More Crimson: Steam Pirates Reviews

No moneyhats necessary.

If you're one of the few iPad owners who has yet to set sail on Harebrained-Schemes latest adventures with Crimson: Steam Pirates, here's a few more reasons to give it a go.

Game Guide 9/16/2011 4:23 PM PDT permalink

Bungie Mobile FAQ

urk writes:

How dare you question us!

Confusion abounds, but we have the balm guaranteed to soothe your aching brains. If you’re perplexed about Bungie Mobile or that new boil on the back of your neck, scroll down to get it all sorted out.


Q: I got the update and it crashes on startup.

Synopsis: Some users have reported crashes during startup. Our investigations have found this to be an issue with the install process. 

Fix: If you experience a crash on startup try reinstalling the update via the iTunes App Store. If, after reinstalling, the app continues to crash please contact for additional support.

Q. Can you help me create a profile and link it with my Xbox LIVE gamertag?

We can and we will.

  • A lot of the process is already covered on our existing Sign Up page. Click the hyperlink and follow the instructions if you don't have an existing profile, or your profile isn't linked to your gamertag.
  • If you do have an account, but it's linked to the wrong gamertag you'll have to start from scratch. Unfortunately, you can't swap gamertags on a profile. You have to make a new log-in.
  • If you've forgotten your gamertag's password, you'll need to contact Xbox LIVE for support at 1-800-4-MY-XBOX. We can't do squat for you, man.

Q. What devices and operating systems are supported?

Supported Devices: iPhone, iPod Touch, iPad
Supported OS: iOS 4+

Q. I don’t have a compatible device. I’m just going to give my username and password to a complete stranger online. That’s cool, right?

No. That’s a terrible idea. Never give your security credentials to anyone for any reason. Even if they offer free candy.

Q. When will this be coming to Android, Blackberry, Sidekick, Palm Pilot, etc.?

We’re not ready to announce phase 2 features at this time. That said, we hear non-iPhone users loud and clear. Same goes for feature requests covering forums, more robust stat integration, and free puppies. We make no specific promises, but we will be updating the app in the future.

Keep the comments coming and hang tight.

UPDATE: Bungie Mobile for Android is live!

Q. Why is my Spartan model different on the app than in-game?

Give it some time! In some cases, it may take up to 72 hours for the app to sync up with Reach. In the extremely rare event that your model still hasn’t updated within that time frame, try playing another game or two.

Q. Wait. What’s a Bungie Mobile?

Oh, guess that would have been a great place to start. Click here.


Q. (After 1/4/2012) I receive a “connection error” when trying to use the app.

Unfortunately, there is an issue with all versions of Bungie Mobile on Android prior to build #119. Updating to the latest version of the app via the Android Market should correct the error.

Q. What devices and operating systems are supported?

Android phones running Android 2.1 and up. Push notifications require Android 2.2.

Q. Why can’t I enable push notifications?

Push notifications require you to be using Android 2.2 or higher, have a Google account associated with your device, and have the Google Marketplace app installed on your phone.

Q. It says my friend doesn’t have a account, but I know he does. Sup?

Users who choose to hide their gamertag in their profile settings will appear as not having a account when you view their gamertag via the apps friends list. This setting can be changed on the Profile page under Edit Profile -> Profile Info.

Q. How do I unblock a user who I have blocked?

In order to unblock a user, you must sign into the website from your computer. You can manage your blocked users from the profile page under Edit Profile -> Blocked Users

Q. When I try and sign in with my profile, I get an error.

Certain profiles on certain devices can have difficulty when signing in using the mobile version of the Windows LIVE ID site. When viewing the sign in page in (where you enter your email and password) click on the PC site link at the bottom of the page. From there you can enter your login information to sign into the app.

Q. I’m unable to launch the app via the widget.

The widget will recover after time, but you can also remove and re-add the widget, or sign out of the app and sign back in.

That’s it for now. If you already have the app, don’t forget to rate it and write up a glowing review. (Oh, and that's not a boil.)

FAQs and Info 6/14/2011 11:29 AM PDT permalink

Defiant Map Pack FAQ

It's official!

Defiant Map Pack FAQ

If you purchased the Defiant Map Pack from Xbox LIVE Marketplace and you haven't experienced a single, solitary problem, congratulations - you can comfortably count yourself among the majority. You don't need to read another word.

If you find yourself in the other camp, don't worry. We've been in direct communication with Microsoft and 343 Industries and they're committed to making sure all your Defiant Map Pack needs are met.

Here are the current technical support topics pertaining to the Defiant Map Pack.

Q. What is this “Defiant Map Pack” you speak of, and how can I get it?

A. The Defiant Map Pack is the latest pack of maps for Halo: Reach. Designed by Certain Affinity, in partnership with 343 Industries, it features two multiplayer maps, Highlands and Condemned, and one Firefight mission, Unearthed. You can get the Defiant Map Pack right now in the Marketplace for 800 Microsoft Points.

Q: Okay, I gave you my hard earned monies in exchange for one brand spankin' new Defiant Map Pack, but after successfully downloading and installing it, none of the maps show up in the game menu. What gives?

A: Turns out that there's currently a technical issue tied to the number of Marketplace Content items you can have active for Halo: Reach at any one given time (this does not include Saved Games, Screenshots, or Saved Films). Right now, you can only have a total of three content items simultaneously active. Items that fit the bill include pre-order bonus or retailer exclusive armor, map packs, or your Bungie Pro confirmation.

Microsoft is working on a long-term solution, but for now, you'll need to delete one of the three items you have active. Here's how you do it:

In your Xbox 360 Dashboard, sign into your profile, and navigate to the System Settings tile in the My Xbox list. From the settings pane, select Memory.

Select Hard Drive as the storage device.

Select Games.

Select Halo: Reach.

Select the Bungie Pro Confirmation Marketplace Content item.

Delete it.

Deleting the Bungie Pro confirmation item will not impact your Bungie Pro Membership in any way.

Q. I can play the two multiplayer maps, but the Firefight map "Unearthed" gives me the error "Players failed to load content" when I select it in the lobby. This makes me sad. Bungie, you can make me happy again, right?

A. Yes! Well, maybe. You might have installed the Defiant Map Pack to a memory unit on a console that also has a hard drive. That won’t work. You need to install the Defiant Map Pack to the hard drive only.

Q. Hey! I can’t render Defiant Map Pack videos on yet. You hate me, don’t you?

A. Hate is such a strong word. Bungie Pro Video Rendering requires us to write custom code to our internal systems. Like you, we’ve only just received the latest version of the Defiant Map Pack. Our programmers are coding like the wind to ensure video rendering is up and running as quickly as possible. If you do submit a file for rendering, or already have, don’t worry, we’ll queue it up and spit it out in 24-48 hours.

Non-Defiant Map Pack video rendering is unaffected.

That's it for now. We'll keep in touch with Microsoft and keep a watchful eye on the community in the days ahead to make sure we keep tabs on any key issues you might experience.

FAQs and InfoHalo: Reach 3/15/2011 9:23 AM PDT permalink

Message to All Full Party Boosters

Boosting? Step inside.

Nick from our Test team wanted me to clarify some full party boosting parameters for you. Seems we might have made it sound like you don't have to worry about being caught in our net of online justice as long as you're behavior is contained to a party full of players. It's actually not that simple. Here's the full story:

OKAY: Full Party Boosting

Playing with a full group where nobody is idle and everyone is running around getting kills, headshots, sticks, and sweet rejections. Nobody is AFK.

NOT OKAY - Idle Boosting

Getting into a full or partial party with guests or other Gold accounts who are not manned in order to kill AFKs. Also not acceptable is having EVERYONE AFK to attempt to get Credits for time played.

Got it? Good. As always, more nefarious behavior such as network manipulation is right out. The Banhammer catches that kind of behavior in its sleep - and it is always cranky first thing in the morning. Best to let sleeping dogs lie.

Thank you for your time and attention.

CommunityEmotional Support 12/7/2010 11:24 AM PST permalink

Noble Map Pack FAQ

A little light learning.

So, hopefully you're not completely confused about how to obtain and operate the Noble Map Pack, but if you do have a couple of questions concerning the ins and outs of how our three new maps work in the existing matchmaking environment, click the link to get up to speed.

Noble Map Pack FAQ

FAQs and InfoHalo: Reach 12/1/2010 5:54 PM PST permalink

Black Friday Bungie Store Deals

Dropping discounts and delivering Holiday cheer!

On Black Friday, we’re dropping some new Bungie Aerospace gear into the Bungie Store. Just in time for the Holidays, we’re also dropping prices on a few of our favorite things. Get it while it’s hot, though – these Black Friday Bungie Store deals run from 11/26 through 11/28 only (newness available while supplies last).

New Stuff!

  • Bungie Aerospace Tee
  • Greetings from Aerospace Tee
  • Per Audacia Ad Astra Tee
  • Aerospace Baseball Tee
  • Superintendent Ornament
Deep Discounts!

  • All Bonobo tees (was $19.00, now $12.99)
  • All Property of Bungie tees (was $19.00, now $12.99)
  • All Many Moods tees (was $19.00, now $12.99)
  • All Superintendent tees (was $19.99, now $14.99)
  • All Bungie Classic Ringer tees (was $19.99, now $14.99)
  • All Marathon Black Hoodies (was $39.99, now $19.99)
  • Bungie Crest Flashlight (was $9.99, now $7.99)
And don’t just finger the merch. Get over to the Bungie Store this Friday and buy your mom something nice this year. She totally deserves it! (Trust us.)

Help 11/24/2010 8:31 PM PST permalink

Rank Cap Progress Report

Step into my office.

Good morning! As you may have noticed, we've begun deploying today's hopper update, which among many things unlocks access to new Ranks and Armory items. Which you are all undoubtedly delirious about, if your polite forum responses are any indication. You complete us!

Just a couple of things to clear up:

  1. Full deployment may take several hours. When all is said, done, and thoroughly verified, we'll make some more noise on the front page.
  2. There is NOT another rank cap in place. Go nuts.

Emotional Support 11/2/2010 11:46 AM PDT permalink

Link Up with the!

Free Credits!

Earn some easy money this morning by linking your Xbox LIVE gamertag to a profile. Click here to create a profile if you don't have one already, and use your current Xbox LIVE credentials to complete the hook up.

Once you're ready to go, click here, then jump into Halo: Reach matchmaking and play some games to earn an amazingly easy 3,000 Credits.

Game Guide 11/1/2010 9:35 AM PDT permalink

Welcome to the Arena

Spartans...prepare for glory!

Read Full Top Story

Game GuideHalo: Reach 9/20/2010 4:59 PM PDT

Invasion + Forge!

A communications disruption can only mean one thing...

Read Full Top Story

Game GuideHalo: Reach 9/16/2010 9:09 AM PDT

Networking 101

Come on over here and sniff this packet.

It's been up for a few days already, but just in case you didn't notice, we've updated our Halo: Reach Project Page to include some information about the Network Status section you'll find in the main menu of Halo: Reach. If you're experiencing technical issues, or you just want to make sure you're rockin' the fattest pipe in the neighborhood, hit the link below to get your nerd on.

Halo: Reach - Networking 101

Game GuideHalo: Reach 9/14/2010 2:17 PM PDT permalink

Where's Mah Elite Officer Pre-Order Bonus?!

If you picked up Limited or Legendary, step inside.

If your Elite Officer armor is not properly unlocked in game please redownload the content using the following steps:

1. Open the Guide
2. Go to the Settings Tab
3. Go to Account Management
4. Go to Download History
5. Select the Halo: Reach Legendary Edition Bonus Content
6. Select Download Again
7. Once the download is complete restart Halo: Reach

HelpHalo: Reach 9/14/2010 12:38 PM PDT permalink

Where's Mah Dooble EXP?!

Fix your -blam!-, Bungle!

So, yeah, This week's Double EXP Weekend is running a little behind. I blame Ninja 0n Fire. (He tells me that some fairly large updates are being deployed and as a result, we'll likely not see the Double EXP Weekend go live until tomorrow, or, *gulp* "later").

When it is ready to go, we'll let you know.

Halo 3Emotional Support 9/2/2010 5:52 PM PDT permalink

You Had Me at Halo

Your blog is a wonderland.

I remember when gasoline prices dipped below ninety cents a gallon. Summer of '95. Maybe '96. Had a job at Mermaid Car Wash - my first job. I was underage, of course, but underneath the thick, yellow waterproof suits, age didn't mean a thing. We were all just working class men. Men who hosed down the wheel wells of really big and excessively muddy trucks. Men who smoked filtered cigarettes and discussed the false hope inherent in Joe Camel's ultimate promise of a brand new Chevrolet Corvette in exchange for a mere one million bucks in Camel Cash. Men who taught the company mascot - a beautifully plumed Rainbow Parrot - to say things no creature should.

There's a lesson here, friends. And it ain't about the hazards of smoking.

John Mayer's Blog - Halo

Emotional Support 8/11/2010 9:08 AM PDT permalink

Incompetent Cartographer 5

Don't be playin' with my emotions!

The first dance went down on Riptide and though there were a few holes shot through her hull, the vessel remains afloat. Sure, Derek said that the submerged walkways were totally confusing and didn't add much to the experience, but who the hell is he to judge? Oh, right. He's a multiplayer designer. Dammit. She's seaworthy (barely), but taking on water.

Okay, so Riptide needs a little more work. A few patches here and there. That's cool. I didn't expect the first version to be a rousing success. I'm just glad it didn't make anyone throw down their controllers in abject disgust.

Lemme set the stage.

First thing first, we only had four players for the inaugural run. This was more of an exhibition match than anything else. Just looking to ensure that the initial spawns work and that we can, indeed, get a game in. (Also confirmed: initial loadout camera from Blue Base works as advertised.)

On the Red Team, Chad and Cameron. With me on the Blues is my man Derek. Well, he's not my man. We're just friends. At least we eat lunch together from time to time. But I don't pick up the check or anything. And then we go back to our desks. Alone.

So yeah, 2v2. Manos y manos.

First stop, DMR. I make the run out to the extended walkway's over watch position thinking I can take the Reds by surprise.

No dice, they've already identified their best firing position and they're using it to pepper my face with hot magnum. Nowhere to run, I drop down into the water below.

Collect the Rocket Launcher.

And run away.

Fortunately for me, the Reds aren't interested in giving chase, or putting rounds into my back, so I make it to the lift below Blue Base unscathed. Going up!

Only to cycle all the way back down and around to sneak in underneath their perch, armed and ready to deliver my explosive payload.

But my splash damage misses the mark. I only succeed in giving Chad's backside a slight burning sensation.

Allowing him to soar into the air like a bird.

Swoop down and around.

And come from behind with his newly acquired Shotgun. Which now seems like a terrible idea on this map. Who the hell put that thing down there, anyway?

Regardless of where the fault lies, Chad turns my upper body into so much bloody chum and my master plan to open the game with a bang ends with us down by a score of 4 to -1. Ouch.

And let it be said that Chad is indeed a gentleman and a scholar. He did drop down to collect his spoils, but he did not defile my moistened corpse with any celebratory crouching.

And the next time I claimed the Rocket Launcher, I decided to take it into the drink instead of dying and leaving it to be claimed by the other team. Head height water did the trick. At this point, Derek and I are desperately down by a score of 5 to 2, but our fortunes are about to change.

I can't upload the full video and I don't have the time to go into any more blow by blow breakdowns of the action, but let's just say that Cameron took to the skies, I took hold of the Rocket Launcher again (this time with much success), and Derek...well, Derek went Death Blossom with the DMR.

By the time it was all said and done, Blue Team turned it around and finished out strong. Blues win, 25 to 15.

The real story is that Riptide isn't really set up for 2v2. It's just too big. And it's not anywhere near ready for prime time, either. But there weren't any game breakers and I think I already have a good way to solve for Derek's feedback. Before I do, though, I want to widen the net and see what comes out of the official round of playtesting. Start building a consensus on what works and what's total crap. As soon as I have that feedback in hand, I'll start thinking about revisions and form my Forge plan of attack, armed (hopefully) with a wealth of invaluable information.

Stay Tuned.

Game GuideHalo: Reach 8/3/2010 1:39 PM PDT permalink

Incompetent Cartographer 4

You're dead. D-E-D. Dead.

Did a little bit of work this morning on the map formerly known as Jurkout. Riptide is coming along nicely, if I don't say so myself. As you can see from the new overview, I've added some additional side routes and slapped in some spawns. Spiffy, eh?

At first, I plopped down like eight initial spawns for both teams, but Chad told me that it's not necessary as long as I crowd them with standard spawn points. When a player spawns into a match at the beginning of the game, the influence on surrounding spawns becomes super high. So, as long as you haven't placed the opposing team's spawns with direct line of sight to your first drop, you should be a-okay with a few initial spawns and a buttload of regulars.

We'll see if he's right when it comes to playtesting this sucker. I'm actually kind of hoping I run into some significant spawning issues so I can detail them out for you. If not, I hear Chad is working on something that will offer much more detail and expert advice on the subject anyway. It's probably a wood carving. That'd be awesome.

So, here's back of Red Base. Before I dropped these spawns into place, I switched back to player mode and stood in the proposed spot to make sure I had some good cover and a visible route to run from word go. Since I'm down on the water, and that water can be deadly, I needed to account for players who hold forward on the stick at spawn. Don't want my eager beavers dropping into the drink, now do I? Nope, I want them safe and sound and headed in the right direction. On Riptide's low side, that means exit, stage Blue Base.

I also added some additional spawn points along the side routes, so if a team happens to occupy both bases simultaneously, there's still some safe territory to tread along either side of the map.

And as I mentioned above, I added some additional routes heading in and out of both bases by extending the floating side platforms all the way back to Red Base.

Conversely, here's a look at Blue Team's spawns. Initially, they all start out up top, but there are ample spawns above and below to account for safe reincarnation.

See? Placing the spawns below the water line proved problematic. They're really tough to see once submerged. I opted to make these particular points fixed, so I could float them just above the surface.

Spawns taken care of, I did a little light housekeeping. I kept hitting my head on this structure when I leaped over the water.

So it's dead to me. I don't need the budget, but there's nothing worse than smacking your helmet and falling to your death during what otherwise should have been an expertly timed leap of faith. One thing I really appreciated during this delicate operation was the ability to see which object I was about to manipulate by pressing X. Forge kindly popped up the properties of the correct object, so I knew that the subsequent deletion was going to remove the exact right piece. Yay, science!

I need a weapon. Get it? Master Chief delivered that line in the blockbuster video game, Halo 2. Here, I'm slapping in a DMR at the top of the main structure at Red Base. It's got a sweet line of sight to the Blue Base's extended platforms so you can deliver super fun suppressive fire.

And you'll be able to operate a little more effectively from Red now that I've decided to glass off the central window inside the Blue Base. Just seemed a little too enticing for campers. If you want to assault Red, you'll have to move outside your comfort zone. If it turns out that this new addition is too restrictive, I'll utilize the already detailed delete function to break it back open.

The extended walkways offer little in the way of cover, but they will reward you with a longer range weapon if you dash out to the far end.

And you'll likely want somebody out on the ledge since the Red Team will be heading low to claim the partially submerged Shotgun.

And moving out into the Kiddie Pool to snag the Rocket Launcher. I tried to time the Rocket run as best as I could. By my count the mad dash from either initial spawn is right at nine seconds, with both teams needing to leave cover to get their hands on the totally tubular death dealing machine. Hopefully, it'll play out all Risk vs. Reward like. No telling until I get some games in.

Which is my next stop. Riptide was submitted to our official internal playtest group this morning. If all goes to plan, I should be seeing some feedback (and tons of sarcastic remarks) pretty soon.

Stay Tuned.

Game GuideHalo: Reach 8/2/2010 12:29 PM PDT permalink

Incompetent Cartographer 3

License to Kill.

I thought I'd be slapping in spawns today, but I caught Cotton checking out someone other lucky employee's Forge creation, got jealous, and asked him to come over and inspect my work. His diagnosis was far from positive, but it's all good. I'll take all the advice I can get.

"People are going to get murdered at spawn down here."

Well, I haven't added Carney's recommended columns yet! But crap, he's right. My low base is wide open (that's what she said!) and I need to add in some cover. Forge to the rescue.

To get a good look at a the sight lines a player up top would have on a player spawning down below near the water, I added in some initial spawns. I'm a visual learner. Helps me conceptualize the imaginary action. Plus, they're like little kick ass army men.

Along with some expert level crate repositioning, I deftly added some cover at the front of the main platform and along the side routes. Cotton suggested I think about where I'd want the low team to have to expose themselves to the players up top. And he wasn't talking about doing anything illegal, either.

From the opposite point of view, you can see my three new additions to the side routes. I topped off the dance floor, added some small archways over the watery walkway, and roughed in a completely custom barricade door thingy along the side of the main base and another over the nearby platform. Hopefully, these will all conspire to give the low team some cover as they make their way towards the sweet ordnance I've yet to sprinkle around the map. (Another problem I'm not going to think about just yet.)

Oh, and while I was thinking about the red team's perspective, I decided to think about their actual perspective. This is a loadout cam. You can choose each team's point of view at the opening of the game with this little gadget. Nifty, eh?

Up top, I've decided to make the roof off limits, but instead of going with immediate evisceration via a Kill Boundary, I'm keeping it nice a soft. It's a steal at zero dollars! 10 seconds in the roost and you've overstayed your welcome.

What's in the box? Skull and Bones. The universal sign for pirates. Yar, I mean death!

Okay, went a little overboard. Don't want the blues to eat it at spawn. You have 10 seconds to comply! Good thing I have control over the size and shape of this death dealing delimiter. Now I just need to get it into shape.

I only had about an hour to fiddle before the workday kicked off proper. Unfortunately, Jurkout will need to wait for a while. The good news is that I totally got promoted for my Forging efforts. I'm investing in my future!

Next stop: spawns. After that, playtest. Cotton tells me I won't learn a thing about my map by staring at it. Sooner or later, I gotta get some feedback. It just won't be today. But soon.

Stay tuned.

Game GuideHalo: Reach 7/29/2010 2:09 PM PDT permalink

Incompetent Cartographer 2

Time to dance!

Lars is busy cranking away at project "Bakken Crick," and here I am, still stuck in Jurkout. I took Chad's advice from yesterday and added some more flat real estate to the back half of shadow base, using some bridges and floating landing pads that connect back to the central, lower structure. Hopefully, the additional square footage will make the process of creating the myriad of spawns I'll need that much easier.

To tell the truth, I'm not looking forward to it. While there are a whole host of Forge improvements designed to aid in general construction, spawning is and always will be a thinking man's game. Basically, I'm screwed. But it's not all doom and gloom. Chad's promised to give me a few pointers here and there. Hopefully, when we get to that point in the process, his pointers will help you out, too.

But we're not there yet. Carney told me I should add more cover to the lower routes. He suggested I use columns and noted that they've been properly man sized. I only had a brief encounter with Jurkout today, so I didn't get a chance to add them into the mix, but as you can see, I did drop in a pair of man cannons to create a second route up into the back base. From inside, you can drop back down and head through the water up the gut, branch around to the platforms on either side, or ride the central gravity lift back up. Seems like it could play out okay and provide a cool cat and mouse experience. Of course, more likely it'll just be janky and totally suck.

After my first foray into map making, I was asked to drop a Spartan into the mix so people could get a better sense of Jurkout's overall size. See that white blip on the top of the central tower in the image above? That's an initial spawn point, properly Spartan sized. And for that matter, the tower itself is straight out of Lockout. Hopefully, that gives you better grip on the map's scale.

There's our friend again, seen from the top of the aforementioned tower. Check out the sweet blue lighting effect on the cavern wall behind the base. And yeah, I added some ornamental shizzle on the base's rooftop. Can't decide if I want to let players mess around up there, though. We'll see.

Here's the newly added dance floor and a look at one of the man cannons and the upper a lower entrances to the base.

And the view from inside, looking down on the central route below.

From one of the base's extended, raised walkways.

Back the other way from the kiddie pool.

So, there you go. Day 2. (Not that I'm going to be able to update you each and every day.) Next time, I'm going to incorporate some additional cover, play with the movement between the lower routes so people don't accidentally hit the drink thinking they're on solid ground (thanks for the tip, Chad!), and start figuring out where I'm going to put spawns and weapons.

Wish me luck! I'm gonna need it.

Game GuideHalo: Reach 7/28/2010 3:44 PM PDT permalink

Are You The Keymaster?

Still have your Halo: CE keycode? Step inside.

Astute users over at HBO noticed that The Wolf did some clarifying on our forums recently. Remember those remarks he made on the podcast way back when? He's about to make good. Hit the link to find out how.

Halo: CE PC Keys

FAQs and Info 7/28/2010 8:57 AM PDT permalink

Troy's Prop Workshop

Where does he get those wonderful toys?

Read Full Top Story

Breaking InFAQs and InfoHalo: Reach 6/2/2010 2:24 PM PDT

How to Give Good Feedback

Help us, help you.

So you’ve downloaded the Halo: Reach Beta, played some games, and now you want to sound off. Great! We want to hear from you. Here are a few tips to help you make your voice heard.
Be Succinct
Cut to the chase. As you can see, our Beta Feedback forums are awash in lengthy reviews, passionate diatribes, and totally doable feature requests. Make your subject line clear and concise and it’ll help your feedback cut through the muck.
Good Feedback

Subject: Stockpile Scoring Issue

Body: In Stockpile someone else on your team can pick up flags you’ve placed in the stockpile and put them back to get credit for the score.

Oh, that’s not cool. We’ll fix it for ship. Good feedback!
Great Feedback
The only thing that would have made the above even better would be a link to a Saved Film showing the exploit in action. In fact, every good report is made better by simply attaching a relevant Film Clip and the link to the game itself from your history page.

Like this.

Since doesn’t automatically link the two, please include the Saved Film AND the link to the game in question from your stats page.

A good example of the effectiveness of this method is spawn reporting. A thread about how spawns “totaly suk” isn’t all that helpful. A thread highlighting a particularly egregious spawn you experienced while you were hanging out in the Rock Garden on Powerhouse, complete with a link to the game in question and a Film Clip of the event occurring right before our very eyes, is exactly the sort of thing we’re looking for.
Not so Good Feedback

Subject: “Who misses the legendary BR?”

Over the last week i have been thinking after looking at some game play footage what the ... have Bungie done why have they tried to make a game like CoD. But since i have got the beta I am surprised to say i am totally wrong it is still halo but i am sad to see the end of the LEGENDARY BR!!

What do we learn from this kind of feedback (aside from the obvious stuff I won’t cover for fear of badly bruising a young child’s ego)? Well, nothing. Matters of opinion are all fine and dandy, but they’re not very constructive and they don’t provide us with any useful data. The same goes for overly elaborate posts that break down the current weapons palette, bullet-by-bullet, with explicit instructions regarding potential modifications that you feel would make them better. We’ll be able to see exactly how effective or ineffective each weapon is using the wealth of statistical data we are collecting.

Reviews of our work-in-progress beta software, both positive and negative, are welcome, but we ask that you keep them isolated to the Review Thread we’ve pinned so feedback and bug reporting doesn’t become buried under the tremendous weight of your glowing praise or damning criticism.
Done Before
It should also be noted that the issue you’re reporting has likely already been identified. Take a minute to search the Beta Feedback Forum and glance at our thread setup to cover and consolidate known issues.

Re-posting known issues only serves to push other relevant topics off the front page, making them more difficult to find. You aren’t getting sweet credit for being first, you’re likely making it more difficult for us to key in on relevant issues, including your own. Zero e-credits for you.

Seek out established threads where users are already discussing the issues you’re experiencing and it will be much appreciated. Feel free to add your own data and link us to any relevant film clips you have so we can see the problem first hand. Naturally, threads covering widespread issues should bubble up to the top and stay afloat.
Be Nice!
We really shouldn’t have to tell you this. It’s just good common sense. People are more inclined to listen to you if you communicate with them respectfully. Verbal diarrhea and vitriolic rants are not only unhelpful, they’re also uncivilized. The intent of our feedback forum is to give our awesome users a sounding board to let us know what’s not up to snuff for retail release. Wading through your typographically challenged rant makes that a significantly less than enjoyable experience. More importantly, it requires that we sift through useless information to get to the good stuff.

Please play nice. We can and will nuke you with the Banhammer. And we'll enjoy it. We’re cranky like that.

Oh, and one more thing. While we’re definitely interested in gauging the community response to the Halo: Reach Beta, some things are ultimately subjective and implemented by design. If you’re furiously typing up a tome with the belief that your expert opinion on weapon balance or fundamental game mechanics desperately needs to be heard, you’re likely throwing your keystrokes away.

We are listening, we are watching, but we are not going to make major changes based on your day one review – even if you have a really high k/d ratio, tens of thousands of Halo 3 games tallied, and credentials that date back to the halcyon days of Halo: CE.

Thanks for playing the Beta and thanks for the feedback.

HelpHalo: Reach 5/4/2010 11:28 AM PDT permalink

St. Louis to Seattle: Urk's Tale

One man-child's great journey to the magical Northwest.

I can’t mark the moment the realization took hold. Even the interview loop—made ethereal by nearly eighteen hours without sleep—seemed shrouded in fog. Reality seemed comprised only of Missouri, Iowa, South Dakota, Wyoming, Montana, and Idaho. States that faded away as fast as my wagon—a trusty Honda—could power me westward.

It could have clicked someplace in South Dakota, where the bleached grass was broken only by hand painted signs promising marvels in The Original 1880’s Town. Authentic set pieces from Dances with Wolves, Otis the Camel, and a Casey Tibb’s museum. They even proclaimed ownership of the “Real” General Lee. Whether or not they had the old Duke boys’ wheels stored away in an old, graying barn or the actual Civil War general, a gnarled gray visage stuffed and propped, I’ll never know. When 1880’s Town came up on the left, I didn’t take my foot off the pedal.

Because as strange as the promises offered by those hand painted signs seemed, as surreal and absurd as packing up my belongings and heading to Seattle was—the endpoint on my map was Kirkland, Washington. I had landed a gig with Bungie.

How bizarre.

I remember watching the Halo 2 E3 Demonstration (yeah, that one) and just being floored by it. The curious opening notes as the Chief’s Pelican ducked down below the cloud cover, the gravity-defying megalopolis of New Mombasa looming, and the decimated defending UNSC ground forces, left in no condition to fight.

When I walked into the interview with Bungie at eight o’clock in the morning, similar sensations coursed through me. A sense of curiosity and wonder, the looming prospect of a day packed with 11 interviewers, and the fear that the previous night, sleepless, nearly every moment spent with my laptop in the hotel room writing (and rewriting) the required submissions—an assignment that was handed over by the hotel concierge just before I begrudgingly drug my suitcase toward the elevator that carried me to my room—could've sapped my fortitude and rendered my responses senseless and unintelligible. Apparently the good burgers at Bungie thought I was wide awake.

I kept my foot on the pedal. And I filled my tank again and again, with the bitter wonder of freshly brewed and generously poured coffee.

“How do I get a job at Bungie Studios?” It’s not an uncommon question. It pops up all the time in the usual community haunts. But it might be the wrong one to ask. I did a fifteen year stint working jobs that answered the wrong questions. “How much will I earn?” ‘How long is the commute?” “Will it advance my career?” I wanted to be a writer, but words didn’t answer those questions for me. So I worked retail, and then customer service, and then Information Technology. And I can’t remember the exact moment the realization took shape for me, but sure enough, one day I allowed myself to entertain the idea that I could be a writer. Not with an eye toward working for Bungie, or any other company for that matter, but because it’s something I’m passionate about. Because my mom has a binder in the living room curio filled with stories I was conjuring up from Kindergarten on. Because I love doing it.

In the coming months I’m going to be talking to other Bungie employees, some you may already know, others who are somewhat new to the team. Though their stories probably won’t be as maudlin as my own, they should give you a great look into the diverse paths taken to land jobs at Bungie across multiple disciplines. Buckle up. I hope you’ll enjoy the ride as much as I have.

CommunityEmotional Support 10/22/2008 11:35 AM PDT permalink

Bungie Weekly Update: 10/03/08

With Luke and Sketch bound for Tokyo, I'm the only one left to provide you guys with your weekly update. Sucks to be you. Or does it?

Read Full Top Story

Bungie Weekly UpdateHalo 3Emotional Support 10/3/2008 6:38 PM PDT