Halo 3 ViDoc: Finish the Fight
Bungie posted some files from their archives in the past few years; this ViDoc on Halo 3 was among them.
- Read more about Halo 3 ViDoc: Finish the Fight
- You can't post comments
Bungie posted some files from their archives in the past few years; this ViDoc on Halo 3 was among them.
Ten years after launching the game at MacWorld in New York, Bungie posted this blast from the past up on YouTube.
In the second installment of Bungie Community Theater, Deej says that Bungie has been working for years "under the cover of darkness" on a new universe, but that what they've been creating will be unveiled "within a matter of weeks".
I say if he's wrong, the tiger should eat him.
The cannon fodder enemies of the Marathon series, equivalent to Halo's grunts, are the tall, long-limbed, three-eyed, color-coded, masked Pfhor fighters. One can easily imagine that the idea for Grunts started with the Pfhor fighters with their limb length and height drastically reduced, removing the third visible eye, and exchanging the long staff weapon with plasma pistols, needlers, and eventually fuel rod guns. As with Grunts and Elites in Halo, enemy ranks are indicated by colors, with the more rarely occurring colors indicating relative strength.
The Bungie webmaster (never positively identified but vaguely described as a gorilla in a cowboy hat) seems to have been supplanted by Deej doing an impression of Alaistair Cooke. This would appear to be the first in a weekly series leading up to what we hope will be the Destiny reveal at GDC in March 2013. Like the Webmaster and the Mailbag, Deej is here dealing directly with missives from Bungiefen. Although this fan seems a bit confused about who made Halo 4...
At E3 in 1998, a little over six months after shipping their first Myth game, Bungie announces the sequel.
At the same time, video from the Bungie West project is shown. The game they are working on is Oni, a third-persion action game incorporating martial arts and firearms, with an anime-like visual style and themes very similar to the film Ghost in the Shell.
Less than 12 months after announcing the title, and slightly less than two years after their own last full game release (Marathon 2, for which they created the engine and the scenario in-house) Bungie ships Myth, a completely new game with a new engine, a new story, in a completely different genre. To boot, it marks the company's first cross-platform release, shipping simultaneously for Macs and PCs.
Myth won several awards, not only from Mac game publications but from PC gaming magazines as well.
A whopping seven weeks after Marathon Infinity shipped, twelve and a half months after shipping Marathon 2, Bungie announces Myth: The Fallen Lords.
Myth is obviously not a first-person shooter, as Bungie's last three games (the Marathon Trilogy) were, and represent the company's first foray into Real-Time Strategy games, although some hardcore fans remark that the lack of resource management and other features mean they are more accurately called Real-Time Tactical games.
After agonizing delays and fan outcries since August, the release date that Bungie promised at MacWorld Boston that year, Marathon finally ships just before Christmas of 1994, a fully texture-mapped first person shooter with an engrossing science fiction plot.
The game takes place on the sprawling colony ship Marathon, hollowed out from Deimos, a moon of Mars. Told through a series of text terminals, a Byzantine plot gradually unfolds telling a story of military cyborgs, rampant artificial intelligences, and alien slavers.
At the second MacWorld show that year, this time in Boston, Bungie demonstrates the greatly revamped Marathon game, with a graphics engine rewritten since earlier in the year and an entirely new plotline.
Bungie supposedly tells showgoers that the game will ship "in two weeks" according to the Marathon Scrapbook, saying they were waiting only on the boxes.
Bungie announced the follow-up to Pathways, a new 3d action shooter called Marathon, in a press release entitled MARATHON TAKES TEXTURE MAPPING INTO SPACE
They had shown an early version of the game, later dubbed Marathon Zero, at the MacWorld show in San Francisco in January of that year, but later revamped it entirely.
Sadly, Bungie expected the game to ship within a few weeks, but delays forced the game's release until December.
Bungie planned on shipping Pathways into Darkness, their new game, at MacWorld in Boston, starting on August 1, 1993. While I've been unable to locate confirmation that it actually shipped by that date, posts in Usenet indicate that it did ship sometime between August 1st and August 13.
On August 30, Jason Jones posts in comp.sys.mac.games that while Bungie isn't working on a sequel to Pathways, that future Bungie games would use texture mapping and AppleTalk networking.
Again less than 12 months passes between releases. Admittedly, Bungie only published Marathon Infinity. Double Aught created the scenario, which used the Marathon 2 engine largely unchanged.
Double Aught was headed by Greg Kirkpatrick and Randy Reddig. The group later planned to build a portal-based engine for a game to be called Duality, which was never completed or released.
Kirkpatrick had previously worked at Bungie and founded Double Aught.
A small team at Bungie works on an expansion pack that expands to the size of a complete title, featuring a single player campaign that follows a team of ODSTs that drop into New Mombasa during the timeline of Halo 2. Introduced the new Firefight mode, allowing players to tackle increasing waves of Covenant on multiplayer maps, either solo or with other players using splitscreen, LAN or Xbox Live.
A small team at Bungie works on an expansion pack that expands to the size of a complete title, featuring a single player campaign that follows a team of ODSTs that drop into New Mombasa during the timeline of Halo 2. Introduced the new Firefight mode, allowing players to tackle increasing waves of Covenant on multiplayer maps, either solo or with other players using splitscreen, LAN or Xbox Live.