Who's The Best In Your Neighborhood
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| Title | Date |
|---|---|
| Marathon: Server Slam | 03.08.26 |
| No Man's Sky: Remnant Part 1 | 03.07.26 |
| Destiny: Last Patrol Pt 2 | 02.21.26 |
| Destiny: Last Patrol Part 1 | 02.14.26 |
| Bazzite Backlog Blowout Pt 2 | 01.24.26 |
| Bazzite Backlog Blowout | 01.17.26 |
| Spatial Outpouring Pt 5 | 01.10.26 |
| Title | Transcriber | Date |
|---|---|---|
| Halo 5: Advent (String... | cwhiterun | 06.07.16 |
| Halo 5: Blue Team (Str... | cwhiterun | 10.22.15 |
| Halo 5: Light is Green... | cwhiterun | 10.20.15 |
| Halo 5: The Trials (St... | cwhiterun | 10.12.15 |
| Roll Call - Price Paid | pimpnmonk | 06.02.14 |
| Behold A Pale Horse Fo... | pimpnmonk | 01.24.14 |
| Farthest Outpost/Mercy... | pimpnmonk | 12.30.13 |
| Episode | Date |
|---|---|
| Sony Acquires Bungie (mp3) | 02.02.22 |
| Let's Play Mass Effect 3 #27 Final... | 06.02.17 |
| Anger, Sadness and Envy Ep. 27: Craig Ha... | 05.08.13 |
| Anger, Sadness and Envy Ep. 25: Destiny... | 03.05.13 |
| Anger, Sadness and Envy Ep. 24: Halo Ann... | 04.21.12 |
| Anger, Sadness and Envy Ep. 23: Halo Ann... | 06.26.11 |
| Anger, Sadness and Envy Ep. 21: The Wint... | 04.18.11 |
[b][url=http://halocal.com]Local Halo 3 Stats[/url][/b]
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PrimeNewswire has a press release up that says that attendees at next week's Game Developers Conference Expo will be among the first to see Wideload's first casual game, Cyclomite:
2:00 Cyclomite: Alex Seropian and his team at Wideload Shorts team present Cyclomite. This is the first ever showing of this innovative multiplayer party game. Don't miss your chance to play it. If you miss this one, it's repeated on Thursday at 11:30 am.
That's on Wednesday, February 20 at GDC in the Moscone Center in San Francisco, Moscone North #5438.
For those who don't have Finale PrintMusic, I've added PDF and MIDI files to the entries for Covenant Dance, Follow Our Brothers, and To Kill A Demon.
If you want to work with the PrintMusic files you can use the free program Finale Notepad; check How To Open Sheet Music Files for details.
Hardy Lebel, the multiplayer designer of Halo 1 who also worked on Halo 2 and Oni, has set up a new games development studio in Seattle called Tyrant with Anders Hejdenberg, who worked on Battlefield 2 as its lead designer.
The seven-man studio currently has listed as its only project something identified only as "ESP".
Comic website Earth's Greatest interviewed Eric Trautmann about his comic Checkmate. Trautmann previously worked at Microsoft and was involved with Halo and the Halo novels written by Eric Nylund.
Asked about working on Halo, this is what he had to say:
Helping Eric Nylund craft "The Fall of Reach," the first HALO novel was a treat. Eric's a hell of a writer (and I actually was one of the people who more or less bullied Del Rey into using him in the first place) and a good friend, so that kind of contribution is effortless.
Working on the game itself, HALO: COMBAT EVOLVED, was a considerably less pleasant experience. The deadline pressure was enormous; my co-writer at the time, Brannon Boren, and I had just a couple days to bang out a massive amount of dialogue at the request of the game's designer, John Howard, and Bungie co-founder Jason Jones. Apparently, whoever had written the original in-mission dialogue had not done a job everyone was happy with, and they needed, essentially, a writer or writers who could work fast. We happened to be around and available, so we agreed to do it, but Bungie is VERY secretive, and, despite the fact that we operated under the same non-disclosure agreements THEY did, they can be quite mistrustful.
So, we had three days to bang out some ridiculous amount of dialogue, but they wouldn't actually let us LOOK at the game (which is why some of the dialogue doesn't make total sense; I conservatively estimate we got it about 80-90% right, which I think is an accomplishment given how blind we were flying).
THAT was no fun at all.
Deadlines are never fun. Check out the full interview for more information on some of the work Trautmann is doing for DC Comics and has done on Lucasarts properties in the past.
Another Halo sheet music submission from MJCrascal21; this time it's Halo 1's Covenant Dance (with percussion). Audio file to come soon.
In this week's Bungie Weekly Update, Tyson "Ferrex" Green gives an exhaustive explanation of how Halo 2's melee system worked, how Bungie addressed its flaws in changing the design for Halo 3, how that design change led to complaints from the the playerbase, and how the Halo 3 Auto Update, due out later this month, will address those concerns.
Bottom line would seem to mean more simultaneous kills, and fewer situations in which the outcome of a near-simultaneous melee contest seems random:
For those of you uninterested in the precise details, the upshot is this: if you close for a melee attack and are at a clear advantage (or disadvantage), the outcome will be clear. If the outcome is unclear, too close to call, you will likely trade kills with your victim. But you should no longer watch your opponent saunter away for no clear reason (and if you do, check the film—it tells all.)
The update is chock full of other technical discussions of things like the Commando shoulders bug, cheating, host migration, and the like.
In particular I found the spread of hit points for the Halo player-- 45 for the body and 70 for the shield-- to be interesting.
I had always thought that since the elimination of the health bar and health packs after Halo 1 that far more hit points were on the shield than the body, but the difference here is less than 100%. And they recharge, too, which I was never sure of.
There's also a Mister Chief masterpiece made to benefit charity. Even if you stopped reading the BWU because Halo 3 came out, you'll want to read this one.
One might as well ask, when is a development blog not a development blog? Maybe when it's all about cocks on stage and cocking the vote and... well, about cocks.
However, the latest entry in the Wideload Team 1Up blog is by Matt Soell, and it's about the development of Hail to the Chimp, about how a game that was originally spec'd not to have a story got one:
At this late date I can't quite remember what it was that gave me the final idea. We knew these animals would be competing for something, but no one was sure of what. The notion of "the king of the jungle" had been discussed before, but it seemed trite and more than a little constricting; if you're looking for the king of the jungle, you are limited to jungle animals. We were trying to think in global terms. Animals from all over the world would want to tune in to the nightly news and see how their candidate was doing. Hmmm...nightly news....
So of course if you're looking for the nightly news that covers the animal election (the one in Hail to the Chimp, not the one in real life) check out GRRnews.com.
Now that I've recovered from my Super Bowl hangover, here's the promised conclusion to my three-part review of Halo 3's soundtrack.
Edge Closer starts out airy and atmospheric but soon turns into something like a technofied, up-tempo version of Covenant Dance as you fight your way back out from the map room for extraction, finishing with another drum-pounding Pelican pickup that is very similar to the one that ended the very first level.
Finish the Fight gets turned into a combat anthem for Three Gates, a rollicking piano heavy piece that starts during the introductory cutscene for The Covenant and continues to play as you fight your way from the beach to the first of three towers you must disable in order to follow Truth to the Ark's control room. In the interior sections we get an interesting mix of electronic and acoustic percussion.
MJCrascal21 has submitted two new pieces to the sheet music database: Follow Our Brothers and To Kill A Demon, both from Halo 3. Both of these are PrintMusic files, and To Kill A Demon also includes audio; hopefully audio will be added to Follow Our Brothers shortly.
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