During PAX Prime, which took place last week, 343 Industries' Frank
O'Connor was on site to answer questions posed to him by fans of the
series and journalists present at the event. As the Franchise Director
of the Halo series at 343, O'Connor's the man to talk to when it comes
to the lore of the series.
In Halo 3, the game had a very ambiguous ending which lead many to
question what the sequel—Halo 4—would be like. O'Connor was asked
whether the studio knew what the setting of the game would be ahead of
time.
"Kinda, sorta," he replied in response to the question posed by Youtube channel ReadyUpLive.
"Even back then, we had a lot of ideas about lot that world [seen in
the Halo 3 ending] was and what it could contain and what it meant to
the [Halo] universe. The only thing that was absolutely 100% was
Forerunner. The rest of it organically and naturally evolved from where
we wanted to take the story–some of the tendrils that reached out from
the terminals and some of the stuff we were prototyping with Greg Bear
even like four years ago."
"We kinda knew where the story was going to go and we knew we were going to follow the Master Chief."
Combat on foot in the Halo 4 has been overhauled for a much faster pace
this time around, with slightly less emphasis on vehicle combat.
"The fact that everyone can sprint now means that we're definitely
encouraging fast on-foot combat. In fact, the level we have
here—Exile—is full of vehicles and flying vehicles, but even if you're
not in one, you can still navigate really quickly. Part of that is just
Sprint, part of it is the way that loadouts work so that you can
basically pick things for ranged combat. And so a lot of the vehicle
combat has been sort of tuned and balanced."
With regards to Halo 4's single player campaign, O'Connor says that
there are going to be a lot of large-scale battles in the game.
"It's a huge part of Halo for everyone. Obviously the encounter by
encounter combat is at the soul of Halo, but that scale and that scope
and the vehicles and the way the sandbox elements interact with each
other. The ability to explore, and the ability to constantly be
surprised and be engaged by the environment at that scale is the biggest
thing that attracted me to Halo in the first place."
Frank O'Connor had a lot to say about the game's new cooperative
campaign, Spartan Ops. He describes it as feeling like a "content hold"
with the removal of Firefight from Halo 4.
"The reality was that [Firefight] ended being a niche mode, which was
nowhere near as big as conventional PVP multiplayer. We realized there
was an appetite for some of the stuff that Firefight introduced in ways
that allowed players to cooperate and compete with each other, but we
wanted to do something more story-based with it and give the campaign
developers more content, and also give a bridging experience so that PVP
multiplayer fans could maybe get more immersed in the story and the
cooperative side of things. It serves a lot of different masters but
ultimately, it's a new experience in its own way."
The missions in Spartan Ops are shorter than that of the campaign—and
they can be as short as ten minutes—but O'Connor says that they're going
to change depending on how many people you're playing with and on what
difficult you're playing at. While the missions are fairly short and
"bite sized", the entire experience per week can be grueling and quite
long because there will be five missions per week.
O'Connor says that Spartan Ops is the one mode he's most curious for
fans to experience. "I know how it plays, and I know how the fiction
feels and looks. But the organic part of it—the part that happens as an
emergent social experience when you're at work or at school talking
about the night before? We can't even test that. We can't test that
until we air it. It's just like a TV show."
"It's an experiment for us obviously. It's not that experimental
feeling that's solid and functioning right now, but again, the
experience and the discussions about it are something we won't know
about until November 6th."
Monday, September 10, 2012
New Halo 4 Gameplay Leak: Watchers, Crawlers, and Weapons
Enemies and weapons that will appear
in "Halo 4" were revealed over the weekend, providing more insight on
what players can expect in the next installment of the franchise. The
Promethean enemies and new set of weapons were posted in a public forum a few
hours ago.
The alleged leak details the
function and role of each of these Prometheans, and the full text reads as
follows:
"The Knights are one of three
subdivisions within the Prometheans. Crawlers
are basically cannon fodder to distract from the Knights. Watchers are support
units. They can shield knights, spawn watchers, resurrect knights. Prometheans
work together strategically. [In] Frankie's example of a Knight sniping him, he
takes cover behind a column, Crawlers attack him by crawling down from the
column. Promethean weapons/equipment designed to fight Flood.
"There are different variants
of Knights, watchers, and crawlers.
"Knight - Deadly warriors, use weapons like Light Rifle and
Supressor.
"Knight Lancer - Scouts and Marksmen, use Promethean Vision to locate
hidden enemies.
"Knight Commander - Have skills of Knights, but can wield Incineration
Cannons, stronger armor, Autosentry turrets.
"Knight Battlewagon - Rare but incredibly dangerous, huge frames draped in heavy
armor and hardlight shielding, can deploy Autosentries, will wield Scattershot
if you get too close. (Orange patterns through body and on face, orange spikes
on back. Super bad-s!)
"Watcher - Wield boltshots, summon crawlers, protect and resurrect
Knights.
"Crawler - Agile and move in packs, fire Boltshot from distance.
"Crawler Snipe - upgraded crawlers, no further details. I assume they keep
larger ranges.
"Alpha Crawler - Lead packs of Crawlers, has a Suppressor
"This is just about the
Prometheans, might be considered spoilers to come people.
The release date for "Halo 4" is set for Nov. 6, just in time for the holiday season. As the fall approaches, alleged leaks about the "Halo 4" characters and plot have begun to emerge. Earlier in September the Official Xbox Magazine reported that the ending of the game has been leaked. A new video documentary had revealed segments of what could be the final bits of dialogue in "Halo 4." This reportedly leaked ending and the information above have not been confirmed by developer 343 Industries, and therefore can only be considered rumor at this point.
However, Frank O'Connor of 343
Industries did divulge some details about "Halo 4" during PAX Prime,
which took place last week. O'Connor is known for discussing the game and how
it fits into the entire "Halo"
universe, as he revealed in past interviews with Game Informer.
O'Connor was asked specifically by YouTube user ReadyUpLive whether or not the
studio knew what the setting of "Halo 4" would be before the game
went into production.
"Even back then, we had a lot
of ideas about that world," he replied when referring to the ending of
'Halo 3,' "and what it could contain and what it meant to the [Halo]
universe. The only thing that was absolutely 100 percent was Forerunner. The
rest of it organically and naturally evolved from where we wanted to take the
story. Some of the tendrils that reached out from the terminals and some of the
stuff we were prototyping with Greg Bear even like four years ago."
But there was one detail that the
creators knew would play a role in "Halo 4."
"We kind of knew where the
story was going to go and we knew we were going to follow the Master
Chief," O'Connor also said in response to ReadyUpLive.
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