Halo 3 Supplemental - what is it?
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Psychophan7 posted a 'Mission Log' - a series of (very cool) screenshots (well, screenshot amalgams) with some storyline tossed in. I hope he continues with this. Check it out! (And be sure to look at the full-sized versions. They're spectacular.) Update: He's added a new pic, some explanation, and textless versions of the first five images. Check it out!(Louis Wu 16:25:39 +0000)
sylntsniper reminded our forum that a week's gone by since Cold Storage's release on Xbox Live Marketplace - which means it's now available for download by Silver account holders. Better late than never!(Louis Wu 16:08:59 +0000)
Fluffy, over at Planet Halo, found another couple of Halo Wars vids - IGN has a short gameplay clip (embedded in the news post) and G4TV's got a video interview with Dave Pottinger, discussing the game (and showing off some examples).(Louis Wu 16:04:42 +0000)
Red vs Blue Reconstruction Chapter 7 is now up - both for sponsors, in an extended cut, and for everyone, on the RvB front page. What is Alpha, really? And who the heck are Burke and Dellario? Go watch!(Louis Wu 10:29:42 +0000)
Tied the Leader has some fantastic new 'Planetoid' panoramic shots, over in its Haloramics subsite - this post has the details. And OboeCrazy has put together a montage of Gunslinger Plays of the Month for June - fun stuff! Thanks, XerxdeeJ.(Louis Wu 10:11:48 +0000)
There are a couple of gameplay vids showing off what Halo Wars looks like actually during play - Stormwing found one, and Spartan Jag pointed out another. Decide for yourself what you think!(Louis Wu 09:59:41 +0000)
This was an attempt I was making in my Banshee days (towards the end) to formulate a protocol for two-man Banshee wing voice communications. Prior to this the only way to coordinate in a wing was by feel and by occasional quick text codes, but this lacked versatility; when they released Ventrilo for Mac I was excited and set out to codify a protocol for this. Voice is fast enough for on-the-fly coordination, but only if you both have agreed on a stripped-down, unambiguous code for communicating tactical requests and data.
In any case, I banged this around a little and did a bit of testing, but it never got finished and I was fading out on HPC by this point. So it just sat around.
All I've got is the notes. Thought it might interest someone.
This video includes Halo, even though it isn't really about Halo. A system admin trying to while away the day playing Halo multiplayer causes office mayhem when dealing with people who don't quite speak the same language he does.
A must-see if you haven't already.
Game Over. Insert Coin.
The balance between carrot and stick, reward and punishment, in game design was so much simpler back in the arcade.
Take the gamer's money and give them a limited number of chances to progress, usually called "lives" since failure nearly always means death. When the player runs out of lives, they can pay to keep playing if they agree within a given time period. If not, the game resets itself to the start.
In some ways, it's a magnificently simple and beautiful state of affairs compared to what PC and console gaming has become, where the entire price of a game, hardware included, is bought and paid for in advance, and "pay for play" means online access fees and MMO subscriptions.
How, in an environment where you can't hit the gamer in the pocketbook for failing to demonstrate the requisite skills, can you punish them? Should you even try? Arcade games were designed to be "finished" only by the best of the best, but today's story-driven, cinematic AAA titles cost millions to make-- is it wise to reveal the entirety of one's design only to a select few? Might that not tempt designers to leave the ending out (I'm glancing in your direction, Halo 2, and yours, too, Indigo Prophecy) and focus energies on the beginning-- the part that most reviewers will see?
Is death in games supposed to be punitive, or is it there only to prevent the player from progressing through the game until they've demonstrated a certain minimum level of proficiency? If it is supposed to be punitive, what does it say about designers' opinions of their own game if the worst punishment they can come up with is playing the game more? Isn't the idea of dying, the message of failure, more important than the actual consequences? Or is it? Can a game design aspire to have replayability and still consider repeat play as a punishment for dying? What other punishments can there be? Should there be any punishments at all? Can any punishment be as useful or effective as requiring the player to insert another quarter, and if not, should gaming return to the arcade model, or should it abandon player punishment altogether?
More or less at random I happened upon The First Hour blog, which reviews only the first hour of a video game. Game #12, reviewed back in September 2007 (just in time for Halo 3 to come out) was the original Halo.
As an extension to that blog, Beyond The First Hour reviews games after they are finished, and that blog features a review of Halo 3. No love for Halo 2 apparently, but that's par for the course now, isn't it?
Kotaku reader frostcircus sent in an excerpt from what purports to be a marketing survey regarding possible future Halo titles. It's unclear to me whether this is something a marketing company prepared at Microsoft's request, or something they did independently to gather market intelligence, or what.
Halo 3 players XxFLAWxLESSxX, Rockout514, and lxjarh34dxl recreated the very first ever Halo screenshot using the Halo 3 engine. Lukems posted it up at Bungie.net, along with the old shot for comparison.
Nebula nominee Tobias Buckell has been tapped to pen the next Halo novel, Halo: The Cole Protocol, due out in Fall of this year. Buckell published his first science fiction novel, Crystal Rain, in 2006, and followed it up with Ragamuffin in 2007.