Zanzibar For Custom Edition Released, Reviewed
A version of the Zanzibar multiplayer level from Halo 2 has been released for Halo Custom Edition by the H2 Modding Team; Verdafolio has reviewed it.
A version of the Zanzibar multiplayer level from Halo 2 has been released for Halo Custom Edition by the H2 Modding Team; Verdafolio has reviewed it.
[image:8567 left hspace=5 vspace=5 border=0] XLNC has put together another collection of excellent HUDless screenshots from PC Halo, proving that even with less than a week to go before the release of the sequel, fans are still getting enjoyment from the first installment. We've created a third gallery for XLNC's screenshots especially for this collection, and here it is: XLNC Series Three.
b>John "JCal" Callaham of HomeLAN Fed has done an interview with Wideload Games founder Alexander "The Man" Seropian about Stubbs the Zombie in "Rebel Without a Pulse". Someone finally asked one of the minds behind Bungie one of the age-old burning questions: Why zombies?
There's a primal terror of dead things, even when they're not doing anything. When dead things crawl out of their graves and start gobbling the flesh of the living, you have to consider the possibility that everything you thought you knew is worthless.
For us, part of the appeal was doing something new with a somewhat moribund genre. Part of the reason zombies are popular adversaries is that they're easy to do as long as you adhere to the mythology: they're slow, they're dumb, they only attack by biting, etc. We kept the basic idea of a brain-eating dead guy, but chose to not restrict ourselves based on what other games had done. That made it a lot more interesting.
While admitting that nice people don't go around eating brains, Seropian insists that Stubbs is a character that players will identify with as they understand the motives for his actions.
And, of course, in typical Bungie fashion, Seropian gave a detailed breakdown of how the game is moving toward completion:
Going by the industry-standard completeness scale, which ranges from sandwich to desk lamp, I give Stubbs the Zombie a rating of lizard. It will be released Summer 2005.
Hey Matt-- when do the Weekly Wideload Updates start?
[image:8460 left hspace=5 vspace=5 border=0]Matt Soell of Wideload Games took the time to add a few comments to the release of information last week about Wideload's first game, Stubbs the Zombie in 'Rebel Without a Pulse'. The first addition is that the game is planned for the Xbox, Macs and PCs. Wideload is doing the Xbox version internally, and is working with Aspyr's development teams for the Mac and PC versions. Even so, they are planning (Editor's Note: not promising, let's get that clear right now) to release the game for all three platforms at the same time.
The second tidbit was in answer to my question about why Wideload chose to place so much emphasis on humor, an element that while always part of Bungie games, rarely took center stage. According to Matt:
Most games take themselves too seriously; we decided to go in the opposite direction. It's an outgrowth of an old impulse: to make the games we'd like to play.
You can always find more information here at Rampancy either about Wideload Games or about Stubbs the Zombie.
Could someone please send me the sheet music for any of the halo songs onj piano or marimba, or both? Please, I really want these.
To keep up with the information coming out about Wideload's just-announced title, Stubbs the Zombie in 'Rebel without a Pulse', we've created a few easy links.
ASPYR MEDIA AND WIDELOAD GAMES ANNOUNCE STUBBS THE ZOMBIE in 'REBEL WITHOUT A PULSE' FOR THE XBOX, PC AND MAC
AUSTIN, TX (October 28, 2004) - Aspyr Media, Inc., an entertainment publisher delivering fun in the form of games, music and DVDs, and game developer Wideload Games, Inc. today unearthed their upcoming game, Stubbs the Zombie in "Rebel without a Pulse". Guaranteed to turn some heads, this third-person action game is an original IP by Bungie Studio veterans that uses an updated Haloo engine to deliver a stirring tale of one man's hunger for love, justice...and brains. The game will be a cross-platform release, including Xbox, PC and Mac, and will be published worldwide in summer, 2005.
In this game, players take on the role of the rebel himself n Stubbs, a wisecracking Zombie who takes on an ultra-modern city of the future using nothing but his own carcass and the weapons of his possessed enemies. The gameis tongue-in-cheek humor, innovative combat and strong storyline keep Stubbs the Zombieis gameplay as bizarre and unpredictable as its namesake.
To us nothing has the sweet smell of success like rotting Zombie flesh,i said Alexander Seropian, President of Wideload Games. iWe fell in love with the Stubbs game concept because of the unique player experience and the potential of the main character. We are really enjoying bringing this concept to lifeOe or un-death, as the case may be.i
"Wideload Games is delivering an experience unlike any other. Who else could create a game featuring an undead hero who eats brains, tosses his own innards like cherry bombs, and still makes time for the ladies? Those guys are absolutely nuts and we couldn't be more pleased," said Michael Rogers, president of Aspyr. "Stubbs the Zombie will give gamers a new appreciation for the walking dead."
On his quest, Stubbs lurches his way through numerous large and visually captivating indoor/outdoor environments in and around the gleaming city of Punchbowl, PA, a city built during the Eisenhower administration to show off the ultra-futuristic technology of the 21st century. Stubbsi brain-eating adventure brings him through bustling shopping districts and verdant farmlands to battle mad scientists, rural militiamen and the world's deadliest barbershop quartet. His enemies have shotguns, tanks, and all manner of futuristic weaponry. All Stubbs has is his own rotting corpse, a distinct lack of pain or conscience, and the ability to turn foes into zombie allies.
What begins as one zombieis search for revenge quickly escalates into an all-out war between the living and the dead - but this time it's the zombie fighting for truth, justice and the redemption of true love. Yes, it's a love story too.
As Stubbs, you can: * Play as a Zombie and give thoseunpleasant, violent humans a piece of your mind...by eating theirs * Destroy an entire city built with BungieisHalo Engine * Use Zombie Strength to smash down doors andmaul a wide variety of citizens and armed defenders * Spread Zombie Love by eating the brainsof your enemies and adding them to your own personal zombie horde * Possess unsuspecting humans and use their weaponsagainst their friends * Use Your Body as a Weapon in thedeadliest offense ever: explosive gut grenades, zombie sputum, asevered hand that can crawl through tight spaces and possess the living, ahead that doubles as an unholy bowling ball, and flatulence beyond the kenof mortal men.
Technical features include an enhanced version of Halo's graphic engine with all new pixel shaders, new screen effects for an appropriately cinematic look and feel, and a new AI system for the most keenly intelligent mindless zombies in the history of video games.
Computer and video game fans can check out http://drinkyourfillofthefuture.com/Pressrelease.aspx for Stubbs the Zombie updates and sign up to get more information as it becomes available.
About Aspyr
Aspyr Media, Inc. is a leading entertainment publisher that delivers fun in the form of games, music and DVDs. Founded in 1996, Austin-based Aspyr specializes in delivering to consumers the diverse media content they seek. The company identifies quality entertainment opportunities and leverages them across multiple platforms by tailoring its services to suit the product and consumers interests. Visit Aspyr Media on the web at www.aspyr.com.
About Wideload
Wideload Games was founded in 2003 to make unusual games for unusual people. From their lab in Chicago, the industry veterans on Wideload's creative team strip-mine their own twisted psyches, forging the raw material into games nobody else has made or played before. The studio is focused on developing original games with a small, efficient design team and a roster of independent talent. For more information about Wideload, visit www.wideload.com, or email info@wideload.com.
Wideload and Aspyr today revealed their upcoming Mac, PC and Xbox title, due for release in the summer of 2005. It's a third-person action game titled Stubbs The Zombie in "Rebel Without A Pulse". The full press release is on Aspyr's site and will soon be archived here. As yet there is no additional material on the Wideload site.
So far, it seems as if the game will feature:
Here's what Alexander "The Man" Seropian had to say:
To us nothing has the sweet smell of success like rotting Zombie flesh," said Alexander Seropian, President of Wideload Games. "We fell in love with the Stubbs game concept because of the unique player experience and the potential of the main character. We are really enjoying bringing this concept to life... or un-death, as the case may be.
Wideload Games was founded in 2003 by ex-Bungie founder, and employs several other ex-Bungie employees.
UPDATE: We've archived the press release.
UPDATE: GameSpot has an exclusive video interview with Seropian, available streaming for all or as a download only for Complete members.
A very long thread in the Gearbox forums has some of the usual complaints about Halo CE in it, mostly about lag and "warping", and a response from Randy "DuvalMagic" Pitchford, CEO of Gearbox, providing some of the background on the project to port Halo to the PC and how it affected the game's eventual network performance:
Halo's networking system was from scratch, first generation, developed in six months by three engineers and launched into a very competitive world of PC on-line gaming with a game design that is not condusive to the inherent problems of the internet. This networking system had to be meshed into an existing C code-base that had been evolved over 10 years of Bungie games until, in it's last usage, was completely overhauled, retuned and refitted with bubblegum, duct-tape and infinite sleepless work nights specifically for the Xbox platform (which was being invented while all of this refitting was going on).
This does confirm some suspicions held by longtime Bungiefen that Xbox Halo's netcode owed quite a bit to Marathon's deterministic, synchronous netplay, that also worked well only on LANs prior to the addition of native TCP/IP play in Aleph One. Pitchford also cites several requirements, including support for 56k players and fitting the game on a single CD, that he says Bungie and Microsoft slipped into the requirements after the deal was signed. All in all, however, Pitchford says that Gearbox and Bungie both worked hard to make Halo PC and Halo CE the best they could possibly be, but that practicalities and system requirements meant that less was delivered than expected, and there was little or nothing that could be done about it, given the game's design specifications.
Halo World has an item on a program called Halo Map Manager, which allows you to activate and deactivate maps in your Halo Custom Edition folders. This is a big advantage, since the number of maps in that folder affects CE's load times. Thanks demented puppy dot com.
On the heels of the announcement that Halo 2 has received a 9.7 from the Official Xbox Magazine, their highest ranking ever, comes word that PC Gamer has rated Half-Life 2 at 98%-- also that publication's respective highest ranking ever.
Of course, there's no real crossover here-- Halo 2 right now is only for the Xbox, and Half-Life 2 is only for the PC. But in the battle of blockbusters in digital entertainment this holiday season, these two giants are battling directly for attention, if not for customers.
HomeFront, a Halo-themed mod for Battlefield Vietnam, has put up in The Junkyard's forum a large collection of images showing the interior of a Covenant Cruiser, including docked Seraphs and Phantoms. Their own site at Planet Battlefield appears to be down, at the moment, but should be back soon, and features movies and links to their IRC channel. Thanks Mhaddy.
Aero at Halo Impulse interviewed Gearbox CEO Randy Pitchford about the port of Halo to the PC. Some of the answers are interesting:
Aero: Is there an alternative way to get a patch for halo CE other than getting 1000 players? Perhaps you could give us a wider range of options that the community can work towards?
Randy Pitchford: I used the 1000 player line as a publicly available metric for tracking how many folks are playing the game. What it really is about is a business concept of return on investment. Gearbox will cease to exist if it spends more than it makes. I think the best way to get more support out of Halo is to appeal to the folks that hold the keys - Bungie. Bungie owns Halo. If Bungie wants more support to happen, it will happen. I imagine they are very busy right now, though...
Well, not so busy as they were before last week, I imagine. But somehow it's still hard to imagine anything but PC Halo being orphaned and overshadowed by the impending release of Halo 2.
But perhaps most telling of Pitchford's remarks is this, although it works against just about everything else he says about PC Halo, including claims that it has gotten more post-release support than any other PC port:
As far as 1000 players, goes - I think if folks who are playing the game went out and evangelized it, it could happen. Instead, we find that the folks that are playing the game the most are also whining about it the loudest.
Doesn't that fact say something in itself? That those who play the game are the ones complaining? In other words, those who play PC Halo complain about it, and those who don't play don't mention it? That doesn't make 1000 simultaneous players sound possible at all.