![]() “Our way of describing this game is getting the band back together, getting the Green Man and the Blue Lady back together,” he says. Crocker had played every Halo game on repeat for the first few years on the job, and he came to a clear conclusion. The stage is set: Defeat the Banished and locate Cortana. ![]() ![]() “Well, people have been on Halo rings before, but when players land on Zeta Halo, we crafted the story in such a way that Master Chief doesn’t know what’s happening there.”Īfter the Chief gallivants around an imploding space station, he meets an AI called The Weapon that was meant to terminate Cortana-the Chief’s close companion throughout the previous games-and then herself. “You know, Halo was a lot about landing on the surface of this alien ringworld not knowing anything about it, it being a giant mystery that you needed to explore,” he says. Keeping Chief out of the game for so long was intentional, says Staten, a spiritual call back to the original Halo trilogy. After taking a beating from a particularly buff brute named Atrinox-leader of the Banished, a rebel organization that broke off from the Covenant Empire-the Master Chief is found floating operatically in deep space. Halo Infinite’s campaign takes place 18 months after Halo 5. “And very quickly, we were all able to get in a room and just prioritize the things we were going to go after.” “Microsoft said ‘OK, what do you need?’” says Crocker. Now let’s keep refining this and finish this game.’”Īdmittedly, they were incredibly disappointed. “That was the moment where I felt like, 'OK, we’re hitting our target where we need to go. “It finally felt like the moment that the fantasy we all had in our head for the past 10 years was realized on the screen for us,” he says. But what his team had done was capture the memory-the deceptive memory-not of how Halo was, but, paradoxically, how it lives on in the memories of those who knew it best. He says that to go back now and play a game like GoldenEye is a sad experience: The game is never like you remember it. He was a fan again he was at a LAN party. And suddenly French, creative director of multiplayer at 343, didn’t feel like a developer anymore. In the hallways of 343 Studios he heard peals of laughter between anecdotes recalling that first “big team battle”-stories about fusion coils sent soaring like blue shooting stars and Pelican-dropped Mongooses splattering Spartans. It was after his colleagues had battled it out as super soldiers that Tom French thought of the good old days.
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