Halo 3 Has Gone Gold 75
The official Bungie site has the word that Halo 3 is done. In games industry terms, they've 'gone gold'. "That means we delivered a final version to our internal certification group that passed all the tests and is now being whisked away to top secret manufacturing locations to be turned into retail versions of the game - and eventually packaged and sent to stores in various cases, tins and cat-helmets. We can't wait to share it with you guys on September 25th and 26th, but we have to say thanks."
A little late, slashdot? (Score:2)
Halo 3 went gold in 1990 (Score:3, Funny)
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"It's in HIGH-DEF! W00T! The Wii sucks and is for kids!"
I mean, what can you expect from Xbox 360 owners.
Me? I'm gonna play Metroid Prime 3, as soon as I can find a store that still has it in stock.
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The Developers (Score:1)
Internally Certified (Score:5, Funny)
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So what if I don't like Windows and Office?
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Sure. Mac gamers have been mourning the loss of Bungie as a Mac developer since Halo disappeared from the G4 and reappeared on the XBox. But even worse, it must suck a little over at Bungie. ALL they do is Halo and they must be getting tired of it from a creative perspective. Taking a dip in your Master Chief-built money bin can only go so far to relieve creative frustration.
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If anything the dirth of 232 ports nowadays is what'll do it in. I am to cheap to buy a 2 dollar adapter (which is why I am still using that mouse).
Re:WTF? (Score:5, Insightful)
Yeah, we all know the Xbox is Microsoft. Gamers (for the most part) don't care. If they make a good console with good games, we will support it. It is not like they have a monopoly on gaming...it takes a lot of guts to try to compete against established competitors like Nintendo and Sony.
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Indeed. Having owned Metroid Prime, Metroid Prime 2 and now Metroid Prime 3, Halo is in a far different category than Metroid. While Metroid is long running and beloved franchise, Halo is a fever pitched hyper hysteria that can draw people from all over just to play a game tourny. It's more competitive than Metroid, which is far more story driven.
With that said, the 60mins I spent with Metroid Prime 3 (afte
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2. IMHO the control scheme is SO much better that it pretty much makes any dual analogs unusable. Well, I wasn't much of a console FPS fan to begin with, but Metroid 3 is the first game that I can say comes a lot closer to intuitiveness and control that PC keybopard/mouse gamers take for granted.
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The Metroid Prime series is one of the most polished & rewarding gaming experiences you can have if you are a serious gamer. Halo is a fine series too, I personally have enjoyed the back story to that game also, but underneath it is a simple FPS.
A simple FPS which has a polished production & aweso
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BNope, Microsoft has so much money there is no risk to them whatsoever, only potential gain.
No Halo 3 for the PC? (Score:1)
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two...
one...
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well... (Score:2, Interesting)
Strictly speaking of the Halo franchise, I'm more excited about Halo Wars than Halo 3...but what do I know, I grew up on Zork.
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Might I share in the pie?
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What kind of pie?
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> What kind of pie?
Hopefully one that isn't made of mostly cloned corridors and identical enemies squads.
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Someone suggested that we serve cake as well, but we shot him for daring to suggest that anything other than pie reigns supreme.
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Critical Theory: Halo's innovations (Score:5, Insightful)
Another long-time PC gamer here, of FPS's and otherwise. I think we may look back upon Halo as being one of the most innovative shooters of this post-millennial decade. The reason is all about tempo, and specifically, the way Halo's "recharging shield" system dramatically alters the pace and experience of FPS games.
In a conventional FPS, the player character restores health lost through attrition by picking up some variant of "Medkit" liberally sprinkled throughout the level. Thus, the cycle of the typical FPS goes something like this: fight, fight, fight, pick up health, fight some more. This cycle is a relatively long one, in that there are generally substantial gaps between health restorations. This is necessary to maintain game challenge, and to prevent the whole "Medkit" conceit from becoming too self-evidently contrived. However, as a consequence, the "tempo" and "pace" of the game is dictated by this cycle of fight, lose health, find (or backtrack to) medkit. Because of this structure, the PC is also gifted with a substantial amount of health in order to sustain him from one cache of medkits to the next. Games are generally most exciting when the player is clinging to life, trying desperately to make it to the next medkit, but the very structure of the conventional FPS dictates that this can only occur so often per level, if at all. Indeed, many players simply choose to reload if they find themselves in perilous straights health-wise, knowing the next medkit is far off and rightly intuiting that the conventional FPS is not really designed to be played on a sliver of health.
In Halo and the health-recharging games that followed it, the cycle instead goes something like this: fight, recharge, fight, recharge, fight, recharge. The cycle is shorter, the recharges more frequent, and the amount of time the game allows the player to come close to death is thus much higher. Indeed, games with Halo-type systems its not uncommon to frequently take cover in the middle of a firefight to find some minor respite and desperately hoping to avoid any incoming fire in order to restore health. You may have noticed that it takes far less time to kill an exposed, inactive player in Halo than it does in, say, Quake 4. This is because the constant health restorations compensate for the increased risk. Thus in Halo-type games the risk of death can be more constantly exploited, and the tempo of a Halo game is much accelerated as the player constantly comes perilously close to death, and repeatedly takes a sigh of relief at restoring their health just in time.
You can already see an awareness of the superiority of an accelerated game tempo reflected in the design of subsequent FPS games. Gears of War is possibly the most recognizable incarnation of a "recharging shield" health system, but on the PC side Rainbow Six: Vegas also employs a similar system. Both games have perfected this idea to generate an incredible sense of tension as exposure to sustained enemy fire for any length of time results in a swift demise. The player feels naked and very vulnerable even when simply walking through a exposed courtyard. The unforgivingly swift tempo of these games is far more successful in evoking dread and terror in the player than the repetitive haunted-house antics of, say, Doom 3. Sure, imps may jump out of nowhere at me in Doom 3, but I'm loaded up on armor and health so I know I'm in no real danger. I'd say that Gears and R6Vegas demonstrate a far more sophisticated grasp of the design potential of recharging-shield systems than Halo does, but it was Halo that first introduced this concept and its utility to gamers.
I'll leave it at that. Halo also took the somewhat daring step of strictly constraining the player's weapon loadout, but I'm more hesitant to give it credit for that as there were plenty of similarly constrained, tactically minded shooters that preceded it. I'm also going to add that I own no copies of Halo or the Xbox, in any incarnation, and I'm almost exclusively a PC gamer myself, so to the ex
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IMHO, halos best innovation was seamlessly integrating ranking into online play with a level playing field and actually making attempts to keep it that way. I love how once I hit level 15 or so I no longer have to worry about team killers or n00bs or quitters, because the the level range is composed of people wh
PC version (Score:2)
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So you're the one who posts all those job listings on Rentacoder!
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Every beta blurb I read menti