Modification de Chronique:Halo Bulletin 26/09/2012

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==26 septembre==
==26 septembre==
===Original===
===Original===
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===Halo 4's Promethean Weapons===
===Halo 4's Promethean Weapons===


[[Fichier:H4-Light Rifle.jpg|center|500px]]
[[Fichier:HB2012 n38-Forerunner wallpaper weapons-H4.jpg|center|500px]]


Lately we've been focusing on the weapons in Halo 4. We've covered both the [[Halo Bulletin 08/08/2012|UNSC]] and [[Halo Bulletin 19/09/2012|Covenant]] arsenals, and today we are featuring the Forerunner side of things. In total, there are seven Forerunner weapons, including the Pulse Grenade. One of the best components of Halo has always been the combat sandbox, so it was both scary and challenging to create a whole new suite of weapons from scratch that were interesting, unique and balanced with the rest of the offerings.
Lately we've been focusing on the weapons in Halo 4. We've covered both the [[Halo Bulletin 2012 /31|UNSC]] and [[Halo Bulletin 2012 /37|Covenant]] arsenals, and today we are featuring the Forerunner side of things. In total, there are seven Forerunner weapons, including the Pulse Grenade. One of the best components of Halo has always been the combat sandbox, so it was both scary and challenging to create a whole new suite of weapons from scratch that were interesting, unique and balanced with the rest of the offerings.


Before settling on the final list, the team made concepts for approximately two hundred weapons. One of the biggest struggles was figuring out the high level vision and what made these alien weapons different from the Covenant and Brute weapons seen in past games. The vision we had for the Forerunner weapons was that they should feel technologically superior while still maintaining mechanical elements that made them visceral and relatable. We wanted them to evoke a sense of wonder and awe in the hands of players, similar to how you feel when you encounter Forerunner structures in the game. We also wanted them to be adaptive - both to the user and with regard to how they can be used.
Before settling on the final list, the team made concepts for approximately two hundred weapons. One of the biggest struggles was figuring out the high level vision and what made these alien weapons different from the Covenant and Brute weapons seen in past games. The vision we had for the Forerunner weapons was that they should feel technologically superior while still maintaining mechanical elements that made them visceral and relatable. We wanted them to evoke a sense of wonder and awe in the hands of players, similar to how you feel when you encounter Forerunner structures in the game. We also wanted them to be adaptive - both to the user and with regard to how they can be used.
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===New York Comic Con 2012===
===New York Comic Con 2012===


[[Fichier:Hb2012 n38-Nycc 2010 logo.png|center|500px]]
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Frankie is currently on tour (with stops planned for Germany, France, UK, and Spain), Josh is getting ready to go to the land down under (no, that was not an inappropriate joke), and a handful of us are packing our bags for New York (HaloGAF, I'm looking at you). Yes, we are busy, but we wouldn't have it any other way.
 
We have both a panel and a floor experience planned for New York Comic Con. We'll tell you more about the latter soon, but those assuming the booth will provide a fresh experience would not be incorrect. As far as the former goes, details are as follows.
 
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<u>Saturday, October 13, 4:00 pm -5:00 pm</u>
 
'''Halo 4: The Master Chief Returns and Multiplayer goes to Infinity'''
 
On November 6th, the Master Chief will return after 5 years lost in space to find a dangerous new Halo universe and tons of surprises in Halo 4. Get an up-to-the-minute status report on this new beginning for Halo and the exciting plans for the competitive multiplayer of War Games and the revolutionary continued storytelling and adventure of Spartan Ops, the brand new game mode that will continue the story of Halo 4 for months after you finish Master Chief's campaign.
 
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Don't miss this opportunity to get hands-on with Halo 4, and stay tuned for more details as the event gets closer.
 
===Sparkast 016===
 
[[Fichier:H4-Mantis (Infinity) 02.jpg|center|500px]]
 
If you have missed the sweet sounds of David Ellis whispering in your ear hole, you should have him over more often. If you have missed his velvet voice coming out of your favorite electronic device, keep reading because he has a brand new episode of the Sparkast ready for your perusal, the specifics of which are below.
 
Join David Ellis, Frank O'Connor, Josh Holmes, Chris King and Chris Blohm as they discuss the combat sandbox in Halo 4. Now that all three weapon videos have been released, they can finally talk freely about the weapons, armor abilities, and armor mods (and most of the vehicles) that you'll have at your fingertips, come November 6. This episode is primarily geared for those of you that enjoy hearing about the nuts and bolts of game development.
 
Below is the usual collection of links to download this episode and subscribe to the 343 Sparkast (so you can get every episode delivered automatically) through your favorite aggregator. Get to clicking, and to listening.
 
[http://waypointassets.blob.core.windows.net/mobilecontent/legacysupport/content/assets/en-us/podcast/343Sparkast_016.mp3 Download Here] (Right Click and Save As)
 
[http://social.zune.net/podcast/343-Sparkast/548d416f-70b0-494e-a15e-af19319ba946 Zune]
[https://itunes.apple.com/us/podcast/343-sparkast/id399713903 iTunes]
RSS
 
===Halo 4: Infinity Campaign Theme===
 
[[Fichier:HB2012 n38-Friendschannel.jpg|center|500px]]
 
 
<center>[[Fichier:HB2012 n38-Friendschannel2.jpg|250px]] [[Fichier:HB2012 n38-Wallpaper.jpg|250px]]</center>
 
 
<center>[[Fichier:HB2012 n38-Wallpapers2.jpg|250px]] [[Fichier:HB2012 n38-Wallpaper3.jpg|250px]]</center>
 
You will soon be able to customize your Xbox 360 Dashboard with the above Halo 4 Campaign-themed images, should you so desire. The Halo 4: Infinity Campaign theme will run you 240 Microsoft Points and is slated to release on October 2.
 
There are more Halo 4 avatar goodies coming (perhaps even some Promethean ones...) so keep an eye on Halo Waypoint for details that will be coming in a semi-soonish manner.
 
 
===40 days... and counting===
 
[[Fichier:HB2012 n38-Screenshot343industries.png|center|500px]]
 
Typically I start the Bulletin with a short story about something interesting that happened at the studio recently, or a high level view of where we're at with the game. This week I decided to put that part at the end. Why, you ask? Because I wasn't sure how many people would be interested in what I feel compelled to talk about this week. Emotions have been running high, and while this may seem more appropriate for a week or two before launch, this is what we're feeling right now, so I'm going to talk about it today, whether it makes sense calendar-wise or not.
 
Making a video game is a long and arduous journey, and our experience has been just that. We've had extreme highs and extreme lows, some of which you've witnessed, others of which have happened behind closed doors. With this journey in particular though, our path has been unique, and while we work on getting Halo 4 out the door, there is an undercurrent of emotion that many of us have been struggling to keep under wraps.
 
Some would say it's the stress of crunch. Others would say it's the lack of sleep. But those who stop and think about it (I mean really stop and think about it) realize we will never have this particular moment again. Yes, we will make more games. Yes, we will have more team-bonding moments. However, this is the only time we will climb this particular mountain, and we have the scars and hearts to prove it.
 
Halo 4 is the first full game we will ship, and through this process, we learned how to work together.
 
We learned how to be a team.
 
343 Industries is comprised of the most talented people I have ever had the pleasure of working with. Not a day goes by that I'm not amazed at something one of my coworkers makes. Whether it's a map, an animation, a song or part of the story, everybody behind these walls has touched some part of Halo 4 and turned it into something magical.
 
Learning to work together has not been easy. We have duked it out over both the smallest and most significant of details. When you have a few hundred people that are extremely passionate about what they're doing, there are arguments, heated debates and verbal exchanges you wish you could take back.
 
Through this process that brought so many of us from different backgrounds under the same roof, we slowly became a team. We figured out when to fight, when to back down, how to compromise and how to make the decisions that were best for the game. It took us months to get to this point, but now as we are finally seeing the fruits of our labor, we, for the first time, are realizing just how far we've come.
 
The challenges we've faced have been numerous. Taking over a franchise from one of the most beloved developers in video game history is no easy feat. Every single move we make, big or small, is put under the microscope by both the community and the press. We've made mistakes, and we'll continue to make them, despite not always being granted the same level of forgiveness as others. And you know what? We're okay with that. We understand the scrutiny, and it's that scrutiny and our determination to keep our end of the bargain that have pushed us to deliver not what we're capable of as individuals, but what we have the potential to do as a team.
 
As a studio, we will never go through this again. This isn't about shipping our first title. This isn't about making Halo 4 the best it can be. This is about a group of individuals learning to work together, and pushing each other in ways we never thought possible to create something that we hope will be truly special.
 
We are almost done with Halo 4. We are so close we can taste it. Many of us have sacrificed time with our families, time with our significant others and time with our friends to deliver on a promise we made to you. When we said we would take care of the Halo franchise, we knew we had big shoes to fill. Bungie created a legacy, something so powerful and so special, that it ultimately drove each and every one of us to work here. We knew making this game wouldn't be easy, and it hasn't been. However, if you enjoy the end result, everything will be worth it.
 
That is what we're thinking about right now. The blood, sweat, and tears we've poured into this project, and what you, the very person we've made it for, will think of it.
 
While we count down the days to November 6, we'll continue riding this emotional rollercoaster. Sometimes reflective, oftentimes terrified, occasionally excited, but always hopeful.
 
40 days... and counting.
 
<3,
Jessica
 
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===Traduction===
Traduction partielle par Elros sur [http://halocreation.superforum.fr/t13378-halo-bulletin-25-27-septembre-2012 Halo Creation]
 
==Source==
*[http://halo.bungie.org/halobulletins/68 Halo.Bungie.Org]


*[http://halo.bungie.org/halobulletins/68 Source]


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

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