halo 4

New Halo maps release date and official details

February 25th will be the day that Halo gamers will be able to get their hands on three new maps which will cost the standard 800 Microsoft points (which are over priced if you live in New Zealand).
Here’s a video on the making of the maps:

Here’s the official guff explaining the maps and the new game type, Infintity Rumble which sounds quite cool!
Landfall: A shining city under attack…

The world of Tribute is now a graveyard, but its capital was once a bright beacon of commerce among the inner colonies. Fight in the corridors and courtyards of Casbah’s port authority buildings, but don’t stand still too long. Perfect for Infinity Slayer, this small to midsize asymmetrical map offers interiors with sparse cover, which encourages close-range combat, while the exteriors offer long lines of sight to stalk your opponents. Awesome jump routes let players spring around the outside of the map, incidentally offering a perfect view of the city as it is razed by the Covenant’s brutal assault.

Monolith: Adrift in a forgotten asteroid belt…

This monument and many like it were built by the Forerunners after their final victory over the ancient humans. This small map has central man-cannons, short corridors, almost no cover, and open sightlines which make the location great for a mixture of close and mid-range battle. Monolith harkens back to more classic “Halo” arena-based maps, and its symmetry lends nicely to objective-based modes like Capture the Flag. Monolith is an open battlefield; wherever you look, you will witness the ferocious action that only a small and open map can provide.

Skyline: Combat analysts agree…

The rooftop terrain on this new space tether construction site is an ideal training environment for close-quarters infantry combat. This map, perched high above the sights of reconstruction in Cascade’s capital city, is small and symmetrical, perfect for Regicide with a mixture of high and low spaces and plenty of cover. Don’t think cover means you’re safe, however – this map holds explosive fuel cells that can and will wreak havoc in Skyline’s confined spaces, not to mention the long, long drop if you misstep.

New Game Type: Infinity Rumble

Halo 4′s new game type, Infinity Rumble, is exclusive for a limited time to Majestic Map Pack owners and brings a few new twists to the War Games experience. It is a free-for-all game type where you can earn personal ordnance; all special medal and style kills help you earn ordnance faster, and you can also earn assists off of enemy players for even more medal points. You must carefully conserve and use your ordnance at just the right moment, or combine power-ups with power weapons in the race to be first. Every kill, and every death counts in Infinity Rumble, and this is reflected with a slower spawn time in the free-for-all matches.

New Playlists: Majestic Team DLC and Majestic FFA DLC

The Majestic Map Pack also brings two new playlists to the War Games experience:

Majestic FFA DLC (8 players): Majestic FFA is an incredibly intense free-for-all playlist. Players are all alone in this playlist with seven others, vying for first place!
Majestic Team DLC (4 vs. 4): Majestic Team DLC is a 4 vs. 4 playlist that focuses on both team play and tight objective combat.

The new maps will also be integrated into existing Infinity Slayer, Capture the Flag, SWAT, Regicide, Doubles, Team Objective, and Team Throwdown playlists. DLC maps will appear in a playlist if all members of the match have the content purchased or the War Games Map Pass.

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A look at Halo 4′s Longbow map

longbow map 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, 343 considered several options, including making it something like a big Arecibo-type telescope built into a valley.

They 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.

343 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.
Originally spied here.

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Video of Halo fiction panel from Comic Con

Here’s the full (official) recording of the Halo Fiction panel from the SD Comic Con. it’s an epic 52 minutes in length…

As Frankie notes as he introduces the panel, it’s 117 days until the release of Halo 4.

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They better stock it in New Zealand

purple-plasma-halo-drink-v

Tastes like…. Victory

The dingo lovers across the ditch have scored a new drink, the Purple Plasma from V. It’s got the Master Chief on it so it must be an awesome, tasty beverage. I hope it get’s stocked on NZ shelves!

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Of Forerunnners, Terminals, Halo and Bornstellars

forerunner

Of Forerunnners, Terminals, Halo and Bornstellars

The Forward Unto Dawn has done an Ascendant Justice for us (man, I miss that blog!) and given us chapter and verse on the Forerunner Saga as written by Greg Bear, how those novels tie in with the Terminals found in the Halo series and more generally the wider Halo canon. Canon, if you didn’t know is the official word on how things are in the Universe. It’s something to with the Pope and canon law….

Either way, here’s the first few paragraphs to get you hooked else you can just dive into the whole thing.

“In fleshing out the story of the Forerunners, only hazily outlined in previous Halo media, a picture far different than what many fans expected emerged. The Forerunners were guardians of the galaxy, true-but they also harbored a hubristic streak from millennia of uncontested control of the Milky Way. Cryptum and Primordium also “humanized” the Forerunners beyond a homogenous group-there were heroes, demons, and ordinary citizens who wanted to avoid trouble. These Forerunners lived, worked, and (very occasionally) died. Families had conflicts, and society was imperfect.

And then came upstarts-humanity, and their allies the San ‘Shyuum. The Forerunners found the aliens, who encroached upon their territory, to be stubborn adversaries. Though the Forerunner beat them back, it took 50 years for the last bastion to fall. It was only after the fall of humanity-with the San Shyuum quarantined and humanity stripped of its technology and exiled to their home planet-that the Forerunner learned why the humans had fled into their territory. At the same time they were fighting the Forerunners, the humans had narrowly defeated a far more dangerous foe-the Flood.

The Forerunners were nothing if not thorough. They realized the threat that the Flood caused and began devising possible defenses. They believed their defeated human enemies might have answers, but bitter in defeat, even the dead impressions refused to yield their secrets. Eventually, the Flood did return, and after decades of warfare and exhausting every other option, the Forerunners activated the Halo Array. Every sentient being in range of the rings was eradicated to deprive the Flood of sustenance and stem its assault on the Ark, from which indexed life was reseeded across the galaxy. The Forerunners disappeared-whether any of them survived via the use of Shield Installations remains unclear, although fans may be tantalizingly close to the truth come November 6 and the release of Halo 4.”

Forerunner structures found on Requiem

Forward Unto Dawn has also done a very handy and concise set of bullet points regard the plot of Halo Cryptum and Primordium:

  • Forerunners learn of the Flood after defeating humans
  • Forerunners attempt to learn cure for the Flood from humans
  • Didact proposes Shield Worlds, Faber proposes Fortress rings; Didact loses and goes into exile in a Cryptum
  • Librarian’s Conservation Measure accepted by the Council
  • Halo test fired by Mendicant Bias
  • Bias interrogates the Prisoner, goes rampant
  • Didact awakened by Bornstellar
  • Didact captured by Faber, Faber brought to trial
  • Bias attacks capitol; several of the Halo rings destroyed; fate of the capitol unknown
  • Rings flee to Ark
  • Bornstellar Didact captures Mendicant Bias and Installation 07
  • Primordial killed
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Josh Holmes on making Halo 4

Here’s a pretty sweet discussion with Josh Holmes who kind of ah a big deal in Halo… borrowed from BS Angel’s Weekly Halo Bulletin. I don’t think she’ll mind.
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Josh Holmes, Creative Director for 343 Industries, plays an important part in everything Halo 4. He had an intimate relationship with the making of the game and continues to maintain that closeness now that we have officially transitioned to sustain mode. I’ve noticed several threads in our forum from those curious about our general design philosophies, so I asked Josh if he would be game for a quick interview. He said yes, and then I turned it into a long one. Go me!

Hello, Mr. Creative Director. For those who aren’t sure what exactly a Creative Director does, please summarize your job responsibilities in a single sentence.

As the Creative Director for Halo 4, I’m responsible for setting the creative vision for the game. I manage all of the various creative teams (art, audio, design and narrative) and guide them to successful execution against the vision.


For the record, that was two sentences. What other things did you do in the gaming industry before landing at 343?

I’ve been making games for over 17 years. Prior to joining 343, I worked at Electronic Arts and at my own studio, Propaganda Games. I was producer, designer and creative director on games that included the original NBA Street, Def Jam Vendetta, Fight for NY and the Turok reboot for Disney. Since joining 343, I’ve worked with Bungie in a publishing capacity on Halo: Reach and then moved into the Franchise Creative Director role and Halo 4 CD.


What inspired you to make the switch to Halo?

I fell in love with Halo the first time I played Combat Evolved back in 2001, when I was a Lead Designer at Electronic Arts. I remember saying to myself at the time, “One day I want to design a game like this.” Fast forward a decade and not only am I working on a game like Halo, I’m actually helping to guide the future of the Halo universe. It’s like a dream.


I would pinch you, but I’d like to keep my job. Speaking of jobs, what was the best part about making Halo 4?

The best part about making Halo 4 has been working with the rest of our team, because we have so many incredible, talented people. And getting to shoot them all in playtests.


There are two sides to every coin, so what was the hardest part of the process?

The hardest part about making the game was bringing a brand new team together, most of whom have never worked with one another before. Everyone had different experiences and approaches to making games and we were simultaneously trying to build something as massive as Halo 4 while working with a new and unfamiliar engine. There were times when it felt as though we were trying to do the impossible, and it’s a testament to the character of the team that we managed to overcome so many challenges to build the game.

It was a team-building experience for sure. What are some of the more memorable moments you had with everybody while making the game?

So many moments. At the end of preproduction, we had an overnight creative retreat where Pierre tried to start a beach fire with gasoline and almost burned down several nearby homes (and himself) in the process. There was a late night Kung Fu showdown between Chris and Tajeen at the bar after one too many drinks – thankfully no one got hurt. Over the course of the project, we moved the studio at least three times to accommodate growth, yet still wound up bursting at the seams with humanity by the time we entered the final stretch. One of the funniest moments happened when I was at the EB Games event in Sydney, Australia. When I was coming over, they told me that there would be a dramatic moment at the beginning of my appearance, with the Master Chief coming out of the cryotube to welcome me onto the stage. It sounded awesome. In reality, Chief turned out to be the tallest member of the PR team wearing a $30 Halloween costume from Halo 3 and climbing out of a cardboard box that someone had decorated with felt markers, all while music from Halo: CE played in the background. Oh, and he got stuck in the cardboard box and needed to be helped out. Not the proudest moment in the Chief’s illustrious career.


Now that we’re covered pre-launch, let’s talk about post-launch. Have any of the responses to Halo 4 surprised you?

It’s been humbling to receive so many messages from players who have enjoyed the game and being able to play the game in Matchmaking now that it’s out in the wild. When the game was first released, I spent a week at home on my couch, playing the game online while reading reviews between matches. It’s surreal to pour three years of your life into something and then finally be able to see and hear the responses from people playing it.

I was wondering where you were that first week! Now that you’re back, what are our main priorities in regard to sustain?

Our first priority is responding to any unforeseen bugs or exploits that are uncovered by the community. Beyond that we are continuing to monitor playlist population and manage the rotation of experiences in Matchmaking to make sure that the most popular experiences are made available to players.


What philosophy do we use when making these decisions?

Our sustain philosophy is to support and maintain Halo 4′s online community by analyzing player activity and making measured changes when necessary. We want to maintain engagement amongst the active player population through careful management of the active playlists, taking into account which experiences are most popular and addressing critical bugs and exploits as they are discovered. We also need to infuse the experience with new content in the form of authored map packs and community created maps so that the experience feels fresh and exciting for months and years to come.

Is that why we’re doing weekly updates instead of monthly updates?

In the case of Spartan Ops, we chose a weekly cadence for new episodes because it felt like the right timing to keep people invested in the story over the course of the season. We approached Spartan Ops like a serialized television show, but with the added interactive component of missions. For War Games, the weekly updates to playlists allow us to monitor the community’s response to different game modes and take that into account when planning. We’re also able to address map exploits that may be discovered (like the hole in collision that was found in Complex and being exploited in Oddball). Going a full month between updates would prevent us from addressing these issues in a timely manner.


Another thing we’re doing differently with Halo 4 is rotational playlists. Why are we taking that route this time around?

We put new playlists into rotation to keep the experience fresh each week and to test the community’s response to different game types. We limit the total number of active playlists to prevent the population from becoming too fragmented so that we can provide an optimal matchmaking experience and if a playlist fails to capture or maintain population over time then it becomes a candidate for retirement, at least temporarily.


We have some great stuff in the works for 2013. What can you share about the things we currently have up our sleeve?

The second half of Spartan Ops kicks off on January 21, featuring new environments and missions along with the conclusion of the season’s storyline. We also have more maps coming with the Majestic and Castle map packs, as well as some community-created maps that we will be selecting to add into Matchmaking, which will include both smaller 4 vs. 4 maps and larger Big Team maps.

Sounds good! Before I release you from my interview death grip, I have some random, fun questions now that you’ve tackled all the serious ones. So, Battle Rifle or DMR?

DMR, because I prefer single shot to burst fire weapons.

Frag or Plasma?

Frag, because I like to strip shields and then finish people off.

Covenant or Forerunner?

Forerunner, because I love the look and sound of the weapons.

Red or blue?

Blue, of course! Red is too angry.

Frank or Kiki?

Kiki, because she makes the best margaritas and Frank only exists to drink them.

I am suddenly thirsty, so I think we can officially call this interview done. Thanks for taking the time to share some insight into the making of Halo 4 and our general Matchmaking philosophies, Josh, and I’m sure we’ll chat with you again after the New Year!

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How to grenade glitch in Halo 4

This video by the Halo Council’s Clicked shows you how to glitch your way to more accurate grenade throwing in Halo 4 matchmaking.

How do you do the glitch? Simply aim, throw the grenade and then sprint.

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Halo 4 News Summary

master cheif halo 4


Halo 4 News Summary

Here’s a link-o-rama of various bits of Halo 4 news that I’ve put together over the last month or so. There’s been a megaton of information releases by 343 and other entities and I’ve collected what I personally found interesting…

  • This is what Meltdown looks like in Halo 4 – just a picture of the multiplayer map
  • Coded Halo 4 message revealed by 343 – who is the Coalminer? Will we meet them in Halo 4?
  • More info on Halo 4′s Mighty Mantis Machine – the Mantis is the latest vehicle addition to the franchise
  • The many faces of the Master Chief – a comparison of the MC117 via the years.
  • Will we see the Master Chief’s face in Halo 4? – bet the farm you will not.
  • Daniel Cudmore talks playing the Master Chief – That dude from Xmen talks playing John.
  • JJ Reviews: FUD Part II – Frankie cameos in the FUD. That’s it.
  • Will and when will Forward Unto Dawn be released on DVD? Soon my friend, soon.
  • It’s not a pissing contest but my space ship is bigger than yours – Forward Unto Dawn compared to the Infinity. Size does matter….
  • The Halo 4 Progression system explained – how you rank up in Halo 4 and then specialise.
  • Who is Jul M’dama from Halo? – Jul features in the first terminal of the campaign – see who he is.
  • How does the A.I. intelligence work for Halo 4? – will you be flanked by a Battlewagon?
  • Where is my Minds? – Halo Reach had a secret I had no idea about.

Want to win a copy of Halo 4 and a Xbox 360 to play it on? Enter our competition sponsored by GameStop!

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Are there Hunters in Halo 4?

hunter-halo-4-four

Are there Hunters in Halo 4? There sure are! Check out this render

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