. We wanted the map to make the player wonder, “What the hell happened here?” Unlike most Halo maps, there is a lot of overtly alien strangeness right in the player’s face. The creepiness and storytelling are simple and clear but doesn’t conflict with the game play.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Early on in the development cycle for this map, there was a diverse array of visual ideas and ways to tell the story of this ominous place. Along the way, we had to consolidate this collection into a more concise statement that not only supported the theme but also felt appropriate to the Halo franchise. There was a lot of discussion about how we wanted the environment to feel menacing and forbidding. At one point, the map was a disparate arrangement of flora and fauna and we had to ask the questions, “Does all of this work together?” and “Does all of this support Halo Multiplayer?” When the answers were no, we made the hard call to change direction. Some of our favorite organisms that didn’t make the cut were lovingly known as meat loops, muscle humps, gas sacks, smokers, and momma trees. (Don’t ask).</span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><a href="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/abandonconceptart.jpg" rel="external nofollow"><span style="color:#00ffff;">https://waypointprod...onceptart-2.jpg</span></a></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;">Abandon concept art</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">Abandon had three distinct iterations. The first was the balls-to-the-wall alien greenhouse version. There was a dead monster-like creature on this map that you could use as a ramp, and there was a story that went along with it—something along the lines of: the monster attacked, killed the scientists, and then died from injuries it sustained. There were numerous subplots and supporting elements scattered around the map and in the skybox.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">The next iteration featured smaller animals trapped in containers underneath the map as the reason for the science team’s ‘disappearance,’ and early concepts show that the place was pretty badly assaulted. This version represented the first paring pass that reined the environment into a simpler and more believable statement of the original theme and cropped out some of the unnecessary components (we wanted to get back to what we really liked about the original concept art).</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">The final iteration was an even tighter trimming of things that weren’t needed or weren’t working. The building’s interior looks relatively pristine compared to where it was originally, which is definitely to its advantage from a playability perspective, because it provides a stark difference between inside the structures and the wild flora that grows outside it.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Gameplay-wise, Abandon plays much like the visual theme: claustrophobic and frantic, with danger lurking around every corner. It is a small map with lots of close quarters fighting; however, mid-range and long-range fights can be found in select locations. If you’re a fan of mid-range engagements, stick to the natural side of the map until you pick up your initial ordnance. Then you can go in, guns blazing.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Oh, one last thing about this map. A Halo 4 concept artist wanted me to pass along his recommended strategy: Wear a diaper. Assuming you aren’t already, that is…</span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p> </p>
<p><span style="color:#00ff00;"><strong>Halo 4 Soundtrack Remix Contest</strong></span></p>
</div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p><span style="color:#ffa07a;">If you have a thing for either music or awesome prizes, you definitely want to check out the just-announced-today Halo 4 Soundtrack Remix Contest. The competition starts October 3 and will run through October 29, with prizes awarded to the most original and creative tracks. Participants will have access to samples of </span><span style="color:#ffa07a;"><em>Awakening</em></span><span style="color:#ffa07a;">, </span><span style="color:#ffa07a;"><em>To Galaxy</em></span><span style="color:#ffa07a;">, and </span><span style="color:#ffa07a;"><em>Revival</em></span><span style="color:#ffa07a;"> from the Halo 4 Soundtrack, allowing for a wide range of potential remix styles and musical genres. For full contest submission guidelines and rules, visit: </span><a href="https://halo4remix.com/" rel="external nofollow"><span style="color:#00ffff;">Halo4Remix.com</span></a><span style="color:#ffa07a;">.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Entries will be judged by composer Neil Davidge of Massive Attack, Halo 4 audio director Sotaro Tojima and electronic musicians Sander Van Doorn and CASPA, based on originality, creativity, and musicality. Winners will be announced on November 16.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Prizes for the Halo 4 Fan Remix Contest will vary per region and are subject to change:</strong></span></p>
<p> </p>
<p><span style="color:#ff0000;"><strong>USA</strong></span></p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Grand Prize</span></span></p>
<p><span style="color:#ffa07a;">• Samsung Series 7 Laptop</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Limited Edition Xbox 360 320GB Console</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Trigger Stereo Headset</span></p>
<p><span style="color:#ffa07a;">• Complete Collection of Official Halo Soundtracks</span></p>
<p> </p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">First Prize</span></span></p>
<p><span style="color:#ffa07a;">• Halo 4 Limited Edition Xbox 360 320GB Console</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Trigger Stereo Headset</span></p>
<p><span style="color:#ffa07a;">• Complete Collection of Official Halo Soundtracks</span></p>
<p> </p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Second Prize</span></span></p>
<p>•<span style="color:#ffa07a;"> Halo 4 Trigger Stereo Headset</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Official Soundtrack</span></p>
<p> </p>
<p> </p>
<p><span style="color:#ff0000;"><strong>Canada</strong></span></p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Grand Prize</span></span></p>
<p>• <span style="color:#ffa07a;">Halo 4 Limited Edition Xbox 360 320GB Console</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Trigger Stereo Headset</span></p>
<p><span style="color:#ffa07a;">• Complete Collection of Official Halo Soundtracks</span></p>
<p><span style="color:#ffa07a;">• 12+1 Month Halo 4 Xbox LIVE Gold Membership</span></p>
<p> </p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">First Prize</span></span></p>
<p><span style="color:#ffa07a;">• Halo 4 Limited Edition Xbox 360 320GB Console</span></p>
<p><span style="color:#ffa07a;">• 12+1 Month Halo 4 Xbox LIVE Gold Membership</span></p>
<p> </p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Second Prize</span></span></p>
<p>• <span style="color:#ffa07a;">Xbox 360 Halo 4 Limited Edition Wireless Controller</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Game</span></p>
<p> </p>
<p> </p>
<p><span style="color:#ff0000;"><strong>Mexico</strong></span></p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Grand Prize</span></span></p>
<p>•<span style="color:#ffa07a;"> Halo 4 Limited Edition Xbox 360 320GB Console</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Trigger Stereo Headset</span></p>
<p><span style="color:#ffa07a;">• Complete Collection of Official Halo Soundtracks</span></p>
<p> </p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">First Prize</span></span></p>
<p>•<span style="color:#ffa07a;"> Halo 4 Trigger Stereo Headset</span></p>
<p><span style="color:#ffa07a;">• Complete Collection of Official Halo Soundtracks</span></p>
<p> </p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Second Prize</span></span></p>
<p><span style="color:#ffa07a;">• Halo 4 Trigger Stereo Headset</span></p>
<p> </p>
<p> </p>
<p><span style="color:#ff0000;"><strong>UK, Ireland, Germany, France, Spain, Netherlands</strong></span></p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Grand Prize</span></span><span style="color:#00ff00;"> (1 per market, 6 in total)</span></p>
<p>• <span style="color:#ffa07a;">Samsung Series 5 Laptop</span></p>
<p><span style="color:#ffa07a;">• Samsung 2.1 Wireless Audio Dock</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Limited Edition Xbox 360 320GB Console</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Trigger Stereo Headset</span></p>
<p><span style="color:#ffa07a;">• Complete Collection of Official Halo Soundtracks</span></p>
<p> </p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Runner Up Prize</span></span><span style="color:#00ff00;"> (1 per market, 6 in total)</span></p>
<p>• <span style="color:#ffa07a;">Halo 4 Limited Edition Xbox 360 320GB Console</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Trigger Stereo Headset</span></p>
<p><span style="color:#ffa07a;">• Complete Collection of Official Halo Soundtracks</span></p>
<p> </p>
<p> </p>
<p><span style="color:#ff0000;"><strong>Australia</strong></span></p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Grand Prize</span></span></p>
<p>• <span style="color:#ffa07a;">Halo 4 Limited Edition Xbox 360 320GB Console</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Trigger Stereo Headset</span></p>
<p><span style="color:#ffa07a;">• Complete Collection of Official Halo Soundtracks</span></p>
<p><span style="color:#ffa07a;">• 12+1 Month Halo 4 Xbox LIVE Gold Membership</span></p>
<p> </p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">First Prize</span></span></p>
<p>• <span style="color:#00ff00;">Halo 4 Limited Edition Xbox 360 320GB Console</span></p>
<p><span style="color:#00ff00;">• 12+1 Month Halo 4 Xbox LIVE Gold Membership</span></p>
<p> </p>
<p><span style="color:#00ff00;"><span style="text-decoration:underline;">Second Prize</span></span></p>
<p>• <span style="color:#ffa07a;">Xbox 360 Halo 4 Limited Edition Wireless Controller</span></p>
<p><span style="color:#ffa07a;">• Halo 4 Game</span></p>
<p> </p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p> </p>
<p><span style="color:#00ff00;"><strong>Halo 4: Forward Unto Dawn</strong></span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><a href="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/chief.png" rel="external nofollow"><span style="color:#00ffff;">https://waypointprod...duntodawn-2.jpg</span></a></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffa07a;">We’ve been counting down the days to Halo 4: Forward Unto Dawn with a</span><span style="color:#00ffff;"> </span><a href="http://halo.xbox.com/halo4/en-US#!an-epic-universe/forward-unto-dawn/ed5290c3-ee41-470a-8d2b-af648bfab195" rel="external nofollow"><span style="color:#00ffff;">series of short vignettes</span></a><span style="color:#ffa07a;">. That time is over though, because the live-action digital series that takes you back to the beginning of the human and Covenant war, leading into the events of Halo 4 starts on Friday.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Yes, I’m talking about this Friday. The Friday that is only two days away…</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">The first episode is just the beginning of this story and like any good story, it has to introduce the world and the characters to you in the right way before we get to the blowing shi – er stuff – up. This series is about great characters as well as great big explosions, so settle in for the whole ride…there will be plenty of all of the above to go around.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">There are some hints in Part I about important ideas in Halo’s future, so if you’ve been paying attention for a while, there’s a lot in there for your eyes only. That said, this show has also been created to help introduce many fans to the fiction of the universe (there are lots of people who don’t follow every date and character detail in the books or even the main Campaign stories – blasphemy, I know) and answers to questions like “So how did this galaxy-spanning war with a mysterious alien collective kick off, anyway?”</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">We hope you love it, and we hope it’s as exciting a part of the big ramp-up to Halo 4 as we meant it to be!</span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p> </p>
<p><span style="color:#00ff00;"><strong>Office of Halo Intelligence: Part 11</strong></span></p>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><a href="https://waypointprod.blob.core.windows.net/blogfilestore/storage/blogs/headlines/2012/10/4/ohi_wallpaper.jpg" rel="external nofollow"><span style="color:#00ffff;">https://waypointprod...wallpaper-2.jpg</span></a></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Bonnie Ross, General Manager for 343 Industries, has been with the studio since the beginning. Her insight, especially as it relates to the journey that was the development of Halo 4, provides a unique perspective on both the completion of our first full title and also the changes the studio has seen since its conception. Enjoy the words from someone who has an intimate relationship with both our game and the people that comprise our studio.</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p> </p>
<p><span style="color:#00ff00;"><strong>34(3) days… and counting</strong></span></p>
<p> </p>
<p><span style="color:#ffa07a;">Jessica asked me to write a section about us hitting gold last week. When we all celebrated last Thursday night, there was joy, relief, and pride. There was celebratory drinking, and champagne was poured on people’s heads, but mainly there was a lot of reminiscing about the path we took over the last few years. So I figured I’d write about that journey to the gold (disc) at the end of the Halo 4 rainbow.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Along that journey, it is easy to be critical, even overly critical of every move and every mistake. When you get to the end, something washes over you (could be champagne over the head from a fellow 343er, Josh) that makes you look back at the journey with a little more forgiveness, Vaseline on the lens, maybe even a little regret that this part of our journey is over.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;"><strong>Year of the Forerunner</strong></span><span style="color:#ffa07a;">: In 2008, we weren’t working on Halo 4 yet because Bungie was working on ODST and Reach. So as a small 343 team, we had the luxury of a year to just think about the universe and the technology. Where did we want to go next? We had controversial discussions about the Forerunners and their origins. Should they always be a mystery or should we open up that Pandora’s Box? As you already know, we opened that box and Frank and the team set to help define the future fiction, the Forerunner backstory and characters that would ultimately become the Prometheans, the Didact and other inhabitants of Halo 4.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">While we weren’t thinking about the exact Halo 4 story back then, we were working on high-level themes for Halo 4 and the overall saga. We were thinking about Chief and Cortana, and we were thinking about new enemies and new threats, specifically Forerunner in nature. We chose the acclaimed science fiction novelist Greg Bear to write a trilogy dealing with elements of that story. As Greg’s first novel in that trilogy came out in 2010, he had a lot of questions before we had answers: what did the Prometheans look like? What did the living, breathing Forerunner civilization feel like? So between 2008 and 2010 our artists, designers, and writers met repeatedly with Bear to give him character sketches, talk about physics, shapes and characters that would ultimately take their first tentative steps in his book before coming to life on Requiem.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Ghetto Halo</strong></span><span style="color:#ffa07a;">: In the middle of 2009, we started working on the real design of Halo 4 and the not inconsiderable task of staffing it. Our rapidly growing team was crammed in a really small section of this building in Redmond Town Center (a mall). We were sitting two to three people in closet-sized offices meant for one, or camping out on the couch in the hallway.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">When people came onboard or interviewed, we would routinely get the comment, “Wow, really, this is Halo? I would think you guys would work in a better space than this.” We pretended like we wanted it to be that way – so uncool that it was cool, but in reality we were Halo wannabes and our company knew it and treated us as such. That all changed with the unsanitary sacrifice of our office savior Kenneth Scott.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Kenneth, who fell for the “this space is just temporary while our real space is under repair” line during the interview process, joined our team as the Art Director. When the reality of the bad space set in, Kenneth started doing phone interviews for potential candidates in the hallway because there were no private meeting spaces. When it got too noisy in hallway, Kenneth moved his office to the men’s bathroom instituting a do not flush policy during phone interviews. Some of our best talent was recruited from the men’s bathroom. It was my own wailing and lamentation over Kenneth’s bathroom interviews that finally got my manager to approve us moving to a new space.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">When we moved into a much improved space, we started working on the Halo 4 prototype. How do you prototype Halo when you’ve never even built Halo before? Halo is already a beautifully balanced sandbox and we wanted to add more toys – and maybe some more sand. As a new team, we were in an awkward and unfortunate situation in that not only did we need to prototype how to take Halo forward; we needed to figure out how to build Halo in the first place.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Halo?</strong></span><span style="color:#00ff00;"> </span><span style="color:#ffa07a;">In 2010 we started working on what we call “vertical slice” which is really just a representative section of how we imagine the final game will look, feel and play. Going through that prototype process, we made the obvious decision that before we could add new things to the Halo recipe, we first needed to fully understand the existing ingredients. Could we make a level that feels and plays like Halo? Could this team build Halo?</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Typically with a vertical slice, you’re supposed to showcase the graphical art bar as well as a segment of gameplay. Our artists were working on a lot of art, but in 2010, David Berger and the development team were in the beginning of overhauling the engine so that in the future our artists could get their art in the game without compromising their vision.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">For the vertical slice, the mission we chose to build was part of our second mission, Requiem. We submitted it to our user research testing and it tested well. Users thought it was Halo, and they liked it. We at 343, as small a step as that was, celebrated a great milestone – and a kind of game design Hippocratic Oath:“First, do no harm.”</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">When Kiki and the team presented the slice to the execs, it was met with straight faces with people saying this just looks like Halo, this just plays like Halo. “Yeah, I know”, I replied proudly, “Isn’t that great? 343 can build Halo, this is </span><span style="color:#ffa07a;"><em>huge</em></span><span style="color:#ffa07a;">.” The execs sat with straight faces repeating, “This just plays like Halo.” I walked my team from the room. “Was that good or bad?”, Kiki asked. “Um, good. I think they ate something bad for lunch.”</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">To be fair to the execs, they didn’t want to see the inside of the sausage making factory, they just wanted to know this team could not only build Halo, but take Halo forward. They wanted to see the “Wow.”</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">It was kind of a crazy time in the studio as we had a bunch of “wow” on paper, but really nothing in the game yet. Coming out of vertical slice, the team heard the message that it wasn’t enough. While it was in the plan to take that “wow” from paper to game, we were just getting started. Bungie wasn’t built in a day, and neither was 343.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Year of the Wow</strong></span><span style="color:#ffa07a;">: In my opinion, 2011 was our hardest year. The team might argue that 2012 was the toughest, as people put in such long days and endless weekends. But in 2012, we knew what we were building and the stress came from wondering if we would we have enough time to get everything we wanted into the game. In 2011, we knew the game we wanted to build, but the “wow” and the magic was slow in coming together. Josh and the team had their design work cut out for them. In 2011, the focus was sandbox.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">As you know, Halo has had (mostly) the same enemies in the sandbox for the last 10 years. For Halo 4, we had new enemies, new weapons, and new vehicles all ready to go into the sandbox. But as you also know, Halo’s sandbox is delicately balanced, so adding new stuff while ensuring it’s fun and properly thought-out, is easier said than done.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">For the first part of 2011 the fun wasn’t coming together. Then one magical day, I think it was sunny (a statistical anomaly in Seattle), Josh wandered over to me with a gleam in his eye – and explained that he’d just got done playing for a few hours and it was fun, it was really fun, and he thought we had it.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">And so it happened. Over the next few months the game started to come together. Daily playtests went from Chris and the producer team begging for players to people vying for an empty seat every day at 4:00.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">There is never a specific date when you exit preproduction as different areas move out of preproduction early and others later. But in Fall of 2011, every part was out of preproduction and into full production. We could play through the entire game, and for the most part it was fun. We had one mission, Dawn, where Kenneth, Neill and the art team had set their visual target and polished it to a glittering finish, and it was beautiful. The multiplayer maps were fun, the new modes were fun. Spartan Ops was starting to come together.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">In Fall of 2011, we could see the light even after we recovered from our exit from preproduction party.</span></p>
<p> </p>
<p><span style="color:#00ff00;"><strong>Year of the Dragon</strong></span><span style="color:#ffa07a;">: 2012 was a very long work week that never ended. In January of 2012 we had all of the pieces of the game in some form of done or undone, and all that was left was the long hours to put all of the pieces together and polish the game to perfection. Or as close to it as time and physics permitted.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">From February on, there would be something new to look at or play every week. The cinematics team started dropping in all of their work and the story came to life. Every time you played the game it was new, different and better. It was a pretty amazing time to be part of 343, part of Halo 4. Everyone on the team worked incredibly long hours – basically for the entire year of 2012. Phil Spencer, the VP of Microsoft Studios told me our building smelled like human. Good human, I’m sure.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">In one of the take-home tests where we were supposed to play Campaign Co-op, I played the first three missions with business guy Matt. Matt wanted to explore and ensure we looked at every inch of the first three missions. It took us hours and hours to trek through three missions playing Co-op on Normal.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">I’ve explored every rock, plant, structure, vehicle, and vista in the first three missions. At one point in Requiem, Matt called for me to come over and look at this amazing view (literally a Sparth concept piece brought to life), and as we stood together looking over the edge, I had flashbacks of childhood family vacation pictures at the Grand Canyon – it was that awe-inspiringly beautiful. Of course, the Grand Canyon isn’t filled with inverted megastructures made of massy hardlight, but you get the idea. In between vista viewings, we also shot a few things.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">Last week before we hit gold, I was playing a Spartan Ops take-home on Legendary (so not a Legendary player, for the record). I got in a mission with Tajeen, Kiki, and artist Chris. In between expletives from getting annihilated by another pack of alien scum bearing Fuel Rod Canons, I found myself laughing giddily, waiting to respawn into some impossible new situation to “help” my team. It was fun, it was invigorating, and you could almost see the gold through the plasma mortars.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">I started this journey with huge passion for Halo, and that hasn’t changed. I ended this journey with huge passion and respect for 343 and our people. Halo 4 is a result of the energy, blood, sweat, tears and the distinct human smell of the people at 343. At the end of the day, at the end of the year, at the end of the journey, it is about the people, the team. It has been an honor to work alongside such an amazingly talented and passionate group of people.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">So is this the end of the journey, or is it just the beginning? I hope it is the beginning for us at 343. I hope we did the fans proud.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">No regrets, but sentimental.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">There is no crying in Halo, but I dare you not to by the time the credits roll. Thank you for bearing with us. Thank you for letting us try our hardest. I hope we earn it.</span></p>
<p><span style="color:#ffa07a;"> </span></p>
<p><span style="color:#ffa07a;">b</span></p>
</div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p> </p>
<p><span style="color:#ffa07a;">There is no possible way I can end this on a better note than Bonnie, so I do believe that is my cue to wrap this sucker up. Try your hand at the remix contest, check out the first episode of Halo 4: Forward Unto Dawn this Friday, and I’ll see you here next week, same time, same place, but with new stuff to talk about. Until then…</span></p>
</div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">374</guid><pubDate>Thu, 04 Oct 2012 12:05:01 +0000</pubDate></item><item><title>Halo 4 Campaign Hands-On Preview - The Hardest Halo Yet?</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-campaign-hands-on-preview-the-hardest-halo-yet-r373/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="halo4-3.jpg" src="https://www.343industries.org/forum/uploads/imageproxy/halo4-3.jpg.46a97ce3914ce4a5f44316f650fa5533.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ff8c00;"><em><strong>Dan Webb gives us a hands on preview of Halo 4's campaign. Spoilers ahead, turn away now if you don't want anything revealed. Enjoy for those that do! </strong></em></span></p>
<img alt=":yay:" src="https://www.343industries.org/forum/uploads/emoticons/default_yay.gif">
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#ffff00;"><strong>Source:</strong></span> </p>
<a href="http://www.xbox360achievements.org/news/news-13009-Halo-4-Campaign-Hands-On-Preview---The-Hardest-Halo-Yet--Me-Thinks-So-.html" rel="external nofollow"><strong><span style="color:#00ffff;">http://www.xbox360achievements.org/news/news-13009-Halo-4-Campaign-Hands-On-Preview---The-Hardest-Halo-Yet--Me-Thinks-So-.html</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ff0000;"><span style="text-decoration:underline;"><strong>Read below for more details</strong></span></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>(Note that i am quoting him)</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p></p>
<div style="text-align:center;"><div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> <span style="color:#ffa07a;">"Before I go on further, let me start by clarifying a few things: I have completed Halo 1, Halo 2, Halo 3, Halo: ODST and Halo Reach, all on legendary and all on my lonesome. Despite all of that Halo experience, upon going hands-on with Halo 4, one thing struck us about the title and that was how hard it's shaping up to be. And we only played it on normal difficulty as well!</span></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">If you ask 343 Industries' Frank O'Connor, he'll tell you that's because of the new enemies and us not being used to their nuances just yet. If you ask us, we'll agree somewhat, but we'll probably tell you that it's because the AI of the new enemies is pretty damn relentless and will not let up until the big MC is in a body bag. No more hiding behind a rock to let that shield regenerate, folks! And before you say “being hard isn't a bad thing,” you’re right. It's just the one thing that really struck us about 343's foray into the latest Master Chief tale. That's not to say we died a lot during our hands-on either, it’s to say that we had to think a little more about our surroundings and our tactics. Let me elaborate…</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<img alt="med_halo4-eW8xx.jpg" src="http://www.xbox360achievements.org/images/screenshots/1975/med_halo4-eW8xx.jpg">
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Taking place 4 years, 7 months and 10 days – yes, we like to be precise – after the events of Halo 3, Halo 4 picks up</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">exactly where our gruff hero finished the fight: in stasis in a giant test tube aboard the Forward Unto Dawn frigate. With a surge of activity on the UNSC light-frigate, Chief's trusty sidekick Cortana, fresh with a more accentuated chest and curvaceous figure - she must have had a hardware upgrade, if you know what I mean! - is forced into bringing the Chief back into action.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">"Wake me when you need me," the Chief once said… “Wake up, Chief, I need you!” harps Cortana in the opening few minutes of the game.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Much like the opening sequences of Halo 1, Halo 4 sees Master Chief fight his way through the mechanical inner workings of a floating death trap, in this instance, the UNSC Forward Unto Dawn. With the Covenant invading and docking the ship, Chief naturally questions the presence of them following the armistice between the two races. A lot can happen in 20 years, but these aren't your typical Covenant bunch, and the fact that they don’t recognise Chief poses more questions than it answers. This new crop of alien scum are more aggressive, a tad more raw, a little dumber and more impatient. These aren’t the organised foes we’re used to.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">The first chapter sees you, very nostalgically, cleaning out docking bays, kicking grunt and Elite ass, unjamming blast doors, hitting switches…you know, the usual Halo stuff. That’s where everything changed for us. Sure, the opening chapter is that classic Halo experience, but jumping forward to chapter 3, it's abundantly clear how new an experience 343's first proper outing truly is.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<img alt="med_halo4-sp-sept-10.jpg" src="http://www.xbox360achievements.org/images/screenshots/1975/med_halo4-sp-sept-10.jpg">
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Chapter 3 sees us head to the core of Requiem, a supposed Forerunner planet, as the Chief is tasked with shutting down a series of pylons to save the UNSC Infinity from its impending doom. First things first, the level is absolutely huge and takes well over an hour to complete and is a good example of the “Promethean sandbox,” as 343 is calling it. It’s broken down into multiple stages: stage one, take out the first pylon; stage two, take out the second pylon; stage three, head to the relay satellite. While the two largely similar stages have the same objective, 343 has managed to keep them both rather fresh. The first pylon, for instance, focuses largely on on-foot sections, while the second pylon throws vehicles – mainly Ghosts and Banshees – into the mix.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">This is, of course, our first real experience of combat situations with the Prometheans, and it’s where our insinuation that this could potentially be the hardest Halo yet comes into its own. The first of the creatures we come up against are the metallic, savage, dog-like beasts, the Promethean Crawlers, who can not only fire at long-range, but are relentless at short range too. They often work together in packs and look to give you no respite. That means when you want to hide behind something to restore your field, they’ll often come and find you to spoil the party. Then there’s the Promethean Knights, who are effectively Elite-style Prometheans with heavy armour and lots of firepower. If that wasn’t bad enough, you’ll find the floating Promethean Watchers protecting them, sentinel-like beasts who can summon Crawlers, repair and protect Knights, and more annoyingly, when they’re close to death they fly off to repair themselves before getting back into the thick of battle. Combine all three of those together and it can get a tad tricky. Yes, even on normal.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">The fact that you’re in a three-way war of sorts can make the gameplay a little easier at times though and definitely poses more questions: why are the Covenant going after the relay? Why are these other two races at war with one another? And so on. The fact that the Covenant will engage in full-out war with the Prometheans allows the Chief to apply a few more tactics on the field – for instance, letting them wipe each other out, or at least thin each other out, is a good tactic, but sneaking round and assassinating the more powerful Promethean Knights from behind is an even better solution. Plus, the assassination animations of taking down a Knight is something to behold and soak up. Brilliant and brutal.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p></p>
<img alt="med_halo4-RZJyQ.jpg" src="http://www.xbox360achievements.org/images/screenshots/1975/med_halo4-RZJyQ.jpg">
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Then there’s the Promethean arsenal; a selection of weapons that easily have some of the best reload animations of any guns and rifles in the history of video games – they were that impressive that after we’d cleared the area of immediate danger, we’d fire them and reload just to marvel at their sheer awesomeness. In essence, the Promethean range of weapons have human and Covenant counterparts they can be likened to and are obviously rather similar to. The Boltshot is like the ******* child of a magnum and plasma pistol, with a powerful charge as a secondary fire mode. The Suppressor is a more fierce and erratic UNSC assault rifle. The Light Rifle is essentially a burst-fire sniper rifle. Like any Halo weapon, they all have their time and place to be used and they’ll definitely take the place of many of the Halo world stalwarts.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">One of the more concerning aspects of the sandbox is the lack of signposts though. There’s usually a lot to do in these sections, whether it’s to take out three shield cores or make your way through heavily populated and wide-open areas to the pylon itself, so the fact that the signposts are a little lacking at times is quite disconcerting. Funnily enough, we got there eventually without them anyway. We’re not sure how though.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">Reaching the final stage of the level also introduced the game’s antagonist: a huge, grotesque Forerunner beast, who is also the commander of the Prometheans. His introduction is fairly startling, as he has the verbose and hyperbolic crazy-man chatter that is synonymous with all good super villains and he’s a huge monstrous figure… In short, he’s the perfect Halo antagonist. Better than that floating octopus, anyway.</span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#ffa07a;">If I'm being perfectly honest though, the Halo story hasn't been as gripping since the mighty tin can, also known as Master Chief, left the franchise either. ODST failed to make us care for the characters we were meant to be saving; and Reach... well, we all knew the bloody ending before it started, which makes it hard to care for that rag tag squadron of Spartans who are all going to see their final day while we're at the controller. No matter how much we wanted to, it was a big ask from Bungie. I mention this for the simple fact that Halo 4 doesn't have the most engaging of starts, but come the end of chapter 3 you'll be on the edge of your seat hankering to see where this new tale is going to take you. No spoilers here folks, but let's just say that the new villain's appearance, some startling revelations and Master Chief's ascension to the planet's surface perfectly sets up what is surely shaping up to be an epic Halo experience this November. Seriously." </span></p></div>
<p></p>
</div>
</div></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#00ff00;"><strong>Halo 4 is scheduled for a November 6th release.</strong></span></p></div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">373</guid><pubDate>Thu, 04 Oct 2012 03:16:00 +0000</pubDate></item><item><title>NEW Kiki Wolfkill interview - G4 - SPOILERS!!!</title><link>https://www.343industries.org/forum/news/halo-articles/new-kiki-wolfkill-interview-g4-spoilers333333-r372/</link><description><![CDATA[
<p>Caution the following link will take you to a video that contains Campaign Spoilers. I will ask you nicely. DO NOT TALK ABOUT THEM HERE. THIS IS PURELY INFORMATIONAL.</p>
<p> </p>
<p><a href="http://www.g4tv.com/videos/61062/halo-4-x-play-preview-exclusive/" rel="external nofollow">http://www.g4tv.com/videos/61062/halo-4-x-play-preview-exclusive/</a></p>
]]></description><guid isPermaLink="false">372</guid><pubDate>Thu, 04 Oct 2012 00:27:45 +0000</pubDate></item><item><title>Halo 4 OST Remix Competition - Fun and Prizes</title><link>https://www.343industries.org/forum/news/halo-articles/halo-4-ost-remix-competition-fun-and-prizes-r371/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><img alt="Halo4headset610.jpg" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/halo4/Halo4headset610.jpg"></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#FF8C00;"><em><strong>Microsoft announced a competition to shape your own tracks to be judged by Neil Davidge and Sotaro Tojima.</strong></em></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#FF0000;"><span style="text-decoration:underline;"><strong>Read below for more details</strong></span></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><strong><span style="color:#FFFF00;">From:</span></strong><strong> </strong></p>
<a href="http://www.gameinformer.com/b/news/archive/2012/10/03/remix-halo-4-music-for-fun-and-prizes.aspx" rel="external nofollow"><strong><span style="color:#00FFFF;">http://www.gameinformer.com/b/news/archive/2012/10/03/remix-halo-4-music-for-fun-and-prizes.aspx</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><strong><span style="color:#FFFF00;">By: </span></strong></p>
<a href="http://www.gameinformer.com/members/GIMiller/default.aspx" rel="external nofollow"><strong><span style="color:#00FFFF;">Matt Miller</span></strong></a>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#FFA07A;">A cool new contest gives aspiring musicians the chance to shape their own tunes out of Halo 4’s striking new tracks.</span></p></div>
<p></p>
<p></p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#FFA07A;">The Halo 4 soundtrack remix contest is set to run from October 3 (today) through October 29. Participants can utilize samples from the tracks called</span><span style="color:#00FFFF;"> </span></p>
<a href="http://soundcloud.com/neil-davidge/01-awakening-mp3/s-fINhU" rel="external nofollow"><span style="color:#00FFFF;">Awakening</span></a><span style="color:#FFA07A;">, </span><a href="http://soundcloud.com/neil-davidge/to-galaxy/s-C4w8n" rel="external nofollow"><span style="color:#00FFFF;">To Galaxy</span></a><span style="color:#FFA07A;">, and </span><a href="http://soundcloud.com/neil-davidge/nemesis/s-IXQkp" rel="external nofollow"><span style="color:#00FFFF;">Nemesis</span></a><span style="color:#FFA07A;"> and combine them in any way they see fit to create new remixes. </span>
</div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><span style="color:#FFA07A;">Submitted tracks will be judged by composer Neil Davidge, audio director Sotaro Tojima, and musicians Sander Van Doorn and CASPA, and winners will be revealed on November 16. </span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;">
<p><span style="color:#FFA07A;">Prizes vary be region, but in the United States, you can look forward to potential winnings like a Samsung Series 7 laptop, a limited edition Halo 4 Xbox 360, and a complete collection of Halo soundtracks. For full details about the prizes and the wider contest, check out the</span><span style="color:#00FFFF;"> </span></p>
<a href="https://halo4remix.com/" rel="external nofollow"><span style="color:#00FFFF;">Halo 4 Remix page</span></a><span style="color:#FFA07A;">. </span>
</div>
<p></p>
<p></p>
]]></description><guid isPermaLink="false">371</guid><pubDate>Thu, 04 Oct 2012 00:25:31 +0000</pubDate></item></channel></rss>
