Bungie Universe
This topic has moved here: Subject: a HUGE pre-E3 2004 Halo 2 article...
  • Subject: a HUGE pre-E3 2004 Halo 2 article...
Subject: a HUGE pre-E3 2004 Halo 2 article...
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

A huge article sent to me by a rep from a major game dealership here in Orlando.

The Complete Pre-E3 2004 Guide To Halo 2

There’s a ton of conjecture out there about the content of what may well be one of the greatest games in history, and right now, on the precipice of E3 2004 a deluge of information is about to be shed about the game and its direction. But what do we know so far? The story has been b-blam!- since the E3 in-game demo last year, and now full circle bypassing what would be fans thought would the release date in early 2004. It didn’t come, but Bungie have finally put some finality by giving an actual time frame. It will be before winter this year, some point to September but there seems to be strength in the notion that it will be released to mark the Xbox’s third anniversary in November.

As for the game, what beautiful enhancements will it bring to the forefront of console gaming, as did its predecessor? What will the story entail? What will be the efficacy of the Xbox Live service? Will the game be as ground-breaking as the original in terms of fan base, or will it pay its dues and falter into oblivion? That will be determined at the end of the year, but for now, while in a pre-E3 state of anticipation, let’s slice and dice the tidbits of the game which is simply called Halo 2. The next few paragraphs will exploit some inaccuracies in the rumor mill and some which may have some validity. It will also state the equivocal facts of the game so far, as it comes even closer to completion.

The original Halo’s story was well-founded, and although it involved the typical “space marines” sent to stop an alien invading force on far-off worlds (think Aliens and Starship Troopers), the subtleties of the game are what made it profound. It involved a lone super-soldier part of the SPARTAN II program, enclosed in MJOLNIR armor and on a vengeance mission over the lost souls of his fellow crewmembers on his ship, “The Pillar Of Autumn.” The story took place after the fall of a colony near to our own star system, called Reach. This facility marked the breaching of the Covenant military to new grounds in the war against humanity, a war which for them marked a spiritual journey to uncover elements of an unknown race before them, only called the “Forerunners.” The Master Chief, our lead SPARTAN, separated from his subordinate fellow super-soldiers on Reach during the Covenant battle, finds that as “The Pillar Of Autumn” escapes into light speed, it exits into an entirely different predicament. It emerges into another Covenant territory, this one adjacent to a large ring structure known as Halo.

The game puts Master Chief, your character, into the battle on this Halo ring in order to find the missing crew members, learn the secrets about the Covenant’s fascination with this artifact and later discover that it is a weapon against a parasitic legion of creatures called the “Flood.” The Covenant unleash this horde of terror loose, seemingly accidentally during their sabbatical on Halo, and it’s up to Master Chief to send them back to hell. At the end of the game, not to spoil any surprises for the latecomers who have yet to play it, leaves the Chief in a hijacked Longsword (a standard fighter used in the military faction the Chief is affiliated with, the United Naval Space Command) and his trusty, armor-integrated AI, a female construct named Cortana, in what is the debris field of the Halo structure.

If you’ve read the book, “First Strike,” by Eric Nylund, you follow Master Chief even further, to the point of recovering some of his missing compatriots and fellow participants in the SPARTAN II program as they launch a strike against a Covenant staging point, where the Covenant plan to begin their quest Earth. The announcement trailer and E3 demo of the last two years confirmed that the Covenant do eventually make it to Earth, and when they arrive humanity pays severely. The trailer features the Master Chief and Cortana in a zero-G free-fall toward a Covenant starship which is one of many seizing the Earth. What we do know so far, from the developers is that there appears to be another Halo structure which will play a role later in it (hence the title of the game), but also the Master Chief will take the fight to the Covenant at some point. On the X03 documentary video, Joe Staten, the writer of the game states that it will “take the player from the ruins of Halo to ancient Forerunner facilities in the atmosphere of gas giants.”

This gives a fairly concentrated, although general conceptualization of the game. It will more than likely start at Earth and focus a great deal on the Master Chief defending his species’ home world from utter annihilation and eventually he will end up in the heart of Covenant territory, their sacred Forerunner facilities. Along the way, he will encounter another Halo construct which it is probable that it will be destroyed, by none other. There’s also the comment by Marcus Lehto in the same documentary, the art director for Halo 2 stating that the Chief will at one point during the game pass through a segment of the game where “there’s damage that existed from some battle that happened 900,000 years ago.” This may have been an embellishment of sorts based on the context, but it leads one to wonder how closely the Forerunner race ties with not only the Covenant, but humanity’s history. There’s also the likely possibility that the Chief will be driven to stop the Covenant once and for all and assault the Covenant home world itself. Rumors persist about a major character dying, perhaps the Master Chief, or even perhaps his AI companion, Cortana, but nothing of that nature will be released openly until the game is finished. Whatever the end result, if the story has as much allusions toward ancient Greek mythology and similar archaic conceptualizations, then it should be a game which goes down in history of having a great historical foundation. For some people, Halo 2 will start and end with storytelling, so for them it’s all or nothing and everything rests on good writing and strong characters.

What we know of the game’s actual levels based on screens and videos seen during the previous E3 demo and X03’s documentary is that there will be several types of levels. Earth will take a large chunk of the beginning of the game: cityscapes, skyscrapers and allusions toward a possible dock-level on the coast of the now well-known, New Mombasa city, in the game mentioned as the East African Protectorate, and defense stronghold that the Covenant are relentlessly attacking during the E3 demo. From here it gets hazy, but we have seen snippets in the X03 video’s backdrop of a craggy, almost mountain-like level with fractured and gray terrain. Some say this may well be the moon, since Bungie originally touted a low-gravity level in the game. Although that’s a possibility, the two tidbits have yet to be officially connected. We’ve also seen several in-game cuts of the Forerunner facility, with it’s massive energy beams, conglomeration of artifact-meets-technology-sheik and hordes of Covenant troops to boot. Outside of all the speculation we do know one thing: the levels in Halo 2 will be five times larger than that of its original predecessor which will not only extend game play, but create new dynamics and choices throughout each level which improve the personalization and customization of each moment during the game.

Well, the game’s story is all fine and dandy, you say, but what about the weapons and vehicles? The original Halo’s defining quality was its entertaining weapon selection and its seamless vehicle control in third-person perspective with a wide array of interesting crafts, some allowing more than one operator (i.e. a driver and a gunner). Well, good news for you is that when it comes to weapon selection, Halo is to Halo 2 as a powder-puff football game at the local high school is to the Super Bowl. There’s more of the same, but the inclusion of even more weapons and vehicles, the removal of the unbalanced or unnecessary ones and the refinement of some of the glorious mainstays.

When you talk weapons, the original Halo had a fairly balanced system; its only exception one might say was the M6D Pistol. The sleek, silver handgun (somehow utilizing a zooming system without a scope) was a trouble device as it pumped solid slugs into the head of a would-be-newbie giving more experienced players a huge advantage. Some would argue that it was a valiant weapon for those who mastered it, but others might say that it was unbalanced and gave players an advantage in an unrealistic fashion (i.e. an assault rifle, like Halo’s MA5B versus an M6D should be an easy call from a spectators point of view, unfortunately though the pistol usually would win because of its overbearing advantages). This could be why Bungie has yet to release any documentation on a new pistol being in the sequel, although it is possible they’re only sandbagging in order to unveil a more advanced and balanced version, which would definitely be in line with fan’s appeal.



[Edited on 5/6/2004 4:29:46 PM]

  • 05.06.2004 4:11 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Another step towards balance is the new assault rifle, tentatively called the Battle Rifle. It’s a much more efficient variant of the MA5B, with a scope and heavier ammunition. It appears this may be the most popular weapon in terms of availability and use as it covers both short and long range attacks. The new Submachine Gun is more than likely to steal the thunder from the missing MA5B, having a similar rate of fire and accuracy. It’s a one-handed weapon, which as you read on becomes and important factor in a new feature introduced in Halo 2. The other famous human weapons appear to be on their way back, the Sniper Rifle, Shotgun and Rocket Launcher respectively. Although the traditional fragmentation grenade will also appear, there are rumors of other human-originating grenades. The aforementioned Halo novel, “First Strike” includes a new ranged mortar referred to as the “Lotus Anti-Tank Mine.” It’s a flat disk with spikes protruding from both sides that sticks to walls and the ground, detonating on a timer (the human answer to the sticky, but sexy Plasma Grenades?). Whether this or others like it will appear in the final build has yet to be seen, but it is likely there will be some more diversity when it comes to grenade-based weaponry.

But you liked Covenant weapons too? Well, there are plenty of them in Halo 2 as well, with the inclusion of more balancing acts by Bungie. The, now-labeled, Covenant Carbine is a slim-hilted rifle only seen in the hands of the Elite warriors. It’s said to have an interesting reloading feature as well as a scope, the Covenant’s choice opposition against the human’s new rifle. This weapon, although not yet seen in action, is fabled to be a fan-favorite, not only because of its practical application but also because of its entertaining animation and visual effects. The Plasma Pistol, Plasma Rifle and Needler are said to return, with little modification save for the latter mentioned. The new Needler has a longer snout, its barrel dual-pronged, and reports indicate that this will be another must-have-weapon in multiplayer. Although its legacy was a pathetic one (many would rather die than attack with a Needler, as it was the weapon of choice for mothers everywhere), information has emerged stating that it packs a much more powerful punch than before, making it severely lethal. Expect to see the plasma grenade back, but variations of that are unseen and unmentioned at this point. The Halo PC game also included the dreaded Fuel-Rod Gun, only carried in the Xbox version by certain Grunt warriors. The new Halo 2 version will be quite scaled down, not obscuring the players view as much as the PC version did.

A new Covenant warrior, called the Brute, has its own precious device of disaster. This little nasty weapon is a single-handed rifle which during the E3 demo shot a white-hot plasma bolt, has been recently reported to shoot actual “slugs.” Whether this means actual tangible ammo or another form of concentrated plasma, no one has said, however “First Strike” displays the gun having another unique feature: a built in grenade launcher. Though nothing from Bungie has confirmed this, the current pictures of the weapon do appear to have a second barrel for such a need. This coupled with a Weekly Update (written by Frank O’Connor of Bungie’s official website) citing the “beefing up” of a certain rifle, seems to suggest the possibility of a ranged, grenade-launcher being a part of the Covenant arsenal. And then there’s the melee blade on the hilt of the weapon, adding a third dimension to the Brute’s weapon, something no other weapon in Halo has offered yet. Three ways to kill and opponent with one weapon.

And you’ve heard of the stationary weaponry haven’t you? Confirmed is the return of the Shade, the stationary Covenant turret that came in handy in certain situations. It will be accompanied by a human version, as seen during the E3 demo last year. This one fires apparently .50 caliber rounds at your enemies, shredding them and anything around them into pieces within mere seconds. It appears to be more effective than its Covenant predecessor which yields the question: Will there be an enhancement to the existing Shade? More than likely yes, and if you did in fact see the E3 2003 demo, than you saw the massive Covenant turret firing into the New Mombasa cityscape. Rumor says that this will be in the game, but it seems extremely unlikely since the scope and possibility would require a fringe story accessory and a new aiming system. It doesn’t seem practical, but it can’t be ruled out.

Now if you’re a driving fanatic, then there’s a lot of fanfare in Halo 2 for you. Not only will its new damage system feature a whole new dynamic to the game play, but the new and returning vehicles are simply amazing, as well as something called “Vehicle Boarding.” To articulate the damage system further, it should be understood that even during multiplayer games, vehicles can be damaged to the point of not being able to use them. Whether this feature will be customizable per game type or not is unknown, however it is known that the vehicles when assaulted by certain weapons will react differently, taking on location specific damage and will visually show very dramatic changes in their appearance. This damage won’t affect the handling but will be reverberated into the force-feedback on the controller, indicating your vehicle is inching closer to destruction and eventually claiming the ability to use it. This will change the face of multiplayer games and some elements of the single player (notice how human vehicles never could be destroyed in the first Halo, but every Covenant one could beyond use). If you want to gain a vehicle against an opponent, perhaps in Halo 2, instead of firing a rocket at him, you’ll try headshots instead, leaving the vehicle intact.

Of the human vehicles returning we have a cavalcade of Warthogs and new inset features for the same. There will not only be the standard Warthog with the chain-gun mounted, but also Halo PC’s rocket launcher equipped vehicle, and several environment specific variations (i.e. snow and jungle). The Warthog, as well as every other vehicle, will have impressively enhanced interior graphics making the experience of driving the vehicles seem much more immersive. Another new feature is the sound and elements of driving the actual Warthog, as now it shifts independently between gears, its acceleration dependant on the gear as well as the driver. And with the new AI, you don’t have to worry in single-player about having to drive your fellow Marines around. They now can drive you around, giving you extra time for target practice.

There will also be the introduction to another balancing scenario, the human answer to the Ghost, an All-Terrain-Vehicle. Apparently you’re able to sling a gun over the dash and fire it directly at oncoming enemies, but in-game use is yet to be seen. It was a sorely needed vehicle that was missing from the original game; this will become an excellent addition to the human arsenal in tight, enclosed areas where the Warthog couldn’t fit before. The Scorpion Tank will return with the ability now to control the driving and aiming on separate axes, another addition requested by frustrated players of the first game. There is a very prominent rumor, however not necessarily likely, that there will be other operable human crafts, specifically a flying one. No evidence of this has been shown yet. If one were to be released, expect it to be opposite, but extremely similar to the Covenant’s Banshee. And although, O’Connor has confirmed that we will not fly the human drop-ships called Pelicans, the E3 demo did showcase a nice, rear-mounted gun on the back of one which would definitely be an entertaining facet of a level. Since the AI is sufficient enough for close-quarters maneuvering, then it would seem likely that the Chief being able to fire from a swooping Pelican above as a noteworthy inclusion in the game.

As for Covenant vehicles, there are quite a few improvements, as well as some new ones on the way. The two returning crafts, the Ghost and Banshee have undergone some similar aesthetic enhancements to their physique as well as their animations and interior graphics. They also sport a new feature which allows the player to hold down on a trigger and rocket the vehicle past enemy encampments at more than double the normal speed. They can’t fire or turn sharp during this maneuver, but there’s little need for that when you’re clipping the heads off your unsuspecting foes at record breaking speed. And as you could expect, the Banshee will be available within multiplayer, the lost element of the original game that was probably the chief frustration Xbox multiplayer Halo fans the most.

Rumors have emerged of the possibility of being able to use the Wraith mortar-tanks, and although there have been statements indicating such, little information has surfaced on when and how they could be used. Never fear though, the Covenant have several new vehicles. As seen in the E3 2003 demo there is a Covenant Transport, some are calling the “Creep” which has mounted plasma-cannons. There’s no indication that we will be able to operate this vehicle, or the new Covenant dropship called the Phantom (which will now take damage and fall when hit enough), however it is a possibility seeing how the game is already pushing its limits and expectations that one of them will be operable. One guaranteed drivable vehicle is the new Covenant answer to the Warthog, the Shadow. Early concept art showed it as a hovering craft with a driver and passenger seat and a rear-turret, similar to the physical layout of the Warthog. This will defiantly be a factor in both single and multiplayer campaigns, especially in terms of co-op in the later stages of the game when we find ourselves with only alien creations in our possession, light years from Earth.

  • 05.06.2004 4:12 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Probably the most single-handed drastic alteration in the game is the notion of “Vehicle Boarding” where one player can take control of another player or non-player character’s vehicle forcefully, and use it against that foe. First seen in the E3 demo, and later revealed during the Official Xbox Magazine article, this method will allow you to steal another player’s vehicle. Another definitive balancing act by Bungie, probably brought on by the obvious question: Shouldn’t we be able to stop the vehicle-hoarding half-players who think Halo is a third-person vehicle shooter. Well, now, according to recently released information, every vehicle is up for grabs if it is going at a slow enough pace, even, apparently Banshees. How this will be implemented on every vehicle is yet to be seen, however it affords the obvious opportunities of being able to choose what angle you approach a vehicle and how to dispatch the current driver. Don’t think this feature is all fun and games though, because during single-player campaign, the Covenant forces use this against you with lethal efficiency. We’re certain there would be little more horrible than being ripped from your ride at the end of an excruciating long level, only to be wiped out before you can find cover. This is probably the most prominent and defining change in Halo, as it adds another facet to an ever-expanding shooter experience.

So, you’ve seen the weapons and the vehicles of Halo 2, at least the ones we’re aware of now, so what else is going to new to the game? Well, for one, there is an entire litany of graphical enhancements to the new Halo game. Some of them allow for interactive environments that play deep and personable roles in game play, such as destroying a nearby light source to provide cover for a stealth attack, something uncommon in most console shooters. Environments will explode, fracture and splinter around the character showing residual damage and devastation. A “light-map” system will create a more impressive shadow and lighting system, one which correctly depicts appropriate light and darks throughout every nook and cranny of the level. The bump-mapped graphic engine makes the character, vehicle and environment articulations look years ahead of the current console standards and yet maintains a very smooth speed as it frees up resources for other elements of the game by not bogging it down with overt graphical enhancements. Non-player character intelligence has been enhanced aptly, now Marines will be able to hand you weapons you need and communicate various forms of attacks to some extent. Enemies will be able to track you and use their own personal abilities to hunt you down or make other, stronger enemies aware of your presence. Overall, the game’s characters will be far more intelligent then last time around, making the experience all the more believable. Another element called “Gaze Tracking” will be used, described for multiplayer scenarios but entirely likely throughout the game, the character’s head will turn to face the nearest available character. This adds to the sensation that your player is aware of those around him, friend or foe when being viewed by others, making the game all the more believable. These are only a few of the major transitions being set for Halo 2, the game is still in a refining state so there are others still being implemented or being considered for use in the final build.

There are plenty of other advances to controlling scheme as well; the most entertaining would be the inclusion of “Dual Wielding.” As described by Bungie, it’s the ability to hold and fire more than one weapon at once. The screens seen have only now indicated that this feature will only be for single-handed weapons, which is practical sense the notion of separate two-handed weapons being carried by one character seem to be pushing it quite a bit in terms of realism. Two submachine guns however is a different story, and this would be a perfect slot for the return of the M6D Pistol (if the rumors of Bungie dropping the zoom-capability of that weapon are true). While using two weapons one cannot throw grenades and it remains to be seen how reloading will be attempted, although the animations are said to be very realistic and appropriate. The feature itself will attempt to add more levels of concentration, since now you can carry one weapon which disengages an enemy’s shield and another which blasts the unshielded enemy down, which incidentally allows for a near limitless amount of combos. You will now have to prepare for battle, picking the weapons which will be best against your opponents. The more thought involved, the more immersion and contemplation the player will be brought through, which makes for a better experience all around.

Another element originally stated to be in the game is “Peeking,” the player’s ability to look around corners without being seen. This, of course, would more than likely be something implemented in single-player but doubtful for multiplayer due to the lack of constraints in character models during this mode (or rather, it’s easy to program an Elite not to notice Master Chief when he’s peeking around a corner on a Covenant Flagship, but your best friend on the other side of the Blue Base is easy to see from this angle, despite him using the feature). There will also being sprinting and smooth animations that lead from a steady tip-toe to a full-head-on run. The good thing is that you can now move much faster than in the original game, freeing up the player for more options in a combat situation than before. Returning again, with some new perks, are the glorious, multi-pronged melee attacks. In the original the melees were determined by the weapons and were one-hit-beatings. Now you will have the ability to string melees together (some say up to three close-quarters-hits), again pushing for more diverse game play, personalizing the experience, and creating a lot of room for open-ended combos.

We’ve already mentioned the advent of the new enemies called Brutes, but there are at least two other species of enemies that will be in the final build. One are the Prophets, the proverbially leaders of the Covenant forces. They are essentially the political and spiritual minds, a coalition formed initially with the Elite class and forwarded on to they include the Jackals and Grunts. The goal of the Covenant is dual-folded. First, the search for the religious artifacts left behind by the Forerunners and secondly the destruction of everything that stands in their way (insert humanity here). What’s more, that the Brutes actually don’t fit in this hierarchy. They’re personally appointed by the Prophets, usually only on sacred missions that involve a Forerunner correlation, which beckons the question: Why are they attacking Earth? The Brutes don’t like the Covenant for the most part, but they absolutely hate the Elite warriors for a reason that is as of yet unclear. They report directly to the Prophets and this rift in the Covenant is said to play a role in the game somehow. The second species advised above may actually be a monster of some sort. Little is known other than the fact that they plan on introducing another character which is extremely impressive, whether it is a Covenant ally or not remains to be seen. One report claimed that this character was a creature that could literally flip a Warthog over.

And now, finally, the moment you’ve been waiting for: Multiplayer. The original Halo was a great game, but let’s face it, without the multiplayer elements, both co-op and standard, the game would have not had the same playability that it did. It’s become synonymous with LAN parties every where you go and an entire community, exploiting the LAN abilities of the game to play on the internet, was initiated just to spite the developer for not including online support (apparently they had wanted to but were rushed because of the original Xbox’s launch date). That being said, Halo 2 will definitely be Xbox Live compatible. The details of multiplayer are extremely sketchy, and obviously so since this element is the most tentative and pivotal factor of the entire game. It determines the potential of this game’s legacy and longevity, and therefore is the single most fundamental element of the game. Bungie wants to get it right, especially right in world of ever-changing internet speeds and server allowances.

So what’s in store for multiplayer? For people who are familiar, even remotely, with the original Halo, they know that its long-term fun was hinged solely on its smooth multiplayer format. The game pitted two teams against each other on a variety of well balanced and beautifully articulated maps in the typical, first-person shooter game types. The game allowed for straight-forward, fragfest players to charge in disregard for their own safety down the throat of the enemy, for stealth players to find hidden locations throughout the maps and sneak up behind their foes for an easy kill or defensive players to stand guard at base, Sniper Rifles in hand, taking down their victims with deadly accuracy. The game was custom-fitted for your own abilities and the clean controls as well as the fluid graphics streamlined the experience, making it for many, even more addictive than the historical console multiplayer first-person shooter, Goldeneye.

  • 05.06.2004 4:13 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Well, co-op is certain, but the manner of co-op is not. Rumors suggest that it will be available on split-screen, LAN and Live. While the first two are likely, the third is extremely tentative. You’re saying right now, why not? I can play other games with three other players on Xbox Live during co-op, why would Halo 2 be any different? Well, simply put, Halo 2 is an extremely fast action game, with many enemies and environment dynamics played out in every aspect of its levels. It’s not like the typical shooter where you’re firing at one or two enemies in a factory, who are quite a ways away. You’ll be taking on literally dozens of foes at the same time, dealing with the internet connections between the host and the other players, as well as the in-game engines which were created specifically for single-player. With split-screen and LAN the probability of this type of game play existing is likely, and although not impossible, online co-op would be a tough cookie for Bungie to crack effectively. That being said, most expect Bungie to come out on top with this one. Some points to only two players co-op, others claim it will house up to four. Time will tell.

The standard multiplayer however will remain unscathed, with maps now quite larger than the previous game’s and maps which are focused for specific game types (i.e. Team Slayer, Slayer, Capture The Flag). The three known maps are Lockout (a small interior map with many rooms and corridors), Burial Mounds (a desert map with a base, cave-dwellings and choke points) and Waterworks (a massive, interior cavern with two bases at each end and a huge, labyrinth-like structure in the center). The inclusion of older maps is likely, but nothing has been formally confirmed. Instead of two teams of Red and Blue, you will now be able to have four teams at the very least: Red, Blue, Gold and Green. Rumor has it that there will be possibly up to six teams available based on some speculation made on a recent Weekly Update by O’Connor. A new game type, or rather variation of an existing one, will be “Assault” which will feature a team carrying a bomb into another team’s base in order to score a point. The matches go in typical rounds and first team to three wins (this will more than likely be a customizable feature in the game).

One huge question is: How many players are going to be able to get on Live or a LAN during the standard multiplayer games? With a LAN you have much more liberty because of the proximity of the server involved, however on Live you would fall into the same scenario as mentioned earlier, with varying internet connection speeds and distances between Xboxes, it makes for a troubling predicament. Fortunately, every game Microsoft Studios has put out has been effective on Live, but none were as action-packed as Halo 2. Bungie did promise a revolutionary new multiplayer system, and recent confirmation by Game Informer has confirmed a minimum of sixteen players. Beyond that it’s only speculation. It would be nice to have twenty-four or even thirty-two players on Live, and based on some of the maps like Waterworks, it looks like that wouldn’t be problematic in terms of size. However, there would have to be two factors concerning the usage of this. Voice communication on Live takes up a great deal of bandwidth, so they may eliminate that on matches higher than sixteen players. It’s also possible that Bungie or Microsoft will have servers set in a wide variety of markets and regions that allow for more than sixteen players as well (this could be with a monthly fee). And since LANs are the most common Halo multiplayer format now in existence, it would seem entirely possible that through System Link or LAN you will now have the capability to connect more than sixteen Xboxes together in a single sitting (no more need for split-screen on only four televisions).

The rumor that there may be up to six teams (as mentioned above) to choose from also plays into that notion twenty-four players will be the maximum allowed, four for each team. Or it could six players on four teams. Whatever the end result is, Bungie did state that one new multiplayer element would emerge. Whether this will be allowable during all game types or its own, we now know you will be able to play as the Covenant Elites during multiplayer. It’s been described as a cut-scene from the original Halo, and if you ever remember dropping onto the beaches for the first time on the “The Silent Cartographer” level or hitting the snow running headlong into carnage on the exterior sections of “Assault On The Control Room” and “Two Betrayals,” you’re familiar about the most popular element of Halo: large-scale, open area battles. This not only implies more than sixteen players, but it also gives way to the previously mentioned feature of being able to use Elite character models. Will we be able to play as any others? Brutes possibly? Nothing is known for certain, but what is known is that the Elites are the only ones who have a shield similar to the Master Chief’s. None of the others, not even the Brutes or other marines, have this mechanism. That being said, it would seem like that a player will be able to select only from the SPARTAN format or the Elite format, and will be able to alter their colors to a degree. Beyond that, it’s pure guessing as to what will be included.

On a recent Weekly Update, David Candland, who deals specifically with the user interface in the game, said this about Xbox Live’s visual system, “And- as Frank knows, I’ve been going back and forth with Parsons (I’m winning) about what we should reveal about our secret Xbox Live plans that will change the way people play online forever. Not only have we got a system that fixes the bad things about playing on Live, but one that makes the experience even more fun. We’re shooting to make playing on Live as close to the amount of fun as playing at a friend’s LAN party. This plan will put an end to war and poverty. It will align the planets and bring them into universal harmony, allowing meaningful contact with all forms of life." If what he is saying is true then it would have to be a massive change. Some are suggesting the system will include a clan-based recruiting program; it may even have downloadable content for player customized skins (i.e. banners and insignias on bases, vehicles and even players characters). This would all be accessible in the Xbox Live user interface through downloadable content, but some have offered even more interesting speculation. David said that the Xbox Live experience, in what appears to be the lobby would change the way people played online and also be comparable to a LAN. One guess devised a scheme in which players in the “lobby” of the game (before, during or after the match starts) can view the match from a secured location on the map. From this perch they can see both teams and despite not having weapons would be allowed to zoom in on the action as it takes place and discuss with other players (within their proximity), strategy and game play tactics. This would definitely revolutionize the user interface of the entire gaming community. It would also tax the bandwidth of the server, however not anymore taxing than all the players actually playing at the same time.

Whatever the outcome of the game’s release or the information soon-to-be-released by E3 2004 just a few days from, there is another element that hangs in the balance of Halo 2’s success. With two powerful games also on the horizon, both first-person shooters with conflicts concerning an alien presence and both have huge fan bases and histories, Halo 2 has its work cut out for it. Half-Life 2 was neck-and-neck with Halo 2 at last year’s E3 because of its demo, incorporating some of the most amazing looking graphics and physics in the history of the gaming. Doom 3, which has more history than both games, was showcasing some amazing graphics and game play elements, and also wowed audiences last year. Since then, Half-Life 2 was wrought with frustration, stemming from a stolen source code, and its release pushed even further back, so far that it has still not been released and will in fact be another fixture of this year’s E3. Now with all three of these games slated for the second half of this year, all in nearly the same exact genre, it begs the question, which will emerge the champion. Only time will tell, but one thing can be said for sure: Regardless of whichever game “wins” at the end of this year, we can be certain that based on what we know about Halo 2 so far, there will be even more long hours playing through the campaign missions and multiplied more hours entranced with the crisp, smooth open-ended multiplayer. Halo 2 is fixed to impress, not just visually and cinematically from the story’s perspective, but for years to come, setting the precedence for online gaming and pushing the Xbox Live service even deeper into its throne of success.

baryonyx12@yahoo.com

  • 05.06.2004 4:13 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

What am I looking at?

  • 05.06.2004 4:15 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

It's Joe, not John Staten.

  • 05.06.2004 4:17 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Is he allowed to post that?

  • 05.06.2004 4:19 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Posted by: flight271
What am I looking at?


lots and lots of words.

  • 05.06.2004 4:20 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

I got permission from the writer who works at a local privately owned video game store, on mailing inserts they're sending out for pre-orders on Halo 2. It's nothing new, but it goes into detail on some things recently reviewed. I find it interesting and asked if I could post it on a someof boards. He said yes.

  • 05.06.2004 4:24 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Ok, thats good. Its a good article. Can I copy it for personal use?

[Edited on 5/6/2004 4:26:49 PM]

  • 05.06.2004 4:26 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

I'll correct Joe's name and email the writer about his error. I'm surprised I missed that for some reason.

And yes, you can use this for yourself.

[Edited on 5/6/2004 4:28:33 PM]

  • 05.06.2004 4:27 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

Posted by: vociferous
However, there would have to be two factors concerning the usage of this. Voice communication on Live takes up a great deal of bandwidth, so they may eliminate that on matches higher than sixteen players.


Man, why in the world can't they just use separate voice comm channels? It's not too terribly hard to link up units/gamertags to voice comm channels through a p2p VPN. Plus, with 32 players, that leaves 16 players to a team. Well, it's not the 8 players I'm used to talking to on a 128/128 connection, but two separate comm channels could keep my voice from cutting out, since it'll probably be the first to go.

Someone should get in touch with Shawn Hargreaves. That -blam!- seriously kicks ass! Moto GP has some kick ass user interface with some clear as day voice communication.


It’s also possible that Bungie or Microsoft will have servers set in a wide variety of markets and regions that allow for more than sixteen players as well (this could be with a monthly fee). And since LANs are the most common Halo multiplayer format now in existence, it would seem entirely possible that through System Link or LAN you will now have the capability to connect more than sixteen Xboxes together in a single sitting (no more need for split-screen on only four televisions).


I could do without the fee. The amount of players should never = Fee. The experience, if worth while, could = fee.


p.s. This fan written article is kind of sucky. : )*




[Edited on 5/6/2004 4:47:48 PM]

  • 05.06.2004 4:36 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

I agree with Tiny. All this information that is given, is pretty much already known. Just some little tidbits that someone couldve thought off the top of their head.

  • 05.06.2004 4:54 PM PDT
  • gamertag:
  • user homepage:
  • last post: 01.01.0001 12:00 AM PDT

That was an awesome article it took me forever to read lol but it still was pretty good.

  • 05.06.2004 5:30 PM PDT