Modification de Chronique:Halo Bulletin 26/09/2012

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[[Fichier:H4-Light Rifle.jpg|center|500px]]
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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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