Ghosts of Reach
Transcription of "Ghosts of Reach" from the Halo 2 soundtrack.
Transcription of "Ghosts of Reach" from the Halo 2 soundtrack.
Frankie O'Connor at Bungie gave an interview near the beginning of this year, and one of the questions I found particularly interesting, especially because I've only recently had a chance to play Gears of War myself:
XCN: Are you influenced by other games like Gears of War, would you consider implementing some things like the Gears of War cover system in Halo 3?
Frank O'Connor: We're always asked about the influence of other games on Halo and recently the 'other game' often seems to be Gears of War. Will the cover system influence Halo? The honest answer is no. The gameplay for Halo 3 was decided long before Gears of War even shipped. If we put the cover system in Halo it would ruin the game because it's not about cover. It's about big encounters and open spaces and vehicles and so on. Gears of War is about cover. Sticking something like that onto our game wouldn't be a good idea. Anyway, there is a cover system in Halo - it's called ducking behind objects and using the environment to shield you from harm. But we won't be putting a cover button in, and it's certainly not the X button that we're often asked about.
Whenever a new game comes out with an ostensibly "new" feature it seems there's an exchange that runs something like this; where a journalist asks Developer of Last Year's Hit Game if they are going to implement Cool Feature from the newly released This Year's Hot Game in next year's Sequel To Last Year's Hit Game.
Whether the feature is appropriate for that game or not scarcely matters; it's a hip and trendy feature. In the case of Gears, it's the Cover button.
Don't believe the rumor going around that those who got into the Halo 3 public multiplayer beta by purchasing Crackdown are going to get a different version of the game, or get it at a different time, than those who gained entry some other way: it's false.
Bungie's own Frankie busted that rumor to HBO's own Louis Wu.
Last week I wrote about the website Halo2Sucks.com, a site devoted to discussing why Halo 2, despite being tremendously popular, was not actually a good game in the minds of some people; more specifically, why it was not as good a game as the original Halo. The key points of this argument were laid out by the original administrator, Shaker, who has since departed to parts unknown, leaving in his wake an absentee landlord.
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?
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.
Promotional video for Myth: The Fallen Lords.
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...