Posts Tagged ‘ Spartan IV ’

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>)

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A Picture Worth A Thousand Gamerscore

Waiting for the debut of Halo 4 can be unnerving for some (Okay, perhaps all of us.) and the amount of info we have been granted to see makes it even worse.
Now, courtesy of leak site AllGamesBeta, our eyes can once again feast on more conceptual screenshots that make us delve into this mystery that Halo 4 has hidden itself behind. The first one shows Master Chief talking to his AI Cortana; a few others gives us some contemporary idea of how the multiplayer will be like with some sweet action shots while the rest show concept art and early game footage.

20120420-100336.jpg

Crisp, clean HUD. Nice.

Forerunner?

Imma' kick ya'...in the butt.

The Covenant is definitely going to appear again; their role: Unknown

It’s absolutely beautiful I must say, the game has some potential to become the best looking Halo anything ever crafted (except when they make Halo 5 for the “Durango”), even though graphics play a large part of the game we seem to be more concerned about how we will play the same. New features are in the talks and some of us are worried. Now don’t get me wrong, we have been playing what is seems like the same game over and over again with new engines and armor pieces (mind that I am excluding Halo: Reach from this), perhaps it would be a good idea to mix things around a bit; not totally stripping it and disregarding the original, but add the new features in (and make it work) to make it feel new and fresh.
343 Industries is doing a heck of a job to give us what we want and many people believe it or not would be absolutely surprised if they messed it up. We have faith in you Frank O’Connor–make us proud.

*Pictures courtesy of AllGamesBeta, EGM, and Google Images.

The Curtain Unvailed

My faith in 343 Industries was ambiguous to say at the least, and for months I felt like Halo would never be the way it was again…
…Oh how I was wrong.

Behold the Spartan IV Program: Bigger, better, faster, stronger, and ready to kick some Forerunner butt.
Today the first ever look into the actual game-play of Halo 4 was released which showed the amazing work 343 put into the new game. From the words of Kiki Wolfkill–the executive producer of the Reclaimer Trilogy–Halo 4 is being built from the ground up. New sound, new music, new effects, and a completely revamped engine. Not to mention new multiplayer maps such as “Wraparound”, a Forerunner complex that seemed to function as some energy factory…whatever it is I don’t care because it looks incredible. While showcasing the new maps I was able to glimpse at some of the new armor customizations and to my guess this time around we could actually change more than just the basic pieces that we’ve had to live with for years, I remember reading or perhaps hearing that some kind of perk system would be integrated within multiplayer gameplay to the likes of Call of Duty or some-other-game-which-slips-my-mind.

I was left in awe after seeing what I saw, it was four minutes of pure joy and excitement and the nerd-gasm I had was enough to scare anyone who happened to be in the room. (TMI?) I want to say that everyone should disregard what I said in my previous post, what I have seen has restored my faith in 343 Industries and the fact the Frank O’ Connor still has a large part in the development gives me a greater reassurance that this will be what we are all wanting from Halo 4.
Nevertheless I still have my doubts, even after all I have seen to this point, I have a faint outlook that even after all of the overhauling they may still miss the very aspects that we really want. (Will this be the “pretty-boy” of the series?) For example the arsenal improvisation mechanics that will be in the game will radically change the mechanics of combat; do I really, really need that? Keep the way the fighting has been and I’m sure no one will complain, although I haven’t tried it so this argument may have been invalid from the beginning. I still give my kudos to 343 Industries for their hard work and determination to make this an amazing piece of art, I might have to shut my mouth for the time being until more is released which then I will certainly post.
This Christmas may take longer to come than I could ever imagine.