Friday, September 21, 2012

NEW Halo 4 Map, Mode, Pictures and more.

Here are links to all the news that has came out today. It is incredible go check out all of this crazy awesome new Halo 4 info! (The ones with multiple links are basically the same info but from different people with different opinions and commentary). Be sure to check out all the links!


New Halo 4 Campaign Images and Footage
  http://www.littleenglishhaloblog.com/2012/09/loads-of-new-campaign-images-released.html
  http://www.youtube.com/watch?v=tNiTaB2cEDE


New Game-type: Dominion
  http://www.littleenglishhaloblog.com/2012/09/new-halo-4-gametype-announced-dominion.html
  http://www.youtube.com/watch?v=_nVjuDnOILA


New War Games Map: Solace
  http://www.littleenglishhaloblog.com/2012/09/gameplay-video-on-new-map-solace.html
  http://www.youtube.com/watch?v=jPi9BoOxIz4
  http://www.youtube.com/watch?v=MS0AQxIgaZE


Infection Mode - Flood Mode
  http://www.youtube.com/watch?v=dPeYfKxjqf4

Spartan Ops Gameplay
  http://www.youtube.com/watch?v=dIrVzr2lO1s

Halo 4 Kill Cams and Victory Cams
  http://www.youtube.com/watch?v=nkHRVcXZo34




New Halo 4 Game-type: Dominion

The new game-type that was released today is basically the successor to Invasion, but way cooler.


Thursday, September 20, 2012

Halo 4 New Legendary Logo

IGN just released a video and in that video it shows the new Legendary Logo for Halo 4.



Wednesday, September 19, 2012

Halo Bulletin 9.19.12 Covenant Weapons

This weeks bulletin is all about the Covenant Weapons it also contains some info on the different Editions of Halo 4. You can read it on Halo Waypoint here.



Halo 4’s Covenant Weapons

Halo 4 Covenant Weapons

The Covenant weapons in Halo 4 presented us with an interesting design challenge. Traditionally, they haven’t been as popular as their UNSC counterparts, and they get much less use across the board. From a high level, we still wanted them to feel alien, futuristic, and technologically advanced (or at the very least, foreign) when compared to human weaponry, but we also wanted them to be equally viable choices.This was not an easy problem to solve.


There are a lot of gameplay specific reasons why Covenant weapons function the way they do. The blue/purple/pink color schemes and higher-pitched sound effects are intended to contrast the UNSC weapons and make enemy fire stand out. The projectiles are intentionally slower so that when fighting AI, the player is able to react and dodge them. They also tend to drain shields faster than armor health because it adds tension and creates situations where the player feels like they are escaping a fire fight by the skin of their teeth. In short, the weapons were designed to be fun to fight against, and some of these properties work against making them fun to use.


So how did we resolve these issues? On the aesthetics side, we felt like the shiny textures, bright colors, and flawless models of the past made them read a bit too toy-like, so we tried to make everything slightly more grounded. We did that by showing more wear and tear (such as scuffs and imperfections) and using new textures that made the guns look like they were created from hard metallic alloys (instead of plastic). The audio for all Covenant weapons went through several iterations until they felt a bit more punchy and visceral, while still sounding alien. As far as gameplay goes, we changed the weapon properties to make them better equivalents to UNSC weaponry. For example, the projectile speeds are drastically increased when the player uses them so that they are easier to hit targets but when AI fires them at the player, they are slower so that they are still fun to dodge. Finally, we spent a lot of time on the interface components. Two such examples are the zoom scopes, which were made to have a much more alien feel when using the guns, and the digital displays and reticles use of a similar alien language.


Halo 4 features nine Covenant weapons, with a mix of old and new. Take a look at them in action by watching the following (brand new!) video, and then we’ll chat a bit about how they feel when you’re using them on Halo 4’s virtual battlefields.


Wednesday, September 12, 2012

Halo Bulletin 9.12.12 All About the Prometheans

This is a great Bulletin it talks about the Forerunners (The Prometheans) and how 343i made them. In this great Bulletin we get another Making Halo 4 Vid-doc this time its about The Return of The Forerunners! Dont forget to read the full Halo Bulletin over on Waypoint


The Return of the Forerunners

Halo 4 Screenshot

As soon as we started concept work on Halo 4, we started looking at potential big pillar features. One of the things that came up early on was a good way to refresh the overall campaign experience, so we decided to create a new enemy race, applying the fundamentals of what makes Halo work to them. While we understand the importance of the Covenant’s role in the game for continuity purposes, we didn’t want to focus solely on those particular species. Thus, the idea for the Prometheans was born.

There were a bunch of initial ideas the team had come up with, but the real spark of where they’re at today came around discussions we had about if the sandbox is ultimately what differentiates Halo from every other FPS, then what does it mean to the way the legacy AI works and how can we make that better? That very quickly evolved into a theme of adaptive AI.

Our goal was to design a type of enemy that is highly adaptive from a tactical standpoint, basically transforming the player’s idea of how the world and combat works in order to try and gain the upper hand. If these are advanced beings, it seems like they would be intimately connected with the world they made, so the Prometheans can manipulate their environment and themselves in a way that makes them part of it. That is where you get to the final end result of Forerunners being able to spawn in and out of the world, spawn other creatures, phase back and forth, and environments moving around. They are able to manipulate things in a way we haven’t seen before, and they complement existing mechanics and change the way the player engages in the combat encounter.

According to Scott Warner, Lead Designer on Halo 4, creating an entire new enemy class was a daunting task. We started with, for all intents and purposes, a blank canvas where anything could happen. There was a super-brief glimpse of Forerunners in Halo Legends, but we wanted to do something different from that so we took as much as we could from already established Forerunner language and put it on the Prometheans. For instance, when you see a Knight idle, there are small and large bits attached at the elbows that are not physically connected but linked in a different way. They have a mystique, a gravity-defying look, similar to Forerunner structures.

Monday, September 10, 2012

Halo 4 Videos (More footage from PAX)

Here are a few more videos, make sure to subscribe to these channels for more awesome content!











Tuesday, September 4, 2012

PAX Prime Halo 4 Videos

 Here are a bunch of  videos from various Youtubers (for example Greenskull, minolta1034, ducain23, Nak3dHalo, BravoMLG, etc.). If you have not seen these yet you definitely should watch them because there is some amazing stuff in them. This not all the footage from PAX so be sure to check out these channels for more great Halo news and cool videos!





Thursday, August 30, 2012

Halo Bulletin 8.29.12 Controller Layouts

In the newest Halo Bulletin bs angel give us the Controller Layouts and some details about PAX PRIME so go and give it a look. 
Full Article Here


Halo 4 Button Layouts

Halo 4 Button Layouts

While we’re going to be releasing a decent amount of news at PAX, we didn’t want to leave you hanging this week. So, to satisfy that craving for Halo 4-related information, today we offer you the various button layouts that will soon be at your fingertips.

Considering the importance of players getting attached to particular layouts (such as Bumper Jumper and Recon), we’ve been very careful with the control scheme design process. Adding something like Sprint, which is equally as important as other actions, has been challenging because it’s competing with the stick-click input typically used for crouching and zooming.

We’ve tried to stay true to the classic presets you’ve become accustomed to throughout the years. For instance, an important part of Bumper Jumper is being able to jump and melee at the same time while moving and aiming, so we’ve left that intact. We initially experimented with a button swap and brought in some MLG players to test it. After observing the difficulty they had with a modified version of clawing, we had to think about what’s more important, using an Armor Ability or throwing a grenade? Ultimately we decided to leave Bumper Jumper with "Throw Grenade" on the left trigger and "Use Armor Ability" on the “X” button.

Between bringing back all the Reach button layouts and adding a new one (which is called Fishstick and will be beneficial to those coming from other FPS games), we’re confident you’ll be able to jump right in and be comfortable with the controls. In the whole scheme of things (see what I did there?), the button layout you use will depend on your play style and favorite game modes.

Wednesday, August 29, 2012

Halo Limited Edition Personal Gaming Environment

The Digital Noob posted an article (full article here) about the Limited Edition Halo Exclusive Vanguard PGE (Personal Gaming Environment) made by GAEMS in collaboration with 343i.




Here are the specs from the article
Only available for preorder on Amazon, the PGE has the following features:
  • Integrated 19″ HD LED display with HDMI connection which lets you catch every detail of your favorite games and movies
  • Integrated stereo speakers and dual 3.5 mm headphone jacks allow you to blast the sound or keep it to yourself
  • Rugged case protects all your gaming gear from minor impacts
  • Storage bags hold your controllers, power supplies, and other accessories
  • Dual-straps and fitted foam base secure your console firmly in place while allowing for proper ventilation
  • Unique UNSC logos and branding on both the exterior and interior of the case
  • UNSC branded shoulder strap.
  • Removable center badge on the case exterior for future customization
  • Remote control with UNSC logo’s and styling
  • Interior case LED lighting
  • Exclusive Halo 4 sticker sheet featuring Halo4, UNSC, and UNSC Infinity logos
  • Amazon Frustration Free Packaging

  Thanks to the Digital Noob for posting this and to Halo 4 Nation for bringing this to my attention.

    View the full article for more info. Full Article