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Adam91

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Everything posted by Adam91

  1. I personally don't think its mendicant bias but have a look and give your own theories, it's fun to discuss these things Here are his thoughts on it "I can't decide whether this was intended to tease or satiate the fans who had been getting particularly rabid over the lack of Halo 4 news. It's an inspiring video and I'd love to take them up on their offer at some point in the future." "Take a look:" http://www.youtube.com/watch?feature=player_embedded&v=sXs2SdH8WSg "Analysis after the jump." "At 00:35 we see a time-lapse of the office with someone playing Halo 4 in the bottom left corner of the screen. Plywood and Kibbles over on NeoGaf giffed it up for us to take a closer look. Click the image for the whole animation:" "The time-lapse makes it very difficult to draw much from this, but there's certainly an Assault Rifle there." "The shape of the thing on the left here looks bipedal, an elite perhaps, but the colours look more Forerunner.." "There's a few frames showing a glowing circle with metallic surround moving around in front of Chief.'s face. Looks like a monitor.. Mendicant Bias, maybe?"
  2. I just noticed this article was released a few weeks ago but still have a read throught it if you havnt already. It's weird to think that it's been five whole years since we've been treated to a new Halo adventure starring Master Chief (Halo CE Anniversary notwithstanding). In that time we've taken control of Orbital Drop Shock Troopers in Halo: ODST and the doomed Noble Team in Halo: Reach, but it's been a long time since we've gotten behind the helmet of John-117 himself. A lot has definitely happened in that time as far as the Halo universe goes. Behind the scenes, a sea change of sorts happened, as Bungie wrapped up their developmental involvement in the series (which they've spearheaded since the beginning), and the reins were handed off to the team at 343 Industries, composed of more than a few vets of the Halo series. The franchise was definitely not on shaky ground at all, but there were some questions as to how Halo 4 would feel without Bungie at the helm. IGN Rewind Theater: Halo 4 First Look Last week, we got a new look at what we'd be able to expect from Halo 4, and the results have come a long way from when we last saw it. Halo 4 will offer a more sophisticated and darker tone than the previous games in the series, and will feature a new as-of-yet-unrevealed new enemy threat. The team stated that Halo 4 would also take some strides to humanize Master Chief, although they kept the specific details on the story execution mum. What we were allowed to see was a brief look at two new multiplayer maps featured in Halo 4. Wraparound was a vertical map which appeared to take place in the clouds and the second map, Warhouse, was a military base with a giant mech set in the very center. Each map had more of an intimate and less open feel to it, which will undoubtedly result in some high kill counts and frantically paced shootouts. You'll also be using a new brand of Spartan in multiplayer, the Spartan IV, a sleeker and faster model than the Master Chief. The customization features that the Halo franchise has been known for will be built upon, and 343 Industries also revealed that Halo 4's multiplayer element would somehow tie into the game's story, but wouldn't elaborate further on either. Graphically, the engine in Halo 4 has come a long way. Master Chief's character model looks quite a bit more detailed than he did in Halo 3, and the lighting effects really seem to pop on his armor. Environments also boasted the same vastly improved lighting details, and even though we weren't given an in-depth look of Halo 4 in action, we could tell that it will be a leaps and bounds improvement for the series. Details on Halo 4 are still pretty scarce, and we're still waiting for a greater look at the gameplay itself. However, knowing a bit more now than we did about 343 Industries' take on the franchise, we can safely assume that Master Chief's in good hands.
  3. do you study or work with video games because you really seem to know your stuff.
  4. did Neil Davidge Create the music for the halo 4 teaser trailer and the directors cut?

  5. did Neil Davidge Create the music for the halo 4 teaser trailer and the directors cut?

  6. did Neil Davidge Create the music for the halo 4 teaser trailer and the directors cut?

  7. i will be going, i will be getting it about 5-8 hours before a lot of you, MWAH HAHA! lol jk i wont rub it in.
  8. shows us some moves frankie http://theuglydance.com/?v=cgkrzhwlyx
  9. just out of curiosity except for frank o'connor who from 343 industries are ex bungie employees

  10. umm,, ok i didnt know i was able to preform an assassination by holding the bumper button, i thought assassination came up randon when doing a melee, i know its pathetic i didnt know that

    1.  Twam

      Twam

      lolz i remember realizing exactly that though it was much closer to reaches release date.

    2. Adam91

      Adam91

      i should be ashamed of myself

    3. Anarchy

      Anarchy

      lol, thats what i thoguht once to then i was like whoa...

  11. Just want to let you know i could only provide the images through links, it would'nt allow me to post them. What Are We Up To? Jessica is out. At a shoot, hanging out with famous Halo and non-Halo people, including actors and actresses you’re all very fond of. And some you’ve never heard of. The answer to the question, “What Are We Up To?” is pretty long, so here we go. We’re making a lot of stuff. Right now, we’re finishing work on Karen Traviss’ novel, The Thursday War, including tightening up the graphics on the cover and dotting some Is and crossing some Ts on last-minute fiction edits. I say “we” when in fact it’s mostly Karen doing the actual hard work and the publisher Tor implementing and assisting with changes and copyediting. And at the same time as all that, we’re deep into Greg’s third book in the Forerunner Trilogy. I was tempted to type last, but I just can’t bring myself to. And I don’t see any reason why we would want to stop working with Greg, so I ain’t saying it and you can’t make me! We actually had Greg in last week to listen to some music, look at some graphics, including in-game graphics, to make sure they line up appropriately with his vision, and vice versa. When we made the decision three or more years ago to start making sure that every piece of Halo fiction counted and connected, we knew it was going to be a lot of work, but it’s paying off. The connections, ties, and presaging that the books incorporate will make for some stunning resonances and revelations for hardcore digesters of external fiction. For those who don’t follow the novels and other fiction, don’t worry: Halo 4 will make perfect sense as a standalone piece of storytelling. That’s super important. http://halo.xbox.com...012/5/2/FUD.jpg And even Forward Unto Dawn, the live-action series we just announced, will make some of those connections, albeit in a much more approachable way. We wanted to fulfill the promise of our previous live-action commercials and the hints of storytelling they touched upon. We wanted to take that kind of ambition but put it in a real narrative – and a story that will take you and deliver you right to the gates of Halo 4. We’re super excited about it. Our director is a joy (we’ll announce his name later) and the screenwriting talent is exceptionally appropriate to this material (we’ll tell you who they are later), and our VFX guy is an industry standard. All these people, including the unannounced cast, have been hand-picked by us to make sure they can deliver on the potential the Halo universe has for storytelling and bring something juicy to folks who’ve wanted this for years, and something interesting and approachable to those who are curious about Halo, but have never quite committed. There will be action. There will be recognizable Halo universe objects and artifacts everywhere. There will even be a very large, imposing, and famous Spartan II – but there will also be new, and very real characters, real story, and a gripping yarn that will appeal to just about anybody who likes cool stuff. http://halo.xbox.com...2/_MG_49382.jpg We promise to bring you more updates and images as the weeks roll on. And some surprises that aren’t exactly that project… Forward Unto Dawn is an essential piece in an arsenal – static, moving, aural and aesthetic. I’m kind of surrounded by it right now, going through endless iteration and honing to make sure we hit the ground running in the build-up to launch on November 6th. Oh, and if you buy the game on the 6th in the US – make sure you also vote while you’re out or vote by mail. If you already took the day off for Halo, then you have no excuse. We don’t care who you vote for, but it’s your responsibility as a citizen and you can feel proud of yourself and your country when you hit the ballot box before you go home to hit the, well, hitbox. If you’re in another country, then don’t worry about that so much. http://halo.xbox.com...88845879_o2.jpg I have been traveling a lot myself recently, and just got back from a whistle-stop tour of New York City, where I had the pleasure of demonstrating some MP and Campaign gameplay to a bunch of press, community members from Waypoint and Halo.Bungie.Org and ,of course, about half of the top twenty NFL draft picks. I told them all to go to the Seahawks but only one listened. YOU’RE WELCOME, SEAHAWKS! We also stopped by MLG’s offices, since they were right around the corner from our hotel and demoed the build, early and weird, to a large group of MLG staff and players. We let them tinker with weapons and run around levels (just Warhouse and Wraparound for now – and those are, I remind you, temp names) but it was fun to chat about the game as it relates to competitive play – they focused on lines of sight, flow, bullet spread and so on, loosing round after round into walls to see how things felt and how they compared to other Halo titles. A lot of suicides happened as players attempted to jump from Wraparounds aeries down to the Grav Lift below (it’s supposed to be a one-way trip, but they almost made it…). The game is being designed with lots of different types of player in mind – explorers, cooperators, tricksters, and, of course, competitive players. Lots of worries about how loadouts and other new features will affect those players were discussed openly and frankly with the MLG guys, and we were certainly able to reassure them about our philosophy, approach, understanding, and implementation. We also clarified that certain elements (like user selectable ordnance drops) will only be available in appropriate playlists. Oh, and there was happiness when we explained that loadouts for custom games don’t have the same limitations as some of the “career” playlists http://halo.xbox.com...33344255_o2.jpg We hope to bring you some interesting MP footage to show off these elements, but that will be a little way off, since we’re heads down working on some really big, important milestones as they relate to MP, Spartan Ops, and the year in general. But we are really focused on doing one thing – respecting the core elements of classic Halo MP and Campaign experiences –and everything that entails, but also evolving the systems and gameplay in interesting, compelling, and balanced ways. Every time we announce new functionality, there’s a mixture of excitement, fear, curiosity and outrage and we’re cognizant of that – so with regard to the new elements of Spartan customization – yes, they are more than aesthetic (although aesthetic customization will be well supported too) I would personally compare it more to tuning your own vehicle to suit your driving habits, than replacing a four pot engine with a V8. Changes will be subtle in nature, but ultimately important to the way you play. And don’t worry if you don’t want to follow that path to its ultimate conclusion – most playlists will allow you to select a default loadout (which will vary on a map/playlist basis) that will give you the means to deal with almost any situation. So don’t worry about spawning on Wraparound with an AR against a team of DMRs. That will only happen if you choose that path. Right now I am going through an MP build, enjoying the fact that the UI now lets me customize loadouts from the Pause menu (it was disabled for some time, meaning noobs often got stuck with defaults if they forgot to build one before going in). But it also surprised me with one possible scheme for the loading screen – I can’t say what it is, but it replaces the placeholder Auntie Dot pattern we showed in NY. And I love it. Somebody asked me to report on water. Yes, I can confirm there’s water in the game, and yes, it looks good. But now I can’t stop thinking about the loading screen. Maybe I have a new obsession. In the build and map I am playing right this instant, the “physics” and behavior are functioning, but the appearance properties are literally turned off, so it looks amazing, but it also looks like thick, turgid, clay-filled mud. More updates as I explore, tinker and break it in the future. I think the more compelling thing would be WHERE I tested the water… Oh. And on the subject of MP maps – we have a great variety of maps, with a good breakup of sizes and modes – but on larger maps, vehicle support was a big priority for the design team. Ironically, this is something that becomes a little easier to tune thanks to the universal inclusion of sprint. If your teammate spazzes out and sails off a cliff in your hog, you still have options. One map in particular gave me a really excellent vibe – a mix of my favorite aspects of Blood Gulch and Waterworks. Don’t just mash those ideas up in your head to imagine the map, because that won’t really get you there. But you’ll know what I mean when you play it. You’d be amazed how much fun it is just to tool around empty levels imagining future encounters, but it’s obviously a lot more fun to hammer through these in playtests. We’re long past the days of playtests being chuggy and graphically bland – and well into them feeling in many ways, like real shipping code, often with spectacular graphics. About every three years I get to enjoy this period. Watching the hard work and talent of an incredible team take shape and turn from promising innovation and ideas into real, visible, playable results. We’re busy. We’re crunching, but this is the best of times. -Frankie P.S. One last thing, May is Cystic Fibrosis Awareness month. It’s a sucky disease and affects children in truly awful numbers. I realize you all get bombarded with a dizzying number of charities, but do me a favor and watch this video. Thanks to “Ramirez” for this May reminder.
  12. i have never played any halo game on legendary difficulty and i could swear that i got the legendary ending on normal i know its seems impossible but i am still confinced i did see it, i remember seeing, other people have said the same thing.

    1. Anarchy

      Anarchy

      On what game, Reach, 3, ODST???

    2. Adam91

      Adam91

      sorry i meant halo 3

  13. im sure we will know soon enough, the point you made about music corresponding to gameplay made me feel better, i have faith they will make each piece of music go a long with the situations in the game.
  14. cod going futuristic was going to happen eventually, they are not copying halo.
  15. in the fist half of the post of the sources i have shown they say yes we are going to include the orginal style of music but also make our own style as well, then the article and the tojima interview it says no we are done will the original style we are makimg a completely new style of music.
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