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{{Title|Bungie ViDoc: ''O Brave New World''}} | {{Title|Bungie ViDoc: ''O Brave New World''}} | ||
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<div class="floatright"><youtube width="450" height="300">OtG6--4r_qk</youtube></div> | |||
The '''Bungie ViDoc: ''O Brave New World''''' is the last ''[[Halo]]''-related and longest [[ViDoc]] made by [[Bungie]]. It was released on [[Wikipedia:YouTube|YouTube]] on August 3, [[2011]].<ref>[http://www.youtube.com/watch?v=OtG6--4r_qk '''YouTube''': ''O Brave New World'']</ref> It runs for 55:08, and summarizes Bungie's history and future, as well as ''Halo''<nowiki/> | {{Article Quote|To cap off Bungie's 20th Anniversary festivities, the team has assembled a near hour long documentary covering the studio's past, present, and future. Featuring insight from the team -- including their ever illusive Creative Director, Jason Jones -- and interviews from key industry veterans and luminaries, "O Brave New World" is both a celebration of Bungie's legacy and a love letter to the community of gamers who have embraced Bungie's games for two incredible decades.}} | ||
The '''Bungie ViDoc: ''O Brave New World''''' is the last ''[[Halo]]''-related and longest [[ViDoc]] made by [[Bungie]]. It was released on [[Wikipedia:YouTube|YouTube]] on August 3, [[2011]].<ref>[http://www.youtube.com/watch?v=OtG6--4r_qk '''YouTube''': ''O Brave New World'']</ref> It runs for 55:08, and summarizes Bungie's history and future, as well as ''Halo''<nowiki>'</nowiki>s creation. | |||
==Transcript== | ==Transcript== | ||
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*'''[[Luke Timmins]]''': "In many ways, it's one of the best things that ever happened to Bungie, right?" | *'''[[Luke Timmins]]''': "In many ways, it's one of the best things that ever happened to Bungie, right?" | ||
*''' | *'''Adam Sessler''': "What I really like about this whole Bungie relationship with [[Wikipedia: Activision|Activision]] is that I never saw it coming." | ||
*''' | *'''Jerry Holkins''': "The idea that Bungie would make ''[[Halo series|Halo]]'' for a million years was inconceivable." | ||
*'''[[Eric Osborne]]''': "In a lot of ways, we're starting over." | *'''[[Eric Osborne]]''': "In a lot of ways, we're starting over." | ||
*''' | *'''Geoff Keighley''': "I can't wait to see where Bungie is going to take us next. I know it's going to be ambitious, I know it's going to be something exciting. I just want find some details on it." | ||
*'''Luke Timmins''': Being an underdog, and having something to prove and remembering we're not the top dog any more is a great thing to happen to us. | *'''Luke Timmins''': Being an underdog, and having something to prove and remembering we're not the top dog any more is a great thing to happen to us. | ||
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*'''[[Jason Jones]]''': "It does bring back the early days. We have this great idea and we don't really understand it. Its going to be fun to figure it out." | *'''[[Jason Jones]]''': "It does bring back the early days. We have this great idea and we don't really understand it. Its going to be fun to figure it out." | ||
''A group of pixels form together in a similar way to [[Wikipedia:Gnop!|Gnop!]] which later transfigure into a timeline which moves between 1991, 1992, 1993, 1994, 1995, 1995, 1997/1998, 2001, 2001, 2004, 2007, 2009 and 2010 simultaneously | ''A group of pixels form together in a similar way to either [[Wikipedia: Pong|Pong]] or [[Wikipedia:Gnop!|Gnop!]] which later transfigure into a timeline which moves between 1991, 1992, 1993, 1994, 1995, 1995, 1997/1998, 2001, 2001, 2004, 2007, 2009 and 2010 simultaneously which showing brief snippets of games Bungie developed in those specific years.'' | ||
'''Bungie 20th Anniversary''' | '''Bungie 20th Anniversary''' | ||
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*'''Alexander Seropian''': "Then came ''[[Marathon]]'', which was a real big hit for us." | *'''Alexander Seropian''': "Then came ''[[Marathon]]'', which was a real big hit for us." | ||
Marathon'' gameplay is presented.'' | Marathon'' gameplay is is presented.'' | ||
*'''[[Claude Errera]]''': "''Marathon'' was the first shooter which had verticality to it." | *'''[[Claude Errera]]''': "''Marathon'' was the first shooter which had verticality to it." | ||
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Myth ''gameplay is presented.'' | Myth ''gameplay is presented.'' | ||
*''' | *'''Mike Krahulik''': "''Myth'' was a revolution. It was an RTS which got rid of all of the RTS bullshit." | ||
*'''Lorraine McLees''': "You use the terrain to your advantage. Which isn't something that a lot of games did at the time." | *'''Lorraine McLees''': "You use the terrain to your advantage. Which isn't something that a lot of games did at the time." | ||
*'''Martin O'Donnell''': "I definitely did not think Bungie | *'''Martin O'Donnell''': "I definitely did not think Bungie would last. It didn't seem like they had a real plan for the future." | ||
*'''Jason Jones''': "We had the advantage twenty years ago of being really stupid. I mean young, but young is stupid. In that mind set, like, anything is possible. So you just get started and figure out what is hard on the way." | *'''Jason Jones''': "We had the advantage twenty years ago of being really stupid. I mean young, but young is stupid. In that mind set, like, anything is possible. So you just get started and figure out what is hard on the way." | ||
*'''Dave Dunn''': "The first time I meet Jason, he said 'Why are you okay with building environments the way you're building environments?', and I said 'Why would I not be okay? Like I have | *'''Dave Dunn''': "The first time I meet Jason, he said 'Why are you okay with building environments the way you're building environments?', and I said 'Why would I not be okay? Like I have sine choice?' and he said 'Yeah, absolutely!'. That sorta gave me a hint that is to 'Ah, so that is what our culture is about'." | ||
*'''Alexander Seropian''': I think it all starts with the idea that we were our own customer and that anyone else who going to play our games, we were in their shoes." | *'''Alexander Seropian''': I think it all starts with the idea that we were our own customer and that anyone else who going to play our games, we were in their shoes." | ||
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*'''Dave Dunn''': "A big moment in Bungie, I think one that stands out to me, more than anything elses, is the ''[[Wikipedia:Myth II: Soulblighter|Myth II]]'' installer bug." | *'''Dave Dunn''': "A big moment in Bungie, I think one that stands out to me, more than anything elses, is the ''[[Wikipedia:Myth II: Soulblighter|Myth II]]'' installer bug." | ||
*'''Jerry Holkins''': "That installer bug that would remove your computer. You try to uninstall the game, it was just a scorched earth policy, like | *'''Jerry Holkins''': "That installer bug that would remove your computer. You try to uninstall the game, it was just a scorched earth policy, like, 'Well, you don't like ''Myth''? Fuck you!'" | ||
*'''Mike Krahulik''': "'We're taking your machine!'" | *'''Mike Krahulik''': "'We're taking your machine!'" | ||
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*'''[[Shi Kai Wang]]''': "That caused the company a good chunk of money." | *'''[[Shi Kai Wang]]''': "That caused the company a good chunk of money." | ||
*'''Martin O'Donnell''': "It was at least a million | *'''Martin O'Donnell''': "It was at least a million dollars stake." | ||
*'''Dave Dunn''': "A mistep like that is going to put you in some serious jeopardy." | *'''Dave Dunn''': "A mistep like that is going to put you in some serious jeopardy." | ||
===So Our Game Is Called Halo...=== | ===So Our Game Is Called Halo...=== | ||
[[File:HalocombatEvolved.jpg|thumb| | [[File:HalocombatEvolved.jpg|thumb|right|[[Halo: Combat Evolved]]]] | ||
''The timeline appears at 2000, with an image of [[John-117]] beside it. It is followed by | ''The timeline appears at 2000, with an image of [[John-117]] beside it. It is followed by many footages of ''[[Halo: Combat Evolved]]''. The footage stops as the ''Halo'' logo appears.'' | ||
*'''[[Marcus R. Lehto]]''': "It started off with just three of us. We were at that time making what we thought was gonna turn out to be a ''Myth''-type clone, with a Sci-Fi skin on it." | *'''[[Marcus R. Lehto]]''': "It started off with just three of us. We were at that time making what we thought was gonna turn out to be a ''Myth''-type clone, with a Sci-Fi skin on it." | ||
*'''Martin O'Donnell''': " | *'''Martin O'Donnell''': "Thy were doing "Blam!", which was the codename for this other game they were working on." | ||
*'''Jason Jones''': "We had a huge map for a continuous RPG and before that we had an RTS." | *'''Jason Jones''': "We had a huge map for a continuous RPG and before that we had an RTS." | ||
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*'''Marcus Lehto''': "It was pretty generic Sci-Fi. You had your typical military forces, tanks, jeeps, that kind of things and some armored guys." | *'''Marcus Lehto''': "It was pretty generic Sci-Fi. You had your typical military forces, tanks, jeeps, that kind of things and some armored guys." | ||
*'''Jason Jones''': "We did a lot of thinking about what it meant to be an action game. And could | *'''Jason Jones''': "We did a lot of thinking about what it meant to be an action game. And could a action be a Real-time strategy game? And the answer was no." | ||
*'''Shi Kai Wang''': *We want a Sci-Fi character, a guy in a suit who can go from Earth to space and we don't have to worry about him changing clothes. And we just needed him to look like a Space marine." | *'''Shi Kai Wang''': *We want a Sci-Fi character, a guy in a suit who can go from Earth to space and we don't have to worry about him changing clothes. And we just needed him to look like a Space marine." | ||
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*'''Marcus Lehto''': "Oh god, what do we call him? Something like the super soldier." | *'''Marcus Lehto''': "Oh god, what do we call him? Something like the super soldier." | ||
*'''Shi Kai Wang''': "And then | *'''Shi Kai Wang''': "And then we started moving the camera closer and closer to the character." | ||
*'''Marcus Lehto''': "What if we put ourselves in this character, what if we became that character?" | *'''Marcus Lehto''': "What if we put ourselves in this character, what if we became that character?" | ||
*'''Eric Osborne''': "Those are the moments | *'''Eric Osborne''': "Those are the moments were things start to come together. Marcus saying 'No, no, we're going first-person because this is more fun'." | ||
*'''Shi Kai Wang''': "I don't think we could have captured as much of the audience had we stayed in Third-person." | *'''Shi Kai Wang''': "I don't think we could have captured as much of the audience if we had decided had we stayed in Third-person." | ||
*'''Eric Osborne''': "Those are the ideas and decisions which really change the course of the game and the company." | *'''Eric Osborne''': "Those are the ideas and decisions which really change the course of the game and the company." | ||
*'''Martin O'Donnell''': "Suddenly we had this opportunity to tell a little piece of a story. I remember Joe coming to me and saying 'Ancient, epic, alien'. So he just gave me those three words and I though okay, well I'll just try combining something that does that. I came up with the pounding drums, Cellos, monks, alien voice and showed it to the guys on | *'''Martin O'Donnell''': "Suddenly we had this opportunity to tell a little piece of a story. I remember Joe coming to me and saying 'Ancient, epic, alien'. So he just gave me those three words and I though okay, well I'll just try combining something that does that. I came up with the pounding drums, Cellos, monks, alien voice and showed it to the guys on monday morning and then they got on a plane to go to [[New York]] and show it at Mac World the next day.." | ||
*'''Alexander Seropian''': "Which really went over, big." | *'''Alexander Seropian''': "Which really went over, big." | ||
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*'''Geoff Keighley''': "They were making games for the Mac which you know was still a small and stall-based at the time. But you know, Bungie was into pretty ambitious games and to fund games of that calibre is not easy to do." | *'''Geoff Keighley''': "They were making games for the Mac which you know was still a small and stall-based at the time. But you know, Bungie was into pretty ambitious games and to fund games of that calibre is not easy to do." | ||
*''' | *'''Ed Fries''': "One day, my phone rings; telling me that Bungie is in financial trouble and that their talking to some people about potentially being acquired." | ||
*'''Alexander Seropian''': "It was going to be really important for Microsoft to have games for the [[Xbox]]. That is what would make or break it. So you know, we call up at Fries and said 'Maybe we should talk'." | *'''Alexander Seropian''': "It was going to be really important for Microsoft to have games for the [[Xbox]]. That is what would make or break it. So you know, we call up at Fries and said 'Maybe we should talk'." | ||
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*'''Jordan Weisman''': "I remember Ed complaining that even he didn't have a key to get into the Bungie area." | *'''Jordan Weisman''': "I remember Ed complaining that even he didn't have a key to get into the Bungie area." | ||
*'''Geoff Keighley''': "The challenge that I think ''Halo'' faces is that it was trying to do | *'''Geoff Keighley''': "The challenge that I think ''Halo'' faces is that it was trying to do First-person shooter on a console platform." | ||
*'''Ed Fries''': "One of the biggest challenges was making | *'''Ed Fries''': "One of the biggest challenges was making Shooter that felt right and worked right on a controller." | ||
*'''Mike Krahulik''': "Yeah, I mean originally, you had to struggle with it really being | *'''Mike Krahulik''': "Yeah, I mean originally, you had to struggle with it really being a FPS that we were trying to get into on a console... | ||
*'''Jerry Holkins''': "On a controller..." | *'''Jerry Holkins''': "On a controller..." | ||
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*'''Mike Krahulik''': "Different!" | *'''Mike Krahulik''': "Different!" | ||
*'''Marcus R. Lehto''': "The reality of | *'''Marcus R. Lehto''': "The reality of shipping on a console, it was a lot of pressure there. And we didn't have anything running on that console, at all." | ||
*'''Chris Butcher''': "When I joined, the AI for ''Halo'' was about three source files and the big block comments at the top that were just Jason's log of him frantically trying to get something, anything, up and running. [[Jaime Griesemer]] and myself, we just sat and worked on two signature encounters, one was the beach on | *'''Chris Butcher''': "When I joined, the AI for ''Halo'' was about three source files and the big block comments at the top that were just Jason's log of him frantically trying to get something, anything, up and running. [[Jaime Griesemer]] and myself, we just sat and worked on two signature encounters, one was the beach on [[The Silent Cartographer]], which was the classic kind of wave advancing encounter and the other one was the classic defensive encounter. We really only had one shot at it because we weren't going to have time to go back and scrap the AI system. So we just knew we had to get it right." | ||
*'''Marcus R. Lehto''': "We had a lot of content to build, gameplay experience to create. So all of these grand ideas we had of this huge open world experience quickly dissipated." | *'''Marcus R. Lehto''': "We had a lot of content to build, gameplay experience to create. So all of these grand ideas we had of this huge open world experience quickly dissipated." | ||
*'''Claude Errera''': "Bungie has always had a way of figuring out what is important in a particular game style and throwing away the extreme stuff." | *'''Claude Errera''': "Bungie has always had a way of figuring out what is important in a a particular game style and throwing away the extreme stuff." | ||
*'''[[Pete Parsons]]''': "I think there were a small group of people who felt like ''Halo'' would be the defining game of the Xbox." | *'''[[Pete Parsons]]''': "I think there were a small group of people who felt like ''Halo'' would be the defining game of the Xbox." | ||
*'''Curtis Creamer''': "There were a lot of other games which were getting a lot more attention than Halo. [[Wikipedia: Malice ( | *'''Curtis Creamer''': "There were a lot of other games which were getting a lot more attention than Halo. [[Wikipedia: Malice (video game)|Malice]], [[Wikipedia: Oddworld: Munch's Oddysee|Munch's Oddysee]], racing game." | ||
*'''Shi Kai Wang''': "I think they put a lot of bets on this game called [[Wikipedia: Azurik: Rise of Perathia|Azurik]]. I'm not sure if anybody remembers that." | *'''Shi Kai Wang''': "I think they put a lot of bets on this game called [[Wikipedia: Azurik: Rise of Perathia|Azurik]]. I'm not sure if anybody remembers that." | ||
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*'''Jordan Weisman''': "It wasn't pre-ordained that it was going to be Halo. Halo earned that right, you know, by being one of the best titles in development at the time." | *'''Jordan Weisman''': "It wasn't pre-ordained that it was going to be Halo. Halo earned that right, you know, by being one of the best titles in development at the time." | ||
*'''Dave Dunn''': "On ''Halo'', one of the moments that always sticks out in my mind was once we actually got B30 | *'''Dave Dunn''': "On ''Halo'', one of the moments that always sticks out in my mind was once we actually got B30 up and running and you could play it." | ||
*'''Curtis Creamer''': "There's something simple as driving the [[M12 Force Application Vehicle|Warthog]] | *'''Curtis Creamer''': "There's something simple as driving the [[M12 Force Application Vehicle|Warthog]] which was fun. That was a defining game experience that brought me in." | ||
*'''Luke Timmins''': "They brought me in. So here's a proto-type Xbox, here's a proto-type controller and here's this game called ''Halo''. And he said 'You know Bungie?', and I'm like 'Who, Mac gaming are you fucking joking?'. He gives it to me and I'm like 'Oh wow, this is fucking amazing!' and all it was, was the B30, running around on the beach and just shoot stuff. I was like 'This is fantastic!'." | *'''Luke Timmins''': "They brought me in. So here's a proto-type Xbox, here's a proto-type controller and here's this game called ''Halo''. And he said 'You know Bungie?', and I'm like 'Who, Mac gaming are you fucking joking?'. He gives it to me and I'm like 'Oh wow, this is fucking amazing!' and all it was, was the B30, running around on the beach and just shoot stuff. I was like 'This is fantastic!'." | ||
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*'''Dave Dunn''': "At that time, there was three teams. The ''Halo'' team, still the ''Phoenix'' team and then there was the ''[[Wikipedia:Oni (video game)|Oni]]'' team." | *'''Dave Dunn''': "At that time, there was three teams. The ''Halo'' team, still the ''Phoenix'' team and then there was the ''[[Wikipedia:Oni (video game)|Oni]]'' team." | ||
*'''Shi Kai Wang''': "They owe it all to the | *'''Shi Kai Wang''': "They owe it all to the ONI team because before we came up from San Jose, they had no multiplayer, so the multiplayer designer and multiplayer programmer came from the Oni team." | ||
Oni ''gameplay is presented.'' | Oni ''gameplay is presented.'' | ||
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===What Does Not Kill Me=== | ===What Does Not Kill Me=== | ||
[[File:Halotwo.jpg|thumb| | [[File:Halotwo.jpg|thumb|right|[[Halo 2]]]] | ||
''The timeline appears at 2004, with a clip from the [[Halo 2 announcement trailer]]. It is followed by the rest of the announcement trailer. The ''[[Halo 2]]'' logo is then presented.'' | ''The timeline appears at 2004, with a clip from the [[Halo 2 announcement trailer]]. It is followed by the rest of the announcement trailer. The ''[[Halo 2]]'' logo is then presented.'' | ||
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*'''Chris Butcher''': "We had wrote this graphics engine that was totally unsuited for the Xbox. We had these ideas for levels that just really didn't make sense for the Halo engine or any other kind of shooter engine." | *'''Chris Butcher''': "We had wrote this graphics engine that was totally unsuited for the Xbox. We had these ideas for levels that just really didn't make sense for the Halo engine or any other kind of shooter engine." | ||
*'''Dave Dunn''': "We really wanted to do a game | *'''Dave Dunn''': "We really wanted to do a game were we felt every mission, every environment is going to feel totally unique." | ||
*'''Chris Butcher''': We let our ambition lead us into some very, very scary places." | *'''Chris Butcher''': We let our ambition lead us into some very, very scary places." | ||
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*'''Geoff Keighly''': "It's something you really don't see very often in [[Electronic Entertainment Expo|E3]] in the middle of the demo, you will just like, 'Fuck yea, that's awesome'." | *'''Geoff Keighly''': "It's something you really don't see very often in [[Electronic Entertainment Expo|E3]] in the middle of the demo, you will just like, 'Fuck yea, that's awesome'." | ||
*'''Chris Butcher''': " | *'''Chris Butcher''': "Within, on ''Halo 2'', Alex had left the company and go back to Chicago. And Jason has left the project to work on ''Pheonix''. So without Alex and Jason, the ''Halo 2'' team was led by a committee, who kind of went through the second act, where we were really trying to deliver something that was just impossible. We kind of found ourselves standing there, after E3 2003, kind of looking around and saying, 'Well okay, we can't possible build this game'." | ||
*'''Martin O'Donnell''': "We were showing something at E3 that was going to be in the game. It's not in the game." | *'''Martin O'Donnell''': "We were showing something at E3 that was going to be in the game. It's not in the game." | ||
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*'''Jason Jones''': "The difference between entertainment that's successful and entertainment that's forgotten is only how people react to it. So no matter how successful we were in ''Halo 2'', doesn't matter how hard we worked, and... and they don't give a shit if it took you two seconds or six years and twenty gallons of blood." | *'''Jason Jones''': "The difference between entertainment that's successful and entertainment that's forgotten is only how people react to it. So no matter how successful we were in ''Halo 2'', doesn't matter how hard we worked, and... and they don't give a shit if it took you two seconds or six years and twenty gallons of blood." | ||
*'''Pete Parsons''': "I looked at the bug count and realized we were going to make it. We were actually going to ship this game. And, uh, I think that was probably one of the proudest moments for me, because it had been so hard. | *'''Pete Parsons''': "I looked at the bug count and realized we were going to make it. We were actually going to ship this game. And, uh, I think that was probably one of the proudest moments for me, because it had been so hard. | ||
===I Wish I Knew How To Quit You=== | ===I Wish I Knew How To Quit You=== | ||
*'''Eric Osborne''': "The biggest legacy Bungie has had is in the community." | *'''Eric Osborne''': "The biggest legacy Bungie has had is in the community." | ||
''Footage of people playing'' Halo ''together in LAN parties are | ''Footage of people playing'' Halo ''together in LAN parties are seen.'' | ||
*'''Pete Parsons''': "All of us were caught by surprise just to see that how it became a cultural phenomenon in its own way. We see people gathering in basements and having LAN games." | *'''Pete Parsons''': "All of us were caught by surprise just to see that how it became a cultural phenomenon in its own way. We see people gathering in basements and having LAN games." | ||
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*'''Cameron Pinard''': "You have people here who didn't ever start with ''Halo''. They started with ''Myth'' or ''Marathon'' and you know, they've carried through this whole time and it's incredible." | *'''Cameron Pinard''': "You have people here who didn't ever start with ''Halo''. They started with ''Myth'' or ''Marathon'' and you know, they've carried through this whole time and it's incredible." | ||
*'''Kieth " | *'''Kieth "KETE" Hernandez''': "Bungie's always shown a love for its community; they're here right now." | ||
*'''Claude Errera''': "They're not just a gaming company, there's an interpersonal relationship between the millions of fans that Bungie has and employees." | *'''Claude Errera''': "They're not just a gaming company, there's an interpersonal relationship between the millions of fans that Bungie has and employees." | ||
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*'''Claude Errera''': "To me, it's become more about the community than the games. A huge chunk of my life has been this game, and this company, and... and the fans of this game. Twenty years from now, when I'm not playing games at all anymore, ''maybe'', this is the stuff I'll remember." | *'''Claude Errera''': "To me, it's become more about the community than the games. A huge chunk of my life has been this game, and this company, and... and the fans of this game. Twenty years from now, when I'm not playing games at all anymore, ''maybe'', this is the stuff I'll remember." | ||
*''' | *'''Miguel "Mig" Chavez''': "We were kinda in-on, the ground floor is seen as group of guys from Chicago, seeing them slowly working their way up, and not forget us." | ||
*'''Daniel "Finn" Barbour''': "I've been spending that much time invested into the game, it is nice to hear people listen and responses to it." | *'''Daniel "Finn" Barbour''': "I've been spending that much time invested into the game, it is nice to hear people listen and responses to it." | ||
*'''[[Dan Miller]]''': "I remember hearing feedback from people when I start working at Bungie, and I was like 'Are you kidding me? Like, you guys actually listen to your community?' | *'''[[Dan Miller]]''': "I remember hearing feedback from people when I start working at Bungie, and I was like 'Are you kidding me? Like, you guys actually listen to your community?'" | ||
{{Expand-Section}} | |||
===Third Time's the Charm=== | ===Third Time's the Charm=== | ||
[[File:Halo threes.jpg|thumb| | [[File:Halo threes.jpg|thumb|right|[[Halo 3]]]] | ||
''The timeline appears at 2007, with a clip of the [[Halo 3 Announcement Trailer]]. The Halo 3 logo is then presented.'' | ''The timeline appears at 2007, with a clip of the [[Halo 3 Announcement Trailer]]. The Halo 3 logo is then presented.'' | ||
*'''Shi Kai Wang''': "All I've got to say is that we're on | *'''Shi Kai Wang''': "All I've got to say is that we're on Halo 3, right now. That's all." | ||
{{Expand-Section}} | |||
===It's Not You It's Me=== | ===It's Not You It's Me=== | ||
*''' | *'''Chris Butcher''': "Back when Bungie was founded. You know, Jason, Alex and their friends. The culture of Bungie was pretty simple. It was just a buch of college kids who wanted drink beer and eat pizza and do amazing cool stuff in their basements." | ||
{{Expand-Section}} | |||
===Once More, With Feeling=== | ===Once More, With Feeling=== | ||
[[File:Halo reech.jpg|thumb| | [[File:Halo reech.jpg|right|thumb|[[Halo: Reach]]]] | ||
''The timeline appears at 2010, with a clip of various gamplay snippets and cutscenes from [[Halo: Reach]]'s campaign. The | ''The timeline appears at 2010, with a clip of various gamplay snippets and cutscenes from [[Halo: Reach]]'s campaign. The Halo: Reach logo is then presented.'' | ||
*''' | *'''[[Joseph Tung]]''': "Reach was just perfect, it was the perfect fit for all of the ideas we were talking about in the early days. Doing something with a little harder edge than Halo 3. You know, bringing back the scariness and alieness of the Covenant. And all of those went out perfectly with Halo: Reach." | ||
{{Expand-Section}} | |||
===My God, It's Full of Stars=== | ===My God, It's Full of Stars=== | ||
* | * | ||
{{Expand-Section}} | |||
{{ | |||
==Sources== | ==Sources== | ||
<references/> | |||
{{ViDoc}} | {{ViDoc}} | ||
[[Category:Video | [[Category:Video Documentaries]] |