Foren Aktuelles Erstellen Mitglieder Anmelden

360 Halo Combat Evolved Anniversary

Benutzer, welche sich diesen Thread anschauen:

Rakete schrieb:
Da bin ich sogar bei Dir Bexter...(bis auf den Teil mit Reach) ;) Ich habe teilweise nächtelang nur Teamslayer 4 gegen 4 auf Lockout gespielt, auch Warlock und Sanctuary habe ich geliebt. Die Maps waren einfach nur Weltklasse.

Edit..hier noch mal alle Maps:

On Disc:
Lockout
Beaver Creek
Zanzibar
Coagulation
Ivory Tower
Waterworks
Headlong
Colossus
Midship
Ascension
Foundation


Maptacular Map Pack:

Gemini
Relic
Elongation
Terminal
Backwash


Killtacular Map Pack
Sanctuary
Turf

Bonus Map Pack
Containment
Warlock

Blasttacular map pack
Desolation
Tombstone

Boah hab mir die maps angeshen ;)
die sehen oberaffenmega geil aus ^^
Stellt das euch nur mal in remake vor *.*
 
Also wenn ein Halo 2 Remake rauskommt, wird es sicher wieder nur die Kampagne sein, sprich man wird sicher wieder ein Mappack mit Halo 2 Maps für z.B. den Halo 4 MP draufpacken, wenn überhaupt. Aber im moment steht ja noch nichtmal fest ob es ein Halo 2 Remake geben wird.

Das Nächste Halo Game nach Halo CEA wird erstmal Halo 4 sein, vielleicht ist es auch das Letzte Halo für diese Generation.
 
Halo: Combat Evolved Anniversary sure is pretty. That's the first thing you'll notice when you sit down to play. The updated visuals and new 16:9 aspect ratio look great. You can switch between the old and new versions instantaneously by pressing the Back button, but most will probably replay Master Chief's inaugural adventure soaking in the high-def scenery.

The technological feat of quick-swapping between the two graphics modes without a break in play can be credited to the two engines tasked with powering the experience. "There are two engines running simultaneously," 343 Industries' Frank O'Connor told G4 at a recent Microsoft holiday preview event in New York City. Read on to see what else he had to tell us about the updated HD love sonnet to the original Halo, and you can catch his video where he sheds more light on the game with us as well.

"The original Halo engine... and a second engine running in symmetry, but independently, on top of that which is handling all of the new graphics. That's the reason we're able to switch [graphics modes] so quickly." The new engine is custom-designed to play nice with the original Halo, though O'Connor confirmed that "it uses a bunch of existing technologies." He said that the framework used to build Halo: Reach just wouldn't work with Combat Evolved, and Anniversary is designed to replicate that original experience as closely as possible.


Halo: Combat Evolved Anniversary Preview With Frank O'Connor



"We're guaranteeing that this plays exactly the same, but one thing that we can't guarantee is that you won't see any differences," O'Connor continued. "This is the first time that the console game has been available in 16:9 aspect ratio, it was only ever made in 4:3, so there may be some slight differences."

The differences being referred to here are of the deep-dive variety, specialized tactics developed by players that depend on certain pixel counts. O'Connor painted an object example: "Kids are saying, 'Can i do this one grenade jump that i used to do?,' The fact is you probably can, but we've stopped guaranteeing it ever since we switched to 16:9. We could've had it running in 4:3, but ultimately people are buying this so they can have it on their HDTV."

Another example of a possible change that might come to Combat Evolved Anniversary is the fan-favorite pistol. While the overpowered little beauty will still be the same beast it always was in campaign mode, the multiplayer version might -- emphasis on might -- be changed a little bit.

"People really want it in multiplayer," O'Connor said. "The multiplayer component [in Anniversary] all runs in the Reach engine. We didn't want to cannibalize the existing player base for Reach in the middle of its lifespan, so what we did was we picked a group of multiplayer maps that would work well with that Reach stuff."

"More importantly," he added, "we're working on a title update for Reach and obviously for this that'll allow us to add some of the classic functionality and gameplay from the original multiplayer component [in Combat Evolved]. In some ways taken backwards, taken back to the sort of simpler... more elegant Halo experience."

"We haven't revealed what all of those pieces are that we're putting in the title update because, frankly, we're testing a lot of them right now. I don't want to say we'll have the original pistol back in multiplayer if some unperceived circumstance could come up during testing and it doesn't work. But right now we're pretty confident that everything we're shooting for is going to make it into the title update. We'll give that list out and sort of talk through it at Halo Fest on August 26."

O'Connor confirmed that Anniversary will include seven multiplayer maps in all, one of which is dedicated entirely to Firefight mode. "Some of them are from Halo, maybe one is from Halo 2 and people have already spotted the Timberland map from Halo PC in there."

"The choice of maps was all based on, obviously people's favorites, but also things that haven't been remade on the 360 because it would be redundant," he added. "Blood Gulch is the obvious number one go-to, but it's available in Reach and in Halo 3. There are still some surprises to announce that I think people will be pretty happy with."

O'Connor teased one of those surprises specifically, an innovation relating to the game's lone Firefight map, which is set on Halo. "We've actually been able to-- because of the stuff we've been playing with in terms of the base code, there's something that we've been able to add to Firefight."

He wouldn't go into specifics since the element is still being tested -- "We're pretty confident it's going to make it in," O'Connor said -- but it is something "that hasn't been seen before." He teased, "It's something that hasn't been in Firefight to date, and it should make it a pretty compelling experience."(Anmerkung von Cycron: Vielleicht Floods?)

Skulls will be back, as we already know, starting with the previously announced Grunt Funeral. O'Connor confirmed that all of the skulls will be new to the series, though "some of them will do familiar things."

He also talked a little bit about the terminals in Anniversary, which you may have caught a trailer for at the tail end of last week. Terminals actually date all the way back to Marathon, and Bungie revived them as fonts of textual information about the Halo universe in Halo 3.

The newly added terminals will be easier to find, and they'll feature animations and voice acting, as you saw in the trailer. Fans can even expect to see some hints of what's to come pop up in Anniversary, by way of the terminals.

"They'll definitely feed into Greg Bear's novels and there'll be some links to Halo 4 as well," O'Connor added. "I would caution people: you don't need to read the terminals to play Halo 4. You don't need to buy a book to understand Halo 1. We try to make these things self-contained as well as connected."

And hey, look at that: Forge is back too! Since the multiplayer side of Anniversary runs on the Reach engine, including Forge was an easy choice. It will, of course, be new and improved as well, at least as far as integrating content from Combat Evolved goes.

"We're putting new Forge build pieces in the maps," O'Connor said. "A good example is Beaver Creek. You want to make that map a little bit bigger, so we've added some tunnels and stuff. In the classic mode it'll be blocked off, but you can take that out in Forge. With the Forge, all the stuff that works in Reach multiplayer with work in the multiplayer component of this."

It's fitting that 343 Industries' first crack at overseeing a Halo title is this Anniversary re-release. Bungie created a fantastic platform for the studio to launch from in the original trilogy, but now the continuing story of Master Chief is in the hands of a new group of Halo fans.

"One of the luxuries we had in taking over the franchise was, we had time to actually stop and reset and say, 'What is this arc going to look like? What is the next trilogy going to look like? How can we better connect the external franchise fiction [like the novels]?,'" O'Connor said.

"We're actually in a really good place with the story. We know where the first story we ever told is and we know where the last story we're going to tell is, and we can build into that framework really efficiently."




Quelle und zum Interview Video mit Frankie hier:
http://www.g4tv.com/thefeed/blog/post/715011/halo-combat-evolved-anniversary-edition-details-343s-frank-oconnor-talks



Ausserdem ist das neue Bulletin raus:
http://halo.xbox.com/en-us/news/headline/the-halo-bulletin-8311-/138375
 
Cycron schrieb:
Halo: Combat Evolved Anniversary sure is pretty. That's the first thing you'll notice when you sit down to play. The updated visuals and new 16:9 aspect ratio look great. You can switch between the old and new versions instantaneously by pressing the Back button, but most will probably replay Master Chief's inaugural adventure soaking in the high-def scenery.

The technological feat of quick-swapping between the two graphics modes without a break in play can be credited to the two engines tasked with powering the experience. "There are two engines running simultaneously," 343 Industries' Frank O'Connor told G4 at a recent Microsoft holiday preview event in New York City. Read on to see what else he had to tell us about the updated HD love sonnet to the original Halo, and you can catch his video where he sheds more light on the game with us as well.

"The original Halo engine... and a second engine running in symmetry, but independently, on top of that which is handling all of the new graphics. That's the reason we're able to switch [graphics modes] so quickly." The new engine is custom-designed to play nice with the original Halo, though O'Connor confirmed that "it uses a bunch of existing technologies." He said that the framework used to build Halo: Reach just wouldn't work with Combat Evolved, and Anniversary is designed to replicate that original experience as closely as possible.


Halo: Combat Evolved Anniversary Preview With Frank O'Connor



"We're guaranteeing that this plays exactly the same, but one thing that we can't guarantee is that you won't see any differences," O'Connor continued. "This is the first time that the console game has been available in 16:9 aspect ratio, it was only ever made in 4:3, so there may be some slight differences."

The differences being referred to here are of the deep-dive variety, specialized tactics developed by players that depend on certain pixel counts. O'Connor painted an object example: "Kids are saying, 'Can i do this one grenade jump that i used to do?,' The fact is you probably can, but we've stopped guaranteeing it ever since we switched to 16:9. We could've had it running in 4:3, but ultimately people are buying this so they can have it on their HDTV."

Another example of a possible change that might come to Combat Evolved Anniversary is the fan-favorite pistol. While the overpowered little beauty will still be the same beast it always was in campaign mode, the multiplayer version might -- emphasis on might -- be changed a little bit.

"People really want it in multiplayer," O'Connor said. "The multiplayer component [in Anniversary] all runs in the Reach engine. We didn't want to cannibalize the existing player base for Reach in the middle of its lifespan, so what we did was we picked a group of multiplayer maps that would work well with that Reach stuff."

"More importantly," he added, "we're working on a title update for Reach and obviously for this that'll allow us to add some of the classic functionality and gameplay from the original multiplayer component [in Combat Evolved]. In some ways taken backwards, taken back to the sort of simpler... more elegant Halo experience."

"We haven't revealed what all of those pieces are that we're putting in the title update because, frankly, we're testing a lot of them right now. I don't want to say we'll have the original pistol back in multiplayer if some unperceived circumstance could come up during testing and it doesn't work. But right now we're pretty confident that everything we're shooting for is going to make it into the title update. We'll give that list out and sort of talk through it at Halo Fest on August 26."

O'Connor confirmed that Anniversary will include seven multiplayer maps in all, one of which is dedicated entirely to Firefight mode. "Some of them are from Halo, maybe one is from Halo 2 and people have already spotted the Timberland map from Halo PC in there."

"The choice of maps was all based on, obviously people's favorites, but also things that haven't been remade on the 360 because it would be redundant," he added. "Blood Gulch is the obvious number one go-to, but it's available in Reach and in Halo 3. There are still some surprises to announce that I think people will be pretty happy with."

O'Connor teased one of those surprises specifically, an innovation relating to the game's lone Firefight map, which is set on Halo. "We've actually been able to-- because of the stuff we've been playing with in terms of the base code, there's something that we've been able to add to Firefight."

He wouldn't go into specifics since the element is still being tested -- "We're pretty confident it's going to make it in," O'Connor said -- but it is something "that hasn't been seen before." He teased, "It's something that hasn't been in Firefight to date, and it should make it a pretty compelling experience."(Anmerkung von Cycron: Vielleicht Floods?)

Skulls will be back, as we already know, starting with the previously announced Grunt Funeral. O'Connor confirmed that all of the skulls will be new to the series, though "some of them will do familiar things."

He also talked a little bit about the terminals in Anniversary, which you may have caught a trailer for at the tail end of last week. Terminals actually date all the way back to Marathon, and Bungie revived them as fonts of textual information about the Halo universe in Halo 3.

The newly added terminals will be easier to find, and they'll feature animations and voice acting, as you saw in the trailer. Fans can even expect to see some hints of what's to come pop up in Anniversary, by way of the terminals.

"They'll definitely feed into Greg Bear's novels and there'll be some links to Halo 4 as well," O'Connor added. "I would caution people: you don't need to read the terminals to play Halo 4. You don't need to buy a book to understand Halo 1. We try to make these things self-contained as well as connected."

And hey, look at that: Forge is back too! Since the multiplayer side of Anniversary runs on the Reach engine, including Forge was an easy choice. It will, of course, be new and improved as well, at least as far as integrating content from Combat Evolved goes.

"We're putting new Forge build pieces in the maps," O'Connor said. "A good example is Beaver Creek. You want to make that map a little bit bigger, so we've added some tunnels and stuff. In the classic mode it'll be blocked off, but you can take that out in Forge. With the Forge, all the stuff that works in Reach multiplayer with work in the multiplayer component of this."

It's fitting that 343 Industries' first crack at overseeing a Halo title is this Anniversary re-release. Bungie created a fantastic platform for the studio to launch from in the original trilogy, but now the continuing story of Master Chief is in the hands of a new group of Halo fans.

"One of the luxuries we had in taking over the franchise was, we had time to actually stop and reset and say, 'What is this arc going to look like? What is the next trilogy going to look like? How can we better connect the external franchise fiction [like the novels]?,'" O'Connor said.

"We're actually in a really good place with the story. We know where the first story we ever told is and we know where the last story we're going to tell is, and we can build into that framework really efficiently."




Quelle und zum Interview Video mit Frankie hier:
http://www.g4tv.com/thefeed/blog/post/715011/halo-combat-evolved-anniversary-edition-details-343s-frank-oconnor-talks



Ausserdem ist das neue Bulletin raus:
http://halo.xbox.com/en-us/news/headline/the-halo-bulletin-8311-/138375

es wäre geil von dir wenn du es auf deutsch übesetzen könntest mein englisch ist nicht so gut...^^
 
Kryptum schrieb:
Cycron schrieb:
Halo: Combat Evolved Anniversary sure is pretty. That's the first thing you'll notice when you sit down to play. The updated visuals and new 16:9 aspect ratio look great. You can switch between the old and new versions instantaneously by pressing the Back button, but most will probably replay Master Chief's inaugural adventure soaking in the high-def scenery.

The technological feat of quick-swapping between the two graphics modes without a break in play can be credited to the two engines tasked with powering the experience. "There are two engines running simultaneously," 343 Industries' Frank O'Connor told G4 at a recent Microsoft holiday preview event in New York City. Read on to see what else he had to tell us about the updated HD love sonnet to the original Halo, and you can catch his video where he sheds more light on the game with us as well.

"The original Halo engine... and a second engine running in symmetry, but independently, on top of that which is handling all of the new graphics. That's the reason we're able to switch [graphics modes] so quickly." The new engine is custom-designed to play nice with the original Halo, though O'Connor confirmed that "it uses a bunch of existing technologies." He said that the framework used to build Halo: Reach just wouldn't work with Combat Evolved, and Anniversary is designed to replicate that original experience as closely as possible.


Halo: Combat Evolved Anniversary Preview With Frank O'Connor



"We're guaranteeing that this plays exactly the same, but one thing that we can't guarantee is that you won't see any differences," O'Connor continued. "This is the first time that the console game has been available in 16:9 aspect ratio, it was only ever made in 4:3, so there may be some slight differences."

The differences being referred to here are of the deep-dive variety, specialized tactics developed by players that depend on certain pixel counts. O'Connor painted an object example: "Kids are saying, 'Can i do this one grenade jump that i used to do?,' The fact is you probably can, but we've stopped guaranteeing it ever since we switched to 16:9. We could've had it running in 4:3, but ultimately people are buying this so they can have it on their HDTV."

Another example of a possible change that might come to Combat Evolved Anniversary is the fan-favorite pistol. While the overpowered little beauty will still be the same beast it always was in campaign mode, the multiplayer version might -- emphasis on might -- be changed a little bit.

"People really want it in multiplayer," O'Connor said. "The multiplayer component [in Anniversary] all runs in the Reach engine. We didn't want to cannibalize the existing player base for Reach in the middle of its lifespan, so what we did was we picked a group of multiplayer maps that would work well with that Reach stuff."

"More importantly," he added, "we're working on a title update for Reach and obviously for this that'll allow us to add some of the classic functionality and gameplay from the original multiplayer component [in Combat Evolved]. In some ways taken backwards, taken back to the sort of simpler... more elegant Halo experience."

"We haven't revealed what all of those pieces are that we're putting in the title update because, frankly, we're testing a lot of them right now. I don't want to say we'll have the original pistol back in multiplayer if some unperceived circumstance could come up during testing and it doesn't work. But right now we're pretty confident that everything we're shooting for is going to make it into the title update. We'll give that list out and sort of talk through it at Halo Fest on August 26."

O'Connor confirmed that Anniversary will include seven multiplayer maps in all, one of which is dedicated entirely to Firefight mode. "Some of them are from Halo, maybe one is from Halo 2 and people have already spotted the Timberland map from Halo PC in there."

"The choice of maps was all based on, obviously people's favorites, but also things that haven't been remade on the 360 because it would be redundant," he added. "Blood Gulch is the obvious number one go-to, but it's available in Reach and in Halo 3. There are still some surprises to announce that I think people will be pretty happy with."

O'Connor teased one of those surprises specifically, an innovation relating to the game's lone Firefight map, which is set on Halo. "We've actually been able to-- because of the stuff we've been playing with in terms of the base code, there's something that we've been able to add to Firefight."

He wouldn't go into specifics since the element is still being tested -- "We're pretty confident it's going to make it in," O'Connor said -- but it is something "that hasn't been seen before." He teased, "It's something that hasn't been in Firefight to date, and it should make it a pretty compelling experience."(Anmerkung von Cycron: Vielleicht Floods?)

Skulls will be back, as we already know, starting with the previously announced Grunt Funeral. O'Connor confirmed that all of the skulls will be new to the series, though "some of them will do familiar things."

He also talked a little bit about the terminals in Anniversary, which you may have caught a trailer for at the tail end of last week. Terminals actually date all the way back to Marathon, and Bungie revived them as fonts of textual information about the Halo universe in Halo 3.

The newly added terminals will be easier to find, and they'll feature animations and voice acting, as you saw in the trailer. Fans can even expect to see some hints of what's to come pop up in Anniversary, by way of the terminals.

"They'll definitely feed into Greg Bear's novels and there'll be some links to Halo 4 as well," O'Connor added. "I would caution people: you don't need to read the terminals to play Halo 4. You don't need to buy a book to understand Halo 1. We try to make these things self-contained as well as connected."

And hey, look at that: Forge is back too! Since the multiplayer side of Anniversary runs on the Reach engine, including Forge was an easy choice. It will, of course, be new and improved as well, at least as far as integrating content from Combat Evolved goes.

"We're putting new Forge build pieces in the maps," O'Connor said. "A good example is Beaver Creek. You want to make that map a little bit bigger, so we've added some tunnels and stuff. In the classic mode it'll be blocked off, but you can take that out in Forge. With the Forge, all the stuff that works in Reach multiplayer with work in the multiplayer component of this."

It's fitting that 343 Industries' first crack at overseeing a Halo title is this Anniversary re-release. Bungie created a fantastic platform for the studio to launch from in the original trilogy, but now the continuing story of Master Chief is in the hands of a new group of Halo fans.

"One of the luxuries we had in taking over the franchise was, we had time to actually stop and reset and say, 'What is this arc going to look like? What is the next trilogy going to look like? How can we better connect the external franchise fiction [like the novels]?,'" O'Connor said.

"We're actually in a really good place with the story. We know where the first story we ever told is and we know where the last story we're going to tell is, and we can build into that framework really efficiently."




Quelle und zum Interview Video mit Frankie hier:
http://www.g4tv.com/thefeed/blog/post/715011/halo-combat-evolved-anniversary-edition-details-343s-frank-oconnor-talks



Ausserdem ist das neue Bulletin raus:
http://halo.xbox.com/en-us/news/headline/the-halo-bulletin-8311-/138375

es wäre geil von dir wenn du es auf deutsch übesetzen könntest mein englisch ist nicht so gut...^^

Nur ums nochmal kopiert zu haben :)
 
Bungie nimmt abschied Vidoc:

[vid]http://www.youtube.com/watch?v=OtG6--4r_qk&feature=player_embedded[/vid]
 
ich war mal so frei und habe aus langeweile das zitat von cycron auf deutsch zusammengefasst.

- verbesserte grafik inkl. 16:9 und hd jederzeit umschaltbar mit der back-taste
- remake bleibt trotz updates so authentisch wie möglich
- 1:1 gameplay-port kann nicht garantiert werden (z.B. grenade jump) aufgrund der grafischen neuerungen, aber wahrscheinlich bleibt alles beim alten
- multiplayer läuft in halo-reach
- annäherung an das klassische halo:ce-gameplay im mp (am 26.8. werden die neuerungen bekannt gegeben)
- pistole könnte(!) im mp abgeschwächt werden (im vergleich zur ce)
- 7 multiplayer-maps (eine für firefight, eine vielleicht aus halo 2 und 'timberland' aus der pc-version)
- maps entsprechen den favoriten der community; auf maps, die bereits erneuert wurden (z.b. blood gulch in halo 3 und reach) wurde aber verzichtet
- es wird noch überraschende ankündigungen für das spiel geben (im bezug auf die maps gesagt)
- die firefight-map spielt auf halo und birgt wohl so eine überraschung (frankie scheint ziemlich begeistert zu sein)
- ausschließlich neue skulls (teilweise ähneln sie aber den alten)
- verbesserte schmiede wird eingebaut

das war das interessanteste. ach, und das team versucht die bücher in die eigene triloge mehr einzubeziehen. ist bestimmt schon bekannt, aber ich wusste das nicht und mich freut das. aber das nur so am rande!
 
eape schrieb:
ich war mal so frei und habe aus langeweile das zitat von cycron auf deutsch zusammengefasst.

- verbesserte grafik inkl. 16:9 und hd jederzeit umschaltbar mit der back-taste
- remake bleibt trotz updates so authentisch wie möglich
- 1:1 gameplay-port kann nicht garantiert werden (z.B. grenade jump) aufgrund der grafischen neuerungen, aber wahrscheinlich bleibt alles beim alten
- multiplayer läuft mit der halo:reach-engine
- halo:reach nähert sich mit einem update dem klassischen halo:ce-gameplay an (am 26.8. werden die neuerungen bekannt gegeben)
- pistole könnte(!) im mp abgeschwächt werden
- 7 multiplayer-maps (eine für firefight, eine vielleicht aus halo 2 und 'timberland' aus der pc-version)
- maps entsprechen den favoriten der community; auf maps, die bereits erneuert wurden (z.b. blood gulch in halo 3 und reach) wurde aber verzichtet
- es wird noch überraschende ankündigungen für das spiel geben (im bezug auf die maps gesagt)
- die firefight-map spielt auf halo und birgt wohl so eine überraschung (frankie scheint ziemlich begeistert zu sein)
- ausschließlich neue skulls (teilweise ähneln sie aber den alten)
- verbesserte schmiede wird eingebaut

das war das interessanteste. ach, und das team versucht die bücher in die eigene triloge mehr einzubeziehen. ist bestimmt schon bekannt, aber ich wusste das nicht und mich freut das. aber das nur so am rande!

omg verbesserte schmide ich bin so happy dnake für die übersetzung ;)
mal sehen wie das wird ^^
 
eape schrieb:
ich war mal so frei und habe aus langeweile das zitat von cycron auf deutsch zusammengefasst.

- multiplayer läuft mit der halo:reach-engine (MP ist Teil des Halo Reach Multiplayers, mit annährungen zu Halo CE)
- pistole könnte(!) im mp abgeschwächt werden (im vergleich zu CE, für die neue Halo CE ähnliche Playlist in Halo Reach)


das war das interessanteste. ach, und das team versucht die bücher in die eigene triloge mehr einzubeziehen. ist bestimmt schon bekannt, aber ich wusste das nicht und mich freut das. aber das nur so am rande!

Danke, hab mal zwei sachen ergänzt, damit es nicht zu verwirrung kommt. Das mit der neuen Trilogie und bessere einbindung der Bücher finde ich gut, da es in der alten trilogie mit dan alten Büchern schon so einige überschneidungen gegeben hat.

Kryptum schrieb:
omg verbesserte schmide ich bin so happy dnake für die übersetzung ;)
mal sehen wie das wird ^^

Du solltest dir angewöhnen, gerade größere Quotes einwenig einzukürzen, damit der Informationsfluss nicht unnötigt in die länge gezogen wird. oder in Spoiler setzen je nachdem. Damit nicht alles doppelt und dreifach pro Seite steht.
 
Respekt echt was die an Aufwand in die Neuauflage stecken. War erst schon skeptisch ob das nicht nur dahingehuscht wird,damit dieses jahr ein Halo erscheint.Das ist aber wohl[/align] ein Remake an dem sich alle anderen messen lassen müssen..
 
Hab mir das Video jetzt auch bis zum Ende angesehen... Freu mich für Bungie und bin gespannt was als nächstes kommt.
 
Ja, sehe ich auch so. Bungie ist ein geniales Studio und ich bin mal sehr gespannt, was die in der Mache haben. Fiebere schon dem Moment entgegen, wo es einen ersten Trailer gibt.
 
Technisch war Halo von Anfang an eine Katastrophe. Das Spiel lebte zuerst vom Gameplay. Die Storywriter haben gute Arbeit geleistet, aber beim Storytelling wurde alleine stark gepatzt.

Ich mag Halo sehr, aber ich bezweifle, dass Bungie wieder so einen Titel hinlegen kann. Wobei ich natürlich nicht weiß, ob es auch an Limitierungen von Microsoft lag. Vielleicht wollten die einfach keine neue Engine für Halo bezahlen.
 
Zurück
Oben