Halo Reach: Boneyard, Invasion and Much, Much More!

Hey everyone! Bungie has just released some great info on Halo Reach this week! We will be talking about Invasion, Boneyard, Loadouts, vehicles, and weapons on Boneyard, Controls, and much more! So lets get started!

Below is an area of Boneyard in March.

When the Bungie teams got thier hands on this place, they turned it into this:

Amazing what Bungie did with the map in only a few months. No extra space was added and this is the same area. Bungie informs that The first space you need to be familiar with is the exterior expanse set Continue reading

Halo Reach Beta Stats Breakdown

Hey everyone! I just wanted to say that we apologize for not posting relevant information on Reach in a while. A lot of info has come out and we will keep you updated from now on. Recently, Bungie gave us fans the breakdown on how the Beta’s game play stats will be shown on Bungie.net!

The following stats will be visible about all Halo Reach Beta users on Bungie.net

Service Record:

  • Game History List
  • Post Game Carnage Reports

Career Stats: Continue reading

Halo Reach Multiplayer Beta Info Overload

Information on the new Halo Reach Beta has really been kept on the down-low by Bungie. Yeah a few weapons and Armor Abilites have been revealed, but nothing really along the lines of the Multiplayer Beta. Well Halo Reach fans, that’s all about to change!

With the Multiplayer Beta, four new Halo Maps arrive. The four maps are called: Overlook, Swordhouse, Powerhouse and Boneyard.

Above is a picture of the map titled Powerhouse

Lars Bakken, on the Multiplayer Beta team with Bungie describes the new map Powerhouse:

“You know, I’m really growing to love Powerhouse. That’s kind of our outdoor, pioneer aesthetic — which is what the pioneer structures look like on Reach. The artists have done a lot of work background concepting what that space would look like. Those buildings and that area of Reach and that particular map I find really fun to run around in. It’s kind of a cool nice, breezy outdoor space. I love the sightlines in it and I love the mix of indoor and outdoor combat that you get in it. It’s quickly becoming my favorite in the Beta maps.”

This map is said to be designed for a new gametype engineered by Bungie. It’s called 4 on 4 Slayer which is pretty self explanitory. (Teams of 4 fight each other)

As most gamers found, the graphic change from Halo 3 to Halo 3: ODST did not seem that great. Let me put it in simple terms: The Graphics Did Not Change At All! Although, in Halo Reach, the entire graphics system and engine has changed! Basically, the graphics will be amazing compared to Halo 3.

Inside of Powerhouse

Here is an example of the detail put into these maps. As you move closer to an object, detail is created. Though, as you begin to move away, detail disapears.

Halo Reach focuses on making all players happy. It includes both large and small maps. If you are a fan of “small, intence maps” you won’t be dissapointed.

Picture of multiplayer map titles Bonyard
We won’t be talking much about this map becuase Bungie decided to keep this map a secret. Of course, in the near future, detail will be dished out. But for now this is all we got. Boneyard is described as completely crazy and one of the biggest maps bungie has done. Apparently, it was inspired by the Beaches in Bangladesh. So, I guess we will just have to wait for Bungie to reveil more detail.
Picture of Map titles Overlook
Alright, moving along to the next map brings us to Overlook. Shown by the screenshot, Overlook looks like a nice open map that can make a Multiplayer Experience even better! Overlook is actually an area in the campaign of Reach that was taken out, changed a bit, and put into the Multiplayer beta. These changes were necassary to simply make the Multiplayer Beta Experience more enjoyable.
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Picutre of Multiplayer map titled Swordbase
If you ask me, Swordbase looks like a very “interesting” map. It looks like a map that some people will either hate or love. It has the enclosed look that only certain people enjoy. I like open maps such as Overlook.

Swordhouse

Like I said, Swordhouse looks very enclosed, but Bungie is here to make all fans enjoy Halo Reach. Swordhouse looks enclosed, but really is a 5 story complex map perfect for sniping and camping. I would not suggest running out like a maniac becuase that will not work. Be ready to fight more tactically!

On these kinds of maps, gamers must be concerend about the power of Armor Abilities. Bungie is doing thier best to try and contain these not make the Armor Abilities too controlling. Jet Packs will beable to get you into places that most people will not beable to get into. Though Bungie is trying to limit the “cheapness” get ready for a completely new gameplay. Any kind of new type of mass power will result in a new gameplay.

Here is another look at Boneyard. Boneyard will be used mostely for as a vehicle map. Get ready to see new gameplay, new weapons and sweet to vehicles come May 3rd when the Beta kicks off. See you then!

Halo Reach Summary

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Here is the latest scoop on Halo Reach by Bungie!

How best to exit the series which catapulted you into the league of the greatest development studios in the world? Bungie’s answer is to go full circle, by setting its last Halo game before the events of the first.

In fact, in Reach, you will be directly paving the way for the events of 2001’s Combat Evolved, fighting to ensure that Master Chief can escape the synonymous planet which will be entirely destroyed by the game’s end, and discover the first Halo ring world in order to go on and save humanity.

Reach’s story is about honour and sacrifice rather than victorious heroics, and it means you’re not playing the part of Master Chief any more. You’re not even as strong as him; though you’re not a puny ODST, you’re only a Spartan-III. In the Halo universe, version numbers aren’t necessarily a sign of absolute improvement – Spartan-IIIs are the cheaper-to-produce successors to the Spartan-II programme which spawned Master Chief.

Drawn from a wider pool of subjects and wearing less effective armour than his MJOLNIR Mark IV set, they’re more numerous and used as a ‘fire-and-forget’ military solution – expected to get the job done, but not come back.

Reach opens with the recruitment of your character into Noble Team, a six-strong squad of Spartans. Hardly a rookie, your character has been working alone for Oni, the UNSC’s intelligence branch, and he doesn’t have the individualism of his new warrior friends. Contrasting with Master Chief’s faceless all-rounder killing-machine persona, Noble Team not only show their faces but also exhibit a wide range of different specialisations, from sniper Jun’s ghillie-lite gear to heavy-weapon-guy Jorge’s blast armour. And you’ll be given the chance to customise your appearance, which will be consistent over single-player, co-op and in multiplayer. It’s finally time, therefore, to get to know the Spartans.

“It’s very important for us to connect with the human under the armour, to show that these Spartan- IIIs are vulnerable; they’re not just superhumans capable of doing anything,” explains Reach’s creative director, Marcus Lehto, who art directed all previous Halos except ODST.

“Due to their tenacity and tactics they’ve been able to adapt to the environment and survive, but they are human to the core and they suffer the same things that humans do. This is something about the Spartans we wanted to get into to make the story a lot deeper and richer.”

But don’t think of Reach as a game that’s based on squad tactics. Noble Team will be autonomous, acting around you, much as the Arbiter and the other ODSTs did in previous games. Executive producer Joseph Tung fires up the first level, which has Noble Team being dropped on a rugged highland hillside. A communications array has gone offline and the team of marines sent to investigate has gone silent. Oni and the Spartans suspect local insurrectionists, but we know better.

Twisted trees and torn stone jut from thin grass on the wide channel that leads to a smoking homestead. Even in these first moments, Reach’s higher levels of detail – clumps of grass and rocks, and more sharply defined environments – are evident. The team fans out, chattering over the radio, independently of Tung, who’s left to explore the area at his own rate.

The team stops to plan its approach – a scripted moment that Tung can either choose to observe or ignore. But the buildings, which are far more plausible domestic spaces than we’ve seen in previous Halo games, are completely deserted – whatever caused the damage has now gone.

The level moves on through another homestead, where we find the bloody remains of some unlucky troopers, and soon after, their terrified officer on the upper floor, looking out over a courtyard and scrubby pasture beyond. And, with a burst of green plasma fire and the appearance of a new enemy, the first battle begins.

The attackers are Skirmishers, small and fast, with a similar birdlike countenance to the Jackal but with a ruff of feathers and a far more aggressive disposition. Tung shoots back with his assault rifle, but they’re too fast for him to drop a single one before they make it inside the building.

For a game’s first battle, the encounter is intense, and it’s not just down to the Skirmishers’ speed and ferocity. The newly beefed-up sound effects for the weaponry provide an additional visceral punch over previous Halos – not that the assault rifle’s satisfying chatter used to be a problem, but now it sounds like it’d really tear through flesh. The plasma pistol, too, has received a power-up – its charged shots now explode in a much angrier flash of fizzing energy.

Shock tactics
It’s all part of another ambition Bungie has for Reach – giving it a more sombre and serious tone than its forebears. “We wanted to reintroduce a more terrifying Covenant,” says Tung. The Grunts won’t squeal comically any more, and the only English you’ll hear from your enemies will be jeers and insults. Though Covenant style is as colourful as ever, it’s intended to emphasise its alien nature.

“We wanted, especially with Covenant weaponry, something much more violent and visceral,” continues Lehto. And then there’s the triumphant reappearance of the Elites, who (this is a prequel to Combat Evolved, remember), will reintroduce a certain class and finesse to the battles that the thuggishness of Halo 2 and 3’s Brutes had eroded.

But if you’re fearing the loss of the classic Halo combat – of flowing assault and retreat, that special balance of gunmanship and grenades, of an open warriors’ playground – you’ve absolutely nothing to fear. As Tung finally makes his way outside, a Spirit dropship – the one seen in Combat Evolved, which Bungie affectionately calls the ‘tuning fork’ – appears and unloads a cohort of Grunts while its turret rains purple fire on him. As he works his way between cover in the form of the large strewn boulders studding the wide pasture, it’s clear that Bungie hasn’t changed anything about that core, essential Halo experience.

Oh, except one significant thing. Though each of the fights in the two missions we see – the first and third of the game – feature the numbers of enemies we’re used to, other battles will be much, much larger. Bungie’s plucky engineers have doubled the number of enemies and allies that can be active at any time, from Halo 3’s 20 to around 40. And that’s not counting some tweaks to the engine which will allow the game to simulate distant battles that are taking place.

As you near them, the characters will switch from scripted behaviours into fully active AI. According to the campaign’s lead designer, Chris Opdahl, “It does feel like there’s this world on fire, and that you’re part of the battle.” An idea of what we can expect is presented by the end of the first mission, an extended raid by the Covenant on a military base.

It’s so fierce that Noble Team is forced to retreat into the building, with Tung furiously fighting the attackers back until his squadmates can get the blast doors closed.
Another benefit to Reach’s new tech is larger levels – not so much in sheer real estate but in scope. The first mission isn’t the wide corridor on which later Halo games have been based – Opdahl and his team have looked back to Combat Evolved and the epic breadth offered by such classics as Silent Cartographer, in which objectives were set off branches from its wide, sandy beach, and the immense size of Flawless Cowboy. Mission one’s homesteads are set on a simple network of mountain paths which you can explore in the order you wish – it’s even up to you whether you want to scour each building.

The scale of the levels will also allow co-op to be more flexible and fun. The teleporting, which would keep players close together in all the earlier games, will be far less strict. This, combined with some exceptionally long vistas, means you’ll be able to see your friends battle across the map while you can take your own foes on.

Mixing it up
The level designers have also looked to Silent Cartographer’s flowing mix of vehicle and on-foot action. “I think the strongest missions in all three Halo games have been the ones where you’re on foot, then you find a vehicle and then there’s some reason to get out and do something new before returning to it,” says Opdahl. “We’ve embraced that – get a vehicle, waste as many enemies as possible, and then more tense on-foot close combat sections.”

The technology which has enabled all of this is also behind the much more elaborately detailed environments and character models, which will feature more variety than ever seen before. It extends from your colourful Spartan friends to the Marines who will be fighting alongside you (“The Halo 3 Marine was nothing to write home about, so that was a serious kick in our pants to do something better,” admits Lehto), and the various castes and creeds of enemies. The fast pace means it’ll take Theater Mode to appreciate it, but it’s always good to know it’s there.

Not that Reach won’t allow you to get up close and personal with the Covenant, as shown by the second mission we see. The third mission of the game, it takes place on a rainy night with just Tung and Jun, the sniper, raiding a Covenant-occupied human base in order to assess the extent of the invasion. With Jun taking position on a rocky outcrop overlooking the level, Tung works his way in, showing off Reach’s new assassination move – an animation that snaps the view into third-person when you hold the melee button behind an enemy so you can see your Spartan smoothly take them down. Though Bungie’s not fixed on it, it’s quite likely this will replace the standard melee in both single- and multiplayer.

The level also demonstrates a major tweak the team has made to Halo 3’s equipment. Knowing that players tended to horde equipment like the active camo and bubble shield because they were one-off use only, armour abilities – as they’re now called – will allow you to use them as many times as you like, with each use separated by a brief cooldown period. The first we see during the first mission is dash, a sprint that lasts a few seconds. The second, useful for Tung’s stealthy approach to mission three, is active camo, which allows him to take out a patrol before melting away to take on another on the other side of the base. In multiplayer, the camo will also deaden sounds (good for snipers) and cause red dots to appear on nearby players’ radars. Though they’ll have a hard time tracking you, they’ll also know you’re around…

Worlds apart
Bungie is keen to impress upon us that Reach is not Halo 4. It’s not a continuation of its story; setting it before Combat Evolved has actually given Bungie much freedom to chop and change weaponry and war materials with the excuse that it was superseded by more advanced models later on. It could also introduce such new enemies as Skirmishers and fit them into Halo’s lore with the explanation that the vast extent of the battle and destruction of the planet caused their extinction.

As such, Reach has style and poise that’s very much its own. But it’s also the direct result of all the studio’s work on the series. “Halo Reach is probably the most powerful title we’ve built to date with regards to story, character, new gameplay features we’re throwing at the player, and new experiences overall,” Lehto is keen to stress.

Though the screenshots all look unmistakably Halo-like, the smart refinements Bungie has so far revealed for its exit from Halo means it’s more than likely that Reach will be the best game it’s released yet. How is Bungie ending its work on the series? By going full circle, it’s ensuring it’s going out with the biggest bang.

More Halo Reach info coming soon!

-Haloboyy1928

halo3blogs.wordpress.com

Halo Movie News

Posted on March 10, 2009 by haloboyy1928 |  

Hey guys! Sorry we haven’t posted much about the knew upcoming Halo movie. There really isn’t much news on it. Here is what we have found so far (sorry no pics):

Master Chief will not be the main character, but the supporting character. The bungie writing director wrote:

“Where the Master Chief doesn’t have a face… That’s hard to carry as a main character for an entire film. But you can certainly surround him with people who don’t have helmets on and you can see their faces.

In my recent post we said that the movie will be released in 2011. This info was a guess. This is true because the movie is not even being filmed yet. Yet alone I don’t even think they have a cast set up for it. All they have is a Warthog. Halo movie willl take a while to make and the special effects will take a while. 2011 is cutting it real close if you think about the process it will take. But that’s just our opinion.

Like I said before there really isn’t much confirmed news about the Halo movie. All we know is that there will be a Halo movie. There is no say on when it will come out. All I have to say right now is the Halo movie might take a little while to come out. Lets hope its soon! Will post as soon as possible. See ya!

PS. If you guys want, send us all the news you guys can find or any cool pics. We will give you credit for it too!