Showing posts with label Halo 3. Show all posts
Showing posts with label Halo 3. Show all posts

Thursday, March 27, 2008

The evolution of first-person shooters


Last year wasn’t significant because of the number of first-person-shooter games released. For a few years now, this has been a popular niche for developers and publishers since it caters to the hard-core gamers who are the bread and butter of the video-game industry.

The reason 2007 stands out is the variety and excellence of the first-person shooters that were released, due in part to the processing power of the next-generation PlayStation 3 and Xbox 360, and to the increasing emphasis that developers are placing on story and character development.

Halo 3 (Microsoft Game Studios; Xbox 360; rated mature) This game’s single-player story mode is exactly what it needed to be: more of what the first two games gave us. Where there was innovation in Halo 3 was in the multiplayer options available for FPS gamers. With the ability for 16 people to go after each other, or for four players to cooperate on playing through the story, Halo 3 made a plural out of the FPS genre.

Bioshock (2K Games; Xbox 360; rated mature) Bioshock was groundbreaking for two reasons. First, the art direction and singular vision behind the game make it a complete and entirely believable world, despite its madness. The second reason involves the debate as to whether FPS games should construct the protagonist as a blank slate. The idea is that individual gamers are better able to “become” the character if that character is vague. This is why nobody knows what Halo’s Master Chief looks like. In Bioshock, the character you play has no identity at all, and this becomes critical to how the story plays out. The clever game designers took a philosophical argument and made it a plot point.

Jericho (Codemasters; Xbox 360; rated mature) It’s the talented storytelling of Clive Barker that causes Jericho to stand out. He’s crafted a horror game that is gory, weird, and tinged with religion, basing the story on gnostic texts. You are the commander of a seven-person military unit trained in conventional and occult warfare. Each squad member has some kind of occult power, and you can move from team member to team member, making strategic use of each one’s talents. This ability, compared to switching from one gun to another, is a great game-play mechanic.

The Orange Box (Valve; PC, PS3, Xbox 360; rated teen and mature) You’ll use surprisingly few weapons in the Half-Life games, of which three are included in The Orange Box. The protagonist, Gordon Freeman, isn’t a soldier, super or otherwise. He’s a scientist, and his primary weapon is a gravity gun, a device that allows him to pick up and move heavy objects. Admittedly, such objects can crush enemies, especially when flung at high speed. Unlike so many games that beat you over the head with explanations, Half-Life is refreshingly vague about what you are supposed to do. At times, trying to solve the puzzle of “How do I get across this room?” becomes maddening because of the lack of clues, but most gamers appreciate being left to figure things out.

BlackSite: Area 51 (Midway; PC, PS3, Xbox 360; rated teen) BlackSite is built on mystery. You play as a U.S. soldier caught up in a conspiracy, starting the game by looking for weapons of mass destruction in Iraq, but instead stumbling across some bizarre and dangerous creatures. Imagine your surprise when you encounter the same creatures in the desert around Rachel, Nevada, the closest town to the rumoured American military base at Groom Lake—Area 51. No shock, then, to discover that the enemies you fight in BlackSite are aliens. I was able to overlook some of the technical problems with this game, and instead enjoy the sly subversiveness of the game’s story, which is a pointed commentary on U.S. involvement in Iraq.

Crysis (Electronic Arts; rated mature) Crysis was developed to push the limits of PC gaming systems, and would be fairly standard first-person-shooter fare if it weren’t so visually stunning. You are a member of a special-forces squad sent in to secure an archaeological site, but there’s something on the island that’s making meat out of all the soldiers. The flowing imagery of Crysis hasn’t been achieved before, and it sets a new standard for visual fidelity. To really make the most of this game, you’ll need a topnotch system running Windows Vista. You can play the game on lesser computers, but you’ll miss out on what makes it so special.

[originally published in the Georgia Straight]

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Thursday, February 21, 2008

GDC 2008: Constructing the environments for Halo 3

Mike Zak has a BFA from UVic, and has been working on Halo environments since he joined Bungie halfway through the production of Halo 2. He was the environmental art lead for Halo 3, and in a session this morning, described how he and the team of artists with which he works came up with the breathtaking worlds.

Zak used one specific mission as a case study for his talk: The Storm. This mission happens fairly early in the game, and starts with Master Chief being told he needs to prevent the Covenant from activating the Ark. The mission ends when the Ark is activated, the portal opens, the Covenant escapes, and the Flood-infested ship crashes to Earth.

Besides showing off incredible concept art and preproduction sketches, Zak walked through an interesting breakdown of the level and articulated a few things he and his team were looking at when creating the environments.

“The Hook” refers to having a strong layout concept that makes the space unique, but is also easy for a player to see and navigate, while suggesting to them a tactic they might use.

“Scale” refers to getting an early sense of the size of things, which helps determine how large the space for the level needs to be. The sense of capacity, then, will help determine budget and AI requirements for building the level.

“Combat elements,” or “encounter design for laymen,” refers to the need to build a space with fronts (including safe territories for retreat), layers (in terms of basements and balconies), and blinds (for both AI and players to exploit, and includes cover).

Finally, “movement elements,” refers to how the player can traverse the space, including shortcuts, one-way paths, and ninja paths (in which the player has a distinct advantage).

I interviewed Zak for a Georgia Straight cover feature on Halo 3 last fall. This morning he told me that he’s sketching for a new project, but could not reveal a hint of what it was. Sorry.

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Sunday, December 2, 2007

Making sense of the Halo story


The video game website 1UP has a great feature that summarizes the entire plot of the Halo franchise. Thus far. 

As they indicate, with three high-speed video games, a half-dozen books, and a couple of comics all telling different parts of the story - at different chronological times, no less - it can be difficult figuring out exactly what the story is all about.

The feature, which you can take a look at here, is a big ol' flowchart that starts "A long damn time ago" and threads the plotline all the way up until the  end of Halo 3, AD 2552. 

The writer, Jeremy Parish, doesn't get into the fine details of the plot or the characters, but does a good job of bullet-pointing the story. 

"No. There is too much. Let me sum up."

Anybody else out there have any problems figuring out the fine plot details of the Halo games?


LUNCH: Butter chicken and lamb vindaloo at an awesome Indian buffet

Friday, October 5, 2007

Bungie splits from Microsoft

This comes as a surprise, especially given how successful Halo 3 has been.

Bungie Studios, who created Halo, is leaving the embrace of Micorosoft to become an indie studio again. An indie studio that has Microsoft as an equity partner.

The full details can be found at MCV and GameSpot.

This is backwards from what normally happens. Usually, a studio makes a game for a publisher, it sells well, and the publisher acquires the studio. That's how Bungie ended up part of Microsoft in the first place.


BREAKFAST: Nothing. Yet. But steak and eggs, maybe. It's Friday.

Monday, September 24, 2007

Are you ready for Halo 3?


Lots of talk over at the Future Shop Community Forums about the pending release of Halo 3.

This board has information about the midnight launches that will be held across the country. (Except Quebec. What's up with that?)

This board is talking about how soon preordered and mailed copies of the game will arrive. It turns out that some people already have their games in hand.

This board is tracking the line lengths. Apparently there are already some lineups in Ontario. (What's up with that?)

Anybody out there planning on lining up? Anyone calling in sick tomorrow so they can play all night?


LUNCH: hamburgers, yum