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Entrevues
du 27 Avril 2001
Entrevue
avec John Howard et Joseph Staten par IGN Xbox
IGN
Xbox: First of all, we have to ask: What's going on with
Halo's multi-player aspects? Originally, they were a big
part of the plan, but with delays in Xbox broadband support,
it sounds like this is going to have to take a backseat...what's
the deal? Are ya going to include split-screen support at
all, or are you now going to focus on single-player?
John
Howard: Bungie has always been about kick-ass multiplayer,
and Halo isn't any exception. As of now, we're definitely
supporting 4-player split-screen with multiple game-types.
We've been playing 2-on-2 CTF for a few weeks now, and
I'm pleased to announce that Halos unique take on
this well-worn game-type is very, very fun. And the addition
of "real-time taunt and abuse" technology (aka
"reaching across the couch and smacking your opponent
upside the melon") is a nice change of pace from
sitting alone at your computer.
IGN
Xbox: How much do you feel these accommodations affect the
overall impact of the product? Will FPS fans still call
HALO "daddy?"
JH:
That's MR. Daddy, SIR! Without a doubt, Halo is better
now than its ever been. The team is still the same
core group of guys responsible for Marathon and Myth,
plus the guys that did Oni have come aboard, plus we've
got a killer hardware platform that allows us to do things
we just couldn't have done on the PC.
IGN
Xbox: All this aside, we're guessing the move to console
caused a need for a slight shift in focus in terms of interface
and control. If what we've heard about multi-player is true,
the single player game will obviously need a good kick in
the pants as well. Between these factors, we've got to wonder...Are
you guys still on track for launch?
Joseph Staten: What is this, this "launch?"
Yes we're on track. But, boy-oh-boy is it coming up quick.
And what have you heard about multiplayer? I just got done
whupping arse in a game of split-screen "Slayer"
with some programmer chumps (it's all about over-charging
the Covenant Plasma Rifle btw), and I can assure you Halo
multiplayer is alive and well and definitely a part of the
final product.
IGN
Xbox: Speaking of the single-player game, we got a good
look at HALO during Gamestock this year, and now have a
feel for how it will play, but how will this aspect be structured?
We know you guys have hatched an evil plot of destruction,
deception, and discovery, but how will this be worked into
the game itself? To be more specific, what are some comparable
FPS experiences in terms of the action-to-story ratio, or
does HALO set to redefine the mold in this sense?
JH:
Halo's story is woven into every aspect of the single-player
campaign, and you, the player, are responsible for driving
the plot. I think we've all seen too many games where
the story is just tacked on to a cool gameplay idea. We're
using a combination of mission goals, cinematics, custom
in-engine animations, dialogue and recurring characters
to create a compelling story in an original, detailed
world.
IGN
Xbox: Now that things are finally coming together, how are
the vehicle aspects of HALO working out? We got a chance
to take a spin in an ATV during the Gamestock demo, but
what about the rest of the garage? Tell us what its going
to be like to hotwire some alien hoop-tees!
JH:
In addition to the vehicles you've already seen we've
got a stationary Plasma Cannon the Covenant will wheel
onto the battlefield that you'll be able to climb into
and use against them. There's also the human and Covenant
drop ships that we'll hook up next week. There's more,
but I can't talk about that just yet.
IGN
Xbox: We've heard weapons balance is a key focus for the
design team, and that the idea of progressive destructive
technology is frowned upon there at Bungie. Can you tell
us about how you guys came to this decision, and explain
a bit about what can we expect from the fire-power behind
HALO?
JH:
In a word: personality. Every weapon has something that
makes it unique and fun to use in addition to being well-balanced.
The crowd favorite right now is the Covenant Plasma Pistol
(pull the trigger once and it fires a single puny plasma
bolt--hold it down for a second then let go and fires
about a dozen bolts). My favorite weapon is the Human
fragmentation grenade. I know grenades sound like pretty
standard weaponry, but when you hit a target with one
of ours, Halos physics tosses the body through the
air, its arms pinwheeling like a bit-player from an episode
of the "A-team." We like the frag grenades so
much they have their own button so you don't have to switch
weapons to back-peddle into cover while blowing exploding
kisses at your friends.
IGN
Xbox: Getting back to the gameplay itself, Let's talk about
the Covenant. We know that there are more than just two
primary types of cannon fodder await our wrath, but to date,
we haven't seen too much. How many different enemy types
can we expect to see in HALO, and will the emphasis here
be on tactics or numbers?
JH:
The exact number is something we want to keep a secret
until you play the game. But because Halo focuses on tactical
combat, we've tried to create different types of enemies
that work well in different combinations. So the number
and types of enemies should influence how you approach
an encounter and choose which weapons to use.
IGN
Xbox: Speaking of tactics, what can you tell us about what
role AI partners will play in HALO? Are they going to be
more than the "gimmick" aspects we've seen from
recent FPS games? We've heard you guys have plans for some
large scale involvement in single-player scenarios...we
needs the DIRT!
JH:
Halo's AI system is complex enough so your teammates can
attack, fall back, take cover, throw grenades, communicate
with each other, fan out and search an area, ride shotgun
in a vehicle, or guard a specific location all without
you having to tell them to do it. Most important of all,
your AI teammates understand their job: watch your back
while you be the hero.
Oh,
and the enemy AIs are smart enough to do the same things.
If you think firing a burst at a group of bad guys, and
ducking behind a corner while they wait for you to re-emerge
will work, you're in for quite a surprise when they flank
you, flush you out with Plasma Flares, and butcher you
like the silly hairless ape you are.
IGN
Xbox: Getting away from the game itself for a bit, let's
talk about the technology. Despite the code re-write, it
looks like making this bird sing its tune on the Xbox hasn't
been too tricky for you guys. What sort of visual wizardry
are you bringing to the table, and how are you taking advantage
of the hardware?
JS:
It's all about the GPU, my friend. Really, being able
to off-load all our lights and textures to the nVidia
hardware has been great. Halo looked sweet on the PC,
but now it's just insane what we're able to render all
the time: bump-maps, environment-maps, detail-maps,
etc. All that without hitting the CPU. Which means more
cycles for AI and physics et al. As Marty (more on him
later) likes to say: "XBOX Halo is bumpy and shiny
and bursting with love!"
IGN
Xbox: Despite the hardware's considerable power, there is
one thing that sends shivers down my spine as an FPS fan,
and that is the thought of being forced to use a $%#@&$%!
controller. Are you guys even considering the inclusion
of mouse and keyboard support? We know Microsoft are being
quite the peripheral Nazis, but please, tell me you guys
will put you foot down for the greater good? For the children,
man. Do it for the children! *Ahem* Sorry. Anyways, yeah,
if you aren't, at least tell us what you're doing to make
us not hate you in terms of optimization for console in
terms of control?
JS:
"Hate" is such a strong word...but, heck,
I'll use it too. I hate console shooters with lame control
schemes. We all do. Which is why we're working so hard
to make playing Halo with a controller a really good
experience. Hey, I spend considerable amounts of time
playing Counter-Strike and other shooters on my PC.
I know the glory that is good mouse and keyboard control.
But the XBOX controller is pretty damn flexible, and
we've gone a long way toward tweaking it into the ultimate
Halo input device.
IGN
Xbox: Ironically enough, the thing that impressed us the
most during the Gamestock demo (yes, we realize we sound
like a broken record, already) was the score. Is your sound
guy some sort of evil genius? Will you guys consider putting
the soundtrack in MP3 format so we can slap it on our Xbox
HD for later grooving?
JS:
We usually refer to Marty as our "Prima Donna,"
but he'd probably prefer a moniker with genius in it.
I don't know if you've heard any of the soundtrack CDs
we produced for Myth, Myth II or Oni, but we have a
history of highlighting Marty's talent-if only
to stop his incessant whining about "being left
out of the spotlight." Seriously though, as our
public demos to date have demonstrated, Halo will have
some great music. We're definitely thinking of ways
to make it accessible outside the context of the game.
IGN
Xbox: Because the guys at IGN PC threatened us with death
if we didn't ask, what's up with the PC version? Will they
see it before the Covenant invades earth?
JS:
Given that it will be hundreds of years before the first
Covenant recon picket stumbles across our most distant
colony world--yes, absolutely! Oh man, we're all pushing
so hard to get the XBOX version out on time, we really
have zero time to think actively about the PC and Mac
versions. But they're always in the back of our minds.
You know: "hmm...how should I do 'x' so itll
be relatively easy to implement on the PC/Mac?"
Tell the IGN PC guys to keep the faith, and we'll get
back to you, OK?
IGN
Xbox: And yeah, technically, this is one more question than
I was supposed to ask, but is there anything you wanted
to say that I might have skipped?
JH: 4-player split-screen is just the beginning.
But you'll get no more out of me until E3!
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