Halo 3 Beta Controls
The controls expected to be in effect when the Halo 3 beta launches later this spring; described in detail in the Bungie Weekly Update in mid-February.
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The controls expected to be in effect when the Halo 3 beta launches later this spring; described in detail in the Bungie Weekly Update in mid-February.
In a weekly update that was almost uncharacteristically chock-full of real information, including an update on Halo 3's current control scheme, button-by-button, one last morsel was hidden in plain sight, in the desktop wallpaper "teaser image" that features the Halo 3 logo above the glowing Forerunner artifact from the announcement trailer.
Even the Mister Chief version that accompanies the article features the text so obvious that you might have missed it: Fall 2007. Given that Halo 1 was released in November, and Halo 2 was released in November-- was there ever really any doubt?
MTV is into all the things the hip kids do these days, including play videogames. MTV did a video interview with Microsoft's Phil Spencer about Halo, and MTV News has a piece up on Gamecock, the outfit that will be publishing Wideload's next game.
Wideload's Alex Seropian related a story about trying to find a publisher for the company's first game, Stubbs the Zombie:
"The whole hook of that game is you're playing the zombie. We pitched a large publisher that game and their response was, 'Hey, this is pretty cool. You're onto something with this zombie thing. Zombies are really popular. We have an idea. You should make it so that instead of being a zombie you can be a dude trying to kill zombies.' We're like, 'Whoa, you missed the point.' "
They did. Totally.
Sometimes, you've got to take the good with the bad. So first, watch KP take on random jerks you don't know who are doing what you can't right now: playing Halo 3. Nobody else showed up for the Humpday this week, so you don't get specific jerks, just random ones.
After you've downed that nasty medicine, you get the candy. Although you can't play Halo 3 right now, there's a chance you might be doing so sometime soon if you're one of the lucky ones in the Halo 3 Multiplayer Public Beta. If you are, or merely hope you will be, check out the Halo 3 Beta FAQ.
For most of the past few years the bulk of my attention has been on Halo's campaign play: story, characters, and settings. Partly it's my choice, since it is where my interest in Halo lies, but partly due to circumstances. For most of the past seven years, the Internet connections I had access to were unsuitable for online play.
Recent events, however, have conspired to bring my attention back to online play. The first is the upcoming Halo 3 multiplayer public beta. True to form, it appears that Bungie will have multiplayer ready to show the world before the campaign is finished; so between now and when the beta test ends, most Halo 3 discussion will probably focus on multiplayer aspects.
The second thing is that I finally have a reasonably priced Internet connection that makes it possible to participate in Halo 2 matches. While I still have more latency and less skill than a below-average Halo 2 player, for me, participation is the thing. I've already missed out on far too much.
The last thing was that during a discussion of an entirely different subject, my attention was drawn to Halo2sucks.com.
This is not normally a site I would pay much attention to. There's something incongruous about reading a site that labels Bungie "sellouts" and proudly (if largely incoherently) claims that Halo 1 is better than Halo 2 and this inevitably leads to the conclusion that Halo 2 sucks.
However, then I began to feel that simply dismissing all the points the site tries to make simply because of the presentation was prejudicial; and despite the fear of directing attention somewhere it's not warranted, I felt a need to address some of the points the site raised. Then I discovered what really bothered contributors to that site. More on that near the end.
Keeping a company light on its toes by keeping the core creative staff small and outsourcing the fiddly bits is how Wideload Games is approaching the problem of rising game development costs. Gamecock is taking the same approach to publishing, according to interviews with Wideload's Alex Seropian at GameSpot and with Gamecock's CEO Mike Wilson at Next-Generation.
Of course, in amongst all this news about cocks and chimps is a tidbit about Halo and Halo 2:
Now they are saying [games will cost] $20 or $30 million on the new platforms. Halo, Grand Theft Auto, Max Payne—all of these games cost under $5 million to make. And then Halo 2 cost like $22 million to make, because as soon as it [catches on with] one of these huge companies, they just can’t help themselves—everybody in the company wants to attach themselves to the game and basically all this overhead gets attached to the game.
How relevant this idea of people in a company "attaching themselves" to a project seems specious to me with regards to Halo 2; after all, Bungie is segregated from the rest of Microsoft in their own building and has been now for quite awhile. Perhaps there are too many Microsoft cooks spoiling the soup and inflating the budget, but $15 million worth? That's a big chunk of change. And whether or not there's truth to the idea that popular sequels attract unwanted expenses, it's still hard not to admire the desire to keep costs down. Now, if that only meant a decrease in the price of the actual games...
Alexander "The Man" Seropian (or should it be "The Chimp" from now on?) throws poop at GameSpot today about Wideload's upcoming party game for the Xbox 360 and Sony Playstation 3.
Is there going to be political satire? Yes, says Seropian. The Bush:Chimp comparisons are obviously unavoidable, but am I the only one who thinks the hippo looks like Steve Ballmer?
Family friendly? Yes, says Seropian. More so than Stubbs the Zombie. After all, rotting zombies making jerk-off motions to mad scientists might be funny for a lot of us, but not everbody wants their little John and Janie watching it, I suppose.
And the other projects? The trademarks Wideload applied for, "Cyclone" and "Founding Fighters"? "What projects?" asks Seropian.
There are, of course, a lot more questions and much more detailed answers at GameSpot, so go read the entire interview. Thanks for the heads-up to N1NJ4 in #wideload on irc.bungie.org.
Version 1.6 of Myth II, for which a public beta was available last summer, has now finally been officially released for Mac OS, Mac OS X, and Windows. It's available in the Myth II Updates section of the recently-launched The Tain, an archive for Myth-related files.
From ProjectMagma.net:
Myth II version 1.6, adds native MacOS X map making tools along with a Universal Binary for OS X. Not to be left out the Windows version received some modernization that drastically cut down startup times, allows the game to be played in a window, and shares the CPU better with other tasks.
This update will be of specific interest to Myth fans running Mac OS X as this update makes the game a Universal Binary, good for play on PPC and Intel machines.
XyonsWrath has an interesting suggestion for all those players like me who spend their time in Halo 2 running around like chickens with their heads cut off, waiting for the next player to come along and kill them while trying to ineffectually pepper targets with SMG fire. That suggestion is: pick a nice spot and stay there. Camping, you say? Crazy? Perhaps. But it beats dying. By a lot. Thanks Louis Wu at HBO for the heads-up.
I'm way too uncool to even know what that means, but that's how Frankie described Halo 3 in an interview with Eurogamer.
On a more intelligible note, he also said:
Well, we haven't lost a single [new] weapon thus far, but we've improved a few. Our test process is simple. Play it, play it some more, take notes, make changes, play it more.
The question was about the process for coming up with new weapons; so I assume it means that none of the new weapons envisioned for Halo 3 have yet been eliminated, although some may interpret it to mean that all the old standbys are also back.
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