Posts Tagged ‘ November 6th ’

Halo 4: The Awakening of a Hero

When the news first exclaimed of Halo 4, the entire world watched in awe. The continuation of Master Chief and the vast universe set centuries ahead of our time, but also hundreds of thousands of years before captivated our intrigue and skepticism. (Explained here.)
The information concerning plot, gameplay, features, perks, and audio between its reveal and now has overwhelmed the gaming world and Halo fanatics such as myself.

The story we know so far of the Reclaimer Trilogy is Master Chief awakening from Cryo-Sleep to find the floating half of Forward Unto Dawn being pulled into a titanic metal sphere with Forerunner glyphs strown across the surface. Later on the shield world is revealed to be inhabited by Prometheans, a forerunner species led by none other by The Didact (in which I believe is inhabiting that metal, glowing sphere we see in the campaign trailer).
Cortana, who is steadily becoming rampant due to her diminishing life-span, has a greater role in this trilogy than the last and from leaked (and speculated causes) may become the very thing that makes or breaks Master Chief.

The story concerning his armor change is also vaguely explained as Cortana crafting it while the spartan was sleeping due to reasons beyond our temporary comprehension. So far it looks good, but aesthetics are not enough in such a story-driven atmosphere.

Master Chief: Ready for Action

Master Chief: Ready for Action

Additional info for supporting characters will come in the form of a live-action miniseries called Forward Unto Dawn, that will explain Thomas Lasky’s story that will tie directly to Halo 4’s plot. From the official website:

“Halo 4: Forward Unto Dawn” tells an exciting story of heroism and sacrifice on a scale never before seen in the “Halo” universe, taking fans back to the beginning of the human and Covenant war and leading into the events of “Halo 4.” Set against the backdrop of a United Nations Space Command (UNSC) military academy, a group of highborn cadets are training to be the next generation of soldiers in the UNSC’s ongoing war with insurrectionists in the outer colonial planets. Among these cadets, Thomas Lasky struggles with his doubts about this war, and with the burden of expectations he may not be able to carry. As Lasky comes to terms with his potential as a military leader, the terrifying alien alliance known as the Covenant arrives and turns his world upside down. Inspired by the Master Chief, he must decide what it means to be a hero.”

 The story so far is only scratching the surface of what we’ll see on November 6th. A lot of people are speculating that the Forerunner planet Requiem is actually Onyx, the planet composed entirely of inactive Sentinels. The only reason in that conclusion is the fact Dr. Cathrine Halsey has a part in the investigation of Requiem. As stated in The Thursday War, Requiem was the final resting place of The Didact they claim as a living God and “must not be awoken”, surrounding himself in ancient weapons known as Promethians.
(Promethians as we know were advanced AI, but according to Kiki Wolfkill, they are nothing less than living organic matter.) It also reveals a weapon catche on Onyx that turns the tide of the war between the Humans and Sangheili, further proving Dr. Halsey’s role in the new trilogy.

Now not to say much about the ending, multiple reports have released that the climatic battle between the UNSC and the Didact fail to shed light on a tie into Halo 5. 343i has quite the plate to devour (bad analogy alert) when it comes to surprizing us with the next installment; the gracious donations of new features leaves it looking rather…dry.

343 Industries has surprized us with a lot, perhaps they will do the same again 3 years from now.

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Remember The Date

November 6th.
The official date when millions of gamers will squeal with unprecedented happiness. Below is some classified intel on the multiplayer that comes from some-gaming-site-that-I-cannot-access-anymore-and-does-not-belong-to-me-to-prevent-any-kind-of-plaigerism (Halo Waypoint) that we will have to become proficient in for the next generation.

• Weapon Drops

“Traditionally, power weapons spawn at set locations on a map. After looking at what has worked in the past and what we wanted to change for the future, we decided to build a new weapon spawning system from the ground up for Halo 4. Our primary goal was to make the system accessible to both new and returning Halo players, and also to make it fit within the context of Infinity–a massive vessel that is the new home of Halo multiplayer.
Initial weapon drops happen at the beginning of a match. After that, timers are set for when they drop in, and subtle UI elements communicate the time and destination of their impending arrival. Drops will be appropriate for each map; for instance, long-range weapon drops (i.e., sniper rifles) are likely to occur on large maps while close-range weapon drops (i.e., shotguns) are likely to occur on tight quarter maps.

There are two important things to note about weapon drops: you’ll have the ability to customize ordinance in custom games, and not-at-all-random is a more accurate descriptor than random.

• Player Spawn System

Evaluating the average number of living players on a map at a time, how long it takes to see an opponent, how quickly you can get back into action after dying, the length of time you’re dead versus the length of time you’re alive, and overall expected life spans were all things we considered when determining the player spawn system in Halo 4. Ultimately, we opted to give players freedom over this feature.
So, in certain modes (not all), players can control the timing for when they spawn. That means that, when you die, you can choose to spawn immediately, take a short breather to select your loadout, or plan your next strategy based on how the game is going. Objective game types use specially-tuned spawn timers that are designed to suit game length, object respawn times, and scoring.

Just like weapon drops, you’ll be able to tweak (or turn off) these settings in custom games.

• Sprint

The decisions people make in matchmaking give us an invaluable amount of information about both the game and various gameplay elements. The information we gleaned from Reach allowed us to learn a lot of lessons from Armor Abilities. That and the balancing we’ve done within the sandbox led us to make the decision that everyone will have Sprint in Halo 4–meaning you will no longer have to choose between base mobility and an extra ability.
The levels in Halo 4 are designed for this faster mobility. You’re continually driven right back into action, not away from it. You can try to use Sprint to flee combat, but you’re not likely to be successful because everyone else will have it, too, thus ensuring someone will be right on your tail, shooting your back while you attempt to escape, and probably causing your untimely demise.

It’s also worth mentioning that just because everybody has Sprint, base movement is not slow. If you’re familiar with previous Halo games, we looked at the speed and mobility of Halo 3 as the inspiration for Halo 4.

• Forerunner Vision

Forerunner vision, one of the Armor Abilities that will debut in Halo 4, is still being tweaked, so I’m going to keep the details light today. While it’s being described as letting you see through walls, it’s more accurate to refer to it as sonar, where it sweeps out from its origin point to detect surrounding objects.
As with all Armor Abilities, it has tradeoffs: there is a delay before you get the knowledge of where other players are located, situational awareness is affected by the visual treatment of that mode (in its current iteration, it can best be described as shimmery), and other players within the range receive auditory cues when you activate it. So they will know when you’re peeking.

We’ll share more about this Armor Ability, and others, in the months leading up to launch.

• Spartan Ops

One of the biggest changes we’ve made to multiplayer is making story an integral part of the experience. Our new Halo 4 cooperative mode, called Spartan Ops, is an ambitious example of that. If you’re a fan of Firefight, we anticipate you’ll enjoy this objective-based multiplayer mode.
Along with introducing an ongoing CG series that will tell a story over the course of a season, Spartan Ops will also give you the opportunity to play weekly missions that relate to that fiction. This mode will provide an outlet once you complete the Campaign to further the story past the game’s end.

[Spartan Ops is part of the Halo 4 package, not paid DLC.]

Our vision for the Halo 4 multiplayer experience is to continue the tradition of giving you the tools to craft your own custom experience. A lot of these settings can be tweaked, and, right out of the box, you can put the disc in and have the experience you want in system link games, tournaments, etc. Giving players choices, and empowering them to make choices for how they want to play, is a priority for us.”

Halo 4 Theme

Interactable floating debris? Hoo-rah!

       *SPOILER ALERT-SPOILER ALERT-SPOILER ALERT-SPOILER ALERT-SPOILER ALERT*

Also some other information has surfaced on the story elements as well. The Spartan IV program was developed on the UNSC Infinity (from my opinion it was done in that manner after receiving a disstress signal from Forward unto Dawn or from the home planet of the Sangheili after a civil war with a religous sect threatens the peace that the two races established. On their way to the planet they get raided by a squad of enemy ships and crash-land onto the shield world of Requiem where they face a bigger threat than the Sangheili could ever be. <insert Mantle doctrine>)