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RubénGM escribió:Me he leído todo eso de arriba a abajo... halo 2 será increible O.O'
E3 2004: Halo 2 Hands On Vol. 2
This time, we take a look at the little things that will make multiplayer great.
E3 2004: Halo 2 Hands-on, Vol. 3
Confessions of a PlayStation 2 convert: How Halo 2 stole my brain
ENTREVISTA escribió:
IGN: It seems like just about every weapon on the map we played has some tweaks to it. What considerations do you take when choosing to alter all of these familiar weapons?
Pete Parsons: Other than tweaks, no new weapons on the map [you played], but certainly new weapons in the mix. We're making weapons that really make sense and are really balanced and are really interesting to play, both in single-player and multiplayer. We spent so much time thinking about how being on foot with the weapons you have or how dual-wielding interacts or what you can do with dual-wielding and what you can't do and how weapons should work when you're in a Warthog and what are some of the advantages. So, making sure all those elements on the battlefield, whether it's single-player or multiplayer, are really well-balanced and force you to use strategy.
IGN: How many people will be able to play online.
Parsons: We're still not talking about it. Right now we've got 16 people in play. The thing we're gonna make sure of is that we have the right amount of people playing online. But not just the amount of people in terms of maximum size, but making sure the maps are great to play, that the weapon placement is great, making sure the game types are really cool and then doing all of that on Xbox Live and making sure that people have a great experience. You guys are aware that we did an Alpha [test] in January --
IGN: I'm really sad that we weren't invited in on that.
Parsons: Yeah, sorry about that, it was Microsoft internal only, but it was really cool. We had over a thousand people playing on Xbox Live, Halo 2 multiplayer. It wasn't a gameplay test, that's not what we were looking for, we were looking to test the underlying networking architecture. It went really well, so I feel like we have a really good head start on how that experience is going to play out on Live, which is so important to us.
IGN: How many people were playing in a single game on the test?
Parsons: Well, in the test, you could play up to sixteen.
IGN: And it ran pretty smoothly?
Parsons: I'd say we were extremely happy with how the test went. One of the great things about working with the Live team and having such a collaborative effort with those guys, is they've been -- you know, they helped us put that test together, we've gotten massive amounts of great data on it, and we got to do it early on, so we have this gigantic head start on how Halo 2 is going to behave online with people from all around the world.
IGN: While playing, I noticed the customizable symbols floating over players. That's obviously got some association with what's going to be available with Xbox Live 3.0. Can you tell us what Bungie is planning on doing with 3.0?
Parsons:I can't. I can just tell you is that we want to make that experience on Xbox Live, instead of being on the couch with you and your friends, now it's you and you're trying to gather this group of friends from around the world. Now it's super important to recreate that essential experience of being on the couch with your buddies. There's a whole bunch of stuff things that play into that. All of the features, we worked really closely with the Live team, and they came up with a lot of great features -- Clans and Voice Messaging and a whole bunch of other really good stuff -- at the end of the day, those are just features. I feel that, at the end of the day, we're going to be able to use our skills and use those features in a way that makes it feel like you're a part of something big and a part of something interesting. We fell like, whether we're side-by-side on the couch or across the country or the globe, that we feel like we're together as part of a team.
IGN: The map we played is a moderate-sized map. Are we going to see maps smaller than that and bigger than that?
Parsons: You're gonna see stuff smaller than that and you're gonna see stuff a lot bigger.
IGN: What types of game modes can we expect?
Parsons: All the same great game modes you had and a whole bunch of new ones.
IGN: (laughs) So vague.
Parsons: (laughs) That's all I can say, I'm sorry.
IGN: Will you limit the types of game modes that can be played on certain maps, so that a small map may not be able to accommodate a game like Capture the Flag?
Parsons: The answer's maybe. We're gonna spend a ton of time banging away on each map to make sure that every gameplay mode available on that map is really worth playing.
IGN: There was a shot, long long ago, of Master Chief with a flamethrower in the first Halo, but it never made it in the game. Will we see a flamethrower in Halo 2?
Parsons: I think fans will be really pleased that the plasma sword will be really excited that the Plasma Sword will be in there and it's really badass to use.
IGN: It really is badass to use.
Parsons: We have a whole bunch of great ideas for weapons and then you end up coming down to what are the weapons that really make sense on the battlefield that people are going to find fun and interesting to play. Having the Plasma Sword and having it interesting to play is major kudos to our design and engineering teams. It's just picking those things that have the right balance, that are most fun to play, and not putting weapons that -- who knows, is the answer.
IGN: Is every map going to have one of these special items, like the Plasma Sword, that you have to work for?
Parsons: I don't know if every map will, but this map does. I think it's really cool. Every battlefield has its secrets and there are places you can go to where there's some really unique weapon or unique thing that you can do in every map and I think we want to make sure we're always doing that. And at the same time, we want to make sure that if you never got the Plasma Sword, or if you never knew that it was there, it would still be a great experience.
IGN: The guys at Bungie must have played a lot of multiplayer from the original Halo. Heading into Halo 2, what were the things you knew, right off the bat, that you wanted fixed or changed?
Parsons: You know, I think the answer from most people on the team, is that most people really liked the maps and really had a lot of fun with them. It was just doing more of that. It was just taking all of that basic stuff and all of that stuff everybody liked about Halo 1 and making sure that we do that really well again and then adding these new things that are really fun and cool. Like that gantry that explodes or using destroyable cover in a really interesting way or not damaging vehicles because you can, but because it makes sense inside of the game or making boarding work really well. The one thing you won't see from us is piling on features, because people can pile on features, it's piling on features because they make sense. Making boarding work and making it cool and making it fun in both single-player and multiplayer is a real challenge, and I think we've been able to do that.
IGN: How many different teams can play a game at one time?
Parsons: More than two.
IGN: But less than 400?
Parsons: Less than 400, yes. That would be a good estimate. I think it's gonna be really exciting for people to play more than just two teams on a map.
IGN: Are all the maps going to be independent of the single-player game?
Parsons: Multiplayer map design, you have to design maps [specifically] for multiplayer to make them really great. We spend as much time making out multiplayer maps and playing our multiplayer maps and iterating on these things over and over again -- these aren't just slapped together maps, there's huge amounts of care that goes into putting them together. Contextually, we were playing in a piece of New Mumbasa. This was one of 49 power stations that was actually brought online in the 23rd century and was then decommissioned. We want to make sure that there's a history there, that there's a sense of place there.
IGN: Are there going to be different types of covenant to play in multiplayer, such as Brutes?
Parsons: I think you'll be playing as Elites.
IGN: How much attention did you pay to designing vehicle damage? Is it smarter to say, shoot a wheel out first? Can you be that specific with damage?
Parsons: What we didn't want to do is we didn't have vehicle damage affect the performance, so when you're driving a Warthog and your Warthog is massively damage, we don't want to have the fact that the tires are wobbling make it go slower or ruin the control. We thought it was important to maintain the control. A huge amount of planning went into how the vehicles were damaged. Not just visually what that looks like, but how that plays in gameplay. There's a primary explosion that knocks you out -- or kills you if your shields are down -- the fact that there's a secondary explosion that can take you out if you are anywhere around it. A ton of time has gone into figuring that out and a ton more work is going to go into figuring out how that works and how that manifests itself in gameplay.
IGN: Are there going to be more vehicles than what we saw?
Parsons: Yes.
IGN: Can you give any examples? One that flies, like a Banshee for example?
Parsons: Well, you never know.
IGN: What types of environments can we expect in multiplayer? Will see urban environments, jungle environments?
Parsons: You will see a multitude of environments and all of them will be representative of the [single-player] game. You saw an Earth one now and I can tell you that there will be many others.
IGN: So there will be a Halo environment?
Parsons: (quickly) Uh, that remains to be seen.
IGN: How does team voice work?
Parsons: I wish you could tell you more about that. We will have voice and it will be cool and we will have a lot more than that is even cooler.
IGN: I wish you could tell us more.
Parsons: I wish I could.
IGN: As far as the move-set is concerned, will what we played in the demo be pretty much what you can do in the game, or are there more moves that we haven't seen yet?
Parsons: There'll be some tweaks and some subtleties. We wanted to make sure that you could pick up and play. That anybody could pick up and play and that it was really easy to learn the new moves. I think once you get the hang of it -- I can get in, play, and have a good time, but the instant I board, that's an awesome feeling. Or when I can pick up dual-wielding and it works and I'm not just holding two sort of random weapons, but they actually have a purpose. I think that's really cool for people and I think it's easy to learn. We want people to just jump in and play. Did you like dual wielding?
IGN: Yeah, I thought it was really nice. In my mind, I was thinking, "I want to get rid of these grenades and then grab a second gun." Honestly, it feels like a natural extension of the first game, but now you can do extra cool stuff.
Parsons: We want you to have that feeling. For a whole bunch of reasons, people loved Halo. Whether it was the story or whether it was playing as Chief or whether it was the controls or the vehicles. We want you to be able to step back into that world and feel like you can be important and that you can kick ass and anything that breaks that experience would suck, I think
IGN: What are the graphical sacrifices you had to make from the single-player to the multiplayer experience?
Parsons: There are changes for performance that you make.
IGN: Would you say that multiplayer looks noticeably different?
Parsons: No. I would say (pause) I think they look pretty darn consistent.
IGN: Is this going to support 480p? 720p?
Parsons: We haven't said anything about that. As all Bungie interviews end up being...
IGN: But you will support widescreen?
Parsons: Yes.
IGN: Can you talk a bit about the sound?
Parsons: The great thing about [the] sound that I love, is that you can really hear bullets fly by now. You can hear the ricochets off walls. When the team got the audio working in the way it was going to work, it was unbelievable. All of a sudden you hear bullets whip-cracking over your head and you're immediately ducking down. When you play it in surround, it's just unbelievable. We pay a lot of attention to sound and I think it's cool when the work that Marty [O'Donnell] and Jay [Weinland] and C Paul [Johnson] have done is awesome, but that the sound effects actually start to play a role in the game. And not just hearing bullet impacts, but when you start hearing stuff whizzing over your head and you know where it's coming from, it's like, alright, this stuff is helping me not only to throw me inside this world that is Halo, but also helps me play the game better.
IGN: The map we played, it seems pretty clear that it's designed to allow people to strategize their moves. Are all of the maps in multiplayer going to be as strategic as this one?
Parsons: I'd like to think that all of the maps, anyone can jump into any of the maps and have a blast, but as you start exploring the map and [learning] the secrets of a map, and how to exploit the maps in the best way possible. The maps on the surface appear very simple, but at the heart they're really complex and that's because as much care is spent on the multiplayer maps as in the single-player game. That map has gone through so many iterations to try to get it so that it plays really well and is really fun.
IGN: Are there more melee weapons than just the Plasma Sword?
Parsons: Yes. Melee's cool.
IGN: I just feel like it might be cool to have a disarm function, like maybe take it to that extreme.
Parsons: I just think that there's a point where you wanna make melee really cool and a point where it starts getting really complex. We want to make sure that it's super balanced and super easy to use, but super important in gameplay.
IGN: Will we see co-op play again, will it have System Link, and will it be online?
Parsons: We will have co-op play and we have said nothing about online.
IGN: But will you have System Link co-op play or is that under guard?
Parsons: Under guard.
IGN: Like so many things. Halo defines the Xbox. With such high expectations, do you ever feel the pressure of having to deliver with Halo 2?
Parsons: Huge amounts of pressure, but the pressure is for ourselves to do great things. I don't want to speak for the entire team, but I think that we all focus on making something that we really like and making something that our fans really like and we don't think about anything else [like] topping Halo 1 or how we feel about DOOM 3 or Half-Life 2. Those look like really great games and I can't wait to play 'em.
IGN: How confident are you that Halo 2 is going to come out this year?
Parsons: This game will ship this fall.
IGN: Absolutely?
Parsons: Absolutely. And I feel great about it. We're just having so much fun and the team is just kicking ass. It's really good to see.
Hands-on Vol. 2 escribió:May 12, 2004 - Rather than rehash everything that Hilary Goldstein had to say about the magnificent multiplayer mode of Halo 2 we decided to take the approach of listing the Top Five Little Things About Halo 2 that Made it Worth the Wait. That's a hell of a lot of words for just one category, but this ain't the Grammys and Halo 2 does so many things well. Yet, the multiplayer game is still greater than the sum of its parts.
Dual-Wielding: Sure John Woo movies and Keanu Reeves made it fashionable to double up on the punishment you can hand out at one time in a videogame, but Halo 2 adds another twist when you wield dual weapons. It's most useful when you're talking about the Needler in one hand and the SMG in the other, but the glowing pinkish purple needle rounds end up serving as tracers so you can see just how far you're missing the target as you track them across the horizon. The smart player will alternate between needle rounds and SMG rounds so you can use the visual indication of the Needler rounds to help guide your death dealing bullets from your submachine gun. It's a subtle thing, but we're giving Bungie the benefit of the doubt here when we assume it's intentional. The Needler isn't the wimpy weapon it was in the original Halo, and for some old habits of aversion will be hard to break, but the using it as a tracer gun is a marvelous touch.
Straight Jackin': Forcibly dismounting enemies from Warthogs and Ghosts is going to be one of everybody's favorites once they get their hands on the multiplayer component of Halo 2. What impressed us the most, was how well this move has been developed. Only vehicles moving slowly enough for the "jack" icon to pop up can be stolen, but approaching the driver/vehicle from most angles works, including descending on them from above. The Ghost and 'hog are both roofless so timing your leaps so that you slowly descend (the jump button gets airborne quickly but you float down) on the unsuspecting pilot will be a handy new skill to have. But it gets better. You can have repeated jackings one after the other if you have two players of similar skills. A typical sequence will work where the warthog driver will be trying to run over an enemy and that enemy will be playing matador to the drivers bull. The guy on foot will be leaping and dodging while also trying to get close enough and hoping the Warthog or Ghost is going slow enough to make jack move. Should you pull off the jack move, the former driver can quickly initiate a jack move of his own to get the vehicle back because you will be going slow enough for him to do so. Of course once the vehicle has been taken back you'll be in position to pull of another move. This repetitive sequence can easily look like a cartoon or something with players pulling each other out of the driver's seat repeatedly. This usually won't last long since the players and the vehicle in question are more or less stationary this whole time, which means somebody somewhere is going to be sending a rocket or grenade their way soon.
Hands-On Vol. 3 escribió:May 12, 2004 - I confess -- I didn't play all that much of Halo. I did play it, but not much. So, in preparation for this year's E3, I took up the s-controller and started a new campaign. I happily trudged through what is without a doubt the world's greatest console first-person shooter, slaughtering Covenant baddies and getting a good handle on the Warthog. I was continually surprised at how smooth and seamless everything was, and how fantastically alive the world looked and felt.
I'm not sure how I missed it so thoroughly, but I suppose running the PlayStation 2 site and playing loads of Grand Theft Auto III, Devil May Cry, ICO and Metal Gear Solid 2: Sons of Liberty had something to do with it. It could be that, or it could be the same thing that happens to so many gamers. Hype. I was told how great, impressive and fantastic Halo was that it had the reverse effect on me.
But there was nothing holding me back from wanting to play Halo 2, and knowing how badly our own readers want to play it, I felt compelled to represent. At the first meeting on the first day of E3 (10:30 am), I met with the Bungie representatives, Frank O'Conner and Pete Parsons, who gave us the exact same demo we witnessed at the Microsoft pre-E3 event, showing off the high level of destruction; how to wield the Covenant Elite's Plasma Sword; how you can car-jack anyone out of a vehicle; how vehicles exhibit secondary explosions, and how well crafted this Zanibar level actually is. Oh yeah, and the Needler? They made a big point out of saying that this time it's a genuinely good weapon to pick up. Phew.
We sat and watched it happily. As if we knew the game like the back of our hand. The crazy thing is that with Halo 2 is this, if you've played the first, you will instantly get to grips with the second one. The first was admirably easy to pick up and get used to, and the second one provides that same smooth, easy feel instantly. Man, I was sitting there in these white, leaning seats, and watching Frank take a beating as an Elite, and I felt like there was no better place to be.
With Halo so recently familiar, watching the demo and then playing Halo 2 was instant. After the demo ended, we swiveled our chairs around to the eight Xbox Test units behind us, and split up into two teams, the blue Spartans, and the red defenders in a series of three-minute Capture the Flag multiplayer games. The best thing about the game is that there was no, and I mean, no, sense of ever feeling like I was in playing over any kind of wires at all. The LAN connection was seamless, smooth and pretty, i.e. without flaws. Hopefully, the Xbox Live experience is as distinctly good.
Zanzibar turns out to be one well-crafted multiplayer level. The base stands behind broken walls on a beach front, with two to three stories and multiple staircases, walls, paths and manners of getting from one story to another. On offense, players have the Warthog, which controls just like in the first game, and one particularly good strategy is to blast in, close in to a fixed turret and use the fixed rocket launcher attached to the car to permanently blast the metal of that turret across the beach. I experienced the pleasure and pain of it from the attackers and the defenders position. If you're in a defending position, the turrets are an excellent place to toast a warthog. They're powerful, almost too powerful, and against enemies without a vehicle, they're deadly, killing them in two or three shots.
Weapons were strategically placed in prominent positions, so that from a high staircase sections, you might find a sniper weapon or behind a giant circular generator-type wheel, you will find the game's most powerful melee weapon, the Plasma Sword. Along with the Warthog, players can get to grips with several kinds of weapons, one of which was available to play, the Ghost, a small, single-person hovercraft that issues a hefty load of laser shot from its front section. As Bungie pointed out, you could technically just fight over a vehicle over and over again, hurling your opponent out from his seat just to see how he will land -- and if you can get away far enough to shoot him.
Strangely, though I was able to wield dual weapons, I rarely used it. I guess I was just caught up in the moment, but it could be because the opposition just wasn't that good. We lost the first or second flag to the opposition, but we took the match 3-1. We played one last game, and we took that one too. It felt good to beat the competition yet again. Another feature I didn't use was the target tracking system, useable via the rocket launcher. By citing an enemy in your reticule, the cross hairs change to red, indicating the rockets will track. By shooting a tracked enemy, the rocket literally curves around for a long while, tracking the enemy until it's blasted its target. If it's you blasting a warthog with a rocket launcher, the feeling of the direct target is stellar. It rocks the Warthog, knocking it end over end and spinning and crashing into the nearby environment.
In the end, Halo is what you think it is, more great Halo, with enhanced everything, graphics, weapons, vehicles, and most notably, online multiplayer online gaming. It feels good to cover some serious first-person shooters for a change, and Halo, well, on the console, Halo hasn't been beaten. And based on this E3, nothing even comes close to its sequel. If there is one Xbox game you're going to buy this fall, you've to be pretty crazy -- or the editor-in-chief of IGN's PS2 site -- not to put Halo 2 at the top of your list.
-- Douglass C. Perry
IGN: Are there more melee weapons than just the Plasma Sword?
Parsons: Yes. Melee's cool.
PAYOMALO escribió:Decidme que traduzco que me he perdido un rato largo, además vengo de comprarme un reproducto de mp3 y estoy como un marine con un tanque scorpion pisando elites
clyde escribió:Me encanta que te encante Mr. Parsons