Thursday, October 31, 2013

Noble Actual is not acutally dead!


The new, last minute Reach Cover Art.


After a month of no updates, Noble Actual delivered the following news:



A few days ago we released Halo: Reach to Xbox Certification. Assuming things go well in certification, that means the only things standing between you all and Reach are the manufacturing process and shipping the discs to stores. It's been a long haul getting the game to this point but the team is incredibly proud of the game and can't wait to play with everyone on September 14th.


A few folks from Bungie will be travelling all over the world in the next few weeks to demo the game: Brian Jarrard and Niles Sankey are currently touring Europe, I'll be headed to Oceania soon, and Chris Opdahl 'and David Allen will be taking Asia by storm in August. If you're in those neighborhoods, look us up :) If not, you can at least watch the campaign trailer and the forgeworld vidoc one more time.


Last but not least, sorry for the long periods between posts - turns out shipping a game and regularly m aintaining a blog are not entirely compatible.


Joe


-


What does this mean? Reach is done and dusted boys and girls! Hoorah!

The Urk Store is full of Forge

So URK let us know about some Forge stuff... a straight swipe from Bnet as I've been at the pub....
Did a little bit of work this morning on the map formerly known as Jurkout. Riptide is coming along nicely, if I don't say so myself. As you can see from the new overview, I've added some additional side routes and slapped in some spawns. Spiffy, eh?




At first, I plopped down like eight initial spawns for both teams, but Chad told me that it's not necessary as long as I crowd them with standard spawn points. When a player spawns into a match at the beginning of the game, the influence on surrounding spawns becomes super high. So, as long as you haven't placed the opposing team's spawns with direct line of sight to your first drop, you should be a-okay with a few initial spawns and a buttload of regulars.

We'll see if he's right when it comes to playtesting this sucker. I'm actually kind of hoping I run into some significant spawning issues so I can detail them out for you. If not, I hear Chad is working on something that will offer much more detail and expert advice on the subject anyway. It's probably a wood carving. That'd be awesome.




So, here's back of Red Base. Before I dropped these spawns into place, I switched back to player mode and stood in the proposed spot to make sure I had some good cover and a visible route to run from word go. Since I'm down on the water, and that water can be deadly, I needed to account for players who hold forward on the stick at spawn. Don't want my eager beavers dropping into the drink, now do I? Nope, I want them safe and sound and headed in the right direction. On Riptide's low side, that means exit, stage Blue Base.




I also added some additional spawn points along the side routes, so if a team happens to occupy both bases simultaneously, there's still some safe territory to tread along either side of the map.




And as I mentioned above, I added some additional routes heading in and out of both bases by extending the floating side platforms all the way back to Red Base.




Conversely, here's a look at Blue Team's spawns. Initially, they all start out up top, but there are ample spawns above and below to account for safe reincarnation.




See? Placing the spawns below the water line proved problematic. They're really tough to see once submerged. I opted to make these particular points fixed, so I could float them just above the surface.




Spawns taken care of, I did a little light housekeeping. I kept hitting my head on this structure when I leaped over the water.




So it's dead to me. I don't need the budget, but there's nothing worse than smacking your helmet and falling to your death during what otherwise should have been an expertly timed leap of faith. One thing I really appreciated during this delicate operation was the ability to see which object I was about to manipulate by pressing X. Forge kindly popped up the properties of the correct object, so I knew that the subsequent deletion was going to remove the exact right piece. Yay, science!




I need a weapon. Get it? Master Chief delivered that line in the blockbuster video game, Halo 2. Here, I'm slapping in a DMR at the top of the main structure at Red Base. It's got a sweet line of sight to the Blue Base's extended platforms so you can deliver super fun suppressive fire.




And you'll be able to operate a little more effectively from Red now that I've decided to glass off the central window inside the Blue Base. Just seemed a little too enticing for campers. If you want to assault Red, you'll have to move outside your comfort zone. If it turns out that this new addition is too restrictive, I'll utilize the already detailed delete function to break it back open.




The extended walkways offer little in the way of cover, but they will reward you with a longer range weapon if you dash out to the far end.




And you'll likely want somebody out on the ledge since the Red Team will be heading low to claim the partially submerged Shotgun.




And moving out into the Kiddie Pool to snag the Rocket Launcher. I tried to time the Rocket run as best as I could. By my count the mad dash from either initial spawn is right at nine seconds, with both teams needing to leave cover to get their hands on the totally tubular death dealing machine. Hopefully, it'll play out all Risk vs. Reward like. No telling until I get some games in.

Which is my next stop. Riptide was submitted to our official internal playtest group this morning. If all goes to plan, I should be seeing some feedback (and tons of sarcastic remarks) pretty soon.

Stay Tuned.

Wednesday, October 30, 2013

Slayer Match on Reflection

Care of Halo Waypoint, check out this fun Slayer Match on the new Reach Map, Reflection.





Extra for Experts: Famous War Quotes turned into the Halo Perspective

Where they be?

NE1 know why Grunts R Us have gone awol?

Monday, October 28, 2013

Firefight video on Corvette Multiplayer Map

Firefight video on Corvette Multiplayer Map





CANT.HARDLY.WAIT.

Forklifts....

Fork me, all this attention on Reach having drive-able forklifts is getting out of hand. Check out www.forkliftaction.com ....




H/T HBO

Saturday, October 26, 2013

Frankie Says Play Soccer for Upkeep of General Fitness

Microsoft's Frankie talks about the Master Chief and his appearance in future Halo products such as the Fall of Reach comic... its a nice lil fluff piece - but the what it does give me is confidence in the future of Halo, cos Frankie is just awesome!



Deliver Hope Trailer

Here's the latest Halo Reach promo trailer - and it's way better than the previous smaller efforts - a live action 'arm the bomb' run.... I believe again...



Thursday, October 24, 2013

Master Chief in Halo Reach Easter Egg

So, the Master Chief does make an appearance as a GIANT EASTER EGG in Halo: Reach after all. You have to do some shenanigans during a cut scene but one can find the Chief aboard the Pillar of Autumn, all hushed in his casket...


Chief in Reach: Slumbering on the Autumn
Rooster Chief explains how to find the Master Chief in this amusing video:





So what do you need to do to find Master Chief in Reach?

  • From the Main Screen, Select Normal
  • Select Pillar of Autumn Level
  • Choose Rally Point Bravo
  • Fight though the game
  • After you cleared the Mac Cannon segment, the cut scene starts
  • Hold the right stick (as in strafe) during the cut scene
It's no save the day style cameo, but hey at least we can say that Master Chief does indeed make an appearance in Halo Reach.
It's a nice easter egg and I say well done Bungie. As I first finished the game and I saw that ship taking off, it bugged me greatly the Chief was on there and I hadn't see him at all!

Hawaiian Pig's Needlessly Long Musings on the Story


Not in Reach....
Hawaiian Pig lets loose a rant and a half on the plot of Halo Reach and story telling ability of Reach - it's so on the money it pains me - so I stole if from HBO just to ease my pain a lil by sharing it with you, dear Halo Fan. Thanks HBO! It's epic so I'm putting the read more thingy in right now...






Needlessly Long Musings on the Story

Ok, brace for impact. I started writing this and it just kept going.
Cody's point here on the story and cutting missions is valid, but I'd like to flesh it out a bit more. In fact, go read that. I agree with pretty much everything he says; although I agree with it, you're not gonna find that glowing praise for the Reach's gameplay here.
Yes, like ODST, Reach has many missions where "nothing actually happens." In typical video game fashion, you spend a lot of time running around doing mostly arbitrary tasks that are explained in some contrived manner.


I mean, did you really need to wander around the hub world piecing together the events for the past few hours when Dare simply hails you to get the party started? Or did you really need to turn on this comms array, or shut down that shield generator, when all you end up doing is delivering a package?
In the grand scheme of things, not really, right?
Well, not exactly.


With ODST and Reach, Bungie has time and again expounded their aim to "bring the player closer to the ground." After the glorious galactic romp that is the Halo trilogy, it seems Bungie's writing staff decided to try their hand at a narrower scope.


The idea was to jump feet first into hell... to get down and dirty and to see the war from the perspective of the thousands who fought and died. After all, not everyone is a stoic hero with his finger on the latchkey.
But with a narrow scope comes great responsibility; whatever you narrow your focus on better be damned interesting.

Event Horizon

As Cody pointed out, the majority of levels in the Halo trilogy move the plot forward in some way.
Whereas the original Halo advanced a series of large scale events that flowed together, Reach presented a series of smaller events that, in the end, seemed utterly disjointed or insignificant.
If we condense both stories down to the bare essentials, this becomes readily apparent:


Halo

  • We come across mysterious ancient ring world.
  • We crash land and our captain is captured.
  • We rescue our captain and discover that the ringworld is a weapon
  • We split up, our captain to search one area, and we search another...
  • We find the controls to the weapon and find out our captain is in grave danger
  • Holy crap there's an unforeseen menace down here... and hey, what happened to our captain...
  • We make a new friend and he helps us kick start this weapon into overdriv-oh shit, doublecross! It was gonna kill us all
  • We stymie our new foe and devise a new plan:
  • We blow the damned thing up!
As you can see, there's clear flow from the top down; the events before directly influence the events that come. Throw in the occasional twist, and you've got yourself an interesting series of events.
Reach

  • There's a downed comms array, we need to check what's up.
  • Oh crap, it's down because the Covenant are on Reach
  • A lot of military handwaving occurs to find out that:
  • There's a big cruiser here, I guess we should take it out...
  • We take it out, but holy crap here comes more!
  • ...well now I'm separated from my group, let me help some civilians, I guess
  • *beep beep* The Doctor will see you now: she's got a mission for you: Deliver a package that can turn the tide of the war
  • You deliver the package and die
When it comes down to it, not a whole lot happens in any coherent manner. There's a big cruiser, you take it out, then you help some civilians, and, unrelated to all of that, you finally do something significant to Halo's overall story arc.


But of course, that's not the point right? This game isn't supposed to advance or enrich the overall Halo story arc right?


No, instead, we're supposed to enjoy this presentation of a planet's fall... a planet whose fall gives rise to our original hero's galactic space opera. We're supposed to feel engaged in the atmosphere and feel connected to the characters. We're supposed to feel as though turning on that AA gun was part of a greater concerted effort to keep the planet from falling... even if it was just some AA gun.


So, Bungie narrowed the scope and decided to focus on developing this atmosphere.


Honestly, why they couldn't do this in addition to telling a coherent and compelling story whose events logically follow one another is beyond me. It really was a bit of a cop-out to have Halsey suddenly page you toward the end for a secret mission. Isn't that really familiar?

In spite of the largely insignificant story it tells, Reach is supposed to make me feel like I'm part of a band of SPARTAN-IIIs who are doing their best to stave off the annihilation of a world.


I can dig that, I guess. It's not the buffet of glorious Halo intrigue that I'm used to, but it's colourful at least, right?
The question is... does it even do this well?
Honestly, I'd say it's hit and miss.

Team Spirit

I've made a bit of a realization about the Halo trilogy with the new perspective these two latest games provide:
Without the grand scale and widely varying locales, without the constant flow of interesting events, without the room for wild speculation, mystery and intrigue, and without the feeling that the universe rests on my shoulders... the characters of Halo... well, they'd fall flat.


Let's take the Arbiter for example. How do I know that the Arbiter is a proud Elite warrior? Why do I feel a sense of respect for him toward the end of the series? Why did I enjoy fighting alongside (or as) this beast who was once my enemy?


Do I know he's a skilled warrior because someone told me they read his dossier that's riddled with black ink? Is it because he spouts phrases you would expect of a proud warrior?
Or is it because we see him fall from the highest ranks of the Covenant armada, get utterly betrayed by his former leader, and rise up and inspire his people to revolt?


Take a guess.




Few things say brother-in-arms like that moment where the Chief and Arbiter stand back-to-back in the Ark's control room. The strength of this scene is not simply a result of that badass pose they strike, but rather due to all the shit the two of you have gone through. From his defeat at Halo, through his fall from grace, through his realization that the great journey was a lie, to the ensuing revolution he begins, I got a firm sense that the Arbiter was more than just a gun at my side.Really. Here's the kicker: Character development is most often a direct result of the trials and tribulations that occur in light of the events of a story.


You don't read a book for a description of a character; you read a book to see the character experience a set of events and change in light of them. That's what makes them interesting.
So when your game has very few significant events, your characters are left to develop through small ancillary exchanges.



That, or you outright just tell me what I should think about your characters.
One of the moments that best demonstrate this is when Noble Team comes across some farmers in the first level. Emile gets short tempered and hostile in this exchange and Jorge immediately chimes in to diffuse the situation. Speaking their language, Jorge shows compassion, and we get a glimpse at the kind of person he is. To boot, there are some children cowering inside the house and the moment gives you a great sense that the planet is more than just a battleground; it's their home.


This exchange does nothing for the plot, it doesn't advance anything significant, but it adds character. One could argue that the game is full of moments like this, but you'd be hard pressed to find many more.
Jorge's development as a character is probably the best handled in the game. Unlike the others, the player isn't berated with overt comments that announce his qualities to you through a megaphone. We actually see Jorge emote on various occasions, be it interrogating a daughter of a dead man, talking to Halsey, floating above Reach in space, or sacrificing his life.


Interestingly enough, the latter is a major event in the game. Funny how such events have the potential to develop character.


In fact, there was a meaningful event that could have certainly provided our characters a chance to strongly emote that was unbearably mistreated:


So there I was right? I'm on Reach, investigating a downed comms array. My commanding officer said that it was probably taken out by the local insurrectionists, when suddenly, I hear something up on the roof... What is that? Oh?


There's a skirmisher outside the window.
It's the covenant and they're on Reach.
What does my team have to say about this?

Jorge: Here we go.


Really?!That was it?! Here's an opportunity to depict a full scale invasion of a planet by the Covenant, and how do you do it?


The sound of scampering feet on the steel roof over my head?
What is this, Left4Dead?


And what's the reaction of our characters to Covenant invading our most heavily fortified military world?



Jorge: It's the damned covenant.Emile: Cheer up big man, this whole valley became a free fire zone.
Incredibly. Whack. Woefully missed opportunity.
But I've digressed...
It's through a character's actions, and meaningful interactions, that we find depth. Jorge gets this on a few occasions, but the other members of Noble...
Should they be so lucky...


In attempting to shoehorn some personality into these characters, not only do we end up with a rag tag team of cardboard cutouts instead of believable people, but we undermine the development of the atmosphere upon which Reach's story so precariously depends. This happens throughout the game, but I've decided to pick out a few gems that felt like someone was slowly pushing needles into my eyes, all the while telling me "Hey, I'm pushing needles into your eyes."
Carter: Me, I'm just happy to have Noble back up to full strength. Just one thing. I've seen your file. Even the parts the ONI censors didn't want me to. I'm glad to have your skill set, but we're a team. That lone wolf stuff stays behind. Clear?Noble Six: Got it, sir.Jun: Welcome to Reach.
This line basically reads like: Hey man, woah, woah, woah!I know you're badass, but can you dial back the awesomejust a bit, we're trying to work together here.
Oh, and in case you didn't know. You're playing Halo: Reach by Bungie Studios.
Hell, this whole cutscene was better handled in the trailer; Jorge gives a subtle nod to Pegasi, and Jun says "You picked a hell of a day to join up." That would have been easier to stomach, but it still doesn't do away with the Mary Sue treatment of Noble Six.
Now dialogue was never Halo's strong suit...
But really...



Kat: Question of my life. If the question is when will this station be back online, two weeks, earliest. This is plasma damage. All major uplink components are fried.Carter: Two minutes is too long.Kat: "Which is why I'm splicing into the main overland bundle to get you a direct line to Colonel Holland... You're in my light, Commander.
Oh? Some technobabble? Did we mention Kat is real techy? How interesting that the major uplink components are fried... Hey, get out of her light and let the woman workdammit.
This scene is about as excruciating as the one where Kat borrows Emile's knife to writenothing on the ground.


Obviously, this doesn't advance the plot; instead, it's clear that it's meant solely to develop her character. But what's the development? All it tells us is that she's some boring sci-fi clich : The Technology Specialist. Just about every member of Noble aside from Six and Jorge get this treatment.


Because nothing really happens to them, we don't learn much about the main characters outside of moments like these. And it's moments like these that stuck out like a sore thumb.


Honestly, most of Noble Team's dialogue is simply objective based. The most interesting dialogue in this game actually comes from various marines and officers who help build atmosphere (more on that later).
I mean, what else do we really know about Kat? A pretty good test of character design is to try your best to describe the character. The more significant things you can say, the better.


Rest assured, I've got a lot more to say about Cortana or the Arbiter than I have for every member of Noble Team.


I have to think that a narrow scope doesn't necessarily mean an insignificant plot. Just because we're not dealing with things on a galactic scale doesn't necessarily mean your characters can't experience change. There's no interplay between a protagonist and antagonist, and there aren't any real emotional or psychological obstacles for our characters to overcome. The biggest problems our characters face are solely action based: there's an objective, and we have to complete it.



Halsey: Are you a puppet or a SPARTAN?You said it, babe.
What can you honestly say changed about each character from the beginning of the game to the end?

Rated For Atmosphere

I will say that, atmospherically, Reach does a stellar job of illustrating... well, the fall of Reach.
The level designs and set pieces really make you feel as though you're fighting for survival on an embattled planet.


When the UNSC Savannah offers her assistance despite having her "wings clipped," only to get shot down shortly thereafter, you really feel like things are barely holding together. There are plenty of small things that encourage this feeling.


Next time you fight up the beach on Long Night of Solace, as you enter the base, stop and turn around. The battle continues outside. A Pelican drops off a ton of UNSC troops who are armed to the teeth, and if you hang out here, the Covenant waves don't seem to stop. You ultimately have to leave it, but like dummy battles you can see off in the distance on other levels, it's things like this that make you feel like you're part of a larger war.


Of course, there's another missed opportunity here: At the beginning of Tip of the Spear, we get teased with that moment every Halo kiddie has dreamt about for as long as we can remember:
One massive-as-fuck scale battle.




holyshitomgicanteventellwhatsgoingonNow I'm sure that didn't pan out because of hardware constraints, but I don't think there was a single moment in the game where I fought alongside a friendly vehicle. You do this in Halo 2 in Mombasa and in Halo 3 on The Covenant, and goddamn, do those sections feel large in scale (Two Scarabs, holy shit!).


Nevertheless, as far as the majority of the game is concerned, you certainly feel like you're desperately fighting a losing battle.


There are countless examples of this. Helping civilians on Exodus and New Alexandria certainly developed a feeling of hopelessness with respect to saving the planet; even if it was just something to do because you got separated from the rest of the team and ultimately the plot itself.


A cohesive story aside, these missions stand out the most in terms of setting atmosphere and give you a great chance to see civilians of Reach. When your falcon flies over battles occurring down below, you not only realize that you're losing the battle, but that you can't really help... you can only delay the inevitable. If I were more emotionally engaged, I'd have felt moved.


The thing is, Reach has a heck of a lot of these little things that build the atmosphere, but really lacks it where it counts. Only those us fans, those intimately familiar with the Halo universe, will be able to set aside the lack of compelling story and characters to really appreciate these small things.


But at the end of the day, when the characters fall flat, and when the things you do involve running around between ultimately arbitrary objectives, it's hard to get emotionally invested.


I mean, I don't think Reach is gonna be turning Roger Ebert's head.


Atmospheric "asides," are great, but two full missions of them? Well then where's your story? That's like 20% of your game.


Would it have been so difficult to ensure that everything maintained a logical flow? Some simple things could have made the events make more sense. Perhaps the big cruiser that we first came across was digging for the artifact that Halsey was researching. Suddenly the two events are meaningfully linked, and the game is that much more cohesive...


The games of the trilogy did this with ease. Why is it that this game feels like "Halo: Random Crap That Happened on Reach?"


Now, it's very likely that the books, or something in the legendary journals, will link together all of the events that occurred in the game. But as far as the actual game is concerned, it's not much more than a collection of events that occurred to some boring characters. At best, it's a tale of perseverance in a handful of soldiers. Maybe that would be compelling if those soldiers weren't bland and, thus, died unceremoniously (1).

All I Need To Know Is, Did We Lose 'Em

On the whole, I was completely underwhelmed by Halo Reach's story. When I completed everything, I was ecstatic about all the cameos and subtle nods to existing Halo canon (2), but I couldn't name a single moment that stood out to me.


I couldn't say "Remember when this happened? And how about this."
I was left kind of dumbstruck. And if not for the halo-heart-string pulling cameos, I don't think I would have had many nice things to say (3).


The Halo trilogy is loaded with a lot of these iconic moments, and despite multiple play-throughs, I still can't pin a moment here that really stands out. What's worse, is that there's so much potential here.
Alas, at the end of the day, when it comes to Reach's story, the question is:


Am I gonna place this story alongside the Halo Trilogy or ODST on my proverbial bookshelf?


I think we both know the answer to that.



Wednesday, October 23, 2013

The Master Chief T-Shirt: Jealous Much May?

You may recall I did a promotional post from Ript Apparel featuring the the Master Chief? Well the good people of Ript Apparel sent me my own t-shirt and I love it:


Do you think Cortana is jealous much may?
Sadly for you, this t-shirt was a limited run but I'm sure you could find some thing you like at Ript Apparel... today is a Star Wars day..... what will it be tomorrow?

Meet Bob, the Golden Ranger

I simply just had to steal this post from the HBO forums cos like well, it was just awesome and I've got nothing else to do.... does Bob the Golden Ranger remind you of Bumblebee from Transformers?

The Blue Ninja writes:


Ever since I heard of Elites scouring the countryside of our beloved Reach, I've been travelling all across the planet, trying to document and study the creatures. While ONI tries to depict them as brainless lizards, I've discovered they're actually very clever, very fierce and very proud warriors, who wouldn't hesitate to snap my neck and eat my elbows. This knowledge, however, has not stopped me: after all, I've had some training to deal with problematic and armored situations.

As I traveled and documented, I began hearing tales of a mysterious type of Elite. These mandibled enigmas look a lot like their lesser Ranger brethren, with one key difference: they have Gold armor. I was intrigued, to say the least. Occasionally, I came across one of these Bigfoots of the Sangheili species, and quickly discerned a pattern: they would always appear in the same place, and when they spotted any human presence nearby, would make a break for it, eventually disappearing alltogether. Curious behavior for an Elite, to say the least.






So imagine my surprise when, as I was traversing the Covenant-infested landscape of Utzkotet, one of these so-called 'Bobs' (as the population of Reach have come to calling them) not only appeared appeared in a place it had never appeared before, but also proceeded to attack me. Not having anticipated this attack, I was quickly overwhelmed, and forced to retreat.






The Elite, while more aggressive than his colleagues, was still less aggressive than a "normal" Sangheili, however. As I made my second foray into its territory, it just stood there, and watched: undoubtedly waiting for me to get close again.






In the end, my survival instincts took over, and I decided I'd kill first, and investigate later. In an impressive display of gravity-defiance (even if I do say so myself), I pushed the Elite down to my level, where I'd be able to tango with him on a much more intimate distance.






I don't like dancing, though, and quickly decided to cut our t te- -t te short. Literally.





Here's a video of one of the instances of the Golden Rod appearing:






Monday, October 21, 2013

Another Starry Starry Night...



cosplay




Check out this 'dramatic' summary of Halo as described by Encyclopedia Dramatica


Halo , also known as Gaylo and Failo, is an overrated, overhyped FPS game with outdated controls, terrible graphics, and a convoluted storyline that was once considered "good" only because most gamers have never opened a book. The online multiplayer is scientifically designed to get on your nerves. The storyline also ripped off some shitty 1970's book called 'Ringworld', that nobody cared about, and also ripped off vehicles, designs, and Sgt. Apone (Johnson) from Aliens, which everyone did care about. The game was credited for saving Microsoft's Xbox from going straight down the drain because at the time, it was the only reason anyone would have wanted one. The official website for gay banana split Halo fans is Bungie.net, a gay banana website.


If you thought that was bad, check out it's description of the fine members of Team: Noble. I warn you, it aint PC:



  • Carter: No nonsense douchebag. Leader of Noble Team. He dies because he an heros for your miserable life by crashing his pelican dropship into a Scarab.
  • Kat: Some bitch who likes to touch and hax everything, lost her right arm because she gave Carter a handjob. She dies by getting shot by a needle rifle round. Lulz. After she dies, you decide to drag her body off the battlefield for later use. When Reach first came out, snapshots of her ass were always at the top of the "Top Downloads" list, which is not surprising given that the average Halofag spends too much time in the basement to talk women.
  • Jun: Bald guy with a weirdass accent and cannot aim for shit. Went off with Halsey and nobody knows where or what has happened to him.
  • Emile: Nigger with a cool skull helmet and knife. Gets stabbed by an Elite with an energy sword.
  • Jorge: Big-ass bearded guy with big-ass gun. Will fuck you up. Kills himself in Covenant ship to save Reach by blowing it up, but more, even larger ships came like an endless swarm of nigras.
  • Noble Six: You, Talks less than a mute retard. Gang raped by elites at the end.

No mention of Oonsk?

Sunday, October 20, 2013

Brief Synopsis of Mass Effect 3

Here's a Brief Synopsis of Mass Effect 3 that I basically cribbed from the Mass Effect wikia. As we get more details, we'll publish them on Gears of Halo!



Mass Effect 3 is the upcoming sequel to Mass Effect and Mass Effect 2 video game developed by BioWare for the PC, PlayStation 3, and Xbox 360. It is intended to be final game in the well planned Mass Effect trilogy. The game was officially announced on December 11, 2010 at Spike's 2010 Video Game Awards by way of this trailer.

Mass Effect 3


is scheduled for release according to the trailer in "Holiday 2011". Previously producer Ray Muzyka had stated that release timing would be based on maximising both "quality" and "commercial success". Which really means they don't know when they will finish the production of the game so can't commit this far out.

The plot to Mass Effect 3 has been described by EA Games as thus:
"Earth is burning. Striking from beyond known space, a race of terrifying machines have begun their destruction of the human race. As Commander Shepard, an Alliance Marine, your only hope for saving mankind is to rally the civilizations of the galaxy and launch one final mission to take back the Earth."


London Bridge is burning down, burning down...
The story will be an attempted to bring a satisfying and epic conclusion' to the story started in Mass Effect and continued in Mass Effect 2


, as well as the conclusion of Commander Shepard's story.

The player's choices in the previous games are expected to have a much more significant impact on the plot than the choices in Mass Effect had on Mass Effect 2. As Mass Effect 3 is the end of the planned trilogy, the developers are not constrained by the necessity of allowing the story to diverge, yet also continue into the next chapter. This will result in a story that diverges into wildly different conclusions based on the player's actions in the first two chapters. It's like a twist-a-plot adventure but with real consequences for the characters.
To this end, as with Mass Effect 2, Mass Effect 3 will allow the player to import their save file from the previous game, carrying over their decisions from both Mass Effect and Mass Effect 2, this apparently totals over 1000 variables. As Mass Effect 3 will import decisions not just from Mass Effect 2, but the original Mass Effect as well, some of the player's decisions from Mass Effect that did not have impact in Mass Effect 2 could potentially have an impact in Mass Effect 3.


Sheppard Ponders Earth's Fate...
If Commander Shepard died in the player's Mass Effect 2 playthrough, the player will be unable to to import their save game into the third. Mass Effect 3's story is a continuation of Shepard's story and if Shepard died in Mass Effect 2 that death is considered ultimate and thus final. In the same vein, any of Sheppard's squadmates who did not survive the suicide mission at the end of Mass Effect 2 will not return in Mass Effect 3.

Any romance the Sheppard has pursued in Mass Effect One or Two may have an effect on the plot of the third. If Commander Shepard had a love interest in Mass Effect, yet pursued a new love interest in Mass Effect 2, this could have negative repercussions for Shepard's relationship in Mass Effect 3. All's fair in love and war though eh?!

Adam Fenix


Adam Fenix as a COG Gear
Adam Fenix will be known to many gamers simply as the mysterious father of the protaganonist of the Gears of War series, Marcus Fenix. The first game informed the player he was a scientist and appeared to allude to the fact he was the key to ending the entire war between the COG and the Locust Horde.

But if we delve a little deeper, we can find out a little more about Adam Fenix and his role in the Gears of War Saga through the stories told in the novels and cartoon tie-ins that have been published.

The short version is that Professor Adam Fenix was a former Gears soldier and became a noted professor at the Lacroix University. He is the widower of Doctor Elaine Fenix and father of the legendary war hero Marcus Fenix. A more detailed summary of the involvement Adam Fenix had in each of the Pendulum and Locust Wars follows:
Pendulum Wars
Adam Fenix, at one point, became a Gear soldier in the service of the Coalition of Ordered Governments. Adam Fenix became an officer, with the rank of Major, and gained a considerable reputation (to the point he is still known and referred to as "Major Fenix", rather than his current title of "Professor").
Fenix proudly fought with the 26th Royal Tyran infantry during the Pendulum Wars, before retiring to become a military-employed scientist. He married, had a son Marcus, and settled down into a scientific career, based at the East Barricade Academy but also at his secret laboratory beneath the Fenix Family Mansion (Where Marcus and Dominic went in the first Gears Game).
Eventually Marcus Fenix enlisted the COG military himself. His Father greatly disapproved because he had hoped that his son would become a scientist.
Adam Fenix was also involved in weapons research for the Coalition during the Pendulum Wars. He is indirectly involved in the asset denial operation at Aspho Point, and probably influential in the Hammer of Dawn's final development. The novel Aspho Fields


by Karen Travis explains this story in more detail.
Locust-War

A year into the Locust-War Adam Fenix was called into the House of Sovereigns. Newly-elected Chairman Richard Prescott, devised a plan to deny the Locust Horde all military assets across Locust-control Sera, while Fenix protested that flooding the Hollows would definitely defeat the Horde, but would cost too much time with his current plan of doing it. In the end, Prescott overruled Adam Fenix on the grounds that Tyrus could not last over a month against the Horde.


The Chairman requested him to begin moving all available Hammer of Dawn satellites to cover the Locust held cities. He diverted some aspects of his research to study them, a portion of which included a complete mapping of the underground caverns of the Locust tunnels (though how he had completed these maps are still yet to be revealed). Another aspect of his research was to develop weapons, primarily satellite-mounted lasers and their targeting systems.
It was Fenix that re developed the blade in the Lancer machine gun and incorporated the chainsaw action piece. Marcus Fenix had told him that they needed something better to slice grubs with.
During the Locust Wars Fenix also progressed work development and testing of the Lightmass Bomb and the Resonator. Adam also advocated the sinking of the Jacinto Plateau, the last COG-held city on Sera, in order to flood The Hollow in hopes of obliterating the Locust that survived the Lightmass bombing.

In the 10th year of the Locust-Human War, during the Battle of Ephyra, Adam Fenix was believed to be killed by Locust forces. Shortly before this seemed to have occurred, Adam had sent a distress call to his son Marcus. Marcus, despite being in the middle of a battle and playing a key role for COG forces against the Locust, defied orders and deserted his post, rushing to his father's aid. Marcus was too late, by the time he arrived his father was gone, and assumed dead. This act cost Marcus his career and four years of his life and cost the COG a large portion of Jacinto Plateau and the lives of many Gears.
According to Marcus, Fenix had something of great importance to the COG and summoned Marcus as a result. Marcus never found out what it was as Fenix apparently died before he could reach him.
As played out in the original Gears of War game, 4 years later, Delta Squad, led by Marcus, returned to the Family mansion to retrieve Adam's data. Pursued heavily by the Locust, Delta succeeded in its mission. Marcus believed he had avenged his father against the Locust by using Adam's maps to great effect with the Lightmass Bomb. His father's plans had everyone thinking it would work, yet the final result was not what they expected.

Playing through in Gears of War 2


we discover that Six months after the Lightmass Bomb deployment, Delta Squad having travelled through Nexus, found a message from Fenix on the Locusts' computers detailing his plan to end the war by sinking Jacinto to flood the Hollow. While Delta Squad are shocked by this plan and realize that the Queen is using the same one (to deal with the Lambent), they decide to implement the plan before the Locust leave the Hollow. Adam's plan is finally implemented and the Locust Horde is apparently wiped out mostly.
If you finish Gears of War 2 and let the credits fully roll, a static-laden radio message can be heard transmitting to anyone who can hear it. It is Adam Fenix (his first in-game appearance rather than reference) and he simply states "What have you done...!?". It's clear he believes the action of flooding the Hollow was an error...

Saturday, October 19, 2013

Portal 2 Set for April 21 Release Date - Plot details abound


Red Buttons always spell trouble....
Game publisher Valve has finally announced a release date for the long expected Portal 2. The cross platform game will ship on April 21, 2011 for Xbox 360, PlayStation 3, PC, and Apple Mac platforms. It's sure to be a popular game - and this time, it's a stand alone game and not part of an Orange Box


.


Doug Lombardi, vice president of marketing at Valve had this spin to share "Portal 2 is Valve's most innovative title in the company's history and will be launched with a first-class launch campaign this April," "We're excited to be working with Electronic Arts to deliver this title as we expand our platform strategy to include the Mac and PlayStation 3 platforms."
The plot of Portal 2 takes place hundreds of years after the first game. Despite her apparent destruction at the end of Portal, GLaDOS, an artificial intelligence computer system, is "still alive". The player controls Chell, the same protagonist from Portal.
Portal 2 will take place in the Aperture Science Labs, untouched by human hands but overrun by decay and nature. At the start of the game, Chell is awakened by a pre-recorded male announcer, guiding her through the facility. Chell meets, Wheatley, who has become concerned for the state of decay of the Lab and seeks to remedy it. Wheatley acts as the player's guide during the tutorial and initial stages of the game. The two encounter the dormant GLaDOS and accidentally wake her; the computer accuses Chell of murdering her years ago. GLaDOS begins to rebuild the ruined facility, and puts Chell under more tests, stating "I think we can put our differences behind us. For science. You monster."

Portal 2


This month, IGN was lucky enough to get their well manicured hands on a copy of Portal 2 and some nice things to say about the first 30 minutes of the game:

"So what exactly has changed in the sequel? Valve's added in plenty of toys to help you solve puzzles, including spreadable globs of bouncy goo and jump pads and light bridges and more. But what really stands out is the sound. Trapped in your room at the start, you're awakened long after the shiny and clinical cleanliness of the Aperture Science facility has rusted. It's in the process of being gobbled up by grasses, vines, and trees. It turns out you're a forgotten survivor, and your room is only one of many hanging in a Matrix-like storage facility where other test subjects were placed to await their trials."
IGN further went on to say of Portal 2:
"The goal throughout is simply to escape, though doing so requires you to pass right by GLaDOS's deactivated body, which doesn't stay slumped over for long. What dangers wait for you and Wheatley and whoever else beyond that point remain to be seen. The short, tutorial-style challenges separated by elevators that comprise the first 30 or so minutes of gameplay feel highly reminiscent of the first game, but the connecting story sections leave me hopeful that there's a lot more to this sequel in terms of puzzle complexity and entertaining character interaction."
Innovative Co-op Mode
This new version of Portal will also have two player co-operative mode. Two new characters will be introduced for this mode, which will have its own unique plot and setting. These two characters are Atlas and P-body, a modified personality core and turret gun, respectively; both units are bipedal and equipped with their own portal guns.
Though once part of the networked facility, they have become separate entities and are treated to similar abuse by GLaDOS through a series of complicated test chambers through her "Cooperative Testing Initiative". The robots will make "expressive noises" in place of distinguishable dialogue, according to Doug Lombardi. GLaDOS appears to be troubled by the robots working together, and will attempt to aggravate their relationship through verbal trickery such as praising one robot over the other. Check out the trailer from Youtube which shows off this new game element:



You can pre-order Portal 2 from Amazon


here.

Duke Nukem finally gets a release date



The infamous vapourware project Duke Nukem Forever got another step closer to reality this week with the official annoucement of a release date. Duke will be able to 'let god sort 'em out' his alien friends on 3 May 2011 - that's the America release date, ROTW is three days later.

Who remembers playing the Duke Nukem series on 3.5 inch floppy disks back in the day? A classic game became an awesome game with Duke 3D. I can't remember how many times I played that! With Duke Forever stand up to those memories? Who knows but million fan boys are now silently counting down the days until Duke Forever is finally released.

Game Informer shared the news with the world:

"Somehow the guys at Game Informer magazine discovered Duke Nukem Forever's launch date before I did," joked Randy Pitchford, president of Gearbox Software and executive producer of Duke Nukem Forever. "But I cannot imagine any better video game news source team than Game Informer to reveal the moment of truth for the most inconceivable, incorrigible and inspiring turn around story in the history of the video game industry - the coming of Duke Nukem Forever on May 3, 2011."

"The moment fans all over the world have been waiting for is almost here," says Christoph Hartmann, president of 2K. "May 3, 2011 marks Duke's return as he unleashes his brash and brutally honest wit on the world. His return is going to be epic and one that will make video gaming history!"

Duke Nukem Forever was officially announced on April 28, 1997 so its possibly been the longest antipated game inthe history of gaming! It will be available across platforms so will be found on the Xbox, PS3 and will have a PC version as well. Here's the press release.
Check out this very tongue-in-cheek release trailer:



You can pre order Duke Nukem Forever from Amazon


Friday, October 18, 2013

Want a job making the next Halo game?



It's no secret that Microsoft is making a new Halo adventure for us fan boys to take part it in, but did you know it was being made by 343 Industries? Bungie said goodbye with Halo Reach


, and now Frankie and the crew he's been quietly putting together are working on something big that's probably gonna be called Halo 4 (or maybe a Halo: Remake?).

The only way to know for sure is get a job at 343 Industries, wherein after being sworn to secrecy you'll be given the keys to the Halo Castle. So if you're a animator, engineer, designer why don't you check out the jobs going at 343 and get yourself on the inside?

Battlefield 3 Trailer Revealed



It's gonna be a big fall release season with Gears 3 and now Battlefield 3. Check out the trailer that EA Games released to the interwebs:





Battlefield 3 will feature maps set in Paris, Tehran and New York have been confirmed. As a whole, game will cover urban streets, metropolitan downtown areas, and open landscapes suited to vehicle combat.
A new animation system will allow players to drag fallen comrades into safety and mount weapons on almost any part of the terrain.

Thursday, October 17, 2013

Finally! A Brilliant Thorin Cosplay (With a Surprising Twist)


Thorin costume




Ever since The Hobbit: An Unexpected Journey was released, I've been waiting to see some quality Thorin costumes. This is the first one I've stumbled across, and cosplayer Teal Pirate did an amazing job. She states it's actually not finished yet, and I can only imagine what she'll add to improve it because holy crap she looks a lot like Richard Armitage! (Yes, that's actually a woman under there).



Check out a couple more snapshots after the break.





Thorin costume 2




Thorin costume 3




Send your cosplay pics to tips@fashionablygeek.com.



(Teal Pirate via Kotaku)