Mirrored anyway. posted by Narcogen at Wed, 26 Sep 2007 23:03:00
Mirrored anyway. posted by Narcogen at Wed, 26 Sep 2007 23:03:00
Mirrored anyway. posted by Narcogen at Wed, 26 Sep 2007 23:03:00
According to Microsoft, the Halo franchise's latest installment has shattered one-day entertainment sales records again; Halo 3 did $170 million USD in its first day of sales in the US.
Bungie has put up a Halo 3 Launch Week FAQ to cover some of the most common new player questions, especially about issues surrounding screenshot uploads and other features that might be having the kinks still worked out.
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'Halo' outsells every other entertainment release on its first day Detroit Free Press, United States - |
Re: Aspect Ratio, Black Bars and Split-Screen Co-O posted by Narcogen at Wed, 26 Sep 2007 12:43:00
Ah, aspect ratios and high definition televisions. Just as fans bitched and moaned last month about the fact that both Xbox 360 and PC versions of Bioshock locked displays to a single horizontal FOV setting, whether the user had a 4:3 or a 16:9 screen, now Joystiq is on about how splitscreen works in Halo 3, apparently using two 2.7:1 frames stacked on each other instead of two 1.77:1 frames.
What's the issue, exactly? Unused pixels:
Of course, we've heard this before.
After Halo 2 was released in 2004, there were rumblings and vague remarks about Bungie wanting to do something else, non-Halo-related, for a change.
Which is entirely understandable.
Now, Pro-G is quoting Bungie's Joe Tung as saying Bungie wants to work on something else for a change, and is not working on Halo 4.
Major Nelson points out an auction to benefit charity that includes some pretty one-of-a-kind items, including an Xbox 360 autographed by Bill Gates, a Zune autographed by J Allard, and a pretty complete collection of Halo games and bonus content.
Cinematic designer Lee Wilson at Bungie responds to some criticism that Halo 3 isn't as much of a graphical tour de force as games like Bioshock or Gears of War in an article at Pro-G:
He said: "It's completely immersive. The art direction is immaculate. It's not trying to be incredibly photo realistic or painting this grimy world. It's vibrant and it's fun and it's accessible."
Pro-G promises a longer interview a bit later.
The Sydney Morning Herald has an article about Bungie AI programmer Damian Isla:
An article in Wired talks about Bungie's attention to detail when doing multiplayer and campaign level design: