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Chronique:BWU 18/06/2010
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I just flew in from LA, and boy, are my arms tired!
Actually, my feet are feeling the bulk of the burn in the wake of this year's E3 extravaganza. And my fingers after attempting to transcribe the absurd amount of customization options we're planning for Firefight 2.0 (which you'll find embedded below). And my fragile mind, from nearly melting down after what felt like endless hours of backstage Reach demos.
The latter was much easier than I'd anticipated. After Marcus got a face full of makeup, he went way above and beyond to set the stage beautifully for us at Microsoft's E3 keynote with the first ever glimpse of SPAAAAAAAAAAAAAAAACE!
After the spectacle, everybody and their mother wanted in on a sneak peak at Bungie's space faring goods. We quickly became experts at blasting through the sweet slice of sand and stars, too. After dozens upon dozens of showings, we could run up the beach in our sleep, initiate the launch sequence blindfolded, and shatter the first wave of inbound Covenant bogeys without even breaking a sweat.
During one play through Mike Zak forgot to switch the controls back after we made the hand-off, but without missing a beat, he played through the first half of the demo inverted even though he's always been a non-inverted guy (he's Canadian, go figure). Nobody even picked up on it, though. His run was still golden.
If you haven't seen the play through for yourself, you should take a moment to drop by our Reach project page. There you'll find both the Campaign and Firefight trailers we launched earlier in the week alongside a pile of new screenshots and renders we packed into the cargo bay.
And while we tackled the press corps' finest behind closed doors in our media briefing room (which was lavishly disguised as an ultramodern (and super cramped) living room), Sketch and Tung descended unto the teeming sea of humanity to tackle the public theater experience below. They even went off script and opened up some four player Firefight to participants plucked straight out of the audience. According to Brian, Tung was on fire and turned in a couple of "perfect games," though apparently the films have been lost to the annals of time.
Personally, I find it hard to believe. During some hands-on sessions we ran in the later hours on Tuesday night, Tung challenged me to a Firefight showdown. "Let's see who the better player is, Ginger," he sniped. Three Waves and twelve minutes later, I'd amassed 12,621 points. Joe Tung, self-proclaimed best player at the studio? A paltry 5,771. Now, I've never claimed that math is my strong suit, but I'm pretty sure that's nearly twice the points.
As folks were lining up outside the theater, things got downright dirty between our boys and the Gears of War 3 crew. It's tough enough to split time and share precious theater space with a rival studio, but swag is where you gotta draw the line. On days two and three things reached a boiling point and t-shirts emblazoned with crimson Cogs began bombarding the Halo: Reach line. A full scale swag showdown of Epic proportions erupted.
The fighting was fierce. The tweets rained down like fire, my friends. But just when things looked most bleak, with Sketch threatening to "swagstomp" Epic with a volley of Reach-themed pins, t-shirts, and bottle openers, Cliff arrived at the theater bearing a peace offering.
Sporting a fresh Gears of War 3 t-shirt hot off the presses, Sketch declared that a delicate cease fire had been struck between our two camps. The Swag Wars of 2010 were over. Bungie + Epic = Battle Bros to the End.
So, we promised some good coverage of our E3 escapades and hopefully you followed along in realtime. If you missed out on any of the embedded journalism Brian brought to Bungie Tweets, we've got you covered. Sketch went ahead and posted the cream of the crop into a sweet flickr slide show, complete with commentary. Bam!
The image of me being hounded by the Japanese paparazzi probably warrants some additional explanation. Our resident expert on all things Asian (and Mr. Miyagi to our young hero, Carney-san), Joe Tung, tells me they were simply enamored because they believe that gingers don't have souls. The reality is that I'm huge in Japan. (And that they may or may not have been told I was Frankie.)
Wax On
I'd also like to note that while I was happy to see the Dirty Manassas on the drink menu, I was heartbroken to see that "Six on the Beach" didn't make the grade. Some of my best work. Oh, well. Maybe next year.
While the majority of this update is dedicated to wrapping up all the E3 aftermath, it would be a damn shame if we didn't give some props to the studio-at-large. Most of the Reach team stayed behind this week with bigger fish to fry, continuing to blitz through the remaining bugs as Reach proper comes into the ZBR home stretch. It's almost there.
The monumental amount of work involved with prepping our E3 content for show (and still being injected into what will become the retail build) is absolutely mind blowing. Though our E3 away team got to bask in a little bit of glory this week, witnessing firsthand the stunned looks on everyone's faces as space was finally revealed and we unwrapped Firefight live for the very first time, we want to make sure that none of our stay at home heroes went unsung.
For Marcus and the team, Reach has been a massive investment of talent, resources, and time. When we say this is the most ambitious game Bungie has ever built, we're not just blowing smoke. The proof is in the pudding. Reach is huge and it is awesome. Space combat in Campaign and Firefight 2.0 are two examples that we felt strongly demonstrate what this team is capable of. We were damn proud to show them both off on the rest of the team's behalf.
One thing you might have seen was female Spartans. Real female Spartans, too. No longer will our Halo-playing ladies be relegated to gear fit for a knuckle draggin' male. Nope. It's all form-fitting fashion from here on out.
Brian wanted me to make sure that I clarified the distinction between male and female and further expounded on the role that player customization plays across all of Reach's modes. All of your Spartan armor choices and investments, with a few notable exceptions (i.e. Flaming Helmet in Campaign cutscenes) translate across all game modes. That goes for gender as well. So, while we were showing off Noble Six's female side in our Campaign trailer and in Firefight, if you're more into the manly stuff it'll totally be your call. You get to flip that switch.
And there's more. Noble Six isn't the "strong, silent type," either. Both male and female voice actors were cast for the role, so whichever gender you choose, you'll won't miss out on any facet of the full campaign experience.
You might also note that I've unmasked another Armory exclusive in the screenshot above. In Firefight, you'll be able to earn additional first person Firefight Voices via the Armory. In the E3 build, we let players listen to Noble Six, Carter, Kat, and Jorge regale them as they cut wave after wave of Covenant infantry down to size. Of course, there will be plenty more to choose from in the full game, but I don't have time to dig too deeply into all the details. I've got some Firefight business to take care of.
Yup, Firefight is back. Yup, it's better than ever. And yeah, as promised on Bungie Tweets earlier this morning, I'm about to drop an epic breakdown of most of the options you're likely to have at your disposal in September. I say "most" because there are still some things about Firefight we're not ready to reveal and I say "likely" because Lars wanted me to make it abundantly clear that the game isn't shipped until it's shipped. Until then, everything is subject to change.
That said, get ready for Scrollpocalypse 2010. Here's the Firefight options stripped right out of the build we brought with us to E3:
FIREFIGHT SETTINGS
WAVE PROPERTIES
ROUND 1 WAVE PROPERTIES
SKULLS (ON or OFF)
RED
BLUE
YELLOW
MYTHIC
CATCH
TOUGH LUCK
FAMINE
CLOUD
TILT
BLACK EYE
GRUNT BIRTHDAY PARTY
COWBELL
IWHBYD
INITIAL WAVE
USES DROPSHIP
ENABLED
DISABLED
SQUAD SELECTION ORDER
ORDERED
RANDOM
SQUAD 1
GRUNTS
ELITES
ELITE PATROL
ELITE INFANTRY
ELITE TACTICAL
ELITE AIRBORNE
ELITE SPEC OPS
ELITE GENERALS
ELITE STRIKE TEAM
BRUTES
BRUTE PATROL
BRUTE INFANTRY
BRUTE TACTICAL
BRUTE CHIEFTAINS
BRUTE KILL TEAM
HUNTERS
HUNTER PATROL
HUNTER INFANTRY
HUNTER TACTICAL
HUNTER STRIKE TEAM
HUNTER KILL TEAM
SKIRMISHERS
SKIRMISHER PATROL
SKIRMISHER INFANTRY
JACKALS
JACKAL PATROL
JACKAL SNIPERS
HERETICS
HERETIC SNIPERS
HERETIC HEAVY
SQUAD 2
(SAME AS SQUAD 1 ABOVE)
SQUAD 3
(SAME AS SQUAD 1 ABOVE)
MAIN WAVES
USES DROPSHIP
ENABLED
DISABLED
SQUAD SELECTION ORDER
ORDERED
RANDOM
SQUAD 1
(SAME AS SQUAD 1 ABOVE)
SQUAD 2
(SAME AS SQUAD 1 ABOVE)
SQUAD 3
(SAME AS SQUAD 1 ABOVE)
SQUAD 4
(SAME AS SQUAD 1 ABOVE)
SQUAD 5
(SAME AS SQUAD 1 ABOVE)
BOSS WAVE
USES DROPSHIP
ENABLED
DISABLED
SQUAD SELECTION ORDER
RANDOM
ORDERED
SQUAD 1
(SAME AS SQUAD 1 ABOVE)
SQUAD 2
(SAME AS SQUAD 1 ABOVE)
SQUAD 3
(SAME AS SQUAD 1 ABOVE)
ROUND 2 WAVE PROPERTIES
(SAME AS ROUND 1 ABOVE)
ROUND 3 WAVE PROPERTIES
(SAME AS ROUND 1 ABOVE)
BONUS WAVE PROPERTIES
BONUS WAVE DURATION
15 SECONDS
30 SECONDS
45 SECONDS
60 SECONDS
90 SECONDS
2 MINUTES
USES DROPSHIP
ENABLED
DISABLED
SKULLS
(SAME AS ROUND 1 WAVE PROPERTIES ABOVE)
SQUAD SELECTION ORDER
ORDERED
RANDOM
SQUAD 1
(SAME AS SQUAD 1 ABOVE)
SQUAD 2
(SAME AS SQUAD 1 ABOVE)
SQUAD 3
(SAME AS SQUAD 1 ABOVE)
WAVE LIMIT
ONE WAVE
ONE ROUND
TWO ROUNDS
ONE SET
TWO SETS
THREE SETS
FOUR SETS
FIVE SETS
TEN SETS
NO LIMIT
TIME LIMIT
1 MINUTE
2 MINUTES
3 MINUTES
4 MINUTES
5 MINUTES
6 MINUTES
7 MINUTES
8 MINUTES
9 MINUTES
10 MINUTES
12 MINUTES
15 MINUTES
20 MINUTES
30 MINUTES
45 MINUTES
60 MINUTES
NO LIMIT
GENERATOR PROPERTIES
GENERATOR COUNT
DISABLED
1
2
3
SPAWN ORDER
SEQUENCE
RANDOM
LOSS CONDITION
LOSE ONE
LOSE ALL
SCENARIO SETTINGS
HAZARDS
ENABLED
DISABLED
WEAPON DROPS
ENABLED
DISABLED
AMMO CRATES
ENABLED
DISABLED
CUSTOM SKULL SETTINGS
RED SKULL SETTINGS
SPARTAN TRAITS
SHIELDS AND HEALTH
DAMAGE RESISTANCE
UNCHANGED
10%
50%
90%
100% (NORMAL)
110%
150%
200%
300%
500%
1000%
2000%
INVULNERABLE
SHIELD MULTIPLIER
UNCHANGED
NO SHIELDS
NORMAL SHIELDS
2X OVERSHIELDS
3X OVERSHIELDS
4X OVERSHIELDS
SHIELD RECHARGE RATE
UNCHANGED
-25% (DECAY)
-10% (DECAY)
-5% (DECAY)
0% (NO RECHARGE)
10% (SLOWER)
25% (SLOWER)
50% (SLOWER)
75% (SLOWER)
90% (SLOWER)
100% (NORMAL)
110% (FASTER)
200% (FASTER)
HEALTH RECHARGE RATE
UNCHANGED
-25% (DECAY)
-10% (DECAY)
-5% (DECAY)
0% (NO RECHARGE)
50% (SLOWER)
90% (SLOWER)
100% (NORMAL)
110% (FASTER)
200% (FASTER)
SHIELD VAMPIRISM
UNCHANGED
DISABLED
10% LEECH
25% LEECH
50% LEECH
100%% LEECH
IMMUNE TO HEADSHOTS
UNCHANGED
ENABLED
DISABLED
IMMUNE TO ASSASSINATIONS
UNCHANGED
ENABLED
DISABLED
WEAPONS AND DAMAGE
DAMAGE MODIFIER
UNCHANGED
0%
25%
50%
75%
90%
100%
110%
125%
150%
200%
300%
INSTANT KILL
MELEE MODIFIER
UNCHANGED
0%
25%
50%
75%
90%
100%
110%
125%
150%
200%
300%
INSTANT KILL
GRENADE REGENERATION
UNCHANGED
DISABLED
ENABLED
INFINITE AMMO
UNCHANGED
DISABLED
ENABLED
BOTTOMLESS CLIP
WEAPON PICKUP
UNCHANGED
DISABLED
ENABLED
EQUIPMENT USAGE
UNCHANGED
DISABLED
ENABLED
EQUIPMENT DROP
UNCHANGED
DISABLED
ENABLED
MOVEMENT
PLAYER SPEED
UNCHANGED
0%
25%
50%
75%
90%
100%
110%
120%
130%
140%
150%
160%
170%
180%
190%
200%
300%
JUMP HEIGHT
UNCHANGED
0%
25%
50%
75%
90%
100%
110%
125%
150%
200%
300%
PLAYER GRAVITY
UNCHANGED
50%
75%
100%
150%
200%
VEHICLE USE
UNCHANGED
NONE
PASSENGER ONLY
DRIVER ONLY
GUNNER ONLY
NO PASSENGER
NO DRIVER
NO GUNNER
FULL USE
SENSORS
MOTION TRACKER MODE
UNCHANGED
OFF
ALLIES ONLY
NORMAL MODE
ENHANCED MODE
MOTION TRACKER RANGE
UNCHANGED
10 METERS
25 METERS
75 METERS
150 METERS
APPEARANCE
ACTIVE CAMO
UNCHANGED
OFF
POOR CAMO
GOOD CAMO
WAYPOINT
UNCHANGED
NO WAYPOINT
VISIBLE TO ALLIES
VISIBLE TO EVERYONE
VISIBLE NAME
UNCHANGED
NO WAYPOINT
VISIBLE TO ALLIES
VISIBLE TO EVERYONE
FORCED COLOR
UNCHANGED
OFF
RED
BLUE
GREEN
ORANGE
PURPLE
GOLD
BROWN
PINK
WHITE
BLACK
ZOMBIE
WAVE TRAITS
DAMAGE MODIFIER
UNCHANGED
0%
25%
50%
75%
90%
100%
110%
125%
150%
200%
300%
INSTANT KILL
DAMAGE RESISTANCE
UNCHANGED
10%
50%
90%
100% (NORMAL)
110%
150%
200%
300%
500%
1000%
2000%
INVULNERABLE
SHOOTINESS
UNCHANGED
NORMAL
MARKSMAN
TRIGGER HAPPY
GRENADES
UNCHANGED
NORMAL
NONE
CATCH
VISION
UNCHANGED
NORMAL
NEAR SIGHTED
EAGLE EYE
HEARING
UNCHANGED
NORMAL
DEAF
SHARP
LUCK
UNCHANGED
NORMAL
UNLUCKY
LUCKY
LEPRECHAUN
EQUIPMENT DROP
UNCHANGED
ENABLED
DISABLED
IMMUNE TO HEADSHOTS
UNCHANGED
ENABLED
DISABLED
IMMUNE TO ASSASSINATIONS
UNCHANGED
ENABLED
DISABLED
BLUE SKULL SETTINGS
(SAME AS RED SKULL SETTINGS ABOVE)
YELLOW SKULL SETTINGS
(SAME AS RED SKULL SETTINGS ABOVE)
SPARTAN SETTINGS
RESPAWN TIME
10 SECONDS
15 SECONDS
20 SECONDS
25 SECONDS
30 SECONDS
45 SECONDS
60 SECONDS
90 SECONDS
2 MINUTES
3 MINUTES
ON WAVE
STARTING LIVES
UNLIMITED
NONE
1
2
3
4
5
6
7
8
9
10
15
20
25
50
MAXIMUM EXTRA LIVES
(SAME AS STARTING LIVES)
BASE TRAITS
(SAME AS SPARTAN TRAITS FOUND UNDER SKULL SETTINGS ABOVE)
LOADOUTS
LOADOUT 1
NAME
AIR ASSAULT
MARKSMAN
RECON MARKSMAN
EXPERT MARKSMAN
OPERATOR
GRENADIER
MEDIC
CORPSMAN
STALKER
DEMOLITIONS
INFILTRATOR
SECURITY
SPRINT
ARMOR LOCK
ACTIVE CAMO
[REDACTED]
DROP SHIELD
JET PACK
NOBLE 1
NOBLE 2
NOBLE 3
NOBLE 4
NOBLE 5
NOBLE 6
CARTER
KAT
JORGE
EMILE
JUN
[REDACTED]
[REDACTED]
[REDACTED]
[REDACTED]
JUGGERNAUT
BERSERKER
MAVERICK
ZOMBIE
DEMON
ANGEL
REDSHIRT
LING LING
POOKIE
FNG
NOOB
CAMPER
SPECTER
BUNKER
CLAYMORE
FIREBASE
INTEL
NINJA
POWER
COBRA
EAGLE
HOG
BEAR
WARRIOR
DECEIVER
[REDACTED]
PRIMARY WEAPON
ASSAULT RIFLE
DMR
CONCUSSION RIFLE
ENERGY SWORD
FLAK CANNON
FOCUS RIFLE
GRAVITY HAMMER
GRENADE LAUNCHER
MAGNUM
NEEDLER
NEEDLE RIFLE
PLASMA LAUNCHER
PLASMA PISTOL
PLASMA REPEATER
PLASMA RIFLE
ROCKET LAUNCHER
SHOTGUN
SNIPER RIFLE
SPARTAN LASER
SPIKER
[REDACTED]
UNCHANGED
SECONDARY WEAPON
(SAME AS PRIMARY WEAPON ABOVE)
ARMOR ABILITY
JETPACK
ARMOR LOCK
ACTIVE CAMO
DROP SHIELD
[REDACTED]
NONE
SPRINT
[REDACTED]
GRENADES
1X FRAG
2X FRAG
3X FRAG
4X FRAG
1X PLASMA
2X PLASMA
3X PLASMA
4X PLASMA
1X FRAG, 1X PLASMA
2X FRAG, 2X PLASMA
3X FRAG, 3X PLASMA
4X FRAG, 4X PLASMA
1X FRAG, 1X PLASMA
NO GRENADES
HIDE LOADOUT
NOT HIDDEN
HIDDEN
LOADOUT 2
(SAME AS LOADOUT 1 ABOVE)
LOADOUT 3
(SAME AS LOADOUT 1 ABOVE)
LOADOUT 4
(SAME AS LOADOUT 1 ABOVE)
LOADOUT 5
(SAME AS LOADOUT 1 ABOVE)
GENERAL SETTINGS
FRIENDLY FIRE
ENABLED
DISABLED
BETRAYAL BOOTING
ENABLED
DISABLED
You still with us? Pretty mind blowing, eh? Lars also wanted me to make it clear that while you do have a ridonkulous number of levers and knobs to fiddle with, you are still operating in the confines and context of Firefight. It's not limitless. He's been seeing some forum posts with blueprints for gametypes that might be a bit ambitious even for Firefight 2.0. The analogy he used is that this is the house that Firefight built - you won't be busting down walls and ripping out studs - but, sure, feel free to rearrange the furniture.
Oh, and I can confirm that Buggers are out of Firefight altogether and that the Black Eye skull isn't in unless you specifically customize the experience to include it. The default matchmaking version of Firefight will be one full Set, start to finish (unless you run out of lives), and when I checked in with Lars this afternoon he was busy prebaking a bunch of additional game types to bring to the table for launch.
Of course, we'll be keeping our eye out for sweet community variants as well, so when the time is right, make sure you drop your awesome Firefight variants into your File Share so we can dig out the good stuff.
Here's a few other highlights from the week, in no particular order:
Pete wrecking the rental car on the first day, getting a parking ticket, and then trying to tip the hotel valet with a sweet Reach t-shirt. (The valet was NOT impressed. Cash only, please.)
Steven Spielberg and his son getting some hands on time with the Sabre. Awesome.
Keighley joking that it was his early interview with Marcus that ultimately resulted in Reach's space combat.
"Brian's Game." He came, he saw, he did NOT press ass to porcelain inside the facilities at the Convention Center. The guy is a machine.
Getting a massive nostalgia hit checking out the newTwisted Metal.
Saying what's up to the boys working the En Masse Entertainment booth. Tera looks hot. Good luck with the launch, guys!
Lars' endless grin after the Firefight reveal went down and players refused to give up their seats during the first hands-on demos.
The mad dash Escape from LA with Tung at the wheel and Sketch taking point on navigation duty. E3's five o-clock conclusion coupled with Lakers madness made for a harrowing exodus, but we got out alive and got back to Seattle unscathed.
Seeing the life-sized Noble Team statue first hand.
Being trapped on the plane ride home between a guy who was snoring before all the bags were stowed and a dude whose funky breath had me reaching for the vomit bag.
Guys with big sacks. For swag.
Talking to MJW (you know who you are) outside the airport lounge and being totally grateful for his kind words after we reluctantly agreed to let him pick up our tab. Thanks for playing, Michael! You've got swag inbound. Wish we could do more.
And with that, we're done here. Honestly, it was such a whirlwind experience that it's nearly impossible to encapsulate. One of those gotta be there type things. If you were there and dropped by the experience, thanks for checking out the goods. If you weren't, well, I wouldn't worry too much. Launch is right around the corner and we'll be making some more noise sooner or later.