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Found 55 results

  1. Images of the Forward Unto Dawn Mega Bloks toys. Read below for more details Source: LittleEnglishHaloBlog.com They also claim this is the first time they've produced a Master Chief figure, though I'm sure the dozens of green Spartans could probably pass for him. It also includes this light up mini-Cortana which is pretty damn sweet. The set is available from Amazon UK for £250 and Amazon US for $325, better go get it added to your letter to Santa now!
  2. Gameinformer inverviewing Stewart Hendler; the Director for Halo: Forward Unto Dawn. Read below for more details Source: http://www.gameinformer.com/b/features/archive/2012/10/05/halo-4-forward-unto-dawn-s-director-chats-up-the-live-action-series.aspx Do you consider yourself a gamer? I’ve always been a gamer for Halo. I’m sort of a partisan gamer in that sense. I would be completely lying to you if I said that I was good at anything beyond that. The way that I discovered Halo was that my roommates in college were huge gamers and I really wasn’t. When they got Halo for the first time, that was the one property that kind of sucked me in, and I felt myself spending a lot more time on the couch than with any other ones. So it’s always been my favorite franchise. Over the years I’ve sort of drifted in and out of playing other stuff, but always kept up with Halo, and always kept up with the story world of Halo, which is what I’ve always loved about it. So Halo is my main game. Working on the Halo series must be a dream come true. Oh dude, yeah, for sure. I actually got an e-mail from the producer on the show who was an exec at Warner Bros. when I did my last project over there. And she basically said, “Hey, I’m doing another web series, it’s for one of the major game franchises. It’s sort of the vein of…” and she listed some of Halo’s direct competitors. “Would you be interested?” I wrote back, “You know, probably not my thing. If you were to say Halo, that would be a different story. Thanks anyway.” And so the phone rang thirty seconds later and she told me what it was. And of course, I dropped everything. So you really like Halo. If it were any other video game franchise would you probably have just passed on it? Yeah. Never say never, but I was just coming out of H+, which is a different web series with Warner Bros. Web series are so much fun to direct but they’re a hell of a lot of work. It’s kind of like guerilla film-making. You’re wearing a lot more hats. So I was at the peak of exhaustion from that when she called, and I was like “Oh dear god, no.” And of course, the magic word came out, and I said “Okay, yeah, for sure.” This is the first time you’re working with a license. Was it intimidating to create something based on a franchise that people already know and love? Yes and no. In some ways working within that world is super exciting, because it’s built so you can come play in a sandbox that has so much depth and rich characters already established in it. On the flip side of that, there’s a reason why it’s such a big franchise, and that’s because it’s beloved by millions of people. But we also felt a huge sense of responsibility coming into that space and being the first long form live-action to try and bring this stuff to life. So yeah, absolutely, it’s super intimidating and exciting, all rolled up into one. How familiar are you with the expanded universe of Halo with the novels, comics, anime, etc.? I dabbled in some of it before I got this job. Obviously, now I’m way more caught up than any human being should be. But I had read a couple, and I definitely had the encyclopedia, all that nerdy stuff. The amazing thing about the Halo universe is that it’s so big that I don’t know if there’s ever a limit to what you can find if you want to explore it. They’ve done so much with graphic novels and anime that it’s just immense. They brought me in and they didn’t really have a sense of story, so it was funny because where do you even start in a world that has a timeline that’s like more than 100,000 years long, already filled out? It’s also been horrifying trying to figure out which corner of that universe to focus on and bring to life. How different is working on an online web series from working with film or television? Some stuff is obviously the same. You work with actors, you work with gear, and you put shots together in a certain order, that’s what it is. But the infrastructure and mechanics of the big studios that come with a feature just haven’t been built in a web series yet. So everybody is trying to figure out what the right way to do it is, and there’s a different sense of experimentation and adventure and freedom within the web series space. So from a director’s standpoint you spend a lot of time on a studio feature just managing the machinery of the studio, and dealing with the mechanics it takes to make a movie that big, which are very well entrenched. In a web series, there’s a totally different vibe. From a director’s standpoint, anything goes. You can pitch anything; no idea is too crazy. The sky is the limit, creatively. It’s also tempered with the fact that web series don’t have the budget that movies do yet. It’s a balance, but from my point of view, I’ve spent the last two years doing it, and I’ve had a blast being in this space. Read on for Hendler's thought's on 3D, which one of the Halo games is his favorite, and how much freedom he was allowed with the Halo universe. http://www.youtube.com/watch?v=BfJVgXBfSH8&feature=player_embedded How much freedom were you allowed within the Halo universe? Were there very rigid guidelines for production? It cuts in two directions, because on one hand, the Halo universe is very established and specific. Our task and oath was to uphold all of that, so we wanted to make sure that every detail that already existed in the Halo world was realized as accurately as possible. The Microsoft guys and girls were really cool because they spent a lot of time figuring out who they want to work with and who they want to bring on the team, but once you’re on the team, they put a ton of trust on you. That seems to go down the line through the entire studio on the game side and at that point it belongs on our side. So basically, their edict to us was, “Look, as long as you don’t contradict anything that exists in the universe, you can have a lot of freedom, you can do whatever you want to expand the world outward.” Granted, we were super reverential in making sure that they were happy with everything, but I was frankly shocked. By comparison to working with a studio, here you go in and pitch them an idea or send them a photo saying “Here’s why I love this!” and they say “Yeah! Do it!” It was awesome; it was a really fun experience. On the flip side, we had an entire staff position whose only job was to make sure that everything was authentic. Literally, 12 hours a day for three months, they were just checking and approving that the armor, guns, lore, and dates were all dead-on. You guys had to deal with plasma blasts and crazy alien vehicles. Were there any production challenges in replicating the visual style of a science fiction video game? The cool thing about the Halo world is it’s epic, it’s huge, it’s grand, it’s everything you’d ever want. The thing that we went into this knowing is that we needed to focus on what live action can do that the game has a harder time doing. The 343 folks and us agreed that live action has the power to connect you to real human faces and to tell stories about characters. So everybody wanted to make sure that that was up front. We definitely delivered on all of the action and pyrotechnics that are required in the Halo world, but we never lost sight of the fact that if we didn’t use this other way to tell a great story and connect people to the characters, then we weren’t doing our job right. So we came in with that vibe, which is really cool. Right off the bat, I pitched them the idea that we try to tell as realistic and authentic a Halo world as possible to counter the fantastic sci-fi of it all. They were awesome about it not having any need for it to look like the game. They didn’t want us to replicate the game experience. They wanted this to be its own thing and to make people feel like they were standing in the room with these characters. So from an aesthetics standpoint, that’s what we went in with, that kind of District 9 pseudo-documentary vibe in some ways. But we pretty quickly identified the places where we really needed to focus our resources and absolutely do up to the level of a 100-million-dollar-budget movie. That was definitely the visual effects, the Chief’s suit and the gear of it all. By comparison to our overall budget, we spent a much higher percentage of those elements that we would have otherwise. But in other areas we really tried to be guerilla. The Chief’s suit was done by Legacy down in L.A., which is the top of the top. These guys are the ones who did all of the Avengers suits and Terminator 2. Every cool creature or suit you’ve seen in a movie, those are the guys. This was Master Chief. We wanted to get the best possible thing. For the visual effects, we’re going to top out at just under 500 effect shots. These include fully-realized CG Covenant. Five hundred is a number that’s highly unusual for a web series. A gigantic blockbuster movie would be between 1,500 and 2,000. We’re not there, but we’re creeping up towards a really big show, and we felt like that was important. We actually literally got the last 17 shots in today. It’s definitely been a big part of where our priorities were - to make that stuff look awesome. The live-action stuff shot before this was pretty amazing, so we came in knowing the bar was already set, and that we could at least match it. Hopefully, we sort of took the next step and show people something else. Did you make sure to demand an early copy of Halo 4 for research? I’ve gotten to play it a couple of times. I’m kind of torn on it, because I love the anticipation of waiting and not knowing what I’m going to get when it comes in the mail. I’ve read the script, and I know exactly what happens in it, and we’ve tied our characters into it. On the one hand, I’m like, “this is the coolest job in the world!” and then in the background I’m a little bit sad that I don’t get the surprise of playing the game for the first time. But it’s okay. I do think they’re going to give me a copy though. Which Halo is your favorite of the ones that have released? I like the first one and I like ODST. They’re different, but I just like the look and vibe of ODST, the certain noir vibe of it all. I don’t know; the first one will always kind of have my heart. This doesn’t have anything to do with Halo, but in the field of film, how do you feel about 3D? Do you like it? That’s an interesting question. I’m not a huge advocate of 3D. I think it’s interesting. There are very few movies I’ve gone to in 3D that I feel are better for it. I guess I get frustrated because I see a lot of decisions being made from a financial standpoint within the industry based on 3D, and not necessarily based on what’s better for the material at hand. I think I have a pre-loaded knee jerk against it in some ways. When it’s used beautifully like in Avatar or Prometheus, I think it’s cool. But it has to be in the right filmmaker’s hands and it has to suit the material. Be sure to keep an eye out as Forward Unto Dawn’s new episodes release week to week for interviews with Daniel Cudmore, the actor playing Master Chief, and Frank O’Connor, the curator of Halo’s universe at 343 Industries. Be sure to keep an eye out as Forward Unto Dawn’s new episodes release week to week for interviews with Daniel Cudmore, the actor playing Master Chief, and Frank O’Connor, the curator of Halo’s universe at 343 Industries.
  3. Gaminformer interviewing Frank O'Connor franchise development director for the Halo franchise about Halo 4: Forward Unto Dawn. Read below for more details Source: Gameinformer.com The third episode of Halo’s live-action web series premiered today, and we had a chance to talk to Frank O'Connor, the franchise development director for the Halo franchise. He has a somewhat ambiguous job title and it means that O'Connor has his hand in just about everything related to Halo. We spoke to him about creating Halo 4's live-action web series, Forward Unto Dawn, and got some clarification about what his job is exactly. You’re the franchise development director for the Halo franchise? What does that job entail? Obviously I’m a spokesperson and that entails being an expert in every aspect of everything that we’re doing and then talking about it, but the vast majority of my work involves building and creating new elements of the franchise that end up in all of the various aspects of it. It’s a very large business at this point, even outside of the game. Obviously the game is the bulk of it, the game is the absolute master of everything else we do in the franchise and so everything feeds back into the game. It’s a really big franchise and it’s a big business on its own. From that perspective, how involved were you with the show, with the production? Were you writing and that kind of thing? We were editing and we were tweaking, really all the writing was done by Todd and Aaron Helbing realistically. We make notes and stuff like that but we were in the initial meetings with the Helbings about story and their first pitch, and the reason they got the job actually, was a story set on Harvest, which is one of the worlds from the Halo universe. We’d interviewed a bunch of writers and we had seen a bunch of pitches, and their pitch wasn’t the show we wanted to make, but it showed a really profound understanding of the universe and what the universe was about. It also mapped directly to what we wanted to do which was tell a story about people because that’s what we wanted this thing to be. Obviously it’s going to be great for fans. Fans are going to look at just about every single detail in this and hopefully love it. We wanted this to be approachable for people who are not familiar with the Halo universe and to do some setup, not in the sense of a pure origin story, but to give context to the beginnings of events that actually end up playing out in Halo 4. So their Harvest story did a lot of that but we needed to do something much more directly connected to it, so in the early meetings we basically helped them craft the story from the get-go and it was a completely different story from the one they originally wanted to tell. We were very involved in crafting that original plot, but we barely put pen to paper, that was those guys. We had meetings where we discussing things like Lasky’s allergy to the cryo-sleep as a sort of motivation for his character. It was basically world and story building from the get-go but they did all the writing. You’re talking about getting pitches. Did you guys put out a call for writers? We did, we put out a call. First we interviewed a bunch of writers and then we narrowed down that list and then we put out a call for pitches, but those guys actually had the most complete pitch to begin with and the deepest understanding of the universe. They had done really good work on serials with Smallville and Spartacus in terms of really quickly being able to establish characters. We don’t have a lot of time with this show, it’s five weeks of content, so we needed writers that could rapidly establish character, and motivation, and universe building, basically in a very rapid time frame. I don’t mean their execution on the script, I mean the five weeks of content that this thing ends up being. What was the impetus for doing a live action show for a video game? We haven’t had a numbered Halo sequel in almost five years at this point, and we wanted to refresh people and we wanted to bring people back into the universe. We were talking about doing it both in the game and in TV commercials, and both of those things are actually going to happen. There’s going to be a lot of bringing people up to speed, hopefully in really unobtrusive and non-obvious ways. That conversation started extending out into, “Well what else can we do here?” What can we do to really make people sit up and take notice? And what can we do to tell a really good Halo story? I think people love watching the TV commercials, but they’re not terribly satisfying in terms of narrative content. They’re really big and you see some cool action, maybe an explosion, and while people enjoy seeing Halo stuff brought into the flesh as it were, they’re just not getting a lot of satisfactory resolution to those brief vignettes, and so it literally just snowballed from that conversation and we said, “Well why don’t we just make a show? We can do that kind of thing.” The next step was starting to talk to first a production company and our producers, so we gired Lydia and Josh (the executive producers behind Forward Unto Dawn) and with those guys in tow we started farming out the pitch to various writers and directors. We were really trying to pick people who would fit the scale of this project and honestly give us the most bang for our buck. All of the people we’re working with have worked on pretty cool things that are able to do a lot with fairly limited resources. We’re trying to get as much of our budget up on the screen as possible. Read on to find out exactly how Forward Unto Dawn fits into the narrative of Halo 4. How important Forward Unto Dawn to the plot of Halo 4? Will players who only play the game and skip the show be lost? Certainly not. They’re connected via characters and some elements I can’t talk about, but if you don’t play the game, Forward Unto Dawn will make perfect sense to you. In fact it’s very self-contained, again kind of like a superhero origin story where you’re finding out all this stuff and hopefully that will drive people to be interested in the game, not the other way around. People who play the game and have watched Forward Unto Dawn are going to recognize characters and scenarios and certain pieces of setup that should provide really cool resonance. They will work really well together but they’re absolutely not essential to each other. They both need to be their own stories and they both need to be complete. Is there a fear that this might turn into what the Matrix kind of had, where there was almost too many versions of stories that all came connected into one place and left people out in the cold a little bit? I think if you have a matrix, and I don’t mean the movie, if you have a matrix of things that are required to understand something, you’re just creating a mess for yourself. We don’t want to make an ARG. We wanted to tell a story that established the human covenant conflict, the basic ideas and premises of the Halo universe like the UNSC, what are Spartans, and this story actually does all of that. In some ways it’s kind of the origin story of the Halo universe as we understand it today, and it’s a completely standalone story. The connection points, again, are sort of through lines for characters. The character of Thomas Lasky, who’s the lead in Forward Unto Dawn, is going to be in his 40s by the time you see him again in Halo 4. Just that simple fact means that the stories, while connected, are not linear or chronologically connected and they both stand alone completely. Even in Halo 4 we want to make sure we have a story with a beginning, middle and an end that doesn’t require that you read a book, that doesn’t require that you have any previous understanding of the Halo universe. These things should all be complimentary, but not essential. If you do watch Forward Unto Dawn, and you do read all the books, and you follow all this fiction, and you check out all the terminals you’re going to have a very different experience. But if you shoe-in all of that stuff you’re still going to be in a perfectly safe and valid narrative space. You’ll understand everything that’s going on no matter which of those discrete pieces you consume, or all of them. Your experience should be enhanced by it, not required. You just talked about a character that ages 40 years when he appears in Halo 4, are there any other ways you can talk about how Forward Unto Dawn ties into the Spartan Ops or the main campaign of Halo 4? Not without giving away some spoilers. There’s a device that’s used throughout the show that does have a very direct connection to Halo 4, but I don’t want to ruin it. It’s a piece of context for the overall premise of the show and it will make sense by the time you see episode two, that will completely make sense, but I don’t want to spoil that for viewers. Do you feel like you had a good experience making the show? Do you think you would want to do more stuff like this? Not even necessarily for future Halo games but even just to keep going with the story? I think we had a great experience with the people in the production and actually seeing the final show last week, we had been watching it with ADR caption and the wrong colors and placeholder special effects and all that stuff. It was already really compelling at some point a couple months ago, where you could watch the whole thing from beginning to end, and we really enjoyed the story, but seeing it all come together as this polished piece – I had to watch the first two episodes for feedback in their finished form a couple of days ago and I was genuinely disappointed and irritated when I got to the end of episode two and I didn’t have the finished episode three to watch, so I went back and watched one of the unfinished builds of it just to keep the story going. It’s actually just a good story, it could be set in the 20th century or the 30th century and it would still be a good story about compelling characters. Be sure to check out our interviews with Forward Unto Dawn's Director Steward Hendler, and Daniel Cudmore, the actor playing Master Chief in the series. Halo 4 releases November 6 on Xbox 360.
  4. http://www.youtube.com/watch?gl=US&hl=en&client=mv-google&v=5dkfh4T6tF8&feature=youtu.be&nomobile=1
  5. While Corbulo Academy is being destroyed by the Covenant invasion, the surviving cadets fight bravely alongside their only hope: The Master Chief. http://www.youtube.com/watch?v=FZ_xn889cSk&feature=plcp
  6. Episode 1: http://www.343indust...dawn-episode-1/ Episode 2: http://www.youtube.com/watch?v=K56gSEJ6IGc
  7. Heres a look at Chiefs suit that will be in the forward unto dawn series http://www.youtube.com/watch?v=8E_XmEoB3b8&feature=player_embedded
  8. Machinima just tweeted a new image of Master Chief from the Forward Unto Dawn series. We finally get a date for the series starting on October 5th, 2012. A trailer will be released later today also! http://halocouncil.c...tober-5th-2012!
  9. TheTallmidgeT24

    Lasky

    The guy that played Lasky in "Forward Unto Dawn"; is he the same guy that voiced Lasky in the game?
  10. http://www.youtube.com/watch?v=b_4skHcCpT4&feature=g-all-u Full Fact Sheet: http://www.ign.com/w...rward-unto-dawn -- The series launches Oct. 5 and will be a series of 5 episodes. There will be an extended special edition cut on Nov. 6. IGN visits the set in Vancouver, BC to see the making of the Halo live action series, Forward Unto Dawn. See the first behind-the-scenes footage and production stills here. Head over to IGN for more Halo 4: Forward Unto Dawn: http://tv.ign.com/ob...133/133596.html Original find by FιaϻϵGaϻϵ
  11. Looks pretty cool to fool around with, not a fan of blocks but seems to keep a younger player or collector of Halo entertained. Read below for more details From: http://www.littleenglishhaloblog.com/ By: FlawlessCowboy New Images of the Halo Mega Bloks Signature Series Forward Unto Dawn have been released. Clocking in at three feet long and with 2877 pieces it's more than double the size of the Halo Elephant, previously the largest Halo Mega Bloks set to date. The RRP is an eye-watering $270/£250 and it releases on November 6th, just in case you didn't have enough to be getting on with that day. There are some lovely touches though; the cryo pod, the light up Cortana, the split down the middle so you can recreate the Halo 3 ending/Halo 4 announce trailer.
  12. Today ETC talks to Stewart Hendler director of Halo Forward Unto Dawn. Warning: Contains some language http://www.youtube.com/watch?v=f7EYfhAtq_E&feature=g-all-u
  13. BS Angel Talking about Flood (some medals and how to obtain them in this mode), Forward Unto Dawn, the map Abandon and much more! Read below for more details Source: http://blogs.halo.xbox.com/Headlines/post/2012/10/03/The-Halo-Bulletin-10312-.aspx Gold Halo 4 wallpaper, made by the amazing minolta1034 486 days ago at E3 2011, we introduced Halo 4 to the world, lifting the veil on our closely-guarded secret with a heart-pounding trailer featuring the return of the Master Chief.* Exactly 365 days later, at E3 2012, we gave media and fans alike their first true taste of the game with a Campaign demo and never-before-seen enemy face. Er, I mean race. Now the countdown really begins, because Halo 4 launches in a mere 34 days. I measure time in Halo Bulletins and according to my calendar, there are only five left – one of which is this one. Let’s just say the number of topics still left to discuss when compared to the number of Bulletins slated to be published before launch do not match up. Yes, there’s still a lot you don’t know. What, you didn’t think we’d tell you everything, did you?... Speaking of things you may not know, Halo 4 recently went gold (!!1!one!!1!). Bonnie Ross, General Manager of 343 Industries to some and Lady Boss to others, wrote up her thoughts about both that particular milestone and also the evolution of our studio. You’ll get to read her part-insightful, part-reflective words later in this Bulletin but for now, how about we take a deep dive into a topic we haven’t had a chance to properly discuss yet, like Halo 4’s brand new Flood mode? Flood Brand spankin’ new Flood screenshot 1! Flood is the spiritual successor to Infection, a fan-favorite game type from Halo 3 and Reach. Our goal was to recreate it and push the mode to be new and different from previous versions. As both War Games and Spartan Ops fit within the fiction of the UNSC Infinity, we wanted to use Halo fiction in this mode too, which led to us to create the Flood form in Multiplayer. Flood-converted humans are much faster and focus on melee attacks, so they were a natural fit for Infection’s successor. Halo 4’s Flood mode is a round-based, ten-player game. It is a true asymmetric experience with the added twist of dynamic teams; this really changes things up as each game is different, especially in the incredibly intense and high-action final seconds. At the beginning of each round, two players spawn as Flood forms and eight players spawn as Survivors. Survivors are standard Spartans equipped with shotguns and magnums, while Flood move very quickly and can only use a melee attack. When a Survivor gets killed by a Flood, the Survivor will convert and respawn as a Flood. The round ends if a Survivor makes it to 3:00 or if all players are converted to Flood. One of the things we concentrated on for War Games was establishing player roles in Multiplayer, so we put a great deal of attention into being the King, Flag carrier, Grif, etc. Being the final Survivor is another role we focused on, and it’s a very intense experience having nine other Flood rush at you. Some (and by some, I of course mean David Ellis) would even say it’s poo-inducing. Brand spankin’ new Flood screenshot 2! We went through several iterations of tuning settings, mostly around getting the Flood to feel right in the sandbox and making the Flood experience noticeably different than the Survivor experience. To ensure the Flood’s gameplay had a unique feel, we honed in on the following elements: The Flood Character Model A unique character model for both first and third-person. The Claw A special melee weapon tuned just for the Flood. Flood Armor Effect A special effect that trails behind Flood characters. Flood Screen Effect A first-person screen effect that shows the haunted view of a Flood. Dynamic Music When playing as the Flood or final Survivor, dynamic music plays in the background to intensify the experience. Flood Gameplay Tuning Flood move faster, react differently to bullets, and have specially tuned armor abilities, the core of which is an enhanced Flood Thrust Pack. The Floodsassination How could we not?! The biggest challenges when designing this mode were getting the Survivor vs. Flood balance just right, keeping the experience interesting and dynamic (whether it’s two Flood vs. eight Survivors or nine Flood vs. one Survivor), and building a system that made initial-round spawning more consistent. Where we landed, for the lattermost thing in particular is that players will not spawn randomly as Flood or Survivors at the beginning of a match. Instead, your initial spawn is based on previous rounds. Flood features an exclusive set of medals that can only be earned by playing this particular game mode, and it also has its own set of custom game options. The former is detailed below. Click here to view the medals and what you have to do to get them: http://blogs.halo.xb...tin-10312-.aspx Brand spankin’ new Flood screenshot 3! Here’s a sneak peek of our planned Flood settings for launch. Round Length 3:00 minutes (Survivor win or all Spartans converted) • Number of Rounds - 3 • Players - 10 Players o 2 Spawn as Alpha per round o 8 Spawn as Survivors For Lead Designer Kevin Franklin, the best part of the design process has been seeing players who have never tried Infection before try out Flood. The overwhelming sentiment from those players has been that it’s a great high-action, high-intensity experience with tons of close quarter combat and close calls. We expect you to tell us what you think, come November 6. Abandon https://waypointprod...0/4/abandon.jpg Abandon screenshot ABANDON DESCRIPTION: On the remote world of Erebus VII, at the very edge of human-occupied space, an ONI research facility which was once teaming with researchers now lies eerily vacant. Although the hostility of this world had been initially considered by its team leaders, it is tragically clear that a great many ‘things’ had simply not been taken into account. Abandon is a mysteriously abandoned ONI research station on a hostile alien planet. Initial surveys of this area were bold and promising, but it quickly became clear that these reports were far more hubris than logic. From the start, the theme for this map was constructed around the story of an ONI research team that mysteriously disappeared. We wanted to leave some story breadcrumbs that helped to imply that something dramatic occurred in this location. We wanted the map to make the player wonder, “What the hell happened here?” Unlike most Halo maps, there is a lot of overtly alien strangeness right in the player’s face. The creepiness and storytelling are simple and clear but doesn’t conflict with the game play. Early on in the development cycle for this map, there was a diverse array of visual ideas and ways to tell the story of this ominous place. Along the way, we had to consolidate this collection into a more concise statement that not only supported the theme but also felt appropriate to the Halo franchise. There was a lot of discussion about how we wanted the environment to feel menacing and forbidding. At one point, the map was a disparate arrangement of flora and fauna and we had to ask the questions, “Does all of this work together?” and “Does all of this support Halo Multiplayer?” When the answers were no, we made the hard call to change direction. Some of our favorite organisms that didn’t make the cut were lovingly known as meat loops, muscle humps, gas sacks, smokers, and momma trees. (Don’t ask). https://waypointprod...onceptart-2.jpg Abandon concept art Abandon had three distinct iterations. The first was the balls-to-the-wall alien greenhouse version. There was a dead monster-like creature on this map that you could use as a ramp, and there was a story that went along with it—something along the lines of: the monster attacked, killed the scientists, and then died from injuries it sustained. There were numerous subplots and supporting elements scattered around the map and in the skybox. The next iteration featured smaller animals trapped in containers underneath the map as the reason for the science team’s ‘disappearance,’ and early concepts show that the place was pretty badly assaulted. This version represented the first paring pass that reined the environment into a simpler and more believable statement of the original theme and cropped out some of the unnecessary components (we wanted to get back to what we really liked about the original concept art). The final iteration was an even tighter trimming of things that weren’t needed or weren’t working. The building’s interior looks relatively pristine compared to where it was originally, which is definitely to its advantage from a playability perspective, because it provides a stark difference between inside the structures and the wild flora that grows outside it. Gameplay-wise, Abandon plays much like the visual theme: claustrophobic and frantic, with danger lurking around every corner. It is a small map with lots of close quarters fighting; however, mid-range and long-range fights can be found in select locations. If you’re a fan of mid-range engagements, stick to the natural side of the map until you pick up your initial ordnance. Then you can go in, guns blazing. Oh, one last thing about this map. A Halo 4 concept artist wanted me to pass along his recommended strategy: Wear a diaper. Assuming you aren’t already, that is… Halo 4 Soundtrack Remix Contest If you have a thing for either music or awesome prizes, you definitely want to check out the just-announced-today Halo 4 Soundtrack Remix Contest. The competition starts October 3 and will run through October 29, with prizes awarded to the most original and creative tracks. Participants will have access to samples of Awakening, To Galaxy, and Revival from the Halo 4 Soundtrack, allowing for a wide range of potential remix styles and musical genres. For full contest submission guidelines and rules, visit: Halo4Remix.com. Entries will be judged by composer Neil Davidge of Massive Attack, Halo 4 audio director Sotaro Tojima and electronic musicians Sander Van Doorn and CASPA, based on originality, creativity, and musicality. Winners will be announced on November 16. Prizes for the Halo 4 Fan Remix Contest will vary per region and are subject to change: USA Grand Prize • Samsung Series 7 Laptop • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks First Prize • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks Second Prize • Halo 4 Trigger Stereo Headset • Halo 4 Official Soundtrack Canada Grand Prize • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks • 12+1 Month Halo 4 Xbox LIVE Gold Membership First Prize • Halo 4 Limited Edition Xbox 360 320GB Console • 12+1 Month Halo 4 Xbox LIVE Gold Membership Second Prize • Xbox 360 Halo 4 Limited Edition Wireless Controller • Halo 4 Game Mexico Grand Prize • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks First Prize • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks Second Prize • Halo 4 Trigger Stereo Headset UK, Ireland, Germany, France, Spain, Netherlands Grand Prize (1 per market, 6 in total) • Samsung Series 5 Laptop • Samsung 2.1 Wireless Audio Dock • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks Runner Up Prize (1 per market, 6 in total) • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks Australia Grand Prize • Halo 4 Limited Edition Xbox 360 320GB Console • Halo 4 Trigger Stereo Headset • Complete Collection of Official Halo Soundtracks • 12+1 Month Halo 4 Xbox LIVE Gold Membership First Prize • Halo 4 Limited Edition Xbox 360 320GB Console • 12+1 Month Halo 4 Xbox LIVE Gold Membership Second Prize • Xbox 360 Halo 4 Limited Edition Wireless Controller • Halo 4 Game Halo 4: Forward Unto Dawn https://waypointprod...duntodawn-2.jpg We’ve been counting down the days to Halo 4: Forward Unto Dawn with a series of short vignettes. That time is over though, because the live-action digital series that takes you back to the beginning of the human and Covenant war, leading into the events of Halo 4 starts on Friday. Yes, I’m talking about this Friday. The Friday that is only two days away… The first episode is just the beginning of this story and like any good story, it has to introduce the world and the characters to you in the right way before we get to the blowing shi – er stuff – up. This series is about great characters as well as great big explosions, so settle in for the whole ride…there will be plenty of all of the above to go around. There are some hints in Part I about important ideas in Halo’s future, so if you’ve been paying attention for a while, there’s a lot in there for your eyes only. That said, this show has also been created to help introduce many fans to the fiction of the universe (there are lots of people who don’t follow every date and character detail in the books or even the main Campaign stories – blasphemy, I know) and answers to questions like “So how did this galaxy-spanning war with a mysterious alien collective kick off, anyway?” We hope you love it, and we hope it’s as exciting a part of the big ramp-up to Halo 4 as we meant it to be! Office of Halo Intelligence: Part 11 https://waypointprod...wallpaper-2.jpg Bonnie Ross, General Manager for 343 Industries, has been with the studio since the beginning. Her insight, especially as it relates to the journey that was the development of Halo 4, provides a unique perspective on both the completion of our first full title and also the changes the studio has seen since its conception. Enjoy the words from someone who has an intimate relationship with both our game and the people that comprise our studio. 34(3) days… and counting Jessica asked me to write a section about us hitting gold last week. When we all celebrated last Thursday night, there was joy, relief, and pride. There was celebratory drinking, and champagne was poured on people’s heads, but mainly there was a lot of reminiscing about the path we took over the last few years. So I figured I’d write about that journey to the gold (disc) at the end of the Halo 4 rainbow. Along that journey, it is easy to be critical, even overly critical of every move and every mistake. When you get to the end, something washes over you (could be champagne over the head from a fellow 343er, Josh) that makes you look back at the journey with a little more forgiveness, Vaseline on the lens, maybe even a little regret that this part of our journey is over. Year of the Forerunner: In 2008, we weren’t working on Halo 4 yet because Bungie was working on ODST and Reach. So as a small 343 team, we had the luxury of a year to just think about the universe and the technology. Where did we want to go next? We had controversial discussions about the Forerunners and their origins. Should they always be a mystery or should we open up that Pandora’s Box? As you already know, we opened that box and Frank and the team set to help define the future fiction, the Forerunner backstory and characters that would ultimately become the Prometheans, the Didact and other inhabitants of Halo 4. While we weren’t thinking about the exact Halo 4 story back then, we were working on high-level themes for Halo 4 and the overall saga. We were thinking about Chief and Cortana, and we were thinking about new enemies and new threats, specifically Forerunner in nature. We chose the acclaimed science fiction novelist Greg Bear to write a trilogy dealing with elements of that story. As Greg’s first novel in that trilogy came out in 2010, he had a lot of questions before we had answers: what did the Prometheans look like? What did the living, breathing Forerunner civilization feel like? So between 2008 and 2010 our artists, designers, and writers met repeatedly with Bear to give him character sketches, talk about physics, shapes and characters that would ultimately take their first tentative steps in his book before coming to life on Requiem. Ghetto Halo: In the middle of 2009, we started working on the real design of Halo 4 and the not inconsiderable task of staffing it. Our rapidly growing team was crammed in a really small section of this building in Redmond Town Center (a mall). We were sitting two to three people in closet-sized offices meant for one, or camping out on the couch in the hallway. When people came onboard or interviewed, we would routinely get the comment, “Wow, really, this is Halo? I would think you guys would work in a better space than this.” We pretended like we wanted it to be that way – so uncool that it was cool, but in reality we were Halo wannabes and our company knew it and treated us as such. That all changed with the unsanitary sacrifice of our office savior Kenneth Scott. Kenneth, who fell for the “this space is just temporary while our real space is under repair” line during the interview process, joined our team as the Art Director. When the reality of the bad space set in, Kenneth started doing phone interviews for potential candidates in the hallway because there were no private meeting spaces. When it got too noisy in hallway, Kenneth moved his office to the men’s bathroom instituting a do not flush policy during phone interviews. Some of our best talent was recruited from the men’s bathroom. It was my own wailing and lamentation over Kenneth’s bathroom interviews that finally got my manager to approve us moving to a new space. When we moved into a much improved space, we started working on the Halo 4 prototype. How do you prototype Halo when you’ve never even built Halo before? Halo is already a beautifully balanced sandbox and we wanted to add more toys – and maybe some more sand. As a new team, we were in an awkward and unfortunate situation in that not only did we need to prototype how to take Halo forward; we needed to figure out how to build Halo in the first place. Halo? In 2010 we started working on what we call “vertical slice” which is really just a representative section of how we imagine the final game will look, feel and play. Going through that prototype process, we made the obvious decision that before we could add new things to the Halo recipe, we first needed to fully understand the existing ingredients. Could we make a level that feels and plays like Halo? Could this team build Halo? Typically with a vertical slice, you’re supposed to showcase the graphical art bar as well as a segment of gameplay. Our artists were working on a lot of art, but in 2010, David Berger and the development team were in the beginning of overhauling the engine so that in the future our artists could get their art in the game without compromising their vision. For the vertical slice, the mission we chose to build was part of our second mission, Requiem. We submitted it to our user research testing and it tested well. Users thought it was Halo, and they liked it. We at 343, as small a step as that was, celebrated a great milestone – and a kind of game design Hippocratic Oath:“First, do no harm.” When Kiki and the team presented the slice to the execs, it was met with straight faces with people saying this just looks like Halo, this just plays like Halo. “Yeah, I know”, I replied proudly, “Isn’t that great? 343 can build Halo, this is huge.” The execs sat with straight faces repeating, “This just plays like Halo.” I walked my team from the room. “Was that good or bad?”, Kiki asked. “Um, good. I think they ate something bad for lunch.” To be fair to the execs, they didn’t want to see the inside of the sausage making factory, they just wanted to know this team could not only build Halo, but take Halo forward. They wanted to see the “Wow.” It was kind of a crazy time in the studio as we had a bunch of “wow” on paper, but really nothing in the game yet. Coming out of vertical slice, the team heard the message that it wasn’t enough. While it was in the plan to take that “wow” from paper to game, we were just getting started. Bungie wasn’t built in a day, and neither was 343. Year of the Wow: In my opinion, 2011 was our hardest year. The team might argue that 2012 was the toughest, as people put in such long days and endless weekends. But in 2012, we knew what we were building and the stress came from wondering if we would we have enough time to get everything we wanted into the game. In 2011, we knew the game we wanted to build, but the “wow” and the magic was slow in coming together. Josh and the team had their design work cut out for them. In 2011, the focus was sandbox. As you know, Halo has had (mostly) the same enemies in the sandbox for the last 10 years. For Halo 4, we had new enemies, new weapons, and new vehicles all ready to go into the sandbox. But as you also know, Halo’s sandbox is delicately balanced, so adding new stuff while ensuring it’s fun and properly thought-out, is easier said than done. For the first part of 2011 the fun wasn’t coming together. Then one magical day, I think it was sunny (a statistical anomaly in Seattle), Josh wandered over to me with a gleam in his eye – and explained that he’d just got done playing for a few hours and it was fun, it was really fun, and he thought we had it. And so it happened. Over the next few months the game started to come together. Daily playtests went from Chris and the producer team begging for players to people vying for an empty seat every day at 4:00. There is never a specific date when you exit preproduction as different areas move out of preproduction early and others later. But in Fall of 2011, every part was out of preproduction and into full production. We could play through the entire game, and for the most part it was fun. We had one mission, Dawn, where Kenneth, Neill and the art team had set their visual target and polished it to a glittering finish, and it was beautiful. The multiplayer maps were fun, the new modes were fun. Spartan Ops was starting to come together. In Fall of 2011, we could see the light even after we recovered from our exit from preproduction party. Year of the Dragon: 2012 was a very long work week that never ended. In January of 2012 we had all of the pieces of the game in some form of done or undone, and all that was left was the long hours to put all of the pieces together and polish the game to perfection. Or as close to it as time and physics permitted. From February on, there would be something new to look at or play every week. The cinematics team started dropping in all of their work and the story came to life. Every time you played the game it was new, different and better. It was a pretty amazing time to be part of 343, part of Halo 4. Everyone on the team worked incredibly long hours – basically for the entire year of 2012. Phil Spencer, the VP of Microsoft Studios told me our building smelled like human. Good human, I’m sure. In one of the take-home tests where we were supposed to play Campaign Co-op, I played the first three missions with business guy Matt. Matt wanted to explore and ensure we looked at every inch of the first three missions. It took us hours and hours to trek through three missions playing Co-op on Normal. I’ve explored every rock, plant, structure, vehicle, and vista in the first three missions. At one point in Requiem, Matt called for me to come over and look at this amazing view (literally a Sparth concept piece brought to life), and as we stood together looking over the edge, I had flashbacks of childhood family vacation pictures at the Grand Canyon – it was that awe-inspiringly beautiful. Of course, the Grand Canyon isn’t filled with inverted megastructures made of massy hardlight, but you get the idea. In between vista viewings, we also shot a few things. Last week before we hit gold, I was playing a Spartan Ops take-home on Legendary (so not a Legendary player, for the record). I got in a mission with Tajeen, Kiki, and artist Chris. In between expletives from getting annihilated by another pack of alien scum bearing Fuel Rod Canons, I found myself laughing giddily, waiting to respawn into some impossible new situation to “help” my team. It was fun, it was invigorating, and you could almost see the gold through the plasma mortars. I started this journey with huge passion for Halo, and that hasn’t changed. I ended this journey with huge passion and respect for 343 and our people. Halo 4 is a result of the energy, blood, sweat, tears and the distinct human smell of the people at 343. At the end of the day, at the end of the year, at the end of the journey, it is about the people, the team. It has been an honor to work alongside such an amazingly talented and passionate group of people. So is this the end of the journey, or is it just the beginning? I hope it is the beginning for us at 343. I hope we did the fans proud. No regrets, but sentimental. There is no crying in Halo, but I dare you not to by the time the credits roll. Thank you for bearing with us. Thank you for letting us try our hardest. I hope we earn it. b There is no possible way I can end this on a better note than Bonnie, so I do believe that is my cue to wrap this sucker up. Try your hand at the remix contest, check out the first episode of Halo 4: Forward Unto Dawn this Friday, and I’ll see you here next week, same time, same place, but with new stuff to talk about. Until then…
  14. Gameinformer interviewing Daniel Cudmore, the man playing Master Chief in the web series; Forward Unto Dawn. Read below for more details Source: Gameinformer.com The second episode of Halo’s live-action web series premiered today, and we had a chance to talk to Daniel Cudmore, the actor behind Master Chief’s mask. You won’t see Cudmore’s face in Halo 4: Forward Unto Dawn, but if you did, you may recognize him from the X-Men films where he played Colossus, or the Twilight series where he plays Felix. We asked Cudmore about taking on the role of a beloved video game character, and whether or not Master Chief flashes a thumbs-up when he gets a solid head-shot. Would you consider yourself a gamer? I am and I’m not. I enjoy playing games and then I’ll have a bit of an ADD moment and I can’t sit around for too long, but I think it also depends on the game too. The funny thing is, I think I was bought Halo 3 by my girlfriend at the time, who is my wife now, she bought it to kind of impress me and I think that’s the only game that I played front to back. There might have been some other ones, but I think that was the one. Do have other favorite games other than Halo 3? I do remember when I was in college when the very first PlayStation and Call of Duty came out. I remember everyone went away for Thanksgiving and I was one of the only guys stuck in the dorm, and I think I played Call of Duty 8 hours straight every day – it was ridiculous. I’m a pretty good fan of Assassin’s Creed. I enjoy that game too. So you’re playing Master Chief in the Forward unto Dawn series, were you nervous about playing a character that has such a strong legacy in the world of video games? Yeah it’s always daunting, especially that kind of character who is the staple of the series throughout most of the games. It’s funny, I was talking to people about how you become him. Each player becomes him. Everybody has their own interpretation of who the character is, but I just did a lot of research and bounced as many questions as I could off of all the guys at Microsoft and 343. I just read a lot of fiction and I just thought, "I’m going to go with what I think it is and I’m not going to stray too far from what they created and just add a little bit of myself to it and hopefully everyone likes it." In the games Master Chief is a little bit of a blank slate for the sake of the player. He is a badass but he doesn’t exude a lot of personality. In the show were there opportunities to add more humanity to Master Chief? How much were you able to accomplish working behind a mask? Well that’s also a tough part of it, you’re really going to see more humanity though someone’s facial features in their eyes and various other places, so when you can’t see his face it makes it hard. There are definitely moments where there is a little bit more humanity in certain aspects, but at the same time he’s really trying to just helps these kids get out of here alive and there is not a ton of opportunity to really kind of interact as much as you would like to as an actor or a character, but it’s really not who Master Chief is. Can you tell us a little bit about the casting process? How did you win the role of Master Chief? It really was through various people that I worked with in the past. I worked with some of the producers and the stunt coordinator; I have more of a stunt actor background. I started with acting and I fell more into stunts and was given the opportunity to do that, so it kind of spun that way and I just met with the director and we hit it off, and then I met with all the guys at Legacy who designed the costume and it just kind of went from there. There was never necessarily an audition process, because you’re not seeing my face and things like that. There is the acting aspect that I had to do as the character for the other actors, but a lot of is body acting it’s a lot of movement and things of this nature. Where you doing his voice too? Or was that sort of a Darth Vader situation? I had to act out all of the scenes with all of the actors, but I believe they hired someone else to do the voice. You did all of your own stunts? Yeah, everything action-wise, and it’s funny because I did everything that was asked of the character too. Yeah, it was a lot of fun. With a production like this, a live-action web series, is it different than working on a film or television show? It’s funny, because going into it you have these sorts of visions in your head of what a lot of live-action web series have been. The problem is that it’s not a medium that a lot of the traditional movie makers and TV show makers work on. They really don’t understand it as well, so I feel like they never really invest that large amount of money into it when the audience is just absolutely massive on the internet. It’s funny, you look at some of the stuff that’s out there, and even though its production value is not quite there, just because they don’t have the money obviously the imagination and hard work is there. You kind of think, “Well how is it going to be when I have to work on big-budget things? Is it kind of going to be like that?” Honestly just showing up it felt like a feature film movie set the whole time, and everything just felt the same so I didn’t really notice a difference at all. Can you tell us all of the secrets about Master Chief that they told you in confidence? So you could understand the character? You can tell us all those, right? I can’t tell you anything. I just read some of the fiction that explained really where all of the Spartans came from, and what sort of training they had, and how they become who they are now, and how Master Chief has sort of become who he is. So that helps a huge amount with his sort of psyche and what he’s been through and how strongly rooted he is in his duties. Almost in a way, brainwashed the way he is, but that’s the only life he has ever known so he believes it whole-heatedly that he has to protect and do his job no matter what. Was there a lot of input from the game designers at 343? Did they have specific actions that Master Chief did or doesn’t do? Like Master Chief wouldn’t do this, did they give you directions like that? There was a lot of discussion on the certain way he carries himself, the way he shoots guns, the way he just sort of moves a lot. I took a lot of it from the featurettes they have done for advertising for some of the Halo games were they have done these CGI scenes, and just following the way the character really moves. Obviously 343 and Microsoft had a plethora of guys on set all the time who were just absolute encyclopedias of Halo and any question I ever had I could fire off of them and anything they kind of thought didn’t look quite right they would fix. It was really cool working environment. Where there any strange things? Like did they ever say Master Chief doesn’t give thumbs up? Did they have any weird Master Chiefisms? I think there was the tea-bagging – you don’t want that. There are things like thumbs up and certain things like that, that you think would be fine but there like, “nah he doesn’t do that kind of thing.” He is very kind of simple in his approach to what his goals are and he is not really showy or that kind of G.I. Joe type “Thumbs up kids.” I’m trying to think over the days if there was anything specific or weird but I can’t think of anything. So are you excited about Halo 4? As being part of this production were you able to demand an early copy for research purposes? I wish! I don’t think anyone has gotten an early copy, though I want a copy of the game. I got to play it down at Comic Con and it’s funny, I haven’t played games in a while and away from how quickly and how good the quality and how fast the gameplay is nowadays. I got to play the little small pieces that they had that they were advertising down there, and I was getting beat down so badly by the other players. I felt like a grandfather who tried to sit down with a 13-year-old kid and try to play video games. It was ridiculous. The quality of the game was unbelievable. The amount that they put into the game and the amount of things you’re going to get out of the game – it blew me away. Be sure to check out our interview with the director of the series, Stewart Hendler.
  15. Hi there! So I just watched Forward Unto Dawn for like the 3rd time, & I still don't understand. I think I'm kinda slow, lol. But I don't understand the ending. When the other Spartans take off their helmets & the cameras zoom in on their faces, and Sullivan asks "How old are all of you?" Were they supposed to be young or older because they looked about their age. And then one more thing, what did the rock that Chief gave Lasky mean?
  16. New shots from the set of Halo 4: Forward Unto Dawn have been released showing several cast members as well as the Master Chief in action. Head over to Smokin Shadows thread to watch the first look video of the live action series http://www.343indust...-action-series/
  17. I made this a few months back after seeing Forward Unto Dawn. I saw that ODST mural in the background during the movie, and pondered making some kind of image about that mural. I looked around everywhere and couldn't find a good image, so I had to make my own Mural based on a low resolution picture of the Mural from the movie. Hope you like it. I also made an Updated one earlier today.
  18. Another Halo Forward Unto Dawn trailer - "Lecture". "In 2526, the Insurrectionists believe that the people of one planet owe nothing to the people of another planet or even Earth—a philosophy which is violently contested by the UNSC. General Black, the leader of Corbulo Academy of Military Science, makes sure his students understand why." "Halo 4: Forward Unto Dawn is a live-action digital series that takes you back to the beginning of the Human-Covenant war and leads right into the events of Halo 4. It will unfold through a series of five episodes and will be initially distributed worldwide by Machinima, debuting on its new channel, Machinima Prime, as well as on Halo Waypoint, on Oct. 5, 2012." http://www.youtube.com/watch?v=CNRzUwa3VQU&feature=player_embedded
  19. Hey guys, i know that Tom Green acts as Laskey in Forward Unto Dawn, but does he also voice him in Halo 4? Also, does anyone know if he uses his real accent (Australian) or use an american accent?
  20. This analysis by Green Skull of Ready Up Live looks at potential armors using slow motion views, examines the new Wart Hog, quick time events in Campaign, the Rail Gun in action, the incredible new game graphics, a great look at the new Jackal in Campaign and so much more. Be sure to watch this must see break down of a behind the scenes video! Green Skull from Ready Up Live has provided a video breaking down and analysing of the Creating Halo 4 video, he points out some very interesting things, a really good watch. http://www.youtube.com/watch?v=Cgdd_XGmwgI
  21. Halo 4, Foward unto Dawn episode 3. http://www.youtube.com/watch?v=WbBYG77VeCE&feature=g-all-u "Just as Hastati Squad is confronted by a video of secret ONI super-soldiers, their war and their whole universe are changed forever by a much more deadly surprise."
  22. Machinima just tweeted a new image of Master Chief from the Forward Unto Dawn series. We finally get a date for the series starting on October 5th, 2012. A trailer will be released later today also! http://halocouncil.c...tober-5th-2012!
  23. From the album: Forward Unto Dawn

    My girlfriend drew this after watching the series on YouTube. I was hoping to share her art and spread her name and talent. Here is the link to the actual deviantart page.

    © http://browse.deviantart.com/?qh=&section=&global=1&q=dkyingst#/d5kgyz2

  24. Hello everyone! I just finished the last episode of the FUD series, and the final moments were quite interesting to me. In the pelican on their way off of the planet, the SPARTAN soldiers (nix Master Chief of course,) remove their helmets to show very young faces. Now I read the first Halo novel but quite a few years ago. I do, however, seem to recall that the SPARTAN soldiers don't face the Covenant until a few years after their augmentation, and I remember their augmentation being around 15 or 16 years of age. Am I remembering wrong? I suppose it's possible that they weren't intentionally supposed to look young, I mean the main actors and actresses all look like they're still in grade school to me lol. How old are the SPARTAN soldiers supposed to be in this series?
  25. Images of the Forward Unto Dawn Mega Bloks toys. Read below for more details Source: LittleEnglishHaloBlog.com They also claim this is the first time they've produced a Master Chief figure, though I'm sure the dozens of green Spartans could probably pass for him. It also includes this light up mini-Cortana which is pretty damn sweet. The set is available from Amazon UK for £250 and Amazon US for $325, better go get it added to your letter to Santa now! This post has been promoted to an article
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