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Everything posted by Spectral Jester
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As per normal I buy standard edition and my mate who doesnt have xbl will buy legendary so I get his codes lol
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so if i now close the thread i win lol
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Trust me Shadow if the incident happens again it WONT BE YOU that leaves the forum......
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U wouldnt leave because of a shoutbox incident, especially when a moderator can pull up the shoutbox archive to see whats been going on Do not leave because of a minority, especially when most members that have been on today, have been asking you to stay. You worked hard to get to trusted, dont let a few fools ruin it for you. The messages in this thread show that people like you being here. You used to say this was your family, remember family also fall out as well. Show your bigger, better than the minority that made you feel like this and stay around, why should you leave something you like/love because of the fools that made this happen. Jester
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Call of Duty on Vita?? Hmm could work, i used to play SOCOM Navy Seals on the PSP a lot, and it was real fun, so if done right could be a real hit
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the link is in the original post, above the pictures
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A Detailed Analysis of Halo: Reach (TL;DR and Cookies Inside!)
Spectral Jester replied to Wumpa Warrior's topic in Halo Reach
Totally agree with this, well thought out, and told, great thread -
In an effort to keep their game fresh (and ridiculous), Volition will be releasing their next paid DLC add-on this week for Saints Row: The Third. "Gangstas in Space" will see the now famous Third Street Saints filming more of their movie that was teased towards the end of the campaign mode. Here's what the team at Volition had to say about the add-on: From the visionary mind of big-shot Hollywood director Andy Zhen, the Saints are back once again to complete the final scenes for their future blockbuster, “Gangstas In Space”. With the world waiting in anticipation of the very first Saints movie, there’s a lot on the line, and it’s your job to act the part. Starring the Boss and introducing Jenny Jaros as Princess Kwilanna, you’ll experience action, drama, blow-up dolls, and one hell of an alien invasion through a series of new missions. The pack is included in the Season Pass for Saints Row: The Third, so it's already been bought and paid for if you chose to get that. If you didn't, "Gangstas in Space" will cost you 560 MSP from the marketplace. It will be available this Tuesday, February 21st.
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Congratulations to everyone, some mighty impressive maps, i tip my hat to each and every one of you for the creative flair you have all shown.
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H.L.T. Joe... Creating one legend at a time!!!
Spectral Jester replied to MuteJoe118's topic in Member Created Work
interesting website, definetly worth checking out, the pictures and atmospheric music really hits the spot -
Pretend to act surprised. Activision might be publishing a game called Call of Duty: Black Ops 2. I know, right!? A listing for the game appeared temporarily on Amazon France this week. It was quickly taken back down by whatever poor soul hit publish, but French site GameBlog grabbed a pic of it first (below). Unfortunately for them, this has got GameBlog in a spot of bother with Activision. The website is now blacklisted by the publisher and has had its event invites and review copy privileges revoked. Ouch.
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Bethesda’s plan for Skyrim DLC is to release bigger lumps of content, less frequently than they did with Fallout 3. "For Fallout 3 we did five DLCs. That was a very aggressive path for us," said studio boss Todd Howard. "Our plan now is to take more time, to have more meat on them [for Skyrim]. They'll feel closer to an expansion pack. "With Fallout 3, it was, 'Ten dollars is the sweet spot for us and we know we want to put out five of them. And we had overlapping teams. We were coming off Fallout 3 and right back in." But Howard now thinks that the studio can produce better content “if we approach it a different way." To help fill the quiet periods, Bethesda will drip feed regular small, free content. "Because that gap is going to be bigger, we want to put little things out for free in between,” said Howard. However, he added, “We're trying to figure out what those things are." Howard also said that the bonkers crazy additions to the game shown off at DICE last week could come to Skyrim officially, via DLC. "There are definitely things in there that we are planning on exploring," he said. "It looks like a ton of stuff that could ship right now, but it's in a sizzle video. It's, you know, it's not bug-tested, polished, balanced. There’s more too. "That wasn't all of it,” said Howard. “It's probably 60 per cent of it. The other 40 per cent doesn't show as well in a video or we didn't have good footage." No date was suggested for the upcoming DLC. Howard said only that development is at a “very early” stage.
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Bethesda gave value gamers some great news today by announcing on their blog that they'll be offering a combo pack featuring Fallout 3 and The Elder Scrolls IV: Oblivion. It should be noted that these are the standard editions of the respective games, not the GOTY editions with all of that glorious DLC... which is totally worth buying Starting on April 3rd, the combo pack will be offered for the low-low price of $29.99 (the PC version is $19.99). Currently, this deal is only announced for North American markets, but if it expands beyond that, we'll be sure to let you know.
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i like it maybe a 343.org day, say the day the forum went live? i'll find the exact date and get back to you. I like this idea
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i assume you are killing th e banshees as well? if you have been playing for an hour i will assume not, unless you dojnt have all/most of the skulls on even if you dont get to the phantom, flying towards it attracts the banshees. if your following what i posted above it will take you 30-50 minutes dependant on skulls see it works...
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Microsoft got the site shut down a couple of weeks ago, the beta site has been buzzing around for months, someone posted it up here a few months ago but we took it off straight away
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Epic’s announced the fourth and final DLC for Gears of War 3, the Forces of Nature map pack. The pack will feature five maps – three new original maps in Artillery, Aftermath and Cove, with two classics featuring, such as Gears 1′s Raven Down and Jacinto from Gears 2 – as well as three new character skins: Commando Dom, Mechanic Baird, Savage Grenadier Elite and Savage Hunter. Guardian Mode will also return from Gears of War 2 as part of the DLC, along with seven new weapon skins, one of which is linked to MLG and the other to an cheevo easter egg. Forces of Nature’s will get ten additional achievements that tally up 250 Gamerpoints. The content will be the last as part of Gears 3′s Season Pass, but Epic isn’t quite ruling out more content for the future. “It’s kind of a ‘never say never’ perspective,” Epic director Rod Fergusson has told Digital Spy. “We’ve completed the obligation for those with the season pass, so it’s really now all about community demand and those sorts of things and what people want. But I mean, it takes a lot of effort to create DLC, and in terms of internal resources and what we’re focused on, that kind of stuff. “It’s really driven by player demand. If players are dying for it and they want it, then it’s something that we can definitely look at.” Forces of Nature launches on March 27 for 800 MS points.
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Brilliant post Mayh3m.
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What is your Favourite sport
Spectral Jester replied to M4sT3r Ch13f S117's topic in General Discussion
Love loads of sport American Football, soccer, rugby league, basketball and of course womens beach volleyball -
Inside the studio across a myriad of monitors is often where the magic happens. Every once in a blue moon, though, the planets—or in this case, water droplets—align and make that magic visible to all. Such was the case yesterday when a seemingly endless sea of clouds gently parted, allowing a triumphal arch to curve its way across the sky, leaving a trail of softly woven colors lingering in its wake. After coming face-to-face with such a wondrous meteorological phenomenon, two 343-ers did what anybody would have done when placed in that exact same situation: they opened wide and shot a multi-colored bow out of their favorite orifices. And then, so we could share the picture, they did the same thing again, only this time with their mouths. Since the aforementioned artists proved they are capable of emitting magic of near mythical proportions while outdoors, I thought I would talk about the magic they also produce when within the confines of our studio as well, in particular, some of the general philosophy behind the Master Chief’s physical appearance in Halo 4. You did, after all, recently get a small preview of what’s to come Toy Fair 2012 Today was the last day of the American International Toy Fair. Every year, this event takes over New York City’s Javits Center for four entire days, bringing manufacturers and buyers from around the world together to celebrate one very important thing: toys. Whether you like the company of others or you prefer to do it by yourself, as long as you like playing, this is the event for you. Halo traditionally has a strong showing at the Toy Fair, and this year was no different. Square Enix showed off their Combat Evolved line, Mega Bloks featured various construction sets that, when put together, magically transformed into your favorite Halo characters and vehicles, and McFarlane Toys had no fewer than four different collections on display, a few of them, because of our current development cycle, being prototypes. Toy manufacturing, you see, is typically a year-long process that starts with the delivery of 3D files. For earlier games, such as Halo 2 and Halo 3, the game assets weren’t hi-res enough to make figures, so oftentimes, additional sculptural changes were necessary. Halo 4 assets, however, are so hi-res, they didn’t require many, if any, modifications. So, files are delivered, digital sculptures are made, and then a prototype is created to make sure everything looks right physically. This is also the point in the process where joints are checked to make sure they work. Once the prototype is perfected, it’s sent to the factory along with the digital files, and the steel that will be the molds for the toys is cut. Right now, with the McFarlane Toys Halo 4 Master Chief figure in particular, we’re in the process of approving paints, so you’ll likely see the colors shift slightly from the prototype. You’ll notice small details like the glove on his undersuit changing to some extent as well. While those are small adjustments, packaging will see more dramatic changes because manufacturers often use placeholder images to create their mock-ups (hello, Halo Wars legs!). They need to show the toy buyers what they’ll be producing, but they need to do this before the toys are finished in production. That’s why they use FPO (for position only) elements. A picture is worth a thousand words, so the mock-ups give buyers a chance to see product details, such as size, weight, how many come in a package, additional pieces, etc. The actual details, such as if it’s an Elite Zealot or an Elite Ranger, are less important at this stage than simply knowing it’s a Covenant figure. The Toy Fair is all about works-in-progress. The big picture is not about the little details, and there’s an understanding that minor things will change. We are ramping up the quality and pushing our partners to make the best toys they can for Halo 4. Our partners are fans, and we’re fans, so we’re all concerned about the same thing: getting the details right The Halo 4 Master Chief While it’s exciting to get a glimpse of the Halo 4 Master Chief in toy form, nothing will compare to when you finally see him in-game. I’ll never forget the exact moment his design started coming together; when inspecting the smaller details of his armor, such as the scarring on his chest piece, suddenly gave insight into the depth of his character; when suddenly… the Master Chief was the Master Chief. While I can’t share pictures with you quite yet, I can share some general philosophy behind his design. And Kenneth Scott, Senior Art Director, will do the same a little bit later in this Bulletin. Typically, from Halo to Halo, the Master Chief’s armor has changed and adapted, and there have been fictional reasons why. With Halo 4, we’re taking a different approach and focusing on the storytelling aspects of art from the design standpoint. We don’t do that everywhere in the game, but we wanted to take this opportunity to really focus on him as a human being. In Halo 4, we are interested in doing something the franchise does well on the book side, and that’s helping shape the narrative. Halo is a compelling and deep universe, and we want to tell the story of this bio-engineered super-soldier. One of the Master Chief’s most notable physical characteristics is that he’s wearing 800 pounds of tank and jet fighter. So we pulled that design into the armor and HUD. When you play Halo 4, it’s important you understand that you’re more than just a gun on the screen. To give you that feeling, we have represented that weight with player physics, without interrupting crosshair and shooting accuracy. When we first looked at the Chief’s armor, we studied what was done in Reach. We knew he needed to be understood as a nimble yet heavy superhero, and contrast that with Reach armor design that was more on the bulky side. Our goal is to hit that sweet spot where we represent what is fictionally true about the Chief while making sure you feel like you’re a super-powerful human being when you're playing him. There’s a lot of dark history in the fiction, but the Master Chief has always been an aspirational character. In fact, the Chief’s looking up is important to understanding his character. What’s interesting is that we have an opportunity to use that understanding of the Chief to tell different stories with subtle physical cues. As we develop the visual ID, the Chief’s current head-tilt is in an interesting territory where he’s typically looking up into the danger that he needs to conquer, but the camera tilt is potentially posing a question. Is he looking up, or is the camera tilted so that he’s actually looking down? Office of Halo Intelligence: Part 4 To provide you with additional insight into the Master Chief’s design process, I coerced, er, asked, Kenneth Scott, Senior Art Director of Halo 4, to write this week’s OHI entry. He kindly acquiesced, so here are his thoughts on this subject matter. Big thanks to Jessica for dragging me gently into this week’s OHI. The 343 Art Team (and 343 in general) is thundering on all cylinders, and the seismic rumble has the neighbors all up in arms. When your landlord is the UNSC, you tend to giggle when the homeowner association mail starts to pile up! With Chief making an appearance at the NY Toy Fair, the internet has bubbled with lots of questions around Chief’s design changes. Having cut my first game developer experience on Daikatana, I’ve developed a healthy respect and fear of the internet. I will step onto a message board with all the cautious ginger one would employ pulling lost forks out of a sink garbage disposal. I did want to risk mangled finger burger to talk a little about some of what brought us to our current design. Above all, we wanted the player to really feel what it’s like to be the Master Chief. This manifests itself in a lot of ways, and for those who read the Fall of Reach, there’s a lot of character depth behind that helmet that has yet to make its way into the game experience. Every person who was allowed to touch him had to, HAD TO, understand his history as a person. The Chief’s origin is pretty sad and grim: A strong, vibrant child stolen from his parents, he underwent dangerous bioengineering that destroyed the weaker of his friends, and trained to stomp out human Insurrectionists. Pretty morally nebulous beginnings for someone who ultimately saved humanity. Of all FPS heroes, he is distinct in that his arc is aspirational and not a cynical view of the universe. A big focus on the Chief’s armor was his physicality and putting the player in those mighty shoes. Getting that weight across in the design had us looking at a lot of contemporary military vehicles, and we pushed detail and form into the armor that implied that history. This is the bleeding edge of military technology. A Spartan tossing his chest plate should feel like an anvil dropping…. A Spartan sprinting across concrete should be a stealthy whisper…. Putting on your helmet should feel like powering up an F-15E…. These are the sorts of experiences we want to give the players. Kenneth The Chief has been fighting for decades, and while he has always triumphed in the end, it boggles the mind to think about how many millions of rockets, plasma blasts, red-hot spikes, and bullets have been fired at him over the course of all his adventures. Although a few of those were lucky enough to graze his armor, none of them could keep him down. But the Chief has new adventures coming his way…. Courtesy of bsangel @ halowaypoint
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Technical Help Needed / Required
Spectral Jester replied to Spectral Jester's topic in General Discussion
I'll try this when I get home -
Okay need some technical help with laptops Okay the wife has a laptop which is fast breaking down, shes got another one, but my question is .. is there a quick and easy way of moving all her personal files across from one laptop to another. Thanks in advance for the help Jester
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If the DMR is in Halo 4, should it be nerfed?
Spectral Jester replied to Bubonic Blood's topic in Halo 4
in short, i have a feeling the BR wll be back, i can feel it in my bones, the DMR had its place, and i would be sorry to see it go, but Halo is going back to Master Chief, so for me its got to go back to the BR. Seems the DMR died on Reach........... -
Dashboard Update Rolling Out Now is ....
Spectral Jester replied to Spectral Jester's topic in General Discussion
wasnt an issue for myself either, but its out there now. Also had it on good authority it also includes bans and resets for cheaters, so I hope you have all been good lol -
No LNOS is a set amount of banshees, seraphs and phantoms, the reason new alexandria is best level, is as long as you fly around the banshees and phantoms are infinite spawns. Best advice i can give is listen for the phantoms, then go after them, this wll attract more banshees to you. what you have to remember is its 250,000 points, which is a lot, so its not going to be a quick challenge (it is the weekly after all). I did it twice and it took me 36 & 48 minutes to do on heroic.