Modification de Chronique:BWU 14/07/2006

Le WikiHalo rappelle à ses contributeurs que toute information ajoutée doit être officielle et vérifiable. Les contributions sans sources et les théories sur Halo Infinite seront rejetées.

Attention : vous n’êtes pas connecté(e). Votre adresse IP sera visible de tout le monde si vous faites des modifications. Si vous vous connectez ou créez un compte, vos modifications seront attribuées à votre propre nom d’utilisateur(rice) et vous aurez d’autres avantages.

La modification peut être annulée. Veuillez vérifier les différences ci-dessous pour voir si c’est bien ce que vous voulez faire, puis publier ces changements pour finaliser l’annulation de cette modification.

Version actuelle Votre texte
Ligne 9 : Ligne 9 :
Why raise the bar when you can advance It?
Why raise the bar when you can advance It?


Our very own Marty O'Donnell, the retiring, almost reclusive composer of the Halo soundtracks, gave a rare, almost unprecedented [http://news.bbc.co.uk/2/hi/technology/5168820.stm interview with the BBC,] thanks in part to his current geographical location. He's in Brighton, England, attending a game developer's conference.
Our very own Marty O'Donnell, the retiring, almost reclusive composer of the Halo soundtracks, gave a rare, almost unprecedented interview with the BBC, thanks in part to his current geographical location. He's in Brighton, England, attending a game developer's conference.


"We're just making a nice game we hope people like. I do feel that in terms of implementing a music score in a game I am learning with each title and hopefully advance the bar for each project," he said, idly stirring his Pina Colada with its paper parasol. You can read more of Marty's mildly bewildered, yet intensely senile ramblings [http://news.bbc.co.uk/2/hi/technology/5168820.stm here] .
"We're just making a nice game we hope people like. I do feel that in terms of implementing a music score in a game I am learning with each title and hopefully advance the bar for each project," he said, idly stirring his Pina Colada with its paper parasol. You can read more of Marty's mildly bewildered, yet intensely senile ramblings here .


Actually the audio in the game (Halo 3) right now seems remarkably polished, although I'm reliably informed it's all placeholder. Certainly the music is lifted wholesale from the Halo 2 soundtrack and chosen to closely match "mood" with the new Campaign levels. The sound effects are another matter - right now, FOR DEVELOPMENT PLACEHOLDER REASONS ONLY (some of you know why and for whom I bolded that part) we have all the AI character dialog from Halo 2 running - so that Marines say the same things they did in the last game,
Actually the audio in the game (Halo 3) right now seems remarkably polished, although I'm reliably informed it's all placeholder. Certainly the music is lifted wholesale from the Halo 2 soundtrack and chosen to closely match "mood" with the new Campaign levels. The sound effects are another matter - right now, FOR DEVELOPMENT PLACEHOLDER REASONS ONLY (some of you know why and for whom I bolded that part) we have all the AI character dialog from Halo 2 running - so that Marines say the same things they did in the last game,
Ligne 23 : Ligne 23 :
Now we have to find a way to utilize that feature, without including any redundancy within our own UI. While discussing the System Link options, Dave revealed a very neat feature for LAN players. If you're connected in the same building through System Link and you all have Xbox Live gold accounts, it's possible to invite someone in, mid-session, from Xbox Live and continue the LAN party over Live. It seamlessly becomes a Live custom game rather than a System Link game. Small, but very neat.
Now we have to find a way to utilize that feature, without including any redundancy within our own UI. While discussing the System Link options, Dave revealed a very neat feature for LAN players. If you're connected in the same building through System Link and you all have Xbox Live gold accounts, it's possible to invite someone in, mid-session, from Xbox Live and continue the LAN party over Live. It seamlessly becomes a Live custom game rather than a System Link game. Small, but very neat.


[http://www.amazon.com/gp/product/0785123725/sr=8-1/qid=1152313355/ref=pd_bbs_1/103-6436582-3187027?ie=UTF8 The Halo Graphic Novel] finally shipped to retail this week - although we're getting lots of requests to know when it actually shows up in stores. The answer is basically any time between now and the 19 th - one of our local comic book stores for example, just put a sign in its window saying they were in stock. Ironically, we still only have the prototype version, so somewhere, Halo fans are slightly ahead of us.
The Halo Graphic Novel finally shipped to retail this week - although we're getting lots of requests to know when it actually shows up in stores. The answer is basically any time between now and the 19 th - one of our local comic book stores for example, just put a sign in its window saying they were in stock. Ironically, we still only have the prototype version, so somewhere, Halo fans are slightly ahead of us.
 
[[Fichier:BWU HGN cropped.jpg|center]]


The launch proper starts next week at the San Diego ComiCon, where lots of Bungie artists, as well as many of the luminaries who contributed to the graphic novel, will be on hand to sign autographs and hang out. The schedule below is subject to change of course, so please don't be mad/disappointed if your favorite artist is missing. The schedule for artists and Bungie folks is as follows, and remember to wear your Halo Cosplay for the Cosplay night! We'll be giving a prize to the best effort there and taking shots for Bnet.
The launch proper starts next week at the San Diego ComiCon, where lots of Bungie artists, as well as many of the luminaries who contributed to the graphic novel, will be on hand to sign autographs and hang out. The schedule below is subject to change of course, so please don't be mad/disappointed if your favorite artist is missing. The schedule for artists and Bungie folks is as follows, and remember to wear your Halo Cosplay for the Cosplay night! We'll be giving a prize to the best effort there and taking shots for Bnet.
Ligne 31 : Ligne 29 :
Here's when and where to look for folks at ComiCon.
Here's when and where to look for folks at ComiCon.


'''Thursday, July 20<sup>th</sup>'''
Thursday, July 20th


3:00 - 4:00pm
3:00 - 4:00pm


<span style="text-decoration:underline">''Marvel Booth''</span>
Marvel Booth


*Moebius
    Moebius
*Phil Hale
    Phil Hale
*Simon Bisley
    Simon Bisley
*Lee Hammock
    Lee Hammock


'''Friday, July 21<sup>st</sup>'''
Friday, July 21st


11:00 - 12:00pm
11:00 - 12:00pm


<span style="text-decoration:underline">''Marvel Booth''</span>
Marvel Booth


*Moebius
    Moebius
*Phil Hale
    Phil Hale
*Doug Alexander
    Doug Alexander
*Justin Sweet
    Justin Sweet


1:00 - 2:00pm
1:00 - 2:00pm


<span style="text-decoration:underline">''Diamond Booth''</span>
Diamond Booth


*Phil Hale
    Phil Hale
*Lee Hammock
    Lee Hammock
*Justin Sweet
    Justin Sweet
*Doug Alexander
    Doug Alexander


3:00 - 4:00pm
3:00 - 4:00pm


<span style="text-decoration:underline">''Marvel Booth''</span>
Marvel Booth


*Moebius
    Moebius
*Kent Williams
    Kent Williams
*Phil Hale
    Phil Hale
*Simon Bisley
    Simon Bisley


'''Saturday, July 22<sup>nd</sup>'''
Saturday, July 22nd


11:00 - 12:00pm
11:00 - 12:00pm


<span style="text-decoration:underline">''Diamond Booth''</span>
Diamond Booth


*Moebius
    Moebius
*Phil Hale
    Phil Hale
*John Van Fleet
    John Van Fleet
*Ed Lee
    Ed Lee


3:30 - 4:30pm
3:30 - 4:30pm


<span style="text-decoration:underline">''Marvel Booth''</span>
Marvel Booth


*Moebius
    Moebius
*George Pratt
    George Pratt
*John Van Fleet
    John Van Fleet
*Ed Lee
    Ed Lee


<span style="text-decoration:underline">''JOYRIDE BOOTH:''</span>
JOYRIDE BOOTH:


'''Saturday, July 22 <sup>nd</sup>'''
Saturday, July 22 nd


3:00-4:00pm
3:00-4:00pm


*Phil Hale
    Phil Hale
*Lee Hammock
    Lee Hammock
*Bungie Artists
    Bungie Artists


'''Sunday July 23 <sup>rd</sup>'''
Sunday July 23 rd


11-12 pm
11-12 pm


*Moebius
    Moebius
*Ed Lee
    Ed Lee
*Brett Lewis
    Brett Lewis
*Bungie Artists
    Bungie Artists


'''COSPLAY DETAILS!''' Saturday night of the ComiCon is Halo Cosplay nite! Technically it's any kind of Cosplay night, but we're encouraging fans to come dressed as their favorite Halo characters and we'll award random prizes to our favorite efforts. We'll also be on hand to hang out and have fun with attendees.
COSPLAY DETAILS! Saturday night of the ComiCon is Halo Cosplay nite! Technically it's any kind of Cosplay night, but we're encouraging fans to come dressed as their favorite Halo characters and we'll award random prizes to our favorite efforts. We'll also be on hand to hang out and have fun with attendees.




Ligne 116 : Ligne 114 :




'''PANEL DETAILS!''' But that's not all! Friday of the show, between 5 and 6pm, there will be a Halo Graphic Novel Panel, where artists, writers and other contributors to the HGN will be on hand to answer questions about the project and of course sign things. That will take place in Room 6A.
PANEL DETAILS! But that's not all! Friday of the show, between 5 and 6pm, there will be a Halo Graphic Novel Panel, where artists, writers and other contributors to the HGN will be on hand to answer questions about the project and of course sign things. That will take place in Room 6A.


'''A Totally Random Brief History of First Person Shooters'''
A Totally Random Brief History of First Person Shooters


One of the designers here at Bungie recently did an interview for a TV show airing later this year (I'll tell you more about that later on). In it, they discussed some of the history of First Person Shooters to date, and we got to talking about that, and I got to thinking.
One of the designers here at Bungie recently did an interview for a TV show airing later this year (I'll tell you more about that later on). In it, they discussed some of the history of First Person Shooters to date, and we got to talking about that, and I got to thinking.
Ligne 132 : Ligne 130 :
Lots of folks will claim that lots of things are shooters - from light gun games to Gradius and beyond, and they're right, but let's assume in the case of FPS , that "shooter" lets you aim a weapon with a cursor and shoot objects or opponents in some sort of 3D space that you also walk or run through. In that definition, Hexen is an FPS and Descent is not .
Lots of folks will claim that lots of things are shooters - from light gun games to Gradius and beyond, and they're right, but let's assume in the case of FPS , that "shooter" lets you aim a weapon with a cursor and shoot objects or opponents in some sort of 3D space that you also walk or run through. In that definition, Hexen is an FPS and Descent is not .


[http://www.answers.com/topic/3d-monster-maze 3D Monster Maze] , created in 1981 for the Sinclair ZX81, was not true 3D, didn't have any shooting, but did help define the basic premise of running through corridors filled with monster(s) - in this case, a lone T-Rex. But was it an FPS? Not yet.
3D Monster Maze , created in 1981 for the Sinclair ZX81, was not true 3D, didn't have any shooting, but did help define the basic premise of running through corridors filled with monster(s) - in this case, a lone T-Rex. But was it an FPS? Not yet.
 
 
 


[[Fichier:BWU 3D monster maze.jpg|center]]
In 1985, Novagen took an enormously ambitious leap forward with a game that let you fight in true 3D (represented by at the time, state of the art wireframe graphics) across a huge "galaxy" on foot and in vehicles in Mercenary , for the Atari 8 bit computers. Like the earlier Elite , there was plenty of space travel, but unlike Elite, you were "free" to roam around planet surfaces on foot. Slow, certainly, but for many, it was a liberating experience. But was it a first person shooter? Not exactly. More like first person explore 'em up.




In 1985, Novagen took an enormously ambitious leap forward with a game that let you fight in true 3D (represented by at the time, state of the art wireframe graphics) across a huge "galaxy" on foot and in vehicles in [http://www.zzap64.co.uk/zzap11/mercenary.html Mercenary] , for the Atari 8 bit computers. Like the earlier Elite , there was plenty of space travel, but unlike Elite, you were "free" to roam around planet surfaces on foot. Slow, certainly, but for many, it was a liberating experience. But was it a first person shooter? Not exactly. More like first person explore 'em up.


[[Fichier:BWU Mercenary.jpg|center]]
Now you can go back to 1980 and look at Battlezone - Atari's seminal vector graphics (wire frame graphics displayed on a special kind of monitor) coin-op and say, "Hmmm, this is 3D, has shooting, is displayed in first person, has cover objects and radar." Halo 2 has all of those. Is Battlezone then the first ever FPS? And Battlezone is vehicle based. For an FPS nerd, that makes it no more First Person Shooter than Donkey Kong. Where, for instance is the person ? Arguably, he's in the tank, but there are dozens more arguable cases between 1980 and 1992.


Now you can go back to 1980 and look at [http://en.wikipedia.org/wiki/Battlezone Battlezone] - Atari's seminal vector graphics (wire frame graphics displayed on a special kind of monitor) coin-op and say, "Hmmm, this is 3D, has shooting, is displayed in first person, has cover objects and radar." Halo 2 has all of those. Is Battlezone then the first ever FPS? And Battlezone is vehicle based. For an FPS nerd, that makes it no more First Person Shooter than Donkey Kong. Where, for instance is the person ? Arguably, he's in the tank, but there are dozens more arguable cases between 1980 and 1992.


[[Fichier:BWU Battlezone.jpg|center]]




Now why do I say 1992? Because that's when Wolfenstein3D showed up. Designed by the now legendary Id Software, and published by the fondly remembered Apogee, this PC DOS shooter is arguably the first "modern" FPS and there's a whole list of caveats that go into defining that. It has textures, corridors, weapons, bad guys, bosses, medical kits, ammo, sliding doors and of course, a game engine (which was used for several other games, as well as sequels). It also had a very limited version of strafing, one of the absolute necessities of a ''modern'' FPS.
Now why do I say 1992? Because that's when Wolfenstein3D showed up. Designed by the now legendary Id Software, and published by the fondly remembered Apogee, this PC DOS shooter is arguably the first "modern" FPS and there's a whole list of caveats that go into defining that. It has textures, corridors, weapons, bad guys, bosses, medical kits, ammo, sliding doors and of course, a game engine (which was used for several other games, as well as sequels). It also had a very limited version of strafing, one of the absolute necessities of a modern FPS.


Of course in Wolfenstein 3D, you didn't have circle -strafing, just horizontal strafing. [http://www.3drealms.com/wolf3d/ You can download the game for free now and it's still incredibly fun] . But you'll be most disturbed by the old school controls. There are certainly mods that allow circle strafing, but we really didn't get that properly until Doom. And Doom, Doom was going to change everything.
Of course in Wolfenstein 3D, you didn't have circle -strafing, just horizontal strafing. You can download the game for free now and it's still incredibly fun . But you'll be most disturbed by the old school controls. There are certainly mods that allow circle strafing, but we really didn't get that properly until Doom. And Doom, Doom was going to change everything.


It was absolutely one of the most important video games ever. It was Space Invaders-important. It was Pac-Man important. Doom is exactly the model for all of the First person Shooters that followed. It introduced gameplay concepts, themes, graphic techniques and feel that we all enjoy in dozens of shooters even today.
It was absolutely one of the most important video games ever. It was Space Invaders-important. It was Pac-Man important. Doom is exactly the model for all of the First person Shooters that followed. It introduced gameplay concepts, themes, graphic techniques and feel that we all enjoy in dozens of shooters even today.
Ligne 158 : Ligne 156 :
Doom had one, but it was deliberately simplistic. Gates of hell have opened on Mars, go close them or die trying. Other classic shooters went even further in their storytelling, thanks to hard work and technology. System Shock is a brilliant example of that, and amidst the blasting and exploring, a carefully wrought plot is unfurled, pitting you against a lethal AI whose "moral restraints" have failed thanks to some meddling hacker. PS., your character is a meddling hacker.
Doom had one, but it was deliberately simplistic. Gates of hell have opened on Mars, go close them or die trying. Other classic shooters went even further in their storytelling, thanks to hard work and technology. System Shock is a brilliant example of that, and amidst the blasting and exploring, a carefully wrought plot is unfurled, pitting you against a lethal AI whose "moral restraints" have failed thanks to some meddling hacker. PS., your character is a meddling hacker.


Valve's [http://www.valvesoftware.com/games.html Half Life] was a momentous meeting of technology, gameplay and fiction, and went on to spawn [http://storefront.steampowered.com/v2/index.php?area=game&AppId=240 Counterstrike] , perhaps the most played online shooter ever to grace the PC.
Valve's Half Life was a momentous meeting of technology, gameplay and fiction, and went on to spawn Counterstrike , perhaps the most played online shooter ever to grace the PC.


On console, things were tougher. It was hard to recreate "mouselook" ( the ability to use a mouse's smooth analog movements to look around and target bad guys) with a D-pad, and so it wasn't until the Nintendo 64, with it's analog stick came along, that rare was able to reinvent the genre with [http://www.goldeneyeforever.com/index.php Goldeneye] , the first big console FPS. Some Goldeneye fans claim, to this day, that the game has never been bettered - and Goldeneye also threw in a brilliantly addictive multiplayer mode, complete with bots. Quite an achievement on a single cartridge.
On console, things were tougher. It was hard to recreate "mouselook" ( the ability to use a mouse's smooth analog movements to look around and target bad guys) with a D-pad, and so it wasn't until the Nintendo 64, with it's analog stick came along, that rare was able to reinvent the genre with Goldeneye , the first big console FPS. Some Goldeneye fans claim, to this day, that the game has never been bettered - and Goldeneye also threw in a brilliantly addictive multiplayer mode, complete with bots. Quite an achievement on a single cartridge.


FPS games also introduced the idea of a "game engine" to the masses. That is, a set of tools and software to enable other developers (and fans) to build their own games. Good examples of this are Epic's excellent Unreal engine and of course Valve's Source engine. Epic in particular has enjoyed tremendous success with the Unreal series - with unreal Tournament consistently ranking amongst our favorite online shooters.
FPS games also introduced the idea of a "game engine" to the masses. That is, a set of tools and software to enable other developers (and fans) to build their own games. Good examples of this are Epic's excellent Unreal engine and of course Valve's Source engine. Epic in particular has enjoyed tremendous success with the Unreal series - with unreal Tournament consistently ranking amongst our favorite online shooters.

Notez bien que toutes les contributions à WikiHalo sont considérées comme publiées sous les termes de la Licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Partage dans les Mêmes Conditions 4.0 International (voir WikiHalo:Copyrights pour plus de détails). Si vous ne désirez pas que vos écrits soient modifiés et distribués à volonté, merci de ne pas les soumettre ici.
Vous nous promettez aussi que vous avez écrit ceci vous-même, ou que vous l’avez copié d’une source placée dans le domaine public ou d’une ressource libre similaire. N’utilisez aucun travail sous droits d’auteur sans autorisation expresse !

Annuler Aide pour la modification (s’ouvre dans une nouvelle fenêtre)

Catégorie cachée dont cette page fait partie :