Miggytronz
Member
Shadow got banned.
was it for trolling? I hope so. His arguments were from left field mostly.
Shadow got banned.
Bungie messed with the formula in Reach and you see what's happened. I think that if anything, 343 won't go for such a bold approach at game innovation until after their first Halo game drops.Personally I'm severely burnt out on Halo because of all my time with Bungie's offerings. Plus I'm bitter about it because Bungie disappointed me.
So with Halo 4 I'd like to see if 343 is willing to mess with the formula a lot more than a typical sequel. Outside of that multiplayer should be fun for what it is.
There was no field; his comments came directly out of his ass.was it for trolling? I hope so. His arguments were from left field mostly.
Just saw Shadow got banned.
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The gif doesn't really match the situation but I couldn't find another ban gif. dealwithit
Just saw Shadow got banned.
![]()
The gif doesn't really match the situation but I couldn't find another ban gif. dealwithit
You should really read the weekly update. As big a fan as they come indeed.
Basically, they record 'human' sounds and via some audio magic they make souds that aren't anything alike to what was recorded. Having read the update, you'd have noted that a Forerunner weapon's sound was produced after the recordings from those weapons.
But no, you're right, the presence of Needlers, Needle Rifles, Plasma Rifles, Focus Rifles, Concussion rifles, Brute Spikers and other alen weaponry really tend to the idea that Halo is more human militaristic.
When was the last time the weekly update put out? I mean seriously. I'm a fan of Halo, not so much the community events that take place around it.
And, to address your point. I'd argue that yes, Halo has certainly progressively shifted its focus to more human militaristic aspects. The original trilogy was a Sci-Fi epic focusing on, and fully fleshing out the events of the Halo universe. With Reach it's like they completely ignored Halo's science fiction roots and instead opted for more realistic weapons, a more muted colour scheme, weightier mechanics, very human themed locations and overall higher levels of grit.
It's not that I hated this, but I infinitely prefer it when Halo stays true to its own universe. I even feel that there was ridiculous potential loss in fleshing out the Spartans in Reach. It didn't feel like you were a part of a squad of supersoldiers, it felt like you were in a squad of ordinary marines but with Power Suits.
Not really sure I can agree with that, especially considering how John and his Spartans worked together in the books.
Different mediums I know but still, that's why I consider it lost potential.
The things the Spartans do in the books would be almost impossible to replicate in gameplay. Cutscenes? Of course. But in actual gameplay, they would be almost the same as regular Marines. If anything, Reach proves this with the inclusion of several Spartans alongside Noble 6 in combat. Don't think we want a replication of Kat driving a warthog anytime soon.
QTEs!
I wouldn't kick Halo 4 out of bed if we got some more space combat (in a ship or simply in space in armor.)
I loved the whole transition to space, use of sound, gravity etc in Reach both in the Sabre battles and when you landed on the crippled cruiser.
I wouldn't kick Halo 4 out of bed if we got some more space combat (in a ship or simply in space in armor.)
I loved the whole transition to space, use of sound, gravity etc in Reach both in the Sabre battles and when you landed on the crippled cruiser.
The things the Spartans do in the books would be almost impossible to replicate in gameplay. Cutscenes? Of course. But in actual gameplay, they would be almost the same as regular Marines. If anything, Reach proves this with the inclusion of several Spartans alongside Noble 6 in combat. Don't think we want a replication of Kat driving a warthog anytime soon.
Yeah that's true. I would have still loved to have seen an amazing scene with Jorge fighting a Hunter, or even just some more character development.
I don't know if the 'solution' to the Halo 4's logo was found earlier in the HaloGAF thread (not that there was a problem to begin with), but I think I might've figured out the issue:
I usually doodle during my free time in class and since I can't draw worth a damn and I'm a Marketing student, I try to pretend that company X comes up to me and asks me to change their logo to reflect the trends of the present era so naturally I did one for Halo 4 out of memory and noticed that it looked slightly different than the official one, but I couldn't put my finger on it.
Then I checked out the comparison and saw the 'issue' with the official Halo 4 logo. There's too much spacing between the left and right side of the 4.
Official logo:
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My drawing from memory:
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I don't know if the 'solution' to the Halo 4's logo was found earlier in the HaloGAF thread (not that there was a problem to begin with), but I think I might've figured out the issue:
I usually doodle during my free time in class and since I can't draw worth a damn and I'm a Marketing student, I try to pretend that company X comes up to me and asks me to change their logo to reflect the trends of the present era so naturally I did one for Halo 4 out of memory and noticed that it looked slightly different than the official one, but I couldn't put my finger on it.
Then I checked out the comparison and saw the 'issue' with the official Halo 4 logo. There's too much spacing between the left and right side of the 4.
Official logo:
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My drawing from memory:
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That reminds me of the Halo 2 style logo.. I like it. I think part of the main issue with the current logo is the 4 doesn't really break out or stand out at all, and has a way too simple look without looking clean. Also, the texture just has a home made vibe to it. I wonder if it will end up changing for the final game.
We shot the Serif. But we didn't shoot the dot you see.
Now would be a good time to clarify I am just sharing my own personal opinion, and mean no harm. =P
But I guess the reason it just irks me is it doesn't have a clean silhouette, and really doesn't stand out too much. Im all for simplicity and clean looking logos but this one isn't doing it for me.
A new trilogy? Really?
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It's a very old reply, a mod already said that those "comments" need to stop.Can someone explain why it's bad having a part 4 of a great franchise, yet it's ok to have a Final Fantasy XIII -X2 Alpha 1 versus Infinity + 20 spin-offs?![]()
We shot the Serif. But we didn't shoot the dot you see.
As a graphic designer and Bob Marley fan, I laughed way too hard at this.
I haven't really kept up with the latest news. ( I know, I know I'm a bad Halo fan... )
When can we expect a trailer?
We MIGHT see something March 5th when the Xbox Spring Showcase embargo ends.
http://www.youtube.com/watch?v=bflYjF90t7cIf they do show it on the 29th, I very doubt any of these journalists are going to hold their mouths till the 5th. Seriously. I expect major teases next week from people who seen it, aka Geoff keighly, and possibly some "leaks".
O Gosh this feeling I can't explain. I'm excited but at the same time I must stay in the dark so I don't spoil myself.
Yeah, I'm going on media black out, too. Stay strong, comrade.O Gosh this feeling I can't explain. I'm excited but at the same time I must stay in the dark so I don't spoil myself.
Anyone wanna play some Reach? GT = kittens revolt.
Yeah, I'm going on media black out, too. Stay strong, comrade.
The official logo looks like something you'd see on a fake boxart on Gamestop's website. (it's terrible)Official logo:
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The official logo looks like something you'd see on a fake boxart on Gamestop's website. (it's terrible)
would you be ok with them abandoning the halo ring symbol on the logo? I would, but I think a few people would take issue with it.
Official logo:
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The 4 is what I take more issue with. The ring symbol is kind of the iconic Halo symbol anyway.
The Hills Are Alive With the Sounds of (Halo 4) Music
In designing a video game, its audio is, of course, one of the things that contribute to a memorable and emotional experience.
Halo has always had amazing audio design. With Halo 4, we are respecting the music philosophy of previous Halos while establishing a fresh, new direction for Halo 4s music, employing our own distinctive style that still feels like Halo. The goal is to make the music of the story fit not only the gameplay, but also the players emotional circumstances.
When thinking about the players emotional circumstances, were using an interactive implementation. Sometimes, when fighting an enemy, its simply a fight. Other times, even in the same level, you can be fighting but it may suddenly turn into a distressing encounter. Since circumstances within the story constantly change, we want our music to sync with those changes when its appropriate to enhance the experience. How many enemies are tracking you? When do the enemies notice your presence? What kind of cinematic did you watch before the combat? Our goal when asking these questions is to make the music change dynamically with the gameplay to account for your personal gameplay experience.
Sometimes well suggest a change to the story to sync with the music more, and vice versa. Communication within the studio is an important part to achieve this synchronicity.
The vision for our audio is huge. Like a child, we started as a blank slate when trying to find our own unique musical language. Then we began making a few sounds here and there. Now were at the point where those sounds collide, intertwine, and say things about the Halo 4 universe. This was a process that we had to learn as a team. Introducing a new composer, and learning how to work with that composer, was part of the process. Well have more details about this currently unnamed individual in the future. But Im guessing you already knew that....
So, how are we creating our own language based on realism in the world of Halo? Our concept focuses on the digital and the organic, and we share that vision across the entirety of our audio production.
What does that mean, exactly? Ill use a recent audio recording session as an example.
Weve recorded source material for the arsenal of both new and returning weapons youll have at your disposal in Halo 4. The gun recording was difficult because we needed to record close sounds, distant sounds, and everything in between. We had to figure out what microphone, what distance, and what range was appropriate while factoring in weather, wind, and anything and everything Mother Nature might randomly decide to throw our way.
To get the best audio quality possible, we worked with the military on one of their training grounds where the occasional dropped bomb is not an uncommon experience. During that session, we staged first-person encounters so that we could understand how the weapons should feel when playing the game, and then we used numerous 30-channel microphones to record the actual sounds.
We had to have the elements to connect the player to something familiar but still be able to offer something outlandish and alien. After this aural base is formed, we then have all the freedom in the world to mix and match different elements into a single weapon. Even a Forerunner weapon incorporates some of the elements from that gun session.
These real weapon recordings act as the glue for the rest of the sound ingredients for Halo 4s arsenal. Theres a whole other process we go through to create epic sci-fi elements outside of the field recording sessions, though, as we gather a collection of source assets and then shape them to precision. The aforementioned gun session, as elaborate as it was, is just a small portion of the assets we require to make the sound effects in Halo 4.
This means were always exploring and recording new sounds. Everything from the opening and closing of a pair of rusty scissors to a brushtail possums scream pitched down an octave to a short snippet from a two-inch mortar explosion are all on file in our extensive audio library.
Within the sounds of Halo 4, theres a sense of fantasy based on reality, where otherworldly sounds have a feeling of familiarity .
Office of Halo Intelligence: Part 5
To talk more about the audio aspect of our upcoming game, I asked Sotaro Tojima, the Audio Director for Halo 4, to write the fifth entry in our Office of Halo Intelligence series. Here are his thoughts on the music and sounds that will one day be gracing your earholes.
Im honored to have an opportunity to talk here! I just came back from a weekly music review, and especially this week, I was so excited about one piece of music. This emotional, digitized piece became the second favorite piece of Halo 4 music which weve made so far. I cant wait to share this with you!
Producing the Halo 4 music is very difficult, but such a fun job for me. I know many people, including me, love the previous Halos music. Halo 4 will be a story for Master Chief and Cortana. Therefore, we are driving our music production respecting the previous music tone.
At the same time, we are working to establish some freshness in the music because this is a new trilogy and we are a new team.
I love creating game audio because it is a direct communication between fans and the team. I want to communicate with our "own" language of sound and music. Even if having a new language on Halo is very challenging...
My goal for making audio is always very simple. How much can we make people excited and immersed in the story and gameplay experience with our audio? There are three key ways I like to do that:
Provide a sense of reality with sophisticated sound design to bring you into a believable world.
Achieve a memorable, dramatic experience with great music and sounds well synced with the story beat and your gameplay.
Share a delightful memory with all fans providing an iconic melody.
Actually, my real goal is to make you cry!
When I hired the people that make up the Halo 4 audio team, one of the criteria I had was that if you want to work it had to be "for fans more than anything." And now I have a great team. Everyone is so happy to work hard to surprise you.
Again, it is very hard to achieve a great audio for the Halo universe, but I believe we can do this as long as we don't forget you are waiting patiently for us. Stay tuned for next update from me, and for more exciting topics in OHI!
-Sotaro Tojima
I hope they FINALLY incorporate a LMG.
I've been waiting for the Halo equivalent of the M249 SAW since Halo 2.
Yeah, we got the portable turrets, but you couldn't keep them over extended periods of time. I want a 100+ clip size full auto weapon you can lug around all day. I just love spraying bullets all over the place.
Same goes to the Gears of War dev team. LMG plz.
That's basically the Assault rifle and the Lancer.
I hope they FINALLY incorporate a LMG.
I've been waiting for the Halo equivalent of the M249 SAW since Halo 2.
Yeah, we got the portable turrets, but you couldn't keep them over extended periods of time. I want a 100+ clip size full auto weapon you can lug around all day. I just love spraying bullets all over the place.
Same goes to the Gears of War dev team. LMG plz.
Yeah, Halo CE Assault rifle is close to a LMG (as is Halo 2 and 3 SMG...) but no later AR is. But neither looks like LMG. Or sound. The feel and look is as important as how they work.
Now LMG is problematic in Halo as it would have to be even more inaccurate than AR and have lower damage too to compensate fast ROF and high magazine capacity (unless it'd be like M60 from BF3, accurate, slow rate of fire and high damage. I won't even say what kinda reaction such weapon would cause from Halo players...).
A LMG is a weapon i'd love to have in campaign but even i who loves melee and CQB and assault weapons in multiplayer wouldn't like a LMG in MP. What the hell do i do with it if it has even worse accuracy and/or damage than AR? A LMG wouldn't fit Halo's multiplayer sandbox, it is just reduntant and hard to balance.
No.That's basically the Assault rifle and the Lancer.
No.
Those are assault rifles. I'm talking clip size 100+, devastating power and low accuracy.
For clearing rooms full of grunts and flood, and the like.
I love the powerful feeling of the M249 and similar weapons in CoD.
I'm surprised there weren't LMG's in Reach tbf, a Jorge style gun could have been cool.
Thats what turret sections are for. If you want it to be handheld AND have a lot of ammo, then you're just breaking the game. What's the point? It's such a cheap thrill, and has been popularized by a series that bases everything on cheap thrills.I hope they FINALLY incorporate a LMG.
I've been waiting for the Halo equivalent of the M249 SAW since Halo 2.
Yeah, we got the portable turrets, but you couldn't keep them over extended periods of time. I want a 100+ clip size full auto weapon you can lug around all day. I just love spraying bullets all over the place.
Same goes to the Gears of War dev team. LMG plz.