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Found 13 results

  1. So I was wondering if people are interested in beginning a club of those who have been banned on Halo Waypoint for whatever reason. think of it as a place to discuss the reasons behind the ban, maybe display a trend of overzealous towards a specific group of us. Just an idea figured we may have like 3 or 4 people who share this in common.
  2. Read below for more details Source: Halo Waypoint The accelerated ticking of our internal clocks can only mean one thing: the big day is almost here. Our bodies are ready. Is yours? Instead of the traditional nine months, it’s taken us more than three years to create (what we hope you will find to be) our masterpiece, and in a mere four days, we will hand our baby over to you. It’s been a long and arduous journey, full of grueling days and sleepless nights, and the fact that we’re so close to launch is nothing short of surreal. Butterflies are flying laps around our stomachs, and we anxiously wait to hear what you, the Halo community, think of the newest title in your beloved franchise. As the clock struck midnight last night, reviews began pouring in. The majority of us at the studio stayed up all night reading them, and we’ve been overwhelmed and humbled by the response. As we prepare for the masses to begin populating Halo 4’s virtual battlefields, we’d like to offer you a brief review round-up, brought to you by your friendly neighborhood media outlets. There are too many to include here, so we trust that you know how to find the rest. Experience Halo Every day I get to experience Halo. Tuesday, though, thanks to the EMEA Xbox team, I got to do it like never before. I was recently whisked away to Liechtenstein, a beautiful country lying entirely within the Alps. For one day only, the mountainous landscapes of the normally tranquil countryside became the stage for a real-life experience set in (a replica of) the Halo universe. Taking over some of the country’s most iconic landmarks, including a 13th century castle and a working mine, fans and worldwide media from 16 different countries were catapulted into this off-world environment to take part in a theatrical experience which saw them travel to a top secret location before being unexpectedly thrust into a war zone which re-created brutal battle grounds through pyrotechnic explosions, thunderous sound effects and cinematic set builds. The experience started with a deceptively uneventful bus ride from Switzerland to Liechtenstein. To fill the time spent in transit, we were treated to a viewing of Halo 4: Forward Unto Dawn (Yes, I saw the ending. No, I will not tell you what happens.). Then, the bus pulled off into a deserted area, with nothing but patches of dirt, clumps of trees and the cover of darkness to greet us. Well, nothing but the aforementioned things if you weren’t to count the dozen or so military vehicles, downed helicopter and 15 soldiers mingling suspiciously in the distance. The second the bus rolled to a stop, the soldiers welcomed us, asking us nicely to exit that vehicle and get on a different one. And by asking us nicely, I mean yelling at us at their top of their lungs while delivering small amounts of spittle to our frightened and confused faces. I might have pooped my pants. Several different times. After climbing into the back of an unlit military vehicle, I chattered nervously with the others temporarily trapped there with me about what could be coming next. The windows were blacked out, as was the barrier between the back and the front, so we huddled together in a cramped, dark space lit only by adrenaline and the soft glow of mobile devices. Ten minutes later, we were delivered to a military camp in the countryside, which was actually a local farmer’s field that had been transformed into a post-apocalyptic battle ground (a total of 280 props, three makeshift tents and one helicopter helped complete the transformation). Smoke and the bark of soldiers’ orders filled the air as we scurried to pick up supply bags and find a seat in one of the tents. Once everybody was situated, Dr. Halsey (played by none other than Jen Taylor) came out to debrief us on the current situation. Our help was needed to decode a series of cryptic clues. If we were successful, we would save mankind from extinction by fighting off the threat of an attack. If we weren’t, well… that wasn’t an option. We were divided into three different groups, each of which was assigned to a leader, and then off we went, deep into a working mine (that was turned into a movie film set for the day with a team of six pyrotechnic specialists re-creating explosions with fire balls and sound effects). I had several near death experiences, one of which involved my attempt to get a poncho on. Helpful hint: If you’re wearing an adorably fluffy coat with a hood, remove said coat before attempting to put on a poncho. Otherwise you’ll flail around like an idiot for an extended length of time, much to the chagrin of every single soldier, the rest of the participants and your lady boss that is of course standing right behind you. As we went deeper and deeper into the quarry, explosions rocked the walls and smoke filled the tunnel. After encountering a distraught doctor, we began sifting through the dirt in an attempt to find a glyph. After unearthing one (it’s worth noting Frankie delicately used a spade while everybody else dug around frantically with their hands), we ran out of the mine, driven to a frantic pace by both the soldiers and a series of thunderous explosions. Upon safely reaching the entrance, we breathed a sigh of relief and delivered our glyph into the hands of an awaiting doctor. The other two teams also found glyphs, so Dr. Halsey talked us through piecing them together. As that was happening, a nearby disturbance turned our attention back to the mine, where we saw a faint glimmer of light that could only mean one thing: Something (or someone) was coming out of the tunnel. The lights got brighter, shining directly into our eyes and rendering us temporarily blind. Before our vision cleared, we could barely make out a puma-shaped outline, and then we caught sight of the Master Chief, riding in the back of a Warthog. As his chariot of choice came to a stop, a series of pyrotechnic explosions at first startled us, but then caused an eruption of cheers. Our hero had arrived. Now that we were officially safe, we were transferred to the Gutenberg Castle, one of the most important historical landmarks of Liechtenstein, which had taken on a new guise as a futuristic military fortification. There, with the Master Chief in tow, Cortana congratulated us on our success and briefed us on our next mission (which you’ll be tackling on November 6). Then we played Halo 4 until the wee hours of the morning. If you’re on Twitter, keep an eye on the #ExperienceHalo hashtag for more coverage from the attendees. A little birdie tells me Nak3d Eli is working on a video as we speak, that he’s recounting his experience at this event via Twitter, so that’s a good place to start should you desire additional coverage. Here’s the official wrap-up video, to give you a small visual taste of what actually went down. Enough about that particular experience, though. Let’s chat a bit about the one you’ll soon be having, come November 6, shall we? Section 3 Last night I dreamt about physics, waldo and ancient melodies. /START FILE/ //CLASSIFIED/ //ATTENTION ALL OPERATIVES: HIGH PRIORITY INTEL RECEIVED, REVIEW IS MANDATORY/ //CLASSIFIED/ . /END FILE/ Halo 4 Pre-launch Q&A As this is the last Bulletin before Halo 4 launches, I thought we would continue our customary tradition of Q&A sessions with Frankie. Kevin Franklin, Humberto Castaneda, Chris Davidson and Brad Welch also provided some of the following answers to your numerous game-related queries. So, without further ado, here is one last Q&A, the Q of which were provided by you, and the A of which were provided by us. Will Spartan Ops have consecutive seasons, and when can we expect their release? - GristlyStew721 Spartan Ops is being treated just like any other "TV show" and we'll wait and see how it's received and digested before moving forward. We have some very cool story ideas and some ways to continue the arc of the Spartan Ops series, but it's a pretty grand experiment and we will apply our learnings from that experience in appropriate ways. Will there be a skill-based ranking system? - xBrutaIity We are tracking all player skill data and while it will not be exposed in the game UI at launch, we have some ideas about how to give players access to that information, in a useful way, in the not-so-distant future. What playlists are going to be available at launch? - SensoryFour34 Infinity Slayer – 4 v. 4 The newly introduced Infinity Slayer variant allows Spartans to earn points during the course of a match, which can eventually be leveraged to call in ordnance from overhead. Ordnance drops within Infinity Slayer consist of three selectable but randomly generated weapons or power-ups, the latter of which can alter a Spartan’s speed, shielding or ability to issue damage. Big Team Infinity Slayer – 8 v. 8 Same as above, in an 8 v. 8 setting Dominion – 6 v. 6 Teams are pitted against each other to capture, fortify and resupply bases to win. After infiltrating a base, a player can capture it for their team, whether it is a neutral base or a base previously claimed by the enemy. When a team has held a base for long enough, it will automatically fortify, defending itself with turret emplacements and energy shields. Holding a base earns teams points for each resupply, and provides teams with heavy ordnance drops and vehicles each supply cycle. Regicide – 6-player FFA The Spartan in first place is the King. As the King racks up kills, their bounty increases, thereby increasing the points other Spartans gain from killing the King. All other Spartans’ heads-up displays and motion sensors give away the King’s location at all times during the match, aggressively focusing combat wherever the point leader happens to be. Flood – 10 players Within this War Games simulation, the deadly parasite has returned – a group of Spartans have been transformed into incredibly fast and deadly Flood combat forms. As the Flood, players are forced to destroy uninfected Spartans, converting them into Flood combat form allies. As an uninfected Spartan, the player’s goal is to survive the seemingly never-ending Flood onslaught, staving off transformation into the parasite. Capture the Flag – 5 v. 5 Played with up to four teams, each of which has their own Flag. The goal of each team is to steal an enemy team’s Flag, while protecting their own. Once a team has grabbed a Flag, they must return it to their own capture point to score. Flag carriers are only able to use a Magnum or the Flag itself as a weapon. Oddball – 5 v. 5 With up to eight teams in combat, the goal of the War Games simulation called Oddball is to hold onto the ball the longest. While holding the ball, a player or team will gain points, but the player holding the ball is unable to defend themselves with their weapon. Players are also able throw the ball or use it as a weapon for close-range melee attacks. King of the Hill – 5 v. 5 Reminiscent of schoolyard skirmishes, the War Games competition known as King of the Hill pits up to eight teams against each other in a struggle to hold a specific territory. While this is a classic game type, its most recent iteration offers a variety of new scoring methods, including a focus on individual performance in addition to the team’s collective effort. Team Slayer Pro – 4 v. 4 This playlist features the following settings: No Radar, 3 Loadouts (DMR, AR or BR with 1 grenade and Resupply Tactical Package), Player Movement Speed, Reload Speed and Weapon Swap Speed set to 110%, Friendly Fire ON, Score to win Round 60 Kills, No Map Loadouts, and No Custom Loadouts. I was thinking about starting Spartan Ops with my friend before starting the campaign. Will the first episode spoil the campaign? Major spoilers? Mild spoilers? - Superman x JLA There are a couple of big ideas that are obvious, and don't read any further if you don't want those spoiled, such as the fact that a couple of characters and ships have "made it" but beyond that it won't necessarily spoil or ruin the campaign. However we still advise people to play them in the correct chronological order. Will there be a UNSC flying vehicle (Falcon, Hornet, etc.) on the multiplayer side of the game (excluding Spartan Ops)? - Phat M0nk3y4 Not in Multiplayer but there are some interesting options available in Campaign. Will your Halo 4 milestone unlock exclusive armor for Halo 4? - MSchnelkz 17 There will be an armor set and some emblem unlocks available in the CLASSIFIED section of Waypoint. You will need to find codes (hint: Check the Bulletins) and play Campaign, Spartan Ops and War Games in Halo 4 in order to unlock. We recently got our first look at the Crimson, Majestic and Castle Map packs, expected to be out in December, February and April respectively. Can we expect any more map packs after these, and at what frequency? - GristlyStew721 We are obviously still working on those maps, some of them playable now, although not polished and some (the more distant ones) are basically concept art and geometry at this time. We will ultimately have to put sensible limits on how much DLC we create to prevent too much splintering of content and playlists. So, while some of that can be done via playlist and hopper management, the reality is that whatever we do on top of the announced maps will have to offer something logical to the existing suite. Can Sprint be disabled? - Buffdaddy Jama Sprint is a base trait for all Spartans, but you can, as always, adjust the upper limit of your Spartan's speed in custom game player traits. In the “Traits” section of the custom game menu, players can tune a Spartan’s movement speed from 0% of default to 300%. When tuning a player’s movement speed, Sprint scales as well. Sprint itself cannot be disabled, but there are many other ways to modify player speeds, including power-ups and trait zones. Is it true that Theater isn't available in Campaign and Opartan ops? If so, what was the reasoning behind this and will there be a future patch or download to fix this? - unip8 Theater Mode in Campaign did not make the cut for launch for various reasons of scheduling, rendering issues and some significant engine changes. However, we are treating Title Updates very differently for Halo 4 and rather than simply using them as opportunities for simple big fixes, we are thinking of them as a way to sustain and grow features and options, so it is possible you could see Saved Films made available for Campaign (as well as some other significant features) at some time in the not-too-distant future, but that's yet to be determined. At what SR rank will the BR be unlocked? - Ommageden The BR and DMR are unlocked VERY quickly. Unless you wear a blindfold and earmuffs, you should have both unlocked before the plastic wrap from your packaging hits the floor. It's also vital to note that they are unlocked for you to customize your Spartan with. There are plenty of playlists that will make default loadouts that include those weapons, available to people with no Spartan Rank whatsoever, including guests. How many slots will we get in Halo 4's File Share? More importantly, is there going to be a Bungie Pro equivalent? - Jeff McRae There will not be a Bungie Pro equivalent, but all users will have 25 slots for their personal catalog. How does the install process for Disk 2 work? Can we play off Disk 2 without installing it? And if we do install Disk 2, can we play all that content while using Disk 1? - IIBloodDaggerII Disc 2 contains largely multiplayer content. You can put it in at any time, even before Disc 1, and install the content. You will get a nice slideshow, some pretty music and a gradual progress bar. After a few minutes, you can remove that disc and never deal with it again. Everythingmultiplayer, including Spartan Ops, Forge and Campaign can then be launched from Disc 1. You can, of course, also install Disc 1 to your storage device to make loading quicker and reduce wear and tear on your optical drive, but that's optional and is a 360 system feature, not a necessity. If you preorder weapon skins (e.g., Arctic BR from GameStop), will they unlock the weapon as soon as you redeem the code, or will you have to unlock the weapon before you get the weapon skin? - a zoojoo You'll get immediate access to that weapon (or armor for that matter) with that skin; you don't have to rank up or spend Spartan Points. For weapons this is mostly a fairly small head start, since the skinned pre-order weapons are low in the ranks, but some of the armor skins will definitely give you earlier access to that type of armor. How will Split Screen work in Halo 4? - The Little Moa Split Screen support in Halo 4 is identical in most respects to Halo: Reach. Two player split in Campaign and Spartan Ops, and four player split in War Games and Forge, although we may restrict this in some matchmaking playlists. Clan support was a feature that got many players into the competitive spirit of Halo Multiplayer in a challenging-yet-rewarding way. Why has this feature died, or rather been missing in action, since Halo 2? Was it ever considered for implementation in Halo 4, and what was the deciding factor in it not being included? - u4iX As we mentioned before, we plan to continue consistent and meaningful sustainment updates to improve and enhance player experience. Social constructs are something we too have missed since Halo 2, and we're looking at interesting ways to improve those experiences in the not-too-distant future. I will be using that expression a lot. Get used to it. Will the Mammoth be featured in Multiplayer? - TheLateLateShow The Mammoth is currently only used in Campaign. Can you talk about what criteria matchmaking uses to find suitable teammates and opponents? What does the system prioritize? Location, connection, skill, etc.? - NYSTOFMIND23 Matchmaking will use geography, connection data, history and skill to determine player populations per game. Skill and connection get very high priority, but there will be other factors involved. I should also note that the simplification of our hoppers and playlists means that the quality of those matchmaking criteria will be improved through population density and that alone will make a huge difference. Have you guys come across any hilarious bugs/glitches in earlier builds of the game that you'd like to share? - Plain Ben We collected a ton of "best bug ever" stuff including movies and animated gifs. It would be fun to make some of those available in the future. We have some pretty funny Derptana faces caused by animation and mo-cap bits that are horrific and hilarious. What is Extraction? - DR ROCKSO 721 In the game type Extraction, Spartan teams are tasked with the retrieval of assets from various sites using prototype translocation technology. Once a team has found a viable site, they must initiate the extraction process with a quantum marker and its spherical translocation beacon. As the extraction process occurs, teams must defend their beacon in order to prevent others from converting the existing extraction process into their own favor. What can you tell us about the betrayal booting system in Halo 4? - omarlotrc Betrayal booting takes game type and "deliberateness" into account and while in a lot of ways it's similar to the prior incarnations, we've tried to be cleverer about what the game thinks is deliberate versus accidental. And Join In Progress should help ameliorate the negative impacts for everyone involved. How awesome will Halo 4 be? On a scale between 1-343. - Dont pass gass I will answer this when players give us their impressions in less than a week. Speaking of which, see you then! Through the scope of my Battle Rifle, of course… <3, bs angel
  3. Hi Guys! Aside from the server issues, there are some playlist complaints. I have played Halo since the 1st game and am committed to this game and no other. Here's the Game Filter suggestion (probably suggested by others but I want to reiterate so 343 will hear us and implement): Many people who like H1, 2 &3 didn't like H4. I personal love H4 but not the others. So most players are unhappy having to play the game versions we don't to. The solution is to give us a filter that we can set to only get the game-type (Any combination of Halo 1,2,3 or 4) and maps we want. So, if you only want to play BTB but I want Halo 4 games, you apply the filter to play only Halo 4 maps with other people who also want to play Halo 4. Then everyone can play 100% of what they want to play. People who don't care wont set the filter and will get all games as they do now. People who only want to play certain versions will get to play the versions they want and not those they do not. Mission Accomplished - Let's go play some Halo!!! C HUNTER 0NE
  4. The Halo Bulletin 10.17.12 Read below for more details Source: HaloWaypoint.com Click the Source link for videos on this bulletin Every time someone spreads a leak, an angel loses its wings Every time someone spreads a leak, an angel loses its wings. At least that’s what I’m assuming is happening, considering my backside is suddenly bare. Oh yes, there’s no longer any junk above my trunk, I’ve lost the adonk from my badonk, and Sir Mix-A-Lot no longer likes me. Despite the absence of flying apparatuses, my spirits are still soaring. Why, you ask? Because in less than three weeks, you will finally have Halo 4 in your hands. Whether you start with Campaign, Spartan Ops, or the multiplayer mayhem that is War Games, you will soon be embarking upon an adventure – one that we’ve spent years crafting for you, and one that we hope you’ll enjoy immensely. Regardless of whether your road to launch includes getting touched by a spoiler, nothing will compare to the moment you feel the familiar weight of the Battle Rifle in your hands as you’re welcoming back your old friends, the Master Chief and Cortana. Speaking of the Chief, I can neither confirm nor deny that in Halo 4, he decides to mix things up a little. I can tell you, however, that he just may attempt to shoot his way out. Enough small chat, though. We have a lot we have to cover, in not a lot of time. This week’s topics include Meltdown (one of the multiplayer maps shipping with Halo 4), the Mantis (dat mech), a complete list of Halo 4 skulls (now with pictures!), Halo-themed pumpkin patterns (in case you’re planning on carving a jack-o'-lantern this year), and a few other interesting tidbits. Shall we begin? I think we shall! PLNB PRIORITY TRANSMISSION [CLASSIFIED] ENCRYPTION CODE: [CLASSIFIED] PUBLIC KEY: N/A Evolution of the Master Chief As the video game industry advances, so does its tools and techniques, and that is readily apparent when looking at the Master Chief’s evolution over the past ten years. Each iteration of our favorite Spartan super-soldier has been distinctive yet similar, but don’t confuse design with canon – the Chief is the Chief, just with the details and idiosyncrasies based on what each time period and toolset has to offer. So embiggen the picture above by clicking on it, and enjoy the walk down Master Chief Memory Lane. Just don’t wander off too long, because some brand new Meltdown screenshots are anxiously awaiting your attention. FROM: CODENAME SURGEON TO: CODENAME COALMINER Meltdown Brand spankin’ new Meltdown screenshots 1 and 2! MELTDOWN DESCRIPTION: While most Forerunner technology appears to support safe usage over immense passages of time, the failure of specific systems can cause a cascading effect which dramatically impacts a site’s foundational composition. This frigid moon’s icy conditions once served to control a Forerunner reactor’s intense heat, but those days are now long gone. The main objective when creating Meltdown was to design a medium size level that catered to both infantry and light vehicle combat. Early on, several paper maps were drawn in the attempt to find the best possible solution to these goals, and ultimately a figure eight-style took the crown. Though it had several iterations through its design, the figure eight vehicle path and base locations always stayed the same. The largest changes were adding more infantry paths (like the caves) and making simpler base interiors. Initially it was difficult to tell what side of the map the player was spawning on because of the rotational symmetry. We solved this with the level’s theme: Using the core meltdown of one of the base generators, one side of the level was essentially melting from the heat and the other remained covered in snow and ice. While the original concept took place in a canyon-like environment similar to Beaver Creek, this new theme solved many issues with environment identification. Meltdown is built around a looping layout with upper and lower pathways. The lower path is focused on vehicles (which tend to run loops around the map and perform hit-and-run actions on enemies), and the upper path is focused on infantry (which tend to move across the light bridges into the center combat space and use cover to ambush enemy players or move around the cliff walls and fight at range from the high ground). Throughout the design process, our goal was to make infantry feel on equal footing to vehicles. This is where the tighter vehicle paths, plenty of cover and numerous foot paths come into play. With this in mind, we wanted a level that felt like a large vehicle map while staying the size of a medium infantry map. Unlike the normal large vehicle maps that are usually seen in Halo, the tighter vehicle paths and prevalent infantry areas make it much easier for the player to traverse on foot without feeling vulnerable to snipers and vehicles. It's also possible to run from one side of the map to the other within a short amount of time, similar to other medium-sized maps. CLASSIFICATION: ELEVENTH HOUR [2/5] SUBJECT: OVER THE FENCE Brand spankin’ new Meltdown screenshots 3 and 4! As a large, vehicle-heavy map, Meltdown spawns a wide range of power weapons. Games on this map typically kick off with big explosions as each team spawns near both a Railgun and an Incineration Cannon. During the matches, Infinity keeps teams well equipped with the Incineration Cannon, Scattershot, Sniper Rifle, SAW, Rocket Launcher, and Fuel Rod Cannon. Despite its size, Meltdown does not spawn the Banshee by default. This helped us create unique vehicle combat, focusing on the clash between the high ground on the cliffs and bridges and the low ground below. Without the Banshee, it means getting to the high ground advantage is even more important in combat encounters. If you can’t live without the flying purple dealer of doom, you’re free to forge a Banshee for yourself for even more varied gameplay. Unlike the other maps, this particular playspace has the bases built into the outer walls. With these large, integrated bases, Meltdown is built to support Dominion (but Big Team Battle is also a studio favorite). Teams spawn inside the Alpha and Charlie bases and then contest the center, which is a large contrast from Longbow, which has players attacking and approaching all three bases from the start of the match. In the end, Meltdown became a fun level for both infantry and vehicle fans, and stands out in objective game modes. But look out for the Mantis, which has the ability to rip you a new one when you're not looking… /FILE EXTRACTION-RECONSTITUTION COMPLETE/ /START FILE/ The Halo 4 Mantis We first introduced you to the Mantis through the above dubsteppy, Spartan-stompy, teabaggy video. While it made the majority of people excited about piloting this particular bad boy, a few were concerned it was overpowered when compared to the rest of the Halo 4 sandbox. To quell that fear and talk a little more in-depth about this brand new vehicle, Ali Zandi, a Systems Designer here at 343, stopped by with more information you could ever want to know. And then some. The Mantis is a new UNSC bipedal weapons platform, fully equipped with a high caliber chain gun mounted on its right arm, multi-rocket system on its left arm, and UNSC’s energy shielding technology. The chain gun is effective up close, but has significant projectile spread and heat when laying on the trigger for long periods of time (once the chain gun overheats, it goes into a cool down sequence for a few seconds, disallowing the weapon to fire during that period). The rocket pod delivers massive direct impact damage, as well as moderate amounts of splash damage to infantry and armor. It has two firing modes, one being semi-automatic, and the second being a full volley of however many rockets are loaded in the pod. A total number of five rockets can be queued up by holding the weapon’s trigger down, or fired individually by latching the trigger. Once all five rockets are depleted, the Mantis initiates a reload sequence, replenishing the rockets after a few seconds. The Mantis has two variants – Campaign and Multiplayer – which differ greatly in terms of damage, spread, and projectile speed. The Campaign version of the chain gun deals much more damage as it uses higher caliber rounds, and the rocket system is anti-aircraft. Inspired by Halo Legends, the Mantis started out as an armored exoskeleton that Spartans would equip, augmenting their abilities. It had numerous weapons, roles, mechanics and shapes, and featured a dedicated shield. It also had the ability to jetpack, use thrusters, and fire a Railgun. We even had an early prototype that consisted of the Chief riding in a giant scaled-up Chief (Yo dawg, we herd you liek the Chief, so we put the Chief in your Chief so you can play as the Chief while you play as the Chief). The idea then evolved into an actual mechanized vehicle, which was more epic in scale and fit the UNSC better. SPECIES CANDIDATE//LINE RECORD 94:73:02:75 Once the concept was finalized and the Mantis was modeled and rigged for animation, we hooked up the bare systems to allow the weapons to fire and players to occupy the seat. During that time, there was massive animation work done to get all the parts moving and animating. It was difficult because there was nothing in the game engine that contained any logic for a mech. It was not easy iterating on values, because if we cranked the knobs on movement speeds or stomp delays, for example, the animation team would need to iterate on the animation content for the walk cycles and the stomp animation to compensate. Communication was crucial. We ended up using a biped/vehicle hybrid, and there were significant amounts of content and code work done to bring this to life. After that phase came the heavy animation work and iteration process on the timings and numbers to get the legs feeling and behaving correctly in all the different possible situations across numerous maps. The team focused heavily on the Mantis’ legs and foot pinning to make sure the legs would behave when walking across various elevations and obstacles. Once we felt good with the timings and animations of the movement, we starting balancing health, weapons, and numerous amounts of other magical systems for Campaign and Multiplayer. During the balancing phase, we discovered players were having a hard time knowing if the Mantis was reloading or not from certain distances, because the silhouette remained the same. To address that issue, we decided that it needed some sort of visual feedback to show when the weapons were temporarily down. It was definitely interesting and challenging to decide how we could animate the arms without it sorting into itself at different torso rotations and pitches, or looking like a Jersey Shore fist pump. Once we got the animations down, we found that it was extremely useful to players on foot, because it visually conveys the windows of opportunity infantry has when the Mantis weapon systems are down. Overall, it’s slightly similar to the Scorpion tank in terms of health and armor, but it trades firepower for maneuverability, allowing the Mantis to be more agile than the Scorpion when needed. Also like the Scorpion, it is capable of being boarded by enemies and EMPed by a Plasma Pistol charge. One notable difference is that the Mantis is capable of using its weight to deliver a devastating stomp to crush enemies in front of it by pressing the melee button. Time your stomp carefully though, and remember that it’s a risk reward. If you miss and or use it carelessly, you leave yourself open to being boarded. UNGGOY// Sensors at Balaho indicate stability, no off-planet transport recorded since Solipsis. Runners are claiming that Buwan has been abandoned as well, but we’re keeping our eyes on it anyway. Moderate Unggoy populations have been observed in Sangheilian systems at various intervals. The biggest challenge when designing the Mantis was making it feel satisfying both for the players piloting it and players fighting against it. The goal was to have an awesome new vehicle in Campaign and Multiplayer, and not have it pulled off the Multiplayer boards because it’s impossible or too easy to counter. Through rigorous playtesting and prototyping, we pursued the “less is more” approach and simplified the Mantis into a much more focused experience. One of the more effective roles for the Mantis in Multiplayer is base defense. It does especially well in close to medium ranges against both infantry and vehicles, but it’s good to have some cover just in case. You don’t want to be caught out in the middle of the battlefield in your big giant robot when the other team has a Spartan Laser. If used in an offensive operation (for example, escorting teammates toward the enemy flag), it is extremely critical to have a team supporting their fellow Mantis, killing potential boarders and anyone targeting the Mantis with a power weapon. While piloting the Mantis is an enjoyable experience, so is blowing it up. Hooking up and polishing all the numerous little bits and doodads that splinter off the Mantis when each section starts taking damage and breaking apart was definitely the most fun (and time consuming) out of all the vehicles to setup. Each destruction asset piece is tuned to give proper visual response when popping off its parent region. There is a lot of attention to detail, and we made sure that the destruction is granular and satisfying. Oh, one more thing to all you budding mech pilots: Watch your back, because she can be boarded from behind. And yes, that’s what I said. KIG-YAR// Eayn’s native population continues to grow and expand within reasonable governing parameters; its economic and social lines have stabilized in the wake of the war. Muloqt, Kaelarot, and Valyanop, the primary interplanetary colonial sites, all remain static, with little notable movement. There are rumors of mercenaries operating alongside a handful of more conservative Sangheili states, although that has yet to be substantiated. Section 3 Please remember to take out the garbage. SANGHEILI// Most intel here originates from ground contacts, but sensors have assisted with validation. The primary issue with the Sangheili is that of discordant cultural symmetry. It is difficult to assess military growth across several dozen active colonial vectors all with disparate political structures. Nevertheless, any and all visible military activity appears to be internecine in nature. Halo 4 Skulls Skulls are a longstanding tradition in the Halo series and one we’re excited to continue. Modifying gameplay and multiplying difficulty, the Skulls in Halo 4 will behave like the ones you already know and love from Halo: Reach. In Halo 4, they will be available in Campaign and are automatically unlocked from the start. For the uninitiated, you can find the names and descriptions below. By the way, if you’re the type that leaves no stone unturned in your quest for hidden secrets, fret not, because the Domain Terminals will scratch that itch… and more. Famine - Weapons drop much less ammo. Tilt - Enemy resistances and weaknesses are increased. Mythic - Enemies have increased health. Catch - Enemies are grenade happy! Black Eye - Shields don't recharge unless you melee enemies. Tough Luck - Enemies always go berserk, always dive out of the way, and never flee. Iron - Co-op: Back to previous checkpoint on death. Solo: Restart mission on death. Thunderstorm - Major upgrade to the capabilities of enemies. Cloud - Motion sensor is disabled. Cowbell - Acceleration from explosions is increased. IWHBYD - Rare combat dialogue becomes more common. Grunt Birthday Party - Headshot a Grunt, HAPPY BOOM TIME! Blind - The HUD and the first person arms and weapon are hidden. NOTE: A cluster of Sangheili frontier worlds saw a sudden and anomalous convergence of unregistered ships, largely cruisers of varying classes according to a handful of remote relays stationed nearby. By the time sensors were deployed, the ships were gone. The relays can’t assess numbers or strength, but the readings we have indicate that this wasn’t an expeditionary voyage or something tied to a single state. It appears to have been much larger. Carve this way Last year we provided a variety of pumpkin carving patterns perfect for your Haloween-related festivities, and this year we’re doing the same. Below you will find seven different patterns, some relevant to Halo 4, some specific to Halo 4: Forward Unto Dawn, but all somehow related to this crazy thing called Halo. So choose your difficulty, pick your favorite pattern, print it out on a paper-like product and carve it into a large orange fruit (the white portions signify areas to carve while the gray patches should simply be scraped). Then, once you’ve completed the aforementioned activities, share it with us via the “Submit News” button on the front page. Yes, we want to see it, because we kind of sort of like you. And your gourd-like creations. /END FILE/ And that wraps up yet another Bulletin. Until next week... <3, bs angel
  5. Hi everybody here... I don't know how much people are having some troubles with the halo waypoint page... but is usefull to know some things in this page... Do you have some kind of trouble with the halo waypoint page? Please, tell us your trouble, if a lot of people have the same trouble, 343 should fix it, no? Bye
  6. So 343 has finally uploaded their own file share system to Halo Way-point. who else is excited about this? I know i kinda am. I enjoy forging maps an sharing them with people who want to test them out with me in the custom lobby. so If that's you an you want to test or forge with me let me know an ill give it the old college try. (well without the college part cuz i F'n Hate school!) lol any ways People if you want to test my maps let me know an if you want some one to forge with also hit me up. or if you got some maps you want people to try gimme a holler. Im outs
  7. 343 industries / gamers My Xboxlive account ‘Darthbobo ICU2’ cannot access Halo waypoint on the xbox 360 console. Halo waypoint requires me to download an update, which I’ve previously downloaded before. After accepting to the download, the percentage bar jumps from 62 %to 0 % repeatedly and eventually results in “Cannot download Halo waypoint.” Due to this I am not receiving in game content such as armour unlocks and terminals, which I should have been awarded already and cannot, access Halo waypoint on the Xbox 360 console. In attempt to fix this I deleted Halo waypoint from my hard drive in the attempt to re-download it later, it failed and now I can’t even re-download Halo waypoint itself. I deleted the system cache, also didn’t work. ..(as some forums suggested) For some reason my system remembers the failed download (even after deleting Waypoint.)..returning to the 62% download mark but not progressing. Please can you advise how I can remedy this issue? My hard drive has plenty of space.
  8. An article on Waypoint's website showed terminal glyphs: http://www.halowaypo...b3-7f8bf8be96bc I decrypted the glyphs and put in order by connecting the puzzle pieces. The message is below and can be entered in Waypoint. Start Waypoint on Xbox and press X. There are two new archives. Press X again and enter this code: 1uk3cvyjzm You will now have new shoulders for Halo 4. I assume this will go on twice more for armour and perhaps once more for Section 3 data.
  9. Okay, so I was helping some friends with some achievements for ODST, and started to reminisce the times I had playing all the other games when I remembered something quite terrible. I Played every game, beat every single aspect, achievements, rank, several times, then had to do it all over again in the next game with nothing to show for it. The closest Any of the games came to satisfying this was Halo Reach, but the three armor components didn't seem enough. So I propose a rather interesting Idea for the avid player; what if your progress made a difference; what if in Halo 4 you got gear for playing the other games. Not just one piece of armor or a special emblem, but a whole separate set for each. For Example, you would gain the following for each game: > Halo 3 - Type-25 Carbine - Type-2 Antipersonnel Fragmentation Grenade - Type-52 Pistol - M7/Caseless Submachine Gun - MJOLNIR Powered Assault Armor/R variant - MJOLNIR Powered Assault Armor/Mark VI - Legendary > Halo 3:ODST - M6C/SOCOM - M7S Caseless Submachine Gun - Type-25 Directed Energy Rifle/Jiralhanae Variant - Type-3 Antipersonnel/Anti-materiel Incendiary Grenade - ODST battle armor - VISR mode from ODST - Eternal > Halo Wars - Type-2 Energy Weapon/Hammer - Type-25 Grenade Launcher - Type-50 Sniper Rifle System - TR/9 Antipersonnel Mine - Hayabusa Powered Assault Armor/Katana - MJOLNIR Powered Assault Armor/Mark IV - Legacy > Halo Reach - Type-51 Directed Energy Rifle/Improved - Type-52 Special Applications Rifle - M319 Individual Grenade Launcher - Radar Jammer - Bubble Shield - MJOLNIR Powered Assault Armor/Mark V - Noble > Halo CE: Anniversary - M7057/Defoliant Projector - Type-25 Directed Energy Rifle - Sentinel Beam - Energy Disruptor - Flashbang grenade - MJOLNIR Powered Assault Armor/Mark V - Mythic I think that players would prefer to be awarded the above rather then have to unlock them by spending more hours if not days when they already went on the journey to earn them. Anyone should be able to unlock them, but only by playing the other games. This may prove to anger the players who never played the other games, didn't complete the requirements, or had to switch profiles due to reasons unknown. However, they should still be usable in game, but through this method only would they be able to be unlocked for use in Personal Loadouts. They would not effect combat any more then any other of equal ability already within the game. I also recommend the return of the other two factions of the covenant; the Zealots commanded by Avu Med 'Telcam will make very interesting foes, and their armor matches their religious commitment, but to see how the Separatists, under the Honorable Warrior's command of the Arbiter, and the Loyalists, the once servants of the Prophets, now ruled by the Tribal order of the Jiralhanae, free of the chains that suppressed their ancient barbaric nature, they now fight amongst themselves; vying to rule the other tribes. All three of these factions have much to gain from Requiem, and are likely to galvanize under the threat of the other factions or the UNSC gaining the secrets of the Shield world. Seeing the three fight would make quite a sight; the Wild Jackals running about with almost random weapons that they scavenged from lord only knows, against the Storm Jackals and their vicious nature. Not to mention the countless possibilities of new and old Brute weapons and vehicles. Like a Spike turret, a fusion of Super heated metal and rapid succession. An Assault rifle version of the Spike riffle would seems to be in order. A new cocktail of death from the mind of a twisted soul, the Harpoon gun will leave your mangled corpse stuck to the wall, floor, ceiling, or whatever is behind you when they release the trigger. Working like a fusion of the Spiker and the Light Rifle, it can fire by simply tapping the trigger, firing metal barbs with great precision, or you hold the shot, then release to twine three barbs together and staple the target to whatever might be behind it. That Metal on Metal would not only punch holes through you, but sear the flesh just the way they like it. Sound like a party?
  10. The Halo Bulletin 11.1.12 Read below for more details Source: Halo Waypoint The accelerated ticking of our internal clocks can only mean one thing: the big day is almost here. Our bodies are ready. Is yours? Instead of the traditional nine months, it’s taken us more than three years to create (what we hope you will find to be) our masterpiece, and in a mere four days, we will hand our baby over to you. It’s been a long and arduous journey, full of grueling days and sleepless nights, and the fact that we’re so close to launch is nothing short of surreal. Butterflies are flying laps around our stomachs, and we anxiously wait to hear what you, the Halo community, think of the newest title in your beloved franchise. As the clock struck midnight last night, reviews began pouring in. The majority of us at the studio stayed up all night reading them, and we’ve been overwhelmed and humbled by the response. As we prepare for the masses to begin populating Halo 4’s virtual battlefields, we’d like to offer you a brief review round-up, brought to you by your friendly neighborhood media outlets. There are too many to include here, so we trust that you know how to find the rest. Experience Halo Every day I get to experience Halo. Tuesday, though, thanks to the EMEA Xbox team, I got to do it like never before. I was recently whisked away to Liechtenstein, a beautiful country lying entirely within the Alps. For one day only, the mountainous landscapes of the normally tranquil countryside became the stage for a real-life experience set in (a replica of) the Halo universe. Taking over some of the country’s most iconic landmarks, including a 13th century castle and a working mine, fans and worldwide media from 16 different countries were catapulted into this off-world environment to take part in a theatrical experience which saw them travel to a top secret location before being unexpectedly thrust into a war zone which re-created brutal battle grounds through pyrotechnic explosions, thunderous sound effects and cinematic set builds. The experience started with a deceptively uneventful bus ride from Switzerland to Liechtenstein. To fill the time spent in transit, we were treated to a viewing of Halo 4: Forward Unto Dawn (Yes, I saw the ending. No, I will not tell you what happens.). Then, the bus pulled off into a deserted area, with nothing but patches of dirt, clumps of trees and the cover of darkness to greet us. Well, nothing but the aforementioned things if you weren’t to count the dozen or so military vehicles, downed helicopter and 15 soldiers mingling suspiciously in the distance. The second the bus rolled to a stop, the soldiers welcomed us, asking us nicely to exit that vehicle and get on a different one. And by asking us nicely, I mean yelling at us at their top of their lungs while delivering small amounts of spittle to our frightened and confused faces. I might have pooped my pants. Several different times. After climbing into the back of an unlit military vehicle, I chattered nervously with the others temporarily trapped there with me about what could be coming next. The windows were blacked out, as was the barrier between the back and the front, so we huddled together in a cramped, dark space lit only by adrenaline and the soft glow of mobile devices. Ten minutes later, we were delivered to a military camp in the countryside, which was actually a local farmer’s field that had been transformed into a post-apocalyptic battle ground (a total of 280 props, three makeshift tents and one helicopter helped complete the transformation). Smoke and the bark of soldiers’ orders filled the air as we scurried to pick up supply bags and find a seat in one of the tents. Once everybody was situated, Dr. Halsey (played by none other than Jen Taylor) came out to debrief us on the current situation. Our help was needed to decode a series of cryptic clues. If we were successful, we would save mankind from extinction by fighting off the threat of an attack. If we weren’t, well… that wasn’t an option. We were divided into three different groups, each of which was assigned to a leader, and then off we went, deep into a working mine (that was turned into a movie film set for the day with a team of six pyrotechnic specialists re-creating explosions with fire balls and sound effects). I had several near death experiences, one of which involved my attempt to get a poncho on. Helpful hint: If you’re wearing an adorably fluffy coat with a hood, remove said coat before attempting to put on a poncho. Otherwise you’ll flail around like an idiot for an extended length of time, much to the chagrin of every single soldier, the rest of the participants and your lady boss that is of course standing right behind you. As we went deeper and deeper into the quarry, explosions rocked the walls and smoke filled the tunnel. After encountering a distraught doctor, we began sifting through the dirt in an attempt to find a glyph. After unearthing one (it’s worth noting Frankie delicately used a spade while everybody else dug around frantically with their hands), we ran out of the mine, driven to a frantic pace by both the soldiers and a series of thunderous explosions. Upon safely reaching the entrance, we breathed a sigh of relief and delivered our glyph into the hands of an awaiting doctor. The other two teams also found glyphs, so Dr. Halsey talked us through piecing them together. As that was happening, a nearby disturbance turned our attention back to the mine, where we saw a faint glimmer of light that could only mean one thing: Something (or someone) was coming out of the tunnel. The lights got brighter, shining directly into our eyes and rendering us temporarily blind. Before our vision cleared, we could barely make out a puma-shaped outline, and then we caught sight of the Master Chief, riding in the back of a Warthog. As his chariot of choice came to a stop, a series of pyrotechnic explosions at first startled us, but then caused an eruption of cheers. Our hero had arrived. Now that we were officially safe, we were transferred to the Gutenberg Castle, one of the most important historical landmarks of Liechtenstein, which had taken on a new guise as a futuristic military fortification. There, with the Master Chief in tow, Cortana congratulated us on our success and briefed us on our next mission (which you’ll be tackling on November 6). Then we played Halo 4 until the wee hours of the morning. If you’re on Twitter, keep an eye on the #ExperienceHalo hashtag for more coverage from the attendees. A little birdie tells me Nak3d Eli is working on a video as we speak, that he’s recounting his experience at this event via Twitter, so that’s a good place to start should you desire additional coverage. Here’s the official wrap-up video, to give you a small visual taste of what actually went down. Enough about that particular experience, though. Let’s chat a bit about the one you’ll soon be having, come November 6, shall we? Section 3 Last night I dreamt about physics, waldo and ancient melodies. /START FILE/ //CLASSIFIED/ //ATTENTION ALL OPERATIVES: HIGH PRIORITY INTEL RECEIVED, REVIEW IS MANDATORY/ //CLASSIFIED/ . /END FILE/ Halo 4 Pre-launch Q&A As this is the last Bulletin before Halo 4 launches, I thought we would continue our customary tradition of Q&A sessions with Frankie. Kevin Franklin, Humberto Castaneda, Chris Davidson and Brad Welch also provided some of the following answers to your numerous game-related queries. So, without further ado, here is one last Q&A, the Q of which were provided by you, and the A of which were provided by us. Will Spartan Ops have consecutive seasons, and when can we expect their release? - GristlyStew721 Spartan Ops is being treated just like any other "TV show" and we'll wait and see how it's received and digested before moving forward. We have some very cool story ideas and some ways to continue the arc of the Spartan Ops series, but it's a pretty grand experiment and we will apply our learnings from that experience in appropriate ways. Will there be a skill-based ranking system? - xBrutaIity We are tracking all player skill data and while it will not be exposed in the game UI at launch, we have some ideas about how to give players access to that information, in a useful way, in the not-so-distant future. What playlists are going to be available at launch? - SensoryFour34 Infinity Slayer – 4 v. 4 The newly introduced Infinity Slayer variant allows Spartans to earn points during the course of a match, which can eventually be leveraged to call in ordnance from overhead. Ordnance drops within Infinity Slayer consist of three selectable but randomly generated weapons or power-ups, the latter of which can alter a Spartan’s speed, shielding or ability to issue damage. Big Team Infinity Slayer – 8 v. 8 Same as above, in an 8 v. 8 setting Dominion – 6 v. 6 Teams are pitted against each other to capture, fortify and resupply bases to win. After infiltrating a base, a player can capture it for their team, whether it is a neutral base or a base previously claimed by the enemy. When a team has held a base for long enough, it will automatically fortify, defending itself with turret emplacements and energy shields. Holding a base earns teams points for each resupply, and provides teams with heavy ordnance drops and vehicles each supply cycle. Regicide – 6-player FFA The Spartan in first place is the King. As the King racks up kills, their bounty increases, thereby increasing the points other Spartans gain from killing the King. All other Spartans’ heads-up displays and motion sensors give away the King’s location at all times during the match, aggressively focusing combat wherever the point leader happens to be. Flood – 10 players Within this War Games simulation, the deadly parasite has returned – a group of Spartans have been transformed into incredibly fast and deadly Flood combat forms. As the Flood, players are forced to destroy uninfected Spartans, converting them into Flood combat form allies. As an uninfected Spartan, the player’s goal is to survive the seemingly never-ending Flood onslaught, staving off transformation into the parasite. Capture the Flag – 5 v. 5 Played with up to four teams, each of which has their own Flag. The goal of each team is to steal an enemy team’s Flag, while protecting their own. Once a team has grabbed a Flag, they must return it to their own capture point to score. Flag carriers are only able to use a Magnum or the Flag itself as a weapon. Oddball – 5 v. 5 With up to eight teams in combat, the goal of the War Games simulation called Oddball is to hold onto the ball the longest. While holding the ball, a player or team will gain points, but the player holding the ball is unable to defend themselves with their weapon. Players are also able throw the ball or use it as a weapon for close-range melee attacks. King of the Hill – 5 v. 5 Reminiscent of schoolyard skirmishes, the War Games competition known as King of the Hill pits up to eight teams against each other in a struggle to hold a specific territory. While this is a classic game type, its most recent iteration offers a variety of new scoring methods, including a focus on individual performance in addition to the team’s collective effort. Team Slayer Pro – 4 v. 4 This playlist features the following settings: No Radar, 3 Loadouts (DMR, AR or BR with 1 grenade and Resupply Tactical Package), Player Movement Speed, Reload Speed and Weapon Swap Speed set to 110%, Friendly Fire ON, Score to win Round 60 Kills, No Map Loadouts, and No Custom Loadouts. I was thinking about starting Spartan Ops with my friend before starting the campaign. Will the first episode spoil the campaign? Major spoilers? Mild spoilers? - Superman x JLA There are a couple of big ideas that are obvious, and don't read any further if you don't want those spoiled, such as the fact that a couple of characters and ships have "made it" but beyond that it won't necessarily spoil or ruin the campaign. However we still advise people to play them in the correct chronological order. Will there be a UNSC flying vehicle (Falcon, Hornet, etc.) on the multiplayer side of the game (excluding Spartan Ops)? - Phat M0nk3y4 Not in Multiplayer but there are some interesting options available in Campaign. Will your Halo 4 milestone unlock exclusive armor for Halo 4? - MSchnelkz 17 There will be an armor set and some emblem unlocks available in the CLASSIFIED section of Waypoint. You will need to find codes (hint: Check the Bulletins) and play Campaign, Spartan Ops and War Games in Halo 4 in order to unlock. We recently got our first look at the Crimson, Majestic and Castle Map packs, expected to be out in December, February and April respectively. Can we expect any more map packs after these, and at what frequency? - GristlyStew721 We are obviously still working on those maps, some of them playable now, although not polished and some (the more distant ones) are basically concept art and geometry at this time. We will ultimately have to put sensible limits on how much DLC we create to prevent too much splintering of content and playlists. So, while some of that can be done via playlist and hopper management, the reality is that whatever we do on top of the announced maps will have to offer something logical to the existing suite. Can Sprint be disabled? - Buffdaddy Jama Sprint is a base trait for all Spartans, but you can, as always, adjust the upper limit of your Spartan's speed in custom game player traits. In the “Traits” section of the custom game menu, players can tune a Spartan’s movement speed from 0% of default to 300%. When tuning a player’s movement speed, Sprint scales as well. Sprint itself cannot be disabled, but there are many other ways to modify player speeds, including power-ups and trait zones. Is it true that Theater isn't available in Campaign and Opartan ops? If so, what was the reasoning behind this and will there be a future patch or download to fix this? - unip8 Theater Mode in Campaign did not make the cut for launch for various reasons of scheduling, rendering issues and some significant engine changes. However, we are treating Title Updates very differently for Halo 4 and rather than simply using them as opportunities for simple big fixes, we are thinking of them as a way to sustain and grow features and options, so it is possible you could see Saved Films made available for Campaign (as well as some other significant features) at some time in the not-too-distant future, but that's yet to be determined. At what SR rank will the BR be unlocked? - Ommageden The BR and DMR are unlocked VERY quickly. Unless you wear a blindfold and earmuffs, you should have both unlocked before the plastic wrap from your packaging hits the floor. It's also vital to note that they are unlocked for you to customize your Spartan with. There are plenty of playlists that will make default loadouts that include those weapons, available to people with no Spartan Rank whatsoever, including guests. How many slots will we get in Halo 4's File Share? More importantly, is there going to be a Bungie Pro equivalent? - Jeff McRae There will not be a Bungie Pro equivalent, but all users will have 25 slots for their personal catalog. How does the install process for Disk 2 work? Can we play off Disk 2 without installing it? And if we do install Disk 2, can we play all that content while using Disk 1? - IIBloodDaggerII Disc 2 contains largely multiplayer content. You can put it in at any time, even before Disc 1, and install the content. You will get a nice slideshow, some pretty music and a gradual progress bar. After a few minutes, you can remove that disc and never deal with it again. Everythingmultiplayer, including Spartan Ops, Forge and Campaign can then be launched from Disc 1. You can, of course, also install Disc 1 to your storage device to make loading quicker and reduce wear and tear on your optical drive, but that's optional and is a 360 system feature, not a necessity. If you preorder weapon skins (e.g., Arctic BR from GameStop), will they unlock the weapon as soon as you redeem the code, or will you have to unlock the weapon before you get the weapon skin? - a zoojoo You'll get immediate access to that weapon (or armor for that matter) with that skin; you don't have to rank up or spend Spartan Points. For weapons this is mostly a fairly small head start, since the skinned pre-order weapons are low in the ranks, but some of the armor skins will definitely give you earlier access to that type of armor. How will Split Screen work in Halo 4? - The Little Moa Split Screen support in Halo 4 is identical in most respects to Halo: Reach. Two player split in Campaign and Spartan Ops, and four player split in War Games and Forge, although we may restrict this in some matchmaking playlists. Clan support was a feature that got many players into the competitive spirit of Halo Multiplayer in a challenging-yet-rewarding way. Why has this feature died, or rather been missing in action, since Halo 2? Was it ever considered for implementation in Halo 4, and what was the deciding factor in it not being included? - u4iX As we mentioned before, we plan to continue consistent and meaningful sustainment updates to improve and enhance player experience. Social constructs are something we too have missed since Halo 2, and we're looking at interesting ways to improve those experiences in the not-too-distant future. I will be using that expression a lot. Get used to it. Will the Mammoth be featured in Multiplayer? - TheLateLateShow The Mammoth is currently only used in Campaign. Can you talk about what criteria matchmaking uses to find suitable teammates and opponents? What does the system prioritize? Location, connection, skill, etc.? - NYSTOFMIND23 Matchmaking will use geography, connection data, history and skill to determine player populations per game. Skill and connection get very high priority, but there will be other factors involved. I should also note that the simplification of our hoppers and playlists means that the quality of those matchmaking criteria will be improved through population density and that alone will make a huge difference. Have you guys come across any hilarious bugs/glitches in earlier builds of the game that you'd like to share? - Plain Ben We collected a ton of "best bug ever" stuff including movies and animated gifs. It would be fun to make some of those available in the future. We have some pretty funny Derptana faces caused by animation and mo-cap bits that are horrific and hilarious. What is Extraction? - DR ROCKSO 721 In the game type Extraction, Spartan teams are tasked with the retrieval of assets from various sites using prototype translocation technology. Once a team has found a viable site, they must initiate the extraction process with a quantum marker and its spherical translocation beacon. As the extraction process occurs, teams must defend their beacon in order to prevent others from converting the existing extraction process into their own favor. What can you tell us about the betrayal booting system in Halo 4? - omarlotrc Betrayal booting takes game type and "deliberateness" into account and while in a lot of ways it's similar to the prior incarnations, we've tried to be cleverer about what the game thinks is deliberate versus accidental. And Join In Progress should help ameliorate the negative impacts for everyone involved. How awesome will Halo 4 be? On a scale between 1-343. - Dont pass gass I will answer this when players give us their impressions in less than a week. Speaking of which, see you then! Through the scope of my Battle Rifle, of course… <3, bs angel This post has been promoted to an article
  11. The Halo Bulletin 10.17.12 Read below for more details Source: HaloWaypoint.com Click the Source link for videos on this bulletin Every time someone spreads a leak, an angel loses its wings Every time someone spreads a leak, an angel loses its wings. At least that’s what I’m assuming is happening, considering my backside is suddenly bare. Oh yes, there’s no longer any junk above my trunk, I’ve lost the adonk from my badonk, and Sir Mix-A-Lot no longer likes me. Despite the absence of flying apparatuses, my spirits are still soaring. Why, you ask? Because in less than three weeks, you will finally have Halo 4 in your hands. Whether you start with Campaign, Spartan Ops, or the multiplayer mayhem that is War Games, you will soon be embarking upon an adventure – one that we’ve spent years crafting for you, and one that we hope you’ll enjoy immensely. Regardless of whether your road to launch includes getting touched by a spoiler, nothing will compare to the moment you feel the familiar weight of the Battle Rifle in your hands as you’re welcoming back your old friends, the Master Chief and Cortana. Speaking of the Chief, I can neither confirm nor deny that in Halo 4, he decides to mix things up a little. I can tell you, however, that he just may attempt to shoot his way out. Enough small chat, though. We have a lot we have to cover, in not a lot of time. This week’s topics include Meltdown (one of the multiplayer maps shipping with Halo 4), the Mantis (dat mech), a complete list of Halo 4 skulls (now with pictures!), Halo-themed pumpkin patterns (in case you’re planning on carving a jack-o'-lantern this year), and a few other interesting tidbits. Shall we begin? I think we shall! PLNB PRIORITY TRANSMISSION [CLASSIFIED] ENCRYPTION CODE: [CLASSIFIED] PUBLIC KEY: N/A Evolution of the Master Chief As the video game industry advances, so does its tools and techniques, and that is readily apparent when looking at the Master Chief’s evolution over the past ten years. Each iteration of our favorite Spartan super-soldier has been distinctive yet similar, but don’t confuse design with canon – the Chief is the Chief, just with the details and idiosyncrasies based on what each time period and toolset has to offer. So embiggen the picture above by clicking on it, and enjoy the walk down Master Chief Memory Lane. Just don’t wander off too long, because some brand new Meltdown screenshots are anxiously awaiting your attention. FROM: CODENAME SURGEON TO: CODENAME COALMINER Meltdown Brand spankin’ new Meltdown screenshots 1 and 2! MELTDOWN DESCRIPTION: While most Forerunner technology appears to support safe usage over immense passages of time, the failure of specific systems can cause a cascading effect which dramatically impacts a site’s foundational composition. This frigid moon’s icy conditions once served to control a Forerunner reactor’s intense heat, but those days are now long gone. The main objective when creating Meltdown was to design a medium size level that catered to both infantry and light vehicle combat. Early on, several paper maps were drawn in the attempt to find the best possible solution to these goals, and ultimately a figure eight-style took the crown. Though it had several iterations through its design, the figure eight vehicle path and base locations always stayed the same. The largest changes were adding more infantry paths (like the caves) and making simpler base interiors. Initially it was difficult to tell what side of the map the player was spawning on because of the rotational symmetry. We solved this with the level’s theme: Using the core meltdown of one of the base generators, one side of the level was essentially melting from the heat and the other remained covered in snow and ice. While the original concept took place in a canyon-like environment similar to Beaver Creek, this new theme solved many issues with environment identification. Meltdown is built around a looping layout with upper and lower pathways. The lower path is focused on vehicles (which tend to run loops around the map and perform hit-and-run actions on enemies), and the upper path is focused on infantry (which tend to move across the light bridges into the center combat space and use cover to ambush enemy players or move around the cliff walls and fight at range from the high ground). Throughout the design process, our goal was to make infantry feel on equal footing to vehicles. This is where the tighter vehicle paths, plenty of cover and numerous foot paths come into play. With this in mind, we wanted a level that felt like a large vehicle map while staying the size of a medium infantry map. Unlike the normal large vehicle maps that are usually seen in Halo, the tighter vehicle paths and prevalent infantry areas make it much easier for the player to traverse on foot without feeling vulnerable to snipers and vehicles. It's also possible to run from one side of the map to the other within a short amount of time, similar to other medium-sized maps. CLASSIFICATION: ELEVENTH HOUR [2/5] SUBJECT: OVER THE FENCE Brand spankin’ new Meltdown screenshots 3 and 4! As a large, vehicle-heavy map, Meltdown spawns a wide range of power weapons. Games on this map typically kick off with big explosions as each team spawns near both a Railgun and an Incineration Cannon. During the matches, Infinity keeps teams well equipped with the Incineration Cannon, Scattershot, Sniper Rifle, SAW, Rocket Launcher, and Fuel Rod Cannon. Despite its size, Meltdown does not spawn the Banshee by default. This helped us create unique vehicle combat, focusing on the clash between the high ground on the cliffs and bridges and the low ground below. Without the Banshee, it means getting to the high ground advantage is even more important in combat encounters. If you can’t live without the flying purple dealer of doom, you’re free to forge a Banshee for yourself for even more varied gameplay. Unlike the other maps, this particular playspace has the bases built into the outer walls. With these large, integrated bases, Meltdown is built to support Dominion (but Big Team Battle is also a studio favorite). Teams spawn inside the Alpha and Charlie bases and then contest the center, which is a large contrast from Longbow, which has players attacking and approaching all three bases from the start of the match. In the end, Meltdown became a fun level for both infantry and vehicle fans, and stands out in objective game modes. But look out for the Mantis, which has the ability to rip you a new one when you're not looking… /FILE EXTRACTION-RECONSTITUTION COMPLETE/ /START FILE/ The Halo 4 Mantis We first introduced you to the Mantis through the above dubsteppy, Spartan-stompy, teabaggy video. While it made the majority of people excited about piloting this particular bad boy, a few were concerned it was overpowered when compared to the rest of the Halo 4 sandbox. To quell that fear and talk a little more in-depth about this brand new vehicle, Ali Zandi, a Systems Designer here at 343, stopped by with more information you could ever want to know. And then some. The Mantis is a new UNSC bipedal weapons platform, fully equipped with a high caliber chain gun mounted on its right arm, multi-rocket system on its left arm, and UNSC’s energy shielding technology. The chain gun is effective up close, but has significant projectile spread and heat when laying on the trigger for long periods of time (once the chain gun overheats, it goes into a cool down sequence for a few seconds, disallowing the weapon to fire during that period). The rocket pod delivers massive direct impact damage, as well as moderate amounts of splash damage to infantry and armor. It has two firing modes, one being semi-automatic, and the second being a full volley of however many rockets are loaded in the pod. A total number of five rockets can be queued up by holding the weapon’s trigger down, or fired individually by latching the trigger. Once all five rockets are depleted, the Mantis initiates a reload sequence, replenishing the rockets after a few seconds. The Mantis has two variants – Campaign and Multiplayer – which differ greatly in terms of damage, spread, and projectile speed. The Campaign version of the chain gun deals much more damage as it uses higher caliber rounds, and the rocket system is anti-aircraft. Inspired by Halo Legends, the Mantis started out as an armored exoskeleton that Spartans would equip, augmenting their abilities. It had numerous weapons, roles, mechanics and shapes, and featured a dedicated shield. It also had the ability to jetpack, use thrusters, and fire a Railgun. We even had an early prototype that consisted of the Chief riding in a giant scaled-up Chief (Yo dawg, we herd you liek the Chief, so we put the Chief in your Chief so you can play as the Chief while you play as the Chief). The idea then evolved into an actual mechanized vehicle, which was more epic in scale and fit the UNSC better. SPECIES CANDIDATE//LINE RECORD 94:73:02:75 Once the concept was finalized and the Mantis was modeled and rigged for animation, we hooked up the bare systems to allow the weapons to fire and players to occupy the seat. During that time, there was massive animation work done to get all the parts moving and animating. It was difficult because there was nothing in the game engine that contained any logic for a mech. It was not easy iterating on values, because if we cranked the knobs on movement speeds or stomp delays, for example, the animation team would need to iterate on the animation content for the walk cycles and the stomp animation to compensate. Communication was crucial. We ended up using a biped/vehicle hybrid, and there were significant amounts of content and code work done to bring this to life. After that phase came the heavy animation work and iteration process on the timings and numbers to get the legs feeling and behaving correctly in all the different possible situations across numerous maps. The team focused heavily on the Mantis’ legs and foot pinning to make sure the legs would behave when walking across various elevations and obstacles. Once we felt good with the timings and animations of the movement, we starting balancing health, weapons, and numerous amounts of other magical systems for Campaign and Multiplayer. During the balancing phase, we discovered players were having a hard time knowing if the Mantis was reloading or not from certain distances, because the silhouette remained the same. To address that issue, we decided that it needed some sort of visual feedback to show when the weapons were temporarily down. It was definitely interesting and challenging to decide how we could animate the arms without it sorting into itself at different torso rotations and pitches, or looking like a Jersey Shore fist pump. Once we got the animations down, we found that it was extremely useful to players on foot, because it visually conveys the windows of opportunity infantry has when the Mantis weapon systems are down. Overall, it’s slightly similar to the Scorpion tank in terms of health and armor, but it trades firepower for maneuverability, allowing the Mantis to be more agile than the Scorpion when needed. Also like the Scorpion, it is capable of being boarded by enemies and EMPed by a Plasma Pistol charge. One notable difference is that the Mantis is capable of using its weight to deliver a devastating stomp to crush enemies in front of it by pressing the melee button. Time your stomp carefully though, and remember that it’s a risk reward. If you miss and or use it carelessly, you leave yourself open to being boarded. UNGGOY// Sensors at Balaho indicate stability, no off-planet transport recorded since Solipsis. Runners are claiming that Buwan has been abandoned as well, but we’re keeping our eyes on it anyway. Moderate Unggoy populations have been observed in Sangheilian systems at various intervals. The biggest challenge when designing the Mantis was making it feel satisfying both for the players piloting it and players fighting against it. The goal was to have an awesome new vehicle in Campaign and Multiplayer, and not have it pulled off the Multiplayer boards because it’s impossible or too easy to counter. Through rigorous playtesting and prototyping, we pursued the “less is more” approach and simplified the Mantis into a much more focused experience. One of the more effective roles for the Mantis in Multiplayer is base defense. It does especially well in close to medium ranges against both infantry and vehicles, but it’s good to have some cover just in case. You don’t want to be caught out in the middle of the battlefield in your big giant robot when the other team has a Spartan Laser. If used in an offensive operation (for example, escorting teammates toward the enemy flag), it is extremely critical to have a team supporting their fellow Mantis, killing potential boarders and anyone targeting the Mantis with a power weapon. While piloting the Mantis is an enjoyable experience, so is blowing it up. Hooking up and polishing all the numerous little bits and doodads that splinter off the Mantis when each section starts taking damage and breaking apart was definitely the most fun (and time consuming) out of all the vehicles to setup. Each destruction asset piece is tuned to give proper visual response when popping off its parent region. There is a lot of attention to detail, and we made sure that the destruction is granular and satisfying. Oh, one more thing to all you budding mech pilots: Watch your back, because she can be boarded from behind. And yes, that’s what I said. KIG-YAR// Eayn’s native population continues to grow and expand within reasonable governing parameters; its economic and social lines have stabilized in the wake of the war. Muloqt, Kaelarot, and Valyanop, the primary interplanetary colonial sites, all remain static, with little notable movement. There are rumors of mercenaries operating alongside a handful of more conservative Sangheili states, although that has yet to be substantiated. Section 3 Please remember to take out the garbage. SANGHEILI// Most intel here originates from ground contacts, but sensors have assisted with validation. The primary issue with the Sangheili is that of discordant cultural symmetry. It is difficult to assess military growth across several dozen active colonial vectors all with disparate political structures. Nevertheless, any and all visible military activity appears to be internecine in nature. Halo 4 Skulls Skulls are a longstanding tradition in the Halo series and one we’re excited to continue. Modifying gameplay and multiplying difficulty, the Skulls in Halo 4 will behave like the ones you already know and love from Halo: Reach. In Halo 4, they will be available in Campaign and are automatically unlocked from the start. For the uninitiated, you can find the names and descriptions below. By the way, if you’re the type that leaves no stone unturned in your quest for hidden secrets, fret not, because the Domain Terminals will scratch that itch… and more. Famine - Weapons drop much less ammo. Tilt - Enemy resistances and weaknesses are increased. Mythic - Enemies have increased health. Catch - Enemies are grenade happy! Black Eye - Shields don't recharge unless you melee enemies. Tough Luck - Enemies always go berserk, always dive out of the way, and never flee. Iron - Co-op: Back to previous checkpoint on death. Solo: Restart mission on death. Thunderstorm - Major upgrade to the capabilities of enemies. Cloud - Motion sensor is disabled. Cowbell - Acceleration from explosions is increased. IWHBYD - Rare combat dialogue becomes more common. Grunt Birthday Party - Headshot a Grunt, HAPPY BOOM TIME! Blind - The HUD and the first person arms and weapon are hidden. NOTE: A cluster of Sangheili frontier worlds saw a sudden and anomalous convergence of unregistered ships, largely cruisers of varying classes according to a handful of remote relays stationed nearby. By the time sensors were deployed, the ships were gone. The relays can’t assess numbers or strength, but the readings we have indicate that this wasn’t an expeditionary voyage or something tied to a single state. It appears to have been much larger. Carve this way Last year we provided a variety of pumpkin carving patterns perfect for your Haloween-related festivities, and this year we’re doing the same. Below you will find seven different patterns, some relevant to Halo 4, some specific to Halo 4: Forward Unto Dawn, but all somehow related to this crazy thing called Halo. So choose your difficulty, pick your favorite pattern, print it out on a paper-like product and carve it into a large orange fruit (the white portions signify areas to carve while the gray patches should simply be scraped). Then, once you’ve completed the aforementioned activities, share it with us via the “Submit News” button on the front page. Yes, we want to see it, because we kind of sort of like you. And your gourd-like creations. /END FILE/ And that wraps up yet another Bulletin. Until next week... <3, bs angel This post has been promoted to an article
  12. As many of you may have seen the Halo Waypint Application for your i device and Android has been released Whith features like your current credits, service record, how many more you need to rank up and ATLAS. WIth the app you will also be able to check your friends on line, send them messages and check your campaign Progress. It also provides the daily/weekly challenge and the ability to make your own custom challenges. ATLAS gives you 1 free map to look at then all of the other apps with cost $5.00. Over all its a pretty great app.
  13. The Halo Bulletin: 3.07.12 By Bs Angel8. March 2012 01:01 We’ll never tell. Before Monday, I think some people pictured our studio as a makeshift infirmary, filled with bed after bed of hospital-gown-clad 343 employees, eerily singing “I’ll never tell” as if the haunting tune was stuck in an endless loop. The reality of our situation, however, was the majority of us spent our days curled up in a fetal position under our desk, tears streaming down our faces, sobbing about our need to share something, anything, with our information-starved fans. While it’s been difficult for us to keep our cards so close to our chest, I know it’s been even more difficult on all of you, as your hunger for Halo 4 knowledge went from a slight rumbling in the pit of your stomach to a sonic boom–like roar heard by anybody within a one-million-mile radius. We hope Monday’s taste not only whetted your appetite but also provided enough satiation to help you survive just a little bit longer…. In case you have no idea what I’m talking about (because you live under something that is a natural formation, perhaps), Monday was the day we officially released the first in-game look at Halo 4, in the form of a behind-the-scenes video and threescreenshots featuring the Master Chief and the Battle Rifle. Even if you’ve already seen the aforementioned pieces, go ahead and take a gander at them again, because today, for your weekly Halo Bulletin, we’re answering several of your Halo 4–related inquiries. So watch the video, check out the screenshots, and then begin digesting the Frankie-provided morsels below because, as you are about to see, your favorite Scottish Franchise Development Director was kind enough to tackle each and every question I hastily threw his way. Well, beside the one about his sudden lack of facial hair, anyway. http://www.youtube.com/watch?v=f6UL63Zo-uo Frankie tells. What do the media mean when they say "perks?" –Krevilz Well, I think they’re talking about performance-enhancing abilities from Call of Duty, if we’re going to be perfectly honest. I should clarify that we never used the terms “perks,” other than when asked about them. That was a term coined in questions about our admittedly mysterious content. The systems in Halo 4, and I say that in the plural because there is no single element that defines that aspect of our game, are interconnected and related directly to your in-game experience as a Spartan IV, but they’re not exactly like any specific existing template or scheme. We’ll be explaining more about the Campaign and Multiplayer systems as the year progresses, but suffice it to say that the new features we’re hinting at for Halo 4 will not be mirror images of the stuff they’re being compared to now in online conversations. Can you elaborate a little more on the armor customization and how it affects gameplay? I'm expecting a vague answer, but anything new on the subject (even a little sliver) would be extremely appreciated. –ZippingFilly812 You will have a wide degree of control over your appearance, of course, but as we have hinted, there will also be elements of your ability and performance as a Spartan IV that you will have some control over, that will actually impact your gameplay experience, although it should be noted this will not allow players to arrive in a game session with what are traditionally called “power weapons” or a massively asymmetrical advantage over opponents. Now, there’s a lot of speculation about how this will affect balance – and when we have more details to share, that experience will start to come into focus, but our philosophy is still to provide a balanced and enjoyable game for all types of players, regardless of skill or experience. Will there be a public multiplayer Beta, like the Halo 3 and Halo: Reach Betas, where everyday people got to play them? With this being 343's first Halo game and entry in the franchise, it seems like something very important. –UnanimousCrab42 While we are testing Halo 4 code, gameplay, and systems at significant scale to get excellent data, input, and feedback, we are focused on polishing and shipping our experience for the duration of the year, and splitting resources to manage and build a beta is not on our schedule. Will Armor Abilities and/or Equipment return? –Daedalos42 Without going into too many details, in Halo: CE, you’d fight for control over armor abilities based on timing and map control, and that’s something that evolved over time until it became the Equipment pick-ups in Halo 3 and eventually the Armor Ability loadouts in Reach. Halo 4’s system will be a logical evolution, but based on lessons and inspiration from the (matchmaking) successes and less-than-successes in prior titles. What is your general approach to the marketing of Halo 4? Can we expect more/bigger info blowouts before release or will you keep things closer to your chest this time (compared to other Halo games)? –Sempik We have some surprises in store. We’re not simply cruel teases—it’s a combination of genuinely wanting to surprise fans and, of course, the production reality of making sure everything is cool before revealing things. Previous Halo marketing campaigns have kind of taken on a life of their own and are definitely a part of the overall launch experience for some hardcore fans. I think we have some ideas, traditional and not-so-traditional, that certainly embrace marketing, but a couple of things that go beyond product marketing into what I can only tease as a fairly different experience. More on that later in the year, but expect at least a human presence from 343 Industries at many of the big events in the gaming calendar year. So you guys mentioned that the Multiplayer will have its own story and explanations. Will they intertwine with the single-player Campaign and story? –DS xHunterZx SD That’s an interesting question and the short answer is that they are connected, but you shouldn’t spend too much time wondering how. All of our current experiences, games, terminals, books, etc., are all interconnected. Sometimes directly, sometimes tangentially, but from this point on, everything matters. If you’re new to the series, don’t panic. None of the external experiences are necessary to understand the game plot, and vice versa. Each Halo story will work as a standalone piece, but the more you experience, the more resonance (and Easter Eggs) you’ll get. When will the full game be released? –Burninhell647 In precisely 2012. The actual ship date (and other details) will be rolled out in the not-too-crazy-distant future. Seeing how Halo 4 is the return of Master Chief, when can we expect to get some Campaign information? –Maggot081608 We’re going to be rolling out more information throughout the year, and you will certainly find out more about both Campaign and Multiplayer relatively soon. Of course, now you have to define “relatively.” Is there going to be a nice balance of playlists in Halo 4, like ranked and social? –A Critical H1T We aren’t going to go into detail about matchmaking systems or playlists for a little while, but there will definitely be options for traditional Halo fans to enjoy, and some very new experiences that we’re pretty excited about. Our playlists will be tightly focused, consistent, and properly polished. This will be especially evident at launch, but like with prior Halo games, these playlists will be organic and will evolve, but sensibly and appropriately. What is the difference of philosophy of visuals between Campaign and Multiplayer, and will we see a more cinematic look in the Multiplayer with different techniques usually reserved for single-player? –DemonCarnotaur The technology for both Campaign and Multiplayer graphics is effectively identical, but the philosophies will vary depending on the game mode/map. Certainly the traditional MP stuff we’ve already shown continues Halo’s tradition of clean lines of sight and recognizable environments designed to propel and lubricate map flow and fast-paced gameplay. The technology in Campaign will be used differently to accommodate a more cinematic experience, but there are a lot of approaches we’re taking to the whole game this time that will add layers of nuance to those approaches. With all the care being put into improving and pushing the Multiplayer and single-player experiences forward, will the same care be put into features such as Forge and Theater? What are your goals for improving community content in Halo 4? –AtlasIsShruggin We will do our best not to disappoint fans of the existing Halo feature set. Every aspect of the game is being approached with a passion and fervor to improve, grow, or streamline. More detail soon, but I suspect most folks will be pretty happy. How close to a traditional Halo experience will we be able to get? Will there be a place for fans of the original trilogy to get to play Halo as they remember it? –MATCLAN x MT Every Halo game is different, sometimes subtly, sometimes radically. You can expect that tradition to continue here, but the short answer is that the core things that make Halo Campaign and Multiplayer feel like Halo will be intact and immediately available to players. Will other characters, besides Master Chief and Cortana, from the previous games or novels appear in Halo 4? –Assassin 11D7 One of the luxuries of being in the game business is the ability to keep story and surprises completely shrouded in secrecy for a very long time. I can at least confirm that there will be some very interesting new characters joining the fray. What stage of development are you at currently? –UnrealCh13f Crunch. We’re finishing levels. Improving perf. Finishing gameplay. Finishing UI. The Campaign is playable from beginning to end. Cinematics are being fully realized. Music is composed, final orchestra sessions are booked. Some levels are graphically polished and beautiful, others waiting their turn in the schedule. Testing and polishing of systems continues. Crunchy. Are there going to be more, fewer, or the same number of guns in Halo 4 compared to Halo: Reach? Is there one gun that when you saw it you just went "WOW!" –Someone It is not the same number of guns. I can state bluntly that we have made significant changes to the sandbox. Perhaps the most radical overhauls and additions it’s ever had in a single iteration. Fans should expect to see very new stuff. And not just weapons. As usual a couple of things will get deleted (or changed), but on balance, it will be more new stuff. And yes, a lot of guns have made me go wow. New ones and old ones. Almost every single gun sound effect makes me go wow. The HUD shown in the gameplay clips lacks a health bar. Will this change, has this changed, or will Halo 4 use the same health system as the one in Halo 2 and 3? –Gravemind Health has been changed. There are no health pickups, but we’ll have more news on how that system works in gameplay at a later date. What will the ranking system be like? –xMcCarthee It will be altered. More news later. In the new footage we see the game type set as Slayer yet the score goes up not by individual kills but by points. Is this a custom game? A new Slayer variant? Or is this how the default Slayer scoring is going to be? –zNiTeY The footage of MP you saw is taken from our internal Network test build and actually features a mashup of various game styles and UI elements, so don’t spend too much time trying to figure out what’s happening in it, because outside of surface elements, it’s not going to teach you a lot about any particular game mode. However, our new implementation of Slayer will score differently than the traditional 0-50 method of yore, and is one of 100 things we’ll share with you more deeply in the coming months. Is the music in the video that was released on Monday from Halo 4's score? Furthermore, who is the lead composer? And if you can't tell us who it is, can we have a hint? –Neloms Effectively, all of the music you hear from this point out is going to be from the game. It’s one of the things we’re most excited about. We can never emulate Marty’s legendary scores, so we’re taking it in a different direction, but one that still, we think, fits the Halo universe beautifully. Our composer will be revealed soon enough, and as soon as a fairly dry contractual date arrives, we will be ecstatic to introduce him to you. And it will be soon-ish. Will skulls be returning to Halo 4? –Negative 9 There will be interesting ways to replay Halo 4, as is traditional in the series. Will there be any Covenant presence in Campaign or Multiplayer? Be it weaponry, equipment, architecture, etc. –Lloyd Jo en es Yes. The Covenant will definitely return, albeit in a completely (graphically, politically and sonically) overhauled form, but they may be the least of your problems. Will the mid-construction mech seen on one of the Multiplayer levels appear in some form in the campaign of Halo 4? –Franc and Co The Cyclops 2 seen in the center of War House will not be playable. But we will have some vehicle surprises, at least one of which will dwarf that weapon. Any chance we'll be getting Forge info anytime soon? –Nuclear Taco 42 We will discuss the future of Forge later this year. It will not be sad news. Does the BR have spread? Is it hitscan? –xBrutaIity The BR is a three-shot burst weapon. It is hitscan. In its current tuning, it has recoil (not bloom) which causes it to rise slightly (in a predictable and suppressible way). It is not a replacement for the DMR as has been discussed in the community. You will not see bloom as it currently exists in Vanilla Reach on any weapon, but there will be different methods for reticle targeting that vary depending on the weapon, and players will have a wide arsenal of weapons to choose from. More news about that later. Will there be multiple editions like with previous Halo titles? (Standard, limited, legendary) –Revenant1988 After we announce the release date, we will announce what content will be available at retail. Will assassinations return and if yes, will we have more unique weapon moves, for example the Energy Sword in Halo: Reach? –D4RKNESS 360 Short version, yes. Assassinations are altered, but they’re back. The weapon question isn’t something we’re going to answer today. Will there be any other media (books, comics, etc.) released in the lead-up to Halo 4, or will we have to gather our clues and form theories about the Campaign primarily from Cryptum, Primordium, Glasslands, and the Halo: Anniversary terminals? –Monkey Bloke At least one more Karen Traviss novel, with important connective elements, will arrive between now and launch, although the final Forerunner chapter from Greg Bear will arrive afterwards. For some pretty specific strategic reasons. As you can imagine, juggling all these things is crazy hard. Is Jen Taylor voicing Cortana? Who were the woman and man in the motion capture part of the Halo 4 video? –Jedi Otter The man and woman in the video were incredibly talented actors. Their roles in Halo 4 are pivotal and essential to the story we’re telling, but we’ll talk more about those and other actors in the future. I think Halo fans will be calm and happy about our casting, including MP V/O, but we’re not revealing more at this time. What kind of features will Halo 4 provide to the machinima community? –farmer scott21 Halo has been a cornerstone of the machinima community. It’s also a personal passion of mine (and others here on the team), so we will continue to embrace and support that community, but I honestly don’t have too many details to share at this point. Will Halo 4 include Gravity Hammers and Energy Swords (or adequate replacements) for Grifball? –Kalbelgarion It will be (more or less) possible to play Grifball in Halo 4. Will there be remakes from Halo 3 maps like Guardian? –xRCNx VorteX We aren’t discussing MP maps beyond Wraparound and War House, and while the vast majority of our maps will be brand new, we also know what the ladies (and gents) like. Why the decision to use Spartan IVs in Multiplayer instead of the ol' Spartan IIs? –randomrosso93 That will become apparent in the fiction of the game components, but the “feel” of Chief as it relates to the “feel” of a Spartan IV will be practically identical for gameplay purposes. Will there be a color-blind option? Even in Reach where contrast is high, people such as myself have a hard time even with Blue Team’s colors against the dark grays of Countdown. –HamboBlank We have a lot of color-blind players in the studio, including myself (100% red/green, which is why I seldom break the Tashi Ceiling), but we will not be producing a color-blindness “mode.” However, we have considered it as an art team, in how we choose palettes and types of contrast. The Spartans and UI elements help tremendously, and so far I am doing a bit better than I’d expect in that area.
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