Modification de Chronique:Halo Bulletin 17/10/2012

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==17 octobre==
==17 octobre==
Ce bulletin est très important car il comporte un message invisible. Sur la version originale, il est nécessaire de surligner le texte pour que celui-ci apparaisse. Pour plus de lisibilité, les textes « invisibles » seront colorés en Ce message est la suite de celui du bulletin du [[Halo Bulletin 10/10/2012|10 octobre]]. Ces messages sont intégrés dans la [[campagne virale de Halo 4]]. Pour lire l'intégralité des messages voir [[CLASSIFICATION : ELEVENTH HOUR]].
 
Ce bulletin est très important car il comporte un message invisible. Sur la version original on doit surligner le texte pour que celui-ci apparaisse. Pour plus de lisibilité "invisibles" seront colorés en <span style="color:red">rouge</span>. Ce message est la suite de celui du bulletin du [[Halo Bulletin 2012 /40|10 octobre]]. Ces messages sont intégrés dans la [[Campagne virale d'Halo 4|campagne virale d'Halo 4]].  
===Original===
===Original===
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===Every time someone spreads a leak, an angel loses its wings===
===Every time someone spreads a leak, an angel loses its wings===
<center>{{#ev:youtube|W33507BdSZE|400}}</center>
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===Evolution of the Master Chief===
===Evolution of the Master Chief===


[[Fichier:HB 17-10-2012 Evolution of the Master Chief.jpg|600px|center]]
[[Fichier:Evolution of the masterchief.jpg|600px|center]]


As the video game industry advances, so does its tools and techniques, and that is readily apparent when looking at the Master Chief's evolution over the past ten years. Each iteration of our favorite Spartan super-soldier has been distinctive yet similar, but don't confuse design with canon - the Chief is the Chief, just with the details and idiosyncrasies based on what each time period and toolset has to offer. So embiggen the picture above by clicking on it, and enjoy the walk down Master Chief Memory Lane. Just don't wander off too long, because some brand new Meltdown screenshots are anxiously awaiting your attention.
As the video game industry advances, so does its tools and techniques, and that is readily apparent when looking at the Master Chief's evolution over the past ten years. Each iteration of our favorite Spartan super-soldier has been distinctive yet similar, but don't confuse design with canon - the Chief is the Chief, just with the details and idiosyncrasies based on what each time period and toolset has to offer. So embiggen the picture above by clicking on it, and enjoy the walk down Master Chief Memory Lane. Just don't wander off too long, because some brand new Meltdown screenshots are anxiously awaiting your attention.
<span style="color:red">FROM: CODENAME SURGEON<br/>
TO: CODENAME COALMINER</span>


===Meltdown===
===Meltdown===


<center>[[Fichier:H4-Meltdown 04.jpg|300px]] [[Fichier:H4-Meltdown 01.jpg|300px]]</center>
<center>[[Fichier:Meltdown4.jpg|300px]] [[Fichier:Meltdown1.jpg|300px]]</center>


<center>Brand spankin' new Meltdown screenshots 1 and 2!</center>
<center>Brand spankin' new Meltdown screenshots 1 and 2!</center>
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Meltdown is built around a looping layout with upper and lower pathways. The lower path is focused on vehicles (which tend to run loops around the map and perform hit-and-run actions on enemies), and the upper path is focused on infantry (which tend to move across the light bridges into the center combat space and use cover to ambush enemy players or move around the cliff walls and fight at range from the high ground). Throughout the design process, our goal was to make infantry feel on equal footing to vehicles. This is where the tighter vehicle paths, plenty of cover and numerous foot paths come into play. With this in mind, we wanted a level that felt like a large vehicle map while staying the size of a medium infantry map. Unlike the normal large vehicle maps that are usually seen in Halo, the tighter vehicle paths and prevalent infantry areas make it much easier for the player to traverse on foot without feeling vulnerable to snipers and vehicles. It's also possible to run from one side of the map to the other within a short amount of time, similar to other medium-sized maps.
Meltdown is built around a looping layout with upper and lower pathways. The lower path is focused on vehicles (which tend to run loops around the map and perform hit-and-run actions on enemies), and the upper path is focused on infantry (which tend to move across the light bridges into the center combat space and use cover to ambush enemy players or move around the cliff walls and fight at range from the high ground). Throughout the design process, our goal was to make infantry feel on equal footing to vehicles. This is where the tighter vehicle paths, plenty of cover and numerous foot paths come into play. With this in mind, we wanted a level that felt like a large vehicle map while staying the size of a medium infantry map. Unlike the normal large vehicle maps that are usually seen in Halo, the tighter vehicle paths and prevalent infantry areas make it much easier for the player to traverse on foot without feeling vulnerable to snipers and vehicles. It's also possible to run from one side of the map to the other within a short amount of time, similar to other medium-sized maps.


<span style="color:red">CLASSIFICATION: ELEVENTH HOUR [2/5]<br/>
SUBJECT: OVER THE FENCE</span>


<center>[[Fichier:H4-Meltdown 03.jpg|300px]] [[Fichier:H4-Meltdown 02.jpg|300px]]</center>
<center>[[Fichier:Meltdown3.jpg|300px]] [[Fichier:Meltdown2.jpg|300px]]</center>


<center>Brand spankin' new Meltdown screenshots 3 and 4!</center>
<center>Brand spankin' new Meltdown screenshots 3 and 4!</center>
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In the end, Meltdown became a fun level for both infantry and vehicle fans, and stands out in objective game modes. But look out for the Mantis, which has the ability to rip you a new one when you're not looking...
In the end, Meltdown became a fun level for both infantry and vehicle fans, and stands out in objective game modes. But look out for the Mantis, which has the ability to rip you a new one when you're not looking...


<span style="color:red">/FILE EXTRACTION-RECONSTITUTION COMPLETE/<br/>
/START FILE/</span>


===The Halo 4 Mantis===
===The Halo 4 Mantis===
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Inspired by Halo Legends, the Mantis started out as an armored exoskeleton that Spartans would equip, augmenting their abilities. It had numerous weapons, roles, mechanics and shapes, and featured a dedicated shield. It also had the ability to jetpack, use thrusters, and fire a Railgun. We even had an early prototype that consisted of the Chief riding in a giant scaled-up Chief (Yo dawg, we herd you liek the Chief, so we put the Chief in your Chief so you can play as the Chief while you play as the Chief). The idea then evolved into an actual mechanized vehicle, which was more epic in scale and fit the UNSC better.
Inspired by Halo Legends, the Mantis started out as an armored exoskeleton that Spartans would equip, augmenting their abilities. It had numerous weapons, roles, mechanics and shapes, and featured a dedicated shield. It also had the ability to jetpack, use thrusters, and fire a Railgun. We even had an early prototype that consisted of the Chief riding in a giant scaled-up Chief (Yo dawg, we herd you liek the Chief, so we put the Chief in your Chief so you can play as the Chief while you play as the Chief). The idea then evolved into an actual mechanized vehicle, which was more epic in scale and fit the UNSC better.
<span style="color:red">SPECIES CANDIDATE//LINE RECORD 94:73:02:75</span>


[[Fichier:Mantis concept.jpg|600px|center]]
[[Fichier:Mantis concept.jpg|600px|center]]
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Overall, it's slightly similar to the Scorpion tank in terms of health and armor, but it trades firepower for maneuverability, allowing the Mantis to be more agile than the Scorpion when needed. Also like the Scorpion, it is capable of being boarded by enemies and EMPed by a Plasma Pistol charge. One notable difference is that the Mantis is capable of using its weight to deliver a devastating stomp to crush enemies in front of it by pressing the melee button. Time your stomp carefully though, and remember that it's a risk reward. If you miss and or use it carelessly, you leave yourself open to being boarded.
Overall, it's slightly similar to the Scorpion tank in terms of health and armor, but it trades firepower for maneuverability, allowing the Mantis to be more agile than the Scorpion when needed. Also like the Scorpion, it is capable of being boarded by enemies and EMPed by a Plasma Pistol charge. One notable difference is that the Mantis is capable of using its weight to deliver a devastating stomp to crush enemies in front of it by pressing the melee button. Time your stomp carefully though, and remember that it's a risk reward. If you miss and or use it carelessly, you leave yourself open to being boarded.
<span style="color:red">UNGGOY// Sensors at Balaho indicate stability, no off-planet transport recorded since Solipsis. Runners are claiming that Buwan has been abandoned as well,</span>
[[Fichier:H4-Mantis (Infinity) 01.jpg|center|600px]]
The biggest challenge when designing the Mantis was making it feel satisfying both for the players piloting it and players fighting against it. The goal was to have an awesome new vehicle in Campaign and Multiplayer, and not have it pulled off the Multiplayer boards because it's impossible or too easy to counter. Through rigorous playtesting and prototyping, we pursued the "less is more" approach and simplified the Mantis into a much more focused experience.
One of the more effective roles for the Mantis in Multiplayer is base defense. It does especially well in close to medium ranges against both infantry and vehicles, but it's good to have some cover just in case. You don't want to be caught out in the middle of the battlefield in your big giant robot when the other team has a Spartan Laser. If used in an offensive operation (for example, escorting teammates toward the enemy flag), it is extremely critical to have a team supporting their fellow Mantis, killing potential boarders and anyone targeting the Mantis with a power weapon.
While piloting the Mantis is an enjoyable experience, so is blowing it up. Hooking up and polishing all the numerous little bits and doodads that splinter off the Mantis when each section starts taking damage and breaking apart was definitely the most fun (and time consuming) out of all the vehicles to setup. Each destruction asset piece is tuned to give proper visual response when popping off its parent region. There is a lot of attention to detail, and we made sure that the destruction is granular and satisfying.
Oh, one more thing to all you budding mech pilots: Watch your back, because she can be boarded from behind. And yes, that's what I said.
<span style="color:red">KIG-YAR// Eayn's native population continues to grow and expand within reasonable governing parameters; its economic and social lines have stabilized in the wake of the war. Muloqt, Kaelarot, and Valyanop, the primary interplanetary colonial sites, all remain static, with little notable movement. There are rumors of mercenaries operating alongside a handful of more conservative Sangheili states, although that has yet to be substantiated.</span>
===Section 3===
<span style="color:red">Classified</span>
[[Fichier:HB 17-10-2012 ARG H4 Symbole.png|45px]] remember to take out the garbage.
<span style="color:red">SANGHEILI// Most intel here originates from ground contacts, but sensors have assisted with validation. The primary issue with the Sangheili is that of discordant cultural symmetry. It is difficult to assess military growth across several dozen active colonial vectors all with disparate political structures. Nevertheless, any and all visible military activity appears to be internecine in nature.</span>
===Halo 4 Skulls===
[[Fichier:HB2012 n41-Allskulls-H4.jpg|600px|center]]
Skulls are a longstanding tradition in the Halo series and one we're excited to continue. Modifying gameplay and multiplying difficulty, the Skulls in Halo 4 will behave like the ones you already know and love from Halo: Reach. In Halo 4, they will be available in Campaign and are automatically unlocked from the start. For the uninitiated, you can find the names and descriptions below. By the way, if you're the type that leaves no stone unturned in your quest for hidden secrets, fret not, because the Domain Terminals will scratch that itch... and more.
Famine - Weapons drop much less ammo.<br/>
Tilt - Enemy resistances and weaknesses are increased.<br/> 
Mythic - Enemies have increased health. <br/>
Catch - Enemies are grenade happy! <br/>
Black Eye - Shields don't recharge unless you melee enemies. <br/>
Tough Luck - Enemies always go berserk, always dive out of the way, and never flee. <br/>
Iron - Co-op: Back to previous checkpoint on death. Solo: Restart mission on death. <br/>
Thunderstorm - Major upgrade to the capabilities of enemies. <br/>
Cloud - Motion sensor is disabled. <br/>
Cowbell - Acceleration from explosions is increased. <br/>
IWHBYD - Rare combat dialogue becomes more common. <br/>
Grunt Birthday Party - Headshot a Grunt, HAPPY BOOM TIME! <br/>
Blind - The HUD and the first person arms and weapon are hidden.
<span style="color:red">NOTE: A cluster of Sangheili frontier worlds saw a sudden and anomalous convergence of unregistered ships, largely cruisers of varying classes according to a handful of remote relays stationed nearby. By the time sensors were deployed, the ships were gone. The relays can't assess numbers or strength, but the readings we have indicate that this wasn't an expeditionary voyage or something tied to a single state. It appears to have been much larger.</span>
===Carve this way===
[[Fichier:HB2012 n41-HeadofMasterChiefinPumpkin.jpg|600px|center]]
Last year we provided a variety of pumpkin carving patterns perfect for your Haloween-related festivities, and this year we're doing the same. Below you will find seven different patterns, some relevant to Halo 4, some specific to Halo 4: Forward Unto Dawn, but all somehow related to this crazy thing called Halo. So choose your difficulty, pick your favorite pattern, print it out on a paper-like product and carve it into a large orange fruit (the white portions signify areas to carve while the gray patches should simply be scraped). Then, once you've completed the aforementioned activities, share it with us via the "Submit News" button on the front page. Yes, we want to see it, because we kind of sort of like you. And your gourd-like creations.
<span style="color:red">/END FILE/</span>
<center>[[Fichier:HB2012 n41-PaternPumpkins.png|300px]] [[Fichier:HB2012 n41-PaternPumpkins2.png|300px]]</center>
<center>[[Fichier:HB2012 n41-PaternPumpkins3.png|300px]] [[Fichier:HB2012 n41-PaternPumpkins4.png|300px]]</center>
<center>[[Fichier:HB2012 n41-PaternPumpkins5.png|300px]] [[Fichier:HB2012 n41-PaternPumpkins6.png|300px]]</center>
And that wraps up yet another Bulletin. Until next week...
<3,
bs angel
{{Collapse-end}}
===Traduction===
Traduction partielle par Elros sur [http://halocreation.superforum.fr/t13676-halo-bulletin-28-17-octobre-2012 Halo Creation].




==Source==
*[http://halo.bungie.org/halobulletins/71 Halo.Bungie.Org]


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*[http://halo.bungie.org/halobulletins/71 Source]


{{Halo Bulletin}}
{{Halo Bulletin}}

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