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Reach Beta starts May 3rd, only available through ODST disc!
Official Halo: Reach Project Page
Related Bungie Videos
Halo: Reach Multiplayer ViDoc Zugzwang Evolved (April Fools!)
Halo: Reach March Multiplayer Madness Trailer
Halo: Reach ViDoc: Once More Unto The Breach
Halo: Reach Debut Trailer
Beta Related Bungie Weekly Updates
B.net Beta Buckdown! New Bungie.net Features
Bungie Weekly Update: 04.16.10 Beta Games Modes and Theatre
Bungie Weekly Update: 04.09.10 The Beta Maps
Bungie Weekly Update: 04.02.10 Player Models, Loadout Specifics, Weapons and Vehicles
Bungie Weekly Update: 03.26.10 Player Investment, Ranking and Credits
Bungie Weekly Update: 03.19.10 Matchmaking, Playlists and the Arena
Bungie Weekly Update: 12.18.09 World Premiere Post Deployment Postmortem
Related Bungie Official Podcasts
Bungie Podcast: 04/19/10 Halo Reachs under the hood upgrades
Bungie Podcast: 03/29/10 Multiplayer Direction and Gameplay Sandbox Discussion
Bungie Podcast: 03/09/10 Halo: Reach Audio Discussion
Official Bungie Halo Reach / End of 2009 Podcast (Right Click to Download)
Related External Site Features
GTTV Invasion and Boneyard Reveal Video
IGN - The Beta Maps and Gallery
Game Informer Interview On The Halo: Reach Sandbox
G4TV Player Investment System
Shacknews Halo: Reach Matchmaking and Social Features
Shacknews Halo: Reachs Arena System In-Depth
Shacknews Halo: Reachs Matchmaking and Active Roster In-Depth
Kotaku X10 Halo: Reach Report
Edge Online Halo: Reach Being Definitive
Edge Online Halo: Reach - Gutting The Engine
Edge Online Halo: Reach - Tales Of The Fall
Misc Topics
Official Press Release
Multiplayer Player Count
Network Quality
Arena Q&A Transcript
Active Roster - This is a throwback to Halo 2. When you boot up Reach, right at the main menu or lobby, you'll see a list of what your Xbox Live friends are doing within Reach. You'll get detailed information about any friends playing Reach including who they are partied with, what game they are in (plus score and remaining time), and more.
Queue-Joining - In Halo 3, it was difficult to join friends that were already playing in a match. You had to wait until they were finished. If you started a game while you waited, they would then have to wait for you. Instead of going back and forth, Reach will support queue-joining. Simply put, Reach will automatically join up as soon as your friends are joinable.
Improved Voting System - Halo: Reach will utilize a new voting system, which Bungie described as "Veto 2.0". Each playlist will provide players with four options. The first will be a combination of map and gametype, much like you would see in Halo 3. The other three options will offer players additional choices to vote on. Thankfully, you'll know up front what your four options are so you no longer have to risk voting down a favored map, but unfavored gametype and getting an unfavored combination.
Arena Playlists - Possibly the largest change coming in Halo: Reach is the Arena. This is a Slayer and Team Slayer set of playlists entirely geared toward the hardcore. If that wasn't enough, players will be rated and placed into skill divisions in month-long seasons.
The rating system is smart enough to realize that kills aren't the only determining factor behind skill. This is especially true for team games where assists play a huge roll. Similarly, players that have a greater kill/death ratio (had more kills than deaths) will rank higher than players that die as much as they kill.
The divisions are Onyx, Gold, Silver, Bronze, and Steel. It is possible to move up or down within a single season. To qualify for ranking, players will have to play a certain number of games a day to gain a "Daily Ranking", which will be an average of a player's best games from the day. To get a divisional ranking and compete in a season, players will need a certain number of Daily Rankings.
Ranked and Social Combined - Since the hardcore will be in the Arena, Bungie doesn't want to further splinter the community. In Halo 3, Ranked and Social playlists served two different purposes. Ranked games were generally of a higher quality, while social games were more casual.
In Reach, the playlists will be smart enough to put you and your party in the proper match based upon how many players you have. Say you're looking for a game in a four-on-four playlist. If you bring four people, Reach will attempt to match your team against another group of four at a similar skill level. If you go in with more than four, it will properly split your party across the teams and fill in the blanks with extra additional players.
Streamlined Party-Up - After a Halo 3 match, players were presented with the option to "Party Up" and merge lobbies with all willing players. In Reach, it will be an opt-out system. After a match, players will be kept together and it will automatically roll into looking for the next match. The system is flexible enough to allow Bungie to determine, per playlist, whether to keep a team together and find a new set of opponents or keep an entire game together and move onto the next map.
Matchmaking Connection Options - The options for finding games in matchmaking will be more open to the player, if they so choose. If you only ever want to play in games with a good connection, that can be set in the options. If you only ever want to play against players of a similar skill, that can be set. The same goes for finding players that speak to same language.
Social Settings - In addition to these connection options, players can rate themselves along four axes to add another layer of criteria to the matchmaking. These won't trump anything else, but it will help Bungie build better teams. Players will define their playstyle in the following four categories:
* Teamwork - Team Player vs. Lone Wolf
* Motivation - Winning vs. Having Fun
* Chattiness - Chatty vs. Quiet
* Tone - Polite vs. Rowdy
Settings/Locations
- "Darker tone overall" - "Things aren't as bright. But we're not going for that desaturated modern war movie vide either"
- Huge scale combat, new push on big battles
- New perspective. removed sweeping camera shots replaced by cinematic tone, which evokes up close and personal war journalism
Ie, airborne, shot - a ship is filming it from above, ground shots bump and jar like being held in the hands of a runner - Grittier cinematic sensibility extends to encompass wider character and plot development
- Rugged and harsh wilderness filled with towering mountains and weather beaten forests
- Not a retelling of Fall of Reach
- "We definitely want to take a more serious approach to the franchise"
- "We wanted to delve a little deeper into our characters themselves ... That they're not perfect - they're susceptible to damage."
- "We're bringing some of those things back that encouraged a little more exploration, like wondering where that health pack is"
- Set days before invasion of Reach with an advance invasion force and continues up to full blown invasion
- Noble team investigates trouble on Reach, rebel human Insurrectionists suspected
- Reach features various natural and artificial environments, ambient life and cultures
- Reach transforms from living planet through stages of it's death throes and ultimate fall
- Secret ONI hard sites, early colonist homes, gritty industrial locations, sprawling vistas featured
Gameplay
- Health system more similar to Halo:CE than Halo 3:ODST
- Assassinations, melee executions on unaware enemies from behind
- Armour abilities, seeming replace equipment, each Spartan can only carry one at a time, governed by a recharging meter. Sprint and Active Camo confirmed.
Multiplayer
- Feature parity with Halo 3
- Armour Customisation carries over from Campaign and into multiplayer
Weapons/Vehicles
- New DMR (Designated Marksman Rifle), single shot, fits between Sniper and BR, medium to long range but still deadly at short
- New Needler Rifle, mid range headshot weapon, combining needler (following) mechanics with more accuracy and flexibility, three hits combine and explode
- Returning weapons include AR, Plasma Pistol, Sword, Needler, Shotgun, Sniper Rifle
- Spike and Flame grenades removed
- New air vehicle, the Falcon, pilot-able, described as "aerial Warthog" comes with usable mounted gun
- Warthogs return
- Civilian vehicles feature and usable
- Spirits, Covenant dropships featured in Halo:CE return
Enemies
- "We're taking a meaner approach to the Covenant overall."
- Covenant enemies now speak their own languages, in low guttural voices (Shakespearian fans am disappoint)
- New enemy, Skirmishers, cunning enemies that hunt in packs, visually related to Jackals
- New class of grunts "Keg Grunt", Jackals return
- Elites are back in command of Covenant forces
Engine Tech
- Refined approach to distance and detail
- Allows dramatically expanded number of enemies, light sources and other details
- Described as "imposter tech"
- Level of Detail (LOD) system allows building of bigger and more populated spaces for exploration
- Distant objects are rendered at low poly with cheaper shaders, ie "imposters"
- Imposter look great at distance and detail increases the closer you get to them
- Less chance of pop-up and stippling as environmental geometry, plants, buildings, enemies or anything else can be placed into the visual field at the same extreme distances without profound hit to system performance
- At extreme close range items can be rendered with incredible detail, ie, a wall was shown from inches away with tiny rivet features in the metal popped on the screen with perfect clarity
- Imposter system indirectly frees up memory which can be devoted to other technical aspects
- Lighting being one of those aspects
- From Halo 3's 3 or 4 light sources, Reach's engine presents 20 to 40 dynamic lights at the same time
- Weapon effects benefit greatly from the improved lighting, ie Plasma bolts moving across the screen with their own independent light source, casting colour and shadow across the environment
- More improved lighting examples, a Warthog gun firing at a wall with hundred of real sparks flying from the stone, the particles interact not just with the wall geometry, but with it's normal map additionally, the particles scatter down onto a nearby vehicle and react with its curves and lines, the sparks bounce and flow along the tiny textured surface
- New weather system bringing rain to many missions, adding to the atmosphere
- The sky is no longer a sky-box like past Halo games, it's a true space in the overall environment, ie a ship descends from orbit and towards you, you can watch it make the full descent as a real object would fall
- Motion capture heavily implemented, a majority of the cut-scenes based on captured actions
- On-screen characters exhibit an animation technique known as variable gait blending, when a character changes speed, ie walking to running and vice versa, the animation of walking blends seamlessly into running and then sprinting, also, when turning on a pivot, players no longer stay still and magically turn in a circle, they realistically move around the pivot with their bodies and lifting their feet in reaction
- Bungie hired company Image Metrics to aid with human faces, which now appear dramatically more lifelike than Halo's traditional potato faces
Lone Wolf/Main Character
- Impressive list of combat record accomplishments
- Strikes out more often than his superiors might like
- "Background shrouded in some pretty dark secrets"
Noble Team
- Spartan III's, except Jorge-052 (II)
- Keep surviving suicide missions
- When one members goes MIA, another is brought in
- Carter-259 leader, Kat-320 second in command, both original team veterans and share a bond (ie they have never been replaced in Noble Team)
- Jorge-052 is the only Spartan II on the team. the bigger, bulkier heavy weapons specialist and has survived countless battles
- Emile-239, skull helmet wearing silent type, let's his actions speak for him
- Jun-266, thoughtful, taciturn sniping soldier
The following information is confirmed;
- Master Chief will not be the main character
- The game is confirmed to be a First Person Shooter [FPS]
- The is confirmed to be running on a separate and brand new game engine
- The game is set for release "Fall 2010"
- The game will feature both single and multiplayer modes
- A multiplayer Beta will be happening during "Spring 2010"
- You will once again be fighting Elites *WORT WORT WORT!*
Brand new details about Halo Reach has emerged since the time of the original post. The original post can be found here.