Thursday, July 12, 2012

Halo 4 Limited Edition Console

A listing has appeared on the Microsoft Store confirming the long suspected existence of a Halo 4 Limited Edition Xbox 360 console.




Begin the Halo Reclaimer saga in style on an Xbox 360 Limited Edition Halo 4 Console. This custom-designed console comes with a 320 GB hard drive, exclusive on-off and eject sound effects, two customized controllers, a Halo 4 Standard Edition game, and downloadable Halo 4 content.
• Exclusive design: Limited-edition, one-of-a-kind console was custom designed by the Halo 4 developer, 343 Industries, and Xbox 360.
• Two custom Halo 4 wireless controllers: High-performance controllers boast a range of up to 30 feet and come with a rotating D-pad and blue LED lights.

• Halo 4 Standard Edition game: Begin the Halo Reclaimer saga right out of the box
• Exclusive sounds: Hear actual Halo 4 in-game sound effects when console is turned on and when the eject button is pushed.
• Largest hard drive available: The 320-GB hard drive offers more space for game add-ons and downloadable content, and more memory to store all of your entertainment.
• Custom downloadable content: Receive a code to download Halo 4 content from Xbox LIVE, including unique armor skin, unique weapon skin, unique emblem, matching avatar armor, and unique avatar prop.
• Black Xbox 360 headset: Chat with friends on Xbox LIVE, or team up and jump in with multiplayer gameplay.*

It may not be immediately obvious in the pictures, but the console and controllers are actually translucent, I can't wait to see the thing switched on with the new blue LEDs. So bling. :D

Notice the controllers are also the new-style ones with the twisty D-Pads.




[Source]

Wednesday, July 11, 2012

Halo: SILENTIUM January 8th, 2013


Tor Books reveals title, cover art, and release date of the third Halo novel
by legendary science fiction author Greg Bear

HALO: SILENTIUM


The final installment in the New York Times bestselling Forerunner Saga

New York, NY – July 11, 2012 - Tor Books, an imprint of Tom Doherty Associates, LLC—the largest publisher of science fiction in the world—is thrilled to reveal the title, cover, and release date for the third novel in the New York Times bestselling Halo Forerunner Saga, HALO: SILENTIUM, written by legendary science fiction author Greg Bear. The first two books of the Forerunner Saga, Halo: Cryptum and Halo: Primordium are currently available in trade paperback, e-book, and audiobook. This newest book in the series, HALO: SILENTIUM will release in hardcover from Tor on January 8, 2013 alongside simultaneous audio and e-book editions.

The New York Times bestselling Halo series of novels, based on the hugely successful Halo videogame franchise, has sold millions of copies, and is part of a global phenomenon that has dominated the science fiction landscape over the last decade.

In Halo: Cryptum, Greg Bear began a three-book arc set in the era of the Forerunners, the ancient and enigmatic creators and builders of the Halos, which continued in Halo: Primordium. Now, in the last years of the Forerunner empire, chaos rules. The Flood—a horrifying shape-changing parasite—has arrived in force, aided by unexpected allies. Internal strife within the ecumene has desperately weakened Forerunner defenses.

Only the Ur-Didact and the Librarian—a husband and wife pushed into desperate conflict—hold the keys to salvation. Facing the consequences of a mythic tragedy, one of them must now commit the greatest atrocity of all time—to prevent an unmatched evil from dominating the entire universe.

Tor Books has proudly partnered with Microsoft and 343 Industries to publish every book set in this iconic universe. Along with the books of the Forerunner Saga, Tor also publishes another all-new Halo trilogy penned by New York Times bestselling author Karen Traviss that explores the Halo Universe in the wake of the final events of Halo 3. Traviss’s first novel, Halo: Glasslands, came out in 2011, with Halo: The Thursday War due out in October 2012.

The Halo franchise is an award-winning collection of properties that have grown into a global entertainment phenomenon. Beginning with the original Halo: Combat Evolved for Xbox in 2001, the rich fiction of the franchise has since inspired a series of blockbuster Xbox and Xbox 360 video games, New York Times best-selling novels, comic books, action figures, apparel and more. The Halo franchise has sold more than 42 million copies to date, with franchise sales eclipsing $3 billion over its lifetime. Halo 4 marks the beginning of a new saga in the iconic franchise, as Master Chief returns to confront his own destiny and an ancient evil that threatens the fate of the entire universe. Developed by 343 Industries exclusively for Xbox 360, Halo 4 will release on Nov. 6, 2012.

HALO AT SAN DIEGO COMIC CON 2012


Thursday, July 12th
Machinima: The Future of Entertainment
12:00-1:00 PM
Indigo Ballroom, Hilton San Diego Bayfront

Don't miss out on this panel with exclusive footage from Machinima's new channel, Machinima Prime, which focuses on thrilling episodic content, including the much anticipated tentpole series Halo 4: Forward Unto Dawn.

Thursday, July 12th
The Fiction of Halo 4
4:45-5:45 PM
Room 6BCF

Halo 4 heralds the return of one of gaming's most iconic heroes, the Master Chief, in an epic new sci-fi saga. Expanding and enriching the narrative, 343 Industries, with very special panelists, share how the development of stories across the Greg Bear Forerunner Saga, the Karen Traviss Kilo-Five trilogy, Halo 4: Forward Unto Dawn and Halo 4’s Campaign and Infinity Multiplayer have become connective tissue for Halo 4. Don't miss the exciting premiere of the Halo 4: Forward Unto Dawn trailer as well as Q&A with special guests.

Saturday, July 14th
Halo 4: A New Campaign and Halo Infinity Multiplayer
3:15-4:15 PM
Room 6DE

Halo 4 marks the beginning of a new saga in the blockbuster franchise that has shaped entertainment history and defined a generation of gamers. Developed by 343 Industries, get a glimpse at how they have taken Halo 4 in new directions, introducing an ancient threat and the Master Chief's greatest challenge, as well as an innovative and fresh new take on multiplayer in War Games and Spartan Ops.

Saturday, July 14
Giveaway and Signing: Greg Bear
2:00-3:00 PM
Tor Books Booth (#2707)

Come meet Hugo and Nebula Award-winning author Greg Bear as he signs copies of Halo: Cryptum, the first book in the New York Times bestselling Forerunner Saga! One lucky fan will have a chance to walk away with a copy of an exclusive poster of the cover of Halo: Silentium, the final novel in the trilogy.

About Tor Books
Tor Books, an imprint of Tom Doherty Associates, LLC, is a New York-based publisher of hardcover and softcover books, founded in 1980 and committed (although not limited) to SF and fantasy literature. Between an extensive hardcover and trade-softcover line, an Orb backlist program, and a stronghold in mass-market paperback, Tor annually publishes what is arguably the largest and most diverse line of science fiction and fantasy ever produced by a single English-language publisher. Books from Tor have won every major award in the SF and fantasy fields, and for the last twenty-five years in a row the company has been named Best Publisher in the Locus Poll, the largest consumer poll in SF.

Monday, July 9, 2012

TRU7H Playdate: Bungie Day!

Hey guys its Kri77ical here. In this video i'll be showing you just a little piece of the community playdate we had on Bungie Day!


Sunday, July 8, 2012

Mix gives us his Halo 4 impressions.

So, I was lucky enough to attend the annual Rooster Teeth Expo. Not only that, but even luckier so to have played Halo 4 during the even. And just when you'd think I had a Geas for it (lol, story joke), I got to play even MORE Halo 4 at a super secret, invite-only, listed event, held from 7-10pm after the doors had closed on the rest of the event Saturday night.
I'm not going to tell you how super giddy and bubbly I was to find a lost Frank O'Connor on the Exhibit floor, who I asked to sign my copy of Anniversary, to which he answered, "Only if you tell me where the Halo 4 panel is." No, instead I shall tell you about how I thought the game was, and a secret or two at the end that I was able to pull from a few people at Certain Affinity and 343 Industries. WITHOUT FURTHER ADIEU MY IMPRESSIONS ON Halo 4.
ARMOR ABILITIES
Hardlight Shield: Hardlight was great, It worked just how I thought it would, it deflected grenades if they hit it (but not very far away). All in all, I liked it a lot. My second favorite for sure! *You Can Crouch While Using It!!!*
Hologram: Holo was very similar to how it was implemented in Reach, but it was far harder to tell if it was a hologram or just another player, which is good for people who use it. I wont lie, I went after one or two in my time with it.
Promethean Vision: I was not at all a fan of this. Mainly because I felt like, yeah you can see through walls, but all it was was a super radar. I could use my radar against it and hear it and take out the other player (I think MLG player, Bravo, caught me doing this to him in a video he was doing.) So, it's not to me.
Thrusters: My favorite, and not only because it got me out of a jam or two. I loved (from a game lovers perspective) seeing some one coming around a wall, having a grenade throw in their paths, and them posting right by it as it blows up. It was definitely one I stuck with.
WEAPONS
Designated Marksman Rifle: The DMR is exactly what everyone says it is: A long range weapon. I had a hard time using it up close (which is the type of encounter I found my self in the most.) so I ditched it fast in favor of that good ol' BR! Speaking of which...
Battle Rifle: The old BR is back and better than expected. I loved the sounds (which will be covered latter) and it just felt right. I had no problem with it at any range, and I felt that all the kills I got  were deserving.
Assault Rifle: Pure metal. The AR wrecked at close range and made me a very happy camper. ;)
Carbine: The only weapon I felt was god-tier from the entire thing. I got donked on every time I tried to BR a player using it. It was also a satisfying weapon to shoot.
Storm Rifle: Definitely better than I thought it would be. I only used it on two or three people, and killed each one.
Sniper Rifle: The sniper is totally back. It felt to me, when I got a kill, it was like using the Halo 3 sniper, but only way stronger. There was a hard kick back that totally balanced the power. A great weapon.
Sticky Detonator: This was fun, and a great new version of the Pro-Pipe. I got 6 kills with it through out the two day event and each one was a stick. It didn't seem to me like there was much of a damage radius.
Needler: I never thought I'd be able to say it, but I love the Needler. It was fun to shoot, it sounded cool, and it didn't track like a Tomahawk missile. I loved it
Energy Sword: anyone who is a fan of the ridiculous sword of Reach, you wont be happy, but anyone with any type of sense will love the new sword. The clang of a melee and sword swing is out, the sword is nerffed and you have to be like a solid meter in front of someone, instead of 20 meters away. It takes a larger amount of time for the sword to be drawn and swung than it has before, witch is good.
Rocket Launcher: Totally broken, they had absolutely no splash damage at all. If it didn't hit your opponents feet or their body, it wasn't going to affect them. I shoot right in front of my feet and didn't do anything to me at all.
Scattershot: It wrecked in this build. Up close ( farther than past shotguns) it did great. but a little too far required an extra shot or two. A lot of fun to run around with.
Grenades: The grenades were not the Nukes that they are in reach., which is awesome. They are a little harder to place (which is probably because it's a new game) but it was great fun.
VEHICLES
 Warthog: I cannot say how great this vehicle was. It handles like heaven, it was stuck to the ground, and every turn felt as real as possible. I love the new 'Hog.
Mongoose: I got into the mongoose after a little bit of looking for enemies, and thought that it's steering was kind of locked at where it was. I couldn't drive it because it just wouldn't turn.
Ghost: I love the ghost now, it drives real well, it sounded incredible and it was like flying a fighter jet on the ground. Totally worth the Hour and a half I spent in line to play Longbow.
MAPS
Adrift: The first map I was able to play on. I didn't think it was hard to maneuver, but I did think it was too vertical for my tastes.  It was like, at times, I couldn't tell if I was being shot from below or above me. A great map for some Regicide, though.
Haven: Really fun, really well organized, and super easy to learn and navigate. I got my first taste of the legendary sniper on this map and it was awesome. I loved the narrows-like feel to it, while being it's own thing, too.
Longbow: I loved this one as well. Super fun, gotta love those snowy maps, and you could tell that it was tailored for a gametype like capture the flag or something, the whole time I was on it, I thought that it would be great for 8v8.
GAMETYPES
Regicide: As many of you know, I'm not huge on objective games, I like a little CTF here and there, but that is about it. I am much more of a slayer guy, and Regicide took what I love about Slayer and turned it into an optional-objective GT, which I loved. I had a lot of fun running for the king. about 4 matches in I would stay in second place the whole time and wait for the score to be one or two kills away from victory, kill the king, and steal the crown for a solid victory.
Infinity Slayer: I thought that personal ordinance would totally break the gameplay of Halo, and it really kinda didn't even matter. The way it is implemented is so well done that it just works. and works WELL. I loved the fact that you could go and take an enemies drop if you killed them before they could get it (happened to me once or twice, too). I am super happy it was better than I thought it would be.
MISCELLANEOUS
Sprint: I loved that everyone loved sprint, and I really liked how you are slowed way down when being shot. it was the perfect balance.
Instant Respawn: Again, I thought this would ruin the game, but it works very well. It was refreshing to be able to run back into the battle just to do it again.
Betrayal: I was led to believe that it was impossible to betray a teammate in this build, but on Longbow, while driving around in a ghost, I managed to run a teammate over and get Steitzer's voice in my ear, telling me what I'd done. I ran around for a bit before being killed and when I hit "X" to respawn, I was greeted by a 7 second respawn timer for the crimes I'd committed. I was happily surprised by it and am glad there is still a punishment for team killing.
Sound: I know it is hard to believe, but the sound in the videos that are compressed online do not do the game justice. Everything was beefy and metal and sounded unreal. Covie weapons sounded truly alien, Human weapons sounded like a horde of metal beasts fist fighting, and the ambient sounds of each map were beautiful. Tojima and Davidge know exactly what they're doing.
TL;DR
I loved every aspect of the game, and at the party, I was able to let all of Certain Affinity and the 343 guys know that I thought so. I think they were happy to hear it :)


BONUS: I got to talk to the CA guys, and mess with Jessica Shea, or BSAngel as you might know her, and they were happy enough to give me crooked answers for every question I asked. I asked a CA guy (no names, for anonymity) if the BR in the most recent build was 4 shot v the 5 shot it is now, and he kind of looked around and said, "I don't think I'm aloud to tell you." Which was a steady yes in my books, I ask Jessica a series of Questions ( a little mini-interview, if you will) and here they are:
MIX: How long is the campaign in Halo 4 compaired to any other game in the franchise?
JESSICA: No.
Mix: Okay, is that orb we saw in the E3 demo a cryptum?
Jess: I like to call it a ball thingy.
Mix: Codename confirmed.
Jess: [laughs] yeah, sure
Mix: Is that the Didact?
Jess: Who's the Didact? [laughs]
Mix: Can you give me a yes to any questions?
Jess: Yes, this one!
After that it became us joking around until I let her go and enjoy the rest of the people there. I would like to again thank 343 for inviting me to the event, and say that they definitely got this Halo fan to Believe again.
Halo 4 launches this fall on November 6th.

Mix

Friday, July 6, 2012

The Halo Bulletin: 7.6.12

Explosions everywhere!

Halo: Reach Screenshot

Wednesday was an important day in the United States, as we celebrated our nation’s independence by grilling massive amounts of meat, basking in the sun, and blowing stuff up (Please note I initially used a word other than “stuff” in the previous sentence but was told my linguistic selection was not nice or appropriate. Considering I am neither of those things, you would think it would have been okay).

Anyway, many people in this country plan vacations around the Fourth of July, so it was suggested to me that we skip publishing the Bulletin this week. The thought was that very few people would be around to read it, so we should save the news for a later date. I said, “Forget that. I gots stuff to talk about.” Except I didn’t say “forget.” Nor did I say “stuff.”

The compromise reached was that I would publish the Bulletin today, when hopefully the majority of our country’s Halo Waypoint-frequenting citizens have aroused from their barbeque and firework-induced slumber. So, if you’re not up, whether you reside in our neck of the woods or not, get up, because shiznit’s about to get real.

Oops. I didn’t just say that.

Halo 4

Since we are a little over four months to launch, there are a million moving parts around the studio right now. We just finished recording something in LA, which is currently titled, ”Halo 4 Theme - Temp Name.” Pretty catchy, eh? We also had a few people in Cannes, France, attending the Interactive and Digital Entertainment Festival - a retail-only event where buyers go to see the latest games. Translations were translated, presentations were presented, and demos were demoed. Beaches were not beached, though, as time did not allow for that. Unfortunately, sometimes priorities make getting a tan challenging. Those of you at RTX will see the proof of that this weekend.

Speaking of which, RTX is tomorrow. We spent the last few weeks working on the panel, putting it together piece-by-piece, making sure every last part was in picture-perfect position. The final section just snapped into place, and we’re hoping you’ll be pleased with what we created. I guess we’ll find out soon enough.

Now, before I dip into the meat of this week’s Bulletin, let’s rewind for a minute. At E3, we invited some of the world's top MLG players to come to a special event to try Halo 4's Infinity Multiplayer for the first time. Players went head-to-head with two new game modes, Infinity Slayer and Regicide, across three different maps. Check out this brand new video to hear their impressions, and then let’s take a deep-dive into Infinity Slayer.

Infinity Slayer
Halo 4 Screenshot
Team Slayer has always been the most popular mode in Halo, so when we sat down to build the Halo 4 competitive multiplayer experience, we asked ourselves several questions: How do you improve upon Team Slayer, especially after so many iterations? How do you reward players without upsetting the delicate balance and gameplay loop? How do you make it feel different but comfortable at the same time? The answer to all of those questions comes in the form of Infinity Slayer. Infinity Slayer is Halo 4’s all-new Team Slayer experience. It is an additional-but-vital mode, with new weapons, vehicles, loadouts and Armor Abilities. The UNSC Infinity takes a large role in this mode, providing players in the game with weapons and ordnance. For the first time in Halo, you earn points not only for your team, but also for yourself. It still takes a certain amount of kills to win the game (currently one kill equals ten points, and 60 kills wins the game), but now you have your own personal progression loop on top of that. Halo 4 also brings new medals and rewards to the experience, rewarding players not only for kills, but also style, assists, team support, and objective gameplay. Some of the things that count as “style” are killing an opponent attempting to hijack or skyjack a vehicle, ending an opponent’s killing spree, and killing an opponent that stole your ordnance. Halo 4 features the new scoring system in all modes, but it makes its biggest impact in Infinity Slayer as players earn ordnance rewards from the UNSC Infinity.
Halo 4 Infinity Slayer Graph
Infinity Ordnance - During each Infinity Slayer experience, the UNSC Infinity drops ordnance at the start of the match. So, what used to be a shotgun leaning against the wall in previous Halos is now dropped from Infinity. At carefully-tuned intervals, Infinity resupplies the map with power weapons. The distance at which you can see these weapons is tuned by map. The more lethal weapons (Rocket Launcher, Scattershot, and Sniper Rifle, for instance) are always on your screen. Mid-tier weapons and grenades are not. After initial ordnance, the Infinity drops semi-randomized weapons within very specialized constraints, set up specifically by playlist and map settings. These drops occur every few minutes. When Infinity is ready to drop a weapon, it looks at all pre-determined, designer-scripted locations, and then selects one. You will be able to customize Infinity ordnance in Forge.
Halo 4 Screenshot
Personal Ordnance - As you earn medals, you fill up your ordnance meter. When that meter is full, you earn a reward drop for yourself from the Infinity. The reward comes in the form of three randomized power weapons, grenades, or powerups (two of the former, one of the latter). You can then choose which one you want, and the Infinity will drop the ordnance (if you’re inside, it will teleport in). You won’t get the highest tier power weapons (e.g., rockets) in personal ordnance, but everything you do get is powerfully awesome. And awesomely powerful. And everything in between. We are still fine-tuning the system but in its current iteration, each successive ordnance takes 30% more to get. On average, each player gets 1-2 ordnance per game. Solid playing may net you three; however, I’ve been unable to confirm. For obvious reasons.
Halo 4 Screenshot
Powerups are one of the biggest new impact features, and there will be three powerup selections available in Infinity Slayer. Overshield is making a return along with two new additions: Damage Boost and Speed Boost. Powerups are different colors, both on your screen and your character. Overshield is green, Speed Boost is blue (and leaves trails), and Damage Boost is red. Powerups have a limited duration but are incredibly fun and combo well with the new weapons and Armor Abilities in Halo 4. For instance, the Energy Sword pairs well with the Overshield. Or, if you have a Magnum, selecting the Speed Boost is beneficial so you can quickly reach a power weapon. There are numerous on-the-fly choices and combinations to discover. Some additional features of Infinity Slayer are perspective scripting and dynamic music, but you’ll hear more about those things later. For now, it’s time to move on to Halo: Reach. Halo: Reach Matchmaking Playlist Updates
Halo: Reach Screenshot
In one way or another, every single person in the studio is working on Halo 4 right now. As we get closer to launch, the teams that split their time between that game and Reach find their priorities slowly shifting. Because we’re so heads-down right now, working on kicking out the monster that is Halo 4, we are not able to release a Halo: Reach matchmaking update for July. We are well aware, almost painfully so, that the playlists need to be consolidated and the overall matchmaking experience needs to be streamlined. We’re planning on doing that in August, although, as you recently found out, things can change. Just know that we’re aware it is needed and coming; it’s just a matter of when. Custom Challenge of the Week
Halo: Reach Screenshot
The Grenade Launcher is often referred to as the pro-pipe. I’m not exactly sure why (though I’m guessing it’s because it’s similar to a pipe. And it’s pro). Regardless, if you like this oddly-nicknamed weapon, you’re in luck because this week’s Custom Challenge of the Week features everybody’s favorite explosive discharger. From now until next Tuesday at 11:59 p.m. Pacific Time, setting up a Custom Challenge with the Grenade Launcher M319 IGL as the type of weapon will result in 7.5 times the usual multiplier. So go pipe some pros! Or do whatever it is you do with that particular weapon. Super Jackpot Weekend
Halo: Reach Screenshot
Yet another summer weekend is almost here, and to celebrate this one, we have selected the MLG playlist to house the Super Jackpot Weekend festivities. Starting today and ending on Sunday, hopping into that playlist will present you with the chance of receiving a 32,000-credit bonus. Zero bloom and extra credits? Sure, why not! And that, my friends, wraps up yet another edition of your weekly Halo Bulletin. Some of you I’ll see in Austin, where we’ll get to experience the 108 degree weather together. Fret not, though, because if I find prescription strength deodorant, everything will be okay. Wish me (and your nose) luck. <3, bs angel P.S.
Halo: Reach Screenshot
P.S. If you still feel like reading after that vicious onslaught of words, we heard that Halo 4 is on the first ever EDGE iPad edition. Apparently it’s even half-price for a limited time. So go read even more!

Thursday, July 5, 2012

Halo 2 Anniversary

So, This just came up. apparently, in the newest issue of OXM, it has been confirmed that a Halo 2 Anniversary is in development, as seen over at Modern X Games.
I can't say that I'm surprised. Halo Anniversary was a huge success, and I knew that this would be short in suite. Maybe this will make sure that Halo does have a game come out for the fourth year in a row. As long as it doesn't interfere with the season of Spartan Ops running close to it's launch. I also don't think people have to worry about this  taking away from the Halo 4 dev team. The game will most likely be outsourced (most likely to Sabre Interactive again) just like Halo: Combat Evolved Anniversary (2011).
What do you think? Will we see Halo 2 Anniversary next year for a nine year anniversary launch? or wait until 2014 for a ten year anniversary like it's predecessor was?

Sunday, July 1, 2012

The Halo Bulletin: 6.28.12


Crossing the Streams
This weekend, the mission designers ordered and ate 40 corndogs. True story.

Super Crunch Time

The road leading up to Halo 4’s launch is an exciting time. It’s also a busy time, especially when you decide to throw a live-action series (Halo 4: Forward Unto Dawn), books (The Thursday War by Karen Traviss and Greg Bear’s third installment in the Forerunner Trilogy), and back-to-back events (RTX and SDCC) into the mix. That’s why those of us that call 343 Industries home have officially transitioned from crunch time into the next critical phase of video game development: super crunch time.

The Campaign for Halo 4 is playable from start to finish, with some levels being near complete and others still needing some good, old-fashioned elbow grease (in the form of polish and bug bashing). The first several weeks of Spartan Ops find themselves in a similar state, as do the ten multiplayer maps that are shipping with the game.

Every time I participate in a daily play test, I am reminded of where we started and just how far we’ve come. Sometimes it’s the captivating curve of a skybox and the way it slowly opens itself up to reveal a seductively dangerous world. Other times it’s an animation, where one highly charged moment of your Spartan tackling and assassinating another Spartan makes you feel like the most bad-ass, kick-ass, whatever-other-words-you-can-put-in-front-of-ass super-soldier ever. And every so often, it’s simply catching sight of Requiem’s artificial light delicately dancing upon Master Chief’s visor and realizing, under his body-hugging suit of green armor, he's everything you've always wanted in a man… and then some.

Wait, did things just get weird? No? Good. I'll continue then.

We recently wrapped our last day of shooting on Halo 4: Forward Unto Dawn, with a very happy cast and crew up in Vancouver. Now we're moving directly into the final stage of production: Editorial and Post. There’s still a lot to be done, but every day gets us a little closer to its October release date. You’ll be hearing—and seeing—more about Halo 4: Forward Unto Dawn at Comic-Con International, but before we touch on that particular subject, let’s talk about Longbow, shall we?


Halo 4

NAME: LONGBOW
LOCATION: Northern regions of the planet Concord.
DESCRIPTION: Located in the northern polar region of the planet Concord, the frigid climate and unique gravitational conditions provide an optimal perch for Longbow Station’s channel-based mass drivers. Before the Covenant War, the UEG launched deep space monitoring relays from here in an effort to study far-flung star systems.

Longbow

From Sidewinder to Containment to Snowbound to Avalanche, Halo has a long multiplayer map history speckled with various virtual snow-filled expanses. That history continues into Halo 4 with Longbow.

The goal of Longbow was to create a playspace that showcases one of our new (and unannounced) game modes. Early in development, we considered several options, including making it something like a big Arecibo-type telescope built into a valley.

We experimented with having extremes of Fire and Ice on opposite sides, but ultimately decided a glacier theme fit better with the spectrum of themes from other maps. The look and feel really took off from there to be distinctive and atmospheric.

We wanted a big engineering effort that connected to the war or the resources needed for the UNSC, so when looking at the designers’ initial idea for the map from the top, we began thinking of a Y-shape or loop shape that accommodated this single big machine—a magnetic launcher that works on similar principles as a MAC Cannon. It was an interesting case of trying to make a symmetrical map area feel natural and almost accidental, while still telling an epic sci-fi story.

Halo 4 Lonbow Screenshot
Brand spankin’ new Longbow screenshot 1!


Halo 4 Lonbow Screenshot
Brand spankin’ new Longbow screenshot 2!


Halo 4 Lonbow Screenshot
Brand spankin’ new Longbow screenshot 3!

We then had to develop solid visual markers so the players could understand where they were. Each side is a very similar plan and path, but distinct enough to get a peripheral sense of being in a distinct "zone" in the map.

At one point, we flipped the direction of the entire map. The center building of the launch facility moved north to be a better landmark, pointing the launcher's arms out over the ocean. It’s much cooler to look at, and better for the players' orientation.

Longbow supports both infantry and vehicle play. On foot, players will notice it's mostly a mid-to-long range map with pockets of close range combat in and around the base structures. However, there are plenty of vehicles (currently Warthogs, Mongooses, and Ghosts) and routes through the map that will make fans of vehicular combat happy.

If you’re planning on attending RTX, you can let us know what you think of this particular map then. Speaking of which…


Halo 4 RTX Poster

RTX

RTX, or Rooster Teeth Expo, will take place July 7 and 8 at The Austin Convention Center (500 East Cesar Chavez, Austin, TX). That’s a mere nine days away, for those of you that don’t have a calendar taped to your face.

This will be the first opportunity for the general public to get their hands on the competitive multiplayer modes for Halo 4 (also known as War Games). We’ll have a few different maps and game types playable on the floor, and we’ll also be hosting a panel, where two very special HORSE-loving guests may or may not stop by. Current plan is to have yours truly moderate it, but maybe someone will come to their senses and save you from having to witness my jazz hands in person. You can hope, anyway.

We have some exciting, albeit small, announcements planned, so we hope to see you there!


Halo 4: Forward Unto Dawn

Comic-Con International

Comic-Con International 2012 will take place July 12-15 at the San Diego Convention Center (111 West Harbor Dr., San Diego, CA). We’re excited to announce that Halo 4 will be playable on the floor, and we’ll also be presenting the following panels, the first of which will feature the premiere of the Halo 4: Forward Unto Dawn trailer. Additionally, you’ll have a chance to receive special prizes at the booth and meet the creative visionaries behind Halo 4 and Halo 4: Forward Unto Dawn during special signing events!


Thursday, July 12, 4:45pm – 5:45pm

The Fiction of Halo 4
Room 6BCF, San Diego Convention Center

Halo 4 heralds the return of one of gaming’s most iconic heroes, the Master Chief, in a new, epic sci-fi saga. Expanding and enriching the narrative, 343 Industries, with very special guests, will share how the development of stories across the Greg Bear Forerunner saga, the Karen Traviss Kilo-Five trilogy, Halo 4: Forward Unto Dawn, Halo 4 Campaign and Halo Infinity Multiplayer have become connective tissue for Halo 4. Don’t miss the exciting premiere of the Halo 4: Forward Unto Dawn trailer as well as Q&A with our special guests!

Panelists: Brian Reed (Franchise Writer, 343 Industries), Armando Troisi (Narrative Director, 343 Industries), Brien Goodrich (Cinematic Director, 343 Industries), and Forward Unto Dawn’s director, cinematic director and writers (to be announced) Moderated by: Frank O’Connor (Franchise Development Director, 343 Industries)


Saturday, July 14, 3:15pm – 4:15pm

Halo 4: A New Campaign and Halo Infinity Multiplayer
Room 6DE, San Diego Convention Center

Halo 4 marks the beginning of a new saga in the blockbuster franchise that has shaped entertainment history and defined a generation of gamers. Developed by 343 Industries, get a glimpse at how they have taken Halo 4 in new directions, introducing an ancient threat and the Master Chief’s greatest challenge, as well as an innovative and fresh new take on multiplayer in War Games and Spartan Ops.

Panelists: Kiki Wolfkill (Executive Producer, 343 Industries), Josh Holmes (Creative Director, 343 Industries), Frank O’Connor (Franchise Development Director, 343 Industries), Chris Haluke (Lead Designer, 343 Industries), and others to be announced soon Moderated by: David Ellis (Spartan Ops Designer, 343 Industries)


Don’t miss this opportunity to get hands-on with Halo 4, and stay tuned for more details as the event gets closer.


Halo: Reach Custom Challenge of the Week

Custom Challenge fo the Week

Halo Waypoint forum member Dr Crackerjak claims to know what the ladies like. How exactly is that relevant to the new Custom Challenge of the Week, you may be wondering? Well, he seems to think persons of the female persuasion enjoy it when you get a lot of kills with the Scorpion.

To find out if that’s true, set up a Custom Challenge with the Scorpion - M808B MBT as the type of weapon. Resulting kills while in the tank will net you five times the usual credit multiplier. This challenge will be active from now until next Tuesday at 11:59 p.m. Pacific Time, so let’s find out if the tank truly beats everything!


Super Jackpot Weekend

Super Jackpot Weekend

Summer has officially arrived. That means your days are longer, which in turn means you hopefully have more time for gaming. If that holds true for you this weekend, hop into SWAT because each game completed in that playlist will present you with the chance of receiving a cool 27,000-credit bonus. The festivities start on Friday and end on Sunday, so get it while the getting’s good.


And that, my friends, concludes your weekly Halo Bulletin. Next Wednesday is a holiday around these parts, so I’m not sure what will happen with the Bulletin. I guess there’s only one way to find out, right? See you next week… maybe. ;)

<3,
bs angel