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|game=''[[Halo 2]]''
|game=''[[Halo 2]]''
|name='''''Halo 2 E3 Demo'''''
|name='''''Halo 2 E3 Demo'''''
|image=[[File:NM E303.png|300px]]
|image=[[File:NM E303.png|250px]]
|player=[[John-117]]
|player=[[John-117]]
|date= [[2552#October 20, 2552|October 20, 2552]]
|date= [[2552#October 20, 2552|October 20, 2552]]
|place=[[New Mombasa]], [[Kenya]]
|place=[[New Mombasa]], [[Kenya]]
|Objective=Rendezvous with Sergeant Banks.
|Objective=Rendevous with Sergeant Banks.
|enemies=*[[Jiralhanae|Brutes]]  
|enemies=*[[Jiralhanae|Brutes]]  
*[[Unggoy|Grunts]]
*[[Unggoy|Grunts]]
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|nowalk=true
|nowalk=true
}}
}}
{{Quote|In the world of video game sort of mythic legends, I think the Halo 2 E3 demo is right up there. It's like the unicorn of the gaming industry.|[[Brian Jarrard]]{{Ref/YouTube|Id=mixer|Qp86KNbeCA8|The Moa Archive (UncookedMoa)|Halo 2 E3 2003 Demo Stream from 343 + Never Before Seen Alphas/Betas (1080p 60 FPS)|D=06|M=07|Y=2024}}}}
{{Quote|In the world of video game sort of mythic legends, I think the Halo 2 E3 demo is right up there. It's like the unicorn of the gaming industry.|[[Brian Jarrard]]<ref name="mixer">[https://www.youtube.com/watch?v=Qp86KNbeCA8 ''YouTube'': Halo 2 E3 2003 Demo Stream from 343 + Never Before Seen Alphas/Betas (1080p 60 FPS)]</ref>}}
The '''''Halo 2'' E3 Demo''' was the first public real-time demonstration of ''[[Halo 2]]''{{'}}s gameplay. It was shown at [[Electronic Entertainment Expo|E3 2003]], and revealed new designs for ''Halo 2'', including [[Orbital Drop Shock Troopers|ODSTs]], [[BR55 battle rifle|Battle Rifles]] (which were originally going to be single-shot), [[Dual wielding|dual-wielding]], [[M7 SMG|SMG]]s, [[Jiralhanae|Brutes]], the [[M12G1 Gauss Warthog|Gauss Warthog]], among others. The demo is set in an early version of the [[Earth]] city of [[New Mombasa]]. While the [[Outskirts]] and [[Metropolis]] levels in the final game have some elements in common with the demo, it is a fully standalone mission created by Bungie out of demand for material to show at E3 amidst the exceedingly hectic development process of ''Halo 2''.{{Ref/YouTube|Id=yt cairo|xcSk8Rx_JTo|UPLYNXED|Halo 2 Anniversary - Cairo Station Campaign Gameplay and...|Time=810|D=06|M=07|Y=2024}}
The '''''Halo 2'' E3 Demo''' was a real-time demonstration of early plans for [[Halo 2|''Halo 2'']]'s [[Outskirts]] and [[Metropolis]] levels. It was shown at [[Electronic Entertainment Expo|E3 2003]], and revealed new designs for ''Halo 2'', including [[Orbital Drop Shock Troopers|ODSTs]], [[BR55 battle rifle|Battle Rifles]] (which were originally going to be single-shot), [[Dual wielding|dual-wielding]], [[M7 SMG|SMG]]s, [[Jiralhanae|Brutes]], the [[M12G1 Gauss Warthog|Gauss Warthog]], among others.


Between [[2022]] and [[2024]], the mission was recovered and worked on by [[343 Industries]] and the [[Digsite]] community modding team with the goal of restoring the level to full functionality for play within the ''Halo 2'' component of ''[[Halo: The Master Chief Collection]]''.{{Ref/Site|Id=CRF|URL=https://www.halowaypoint.com/news/cutting-room-floor|Site=Halo Waypoint|Page=Cutting Room Floor|D=06|M=07|Y=2024}} The updated build was first showcased at the VKMT community modding showcase in 2022 in early form,{{Ref/YouTube|Id=VKMT|57DoNDDp3r8|Digsite Crew|Digsite Reveal - VKMT Showcase 2022|D=06|M=10|Y=2022}} before being formally unveiled at the Halo World Championships 2024, and was released as free downloadable mod on the [[Steam]] Workshop on November 9, 2024, to mark ''Halo 2''{{'}}s 20th anniversary.{{Ref/YouTube|Id=HWC|Xo57pHb2y74|HALO|Community Stage at Halo World Championship 2024 - Day 2|Time=18831|D=06|M=10|Y=2024}} The mod can be downloaded from the [[Steam]] Workshop, [https://steamcommunity.com/sharedfiles/filedetails/?id=3360515088 here].{{Ref/Site|Id=DDH2|URL=https://www.halowaypoint.com/news/digsite-demos-halo-2|Site=Halo Waypoint|Page=Disgite Demos: Halo 2|D=12|M=11|Y=2024}}
The demo bears little resemblance to the final game as it was created by Bungie out of demand for material to show at E3 amidst the exceedingly hectic development process of ''Halo 2''.<ref name="yt cairo">[https://www.youtube.com/watch?v=xcSk8Rx_JTo&t=13m30s '''YouTube''': ''Halo 2 Anniversary - Cairo Station Campaign Gameplay and...'']</ref>


==Overview==
==Gameplay==
The demo runs on an early development version of the game engine and is built with the premise that the player—originally [[Joseph Staten]]—follows a heavily scripted path.{{Ref/Reuse|yt cairo}} For example, although the player is able to go "off script" and explore the level, there are certain cues to prompt them along; for example, the player will be teleported to the Gauss Warthog during the relevant portion of the demo regardless of their location on the map. Also, the player seemingly has unlimited health, ammunition and grenades. The dual [[M7 SMG|SMGs]] showcased in the demo are also not an example of true [[dual wielding]] as implemented in the final game, as the two weapons behave like a single one in terms of gameplay.{{Ref/Reuse|mixer}} However, another trick implemented for the SMGs is that the player has access to them from the beginning of the level; when the Marine offers the player to take his weapon, the player simply presses Y to switch weapons to the SMGs. The function to trade weapons with Marines was later added in for retail ''Halo 2''.{{Ref/Reuse|HWC}}
The demo runs on an early development version of the game engine and is built with the premise that the player—originally [[Joseph Staten]]—follows a heavily scripted path.{{Ref/Reuse|yt cairo}} For example, although the player is able to go "off script" and explore the level, there are certain cues to prompt them along; for example, the player will be teleported to the Gauss Warthog during the relevant portion of the demo regardless of their location on the map. Also, the player seemingly has unlimited health, ammunition and grenades. The dual [[M7 SMG|SMGs]] showcased in the demo are also not an example of true [[dual wielding]] as implemented in the final game, as the two weapons behave like a single one in terms of gameplay. Several other oddities indicate the game's unfinished nature, such as the Marines in the [[medical tent]]s in the opening area, who cannot die and will continue to play their scripted animations even if the player attacks them.{{Ref/Reuse|mixer}}


Several other oddities indicate the game's unfinished nature, such as the Marines in the [[medical tent]]s in the opening area, who cannot die and will continue to play their scripted animations even if the player attacks them.{{Ref/Reuse|mixer}}
On November 14, 2018, 343 Industries employees, [[Brian Jarrard]], Sean Cooper and [[Frank O'Connor]] revisited the E3 demo, along with several other early development ''Halo 2'' levels, in an online stream.{{Ref/Reuse|mixer}} Bungie and 343 Industries employees had previously commented that the demo would crash instantly if the player deviated from the scripted path, supposedly making it unworkable as an actual level.{{Ref/Reuse|yt cairo}}<ref>[http://halo.bungie.net/News/content.aspx?cid=4221 '''Bungie.net''': ''Weekly What's What Update: Massive Attack!''] - ''Nope, the E3 demo you're talking about still works and is playable even, but is waaaaaaaay too buggy as it stands to ever be released. ''</ref> However, it was found during the stream that the demo is actually quite robust, as O'Connor did not manage to "break" it despite having deliberately set out to do so.{{Ref/Reuse|mixer}}
 
On November 14, 2018, 343 Industries employees, [[Brian Jarrard]], Sean Cooper and [[Frank O'Connor]] revisited the E3 demo, along with several other early development ''Halo 2'' levels, in an online stream.{{Ref/Reuse|mixer}} Bungie and 343 Industries employees had previously commented that the demo would crash instantly if the player deviated from the scripted path, supposedly making it unworkable as an actual level.{{Ref/Reuse|yt cairo}}{{Ref/Site|URL=http://halo.bungie.net/News/content.aspx?cid=4221|Site=Bungie.net|Page=Weekly What's What Update: Massive Attack!|Quote=Nope, the E3 demo you're talking about still works and is playable even, but is waaaaaaaay too buggy as it stands to ever be released.|D=14|M=10|Y=2014}} However, it was found during the stream that the demo is actually quite robust, as O'Connor did not manage to "break" it despite having deliberately set out to do so.{{Ref/Reuse|mixer}} The original demo was also later played on stage by [[Alex Wakeford]] at the Halo World Championships 2024, before demoing the remastered demo level running in ''Halo: The Master Chief Collection''.{{Ref/Reuse|HWC}}
 
===Digsite remaster===
[[File:H2E3 Digsite Screenshot.jpg|thumb|250px|A work-in-progress screenshot of the updated ''Halo 2'' E3 demo running in MCC.{{Ref/Reuse|CRF}}]]
{{Quote|We have seen things… things a programmer wouldn’t believe… |Kenneth Peters, regarding the original ''Halo 2'' E3 demo's source code.{{Ref/Reuse|CRF}}}}
The [[Digsite]] modding group has, in conjunction with [[343 Industries]], done a restoration of the E3 2003 demo level for play in ''[[Halo: The Master Chief Collection]]'', utilising the original scripts and assets found in the 343 internal archives. Speaking at the Halo World Championships 2024, Senior Franchise Writer [[Kenneth Peters]] noted that the level has been built and rebuilt several times throughout the restoration process, owing the original demo's incompatibility with the final release of ''Halo 2'' - with the assets and scripts having changed or lost functionality between the early development and final release (such as the [[pstencil]] lighting engine).{{Ref/Reuse|HWC}} The demo was also noted to be much harder to remaster than [[alphamoon]] - the other ''Halo 2'' [[Cut Halo 2 levels|cut campaign level]] restored by Digsite - due to the poor state of the source code (over 3,400 lines of [[HaloScript]]) owing to it having been written in a period of crunch twenty years prior, with almost no documentation. In many cases, the haloscript is no longer accepted by the compiler, meaning much of it had to be reinterpreted and updated to suit the modern era.{{Ref/Reuse|CRF}}
 
The work on actually restoring the demo level was overseen by General_101, with Ken Peters and [[Sean Cooper]] providing assistance from 343's end by looking into the internal archives and source depots for assets and files. At the outset, the team only had a few source BSPs and scenery objects to work with, but eventually were able to reverse-engineer the actual compiled builds to examine the original assets in conjunction with the new finds from internal archives. This included finding original animation source files, though many weren't compatible with the modern engine.{{Ref/Reuse|CRF}} In addition, due to the Digsite modding team not having a license to use Impersonator, a software used for generating lip-sync animations for dialogue, they had to recreate all of the lip sync animations by hand. Overall, the remastered demo has used as many of the original [[tag]]s, audio, and assets as were possible - with assets continuously updated throughout the production process as even better iterations of the original dev files were uncovered.{{Ref/Reuse|HWC}} However, some of these were modernised. For example, in the original demo, every single NPC had their own tag - these were updated to use the setup found in modern ''Halo 2''.{{Ref/Reuse|CRF}}
 
The updated demo also has [[waypoint]] markers added above plot-critical NPCs and objectives; due to the intended highly linear scope of the demo, it is not immediately intuitive what direction a player should go. These were added in by the Digsite team to help unfamiliar players navigate the level without going off-script or breaking the scenario.{{Ref/Reuse|HWC}}{{Ref/Reuse|DDH2}}
 
In addition to the E3 demo level itself, several maps made using the same assets at around the same time of ''Halo 2''{{'}}s development have been made available for download in MCC as a level scenario for ''Halo 2'' and as raw geometry to use in the ''[[Halo 2 Editing Kit]]''.
<gallery>
File:H2 Digsite Arcology.jpg|[[Arcology]].
</gallery>


==Plot==
==Plot==
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''Fade in. We see two marines looking on the LZ. Plasma mortars fly over the air above''
''Fade in. We see two marines looking on the LZ. Plasma mortars fly over the air above''


*'''Spotter:'''{{Ref/Book|Id=storyboards|AoH|Page=150-155}} "Immediate. Grid Kilo 23 is hot. Recommend mission abort."
*'''Spotter:'''<ref name="storyboards">''[[The Art of Halo|Art of Halo]]'', pages 150-155</ref> "Immediate. Grid Kilo 23 is hot. Recommend mission abort."


*'''Pilot(O.S.):''' "Roger, recon."
*'''Pilot(O.S.):''' "Roger, recon."
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==Differences with the final game<!--Please avoid comparing the demo with the actual campaign level. This section should be focused on the gameplay mechanics and appearances.-->==
==Differences with the final game<!--Please avoid comparing the demo with the actual campaign level. This section should be focused on the gameplay mechanics and appearances.-->==
* Bloom post-processing is calculated differently than in the final game, leading to more of a "soft glow" look across the entire mission.
* Object shadows generated by the sun (lightmap) are sharp, rather than softened as in the final game. Objects also self shadow from the sun, whereas this only occurs with dynamic lights in the final game.
* The Brutes voices are deeper, much like an ape, than in the final game.
* The Brutes voices are deeper, much like an ape, than in the final game.
* The Battle Rifle Has a slower version of the CE Assault Rifle Reload Animation.
* The Battle Rifle Has a slower version of the CE Assault Rifle Reload Animation.
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* When the Chief shoots a Phantom with a [[M68 Gauss cannon|Gauss Cannon]] a green and blue plasma spark appears.
* When the Chief shoots a Phantom with a [[M68 Gauss cannon|Gauss Cannon]] a green and blue plasma spark appears.
* The Gauss Cannon has a faster rate of fire.
* The Gauss Cannon has a faster rate of fire.
* The back of the [[Kez'katu-pattern Phantom|Phantom]] is open and the troops disperse like on a [[D77-TC Pelican|Pelican]]. Also, it has two bay doors on its sides with mounted [[Shepsu-pattern plasma cannon|plasma cannons]], giving it a closer resemblance to its ''Halo 3'' rendition.
* The back of the [[Kez'katu-pattern Phantom|Phantom]] is open and the troops disperse like on a [[D77-TC Pelican|Pelican]].
* If one looks closely at the Elites' energy swords, they can tell that they have the same appearance as the ''Halo 3'' ones, with the pointed edges around the hilt when turned on.
* If one looks closely at the Elites' energy swords, they can tell that they have the same appearance as the ''Halo 3'' ones, with the pointed edges around the hilt when turned on.
* Jackal shields are a bright fluorescent blue, instead of bluish-green in the final version.
* Jackal shields are a bright fluorescent blue, instead of bluish-green in the final version.
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* Plasma bolts and projectiles are more fluorescent than their retail counterpart.
* Plasma bolts and projectiles are more fluorescent than their retail counterpart.
* Many textures for building walls and floors are re-used from Combat Evolved including brushed metal tiling, seen at 1:53 and 2:43.   
* Many textures for building walls and floors are re-used from Combat Evolved including brushed metal tiling, seen at 1:53 and 2:43.   
* The Havok physics engine was not yet implemented in the game, so physics are closer to Combat Evolved. Enemies "fall down" on death instead of rag dolling, as in the first game, and vehicles operate with H1 speed calculations, as opposed to the gear and torque system of H2.
* The Havok physics engine was not yet implemented in the game, so physics are closer to Combat Evolved.
* Grunt and human blood decals are Brighter, and more fluorescent than their retail counterparts.
* Grunt and human blood decals are Brighter, and more fluorescent than their retail counterparts.
* Human blood textures are re-used from Combat Evolved.
* Human blood textures are re-used from Combat Evolved.
* Grunt, human and Jackal blood splat decals are bigger than retail, resulting in more blood seen in the demo compared to the full release.
* Grunt, human and Jackal blood splat decals are bigger than retail, resulting in more blood seen in the demo compared to the full release.
* Grunts and Jackals are more aggressive and will fire faster than retail, as seen at 4:25.
* Grunts and Jackals are more aggressive and will fire faster than retail, as seen at 4:25.
* Chief's model features different textures and a visor reflection compared to the final game. The armor is generally darker, and the visor reflection is more silver/purple toned, compared to the gold look of the final game.
* Chief features a new model not seen in the full release of the game, featuring real-time reflections on his visor, seen at 0:19.
* Firing the Mounted Turret illuminate the ground and surrounding area when fired. round particles are also visibly expelled after every shot fired.
* Gunshots and shots from the Mounted Turret illuminate the ground and surrounding area when fired.
* The SMGs' use the muzzle flash of the Magnum from Halo: Combat Evolved.
* The SMGs' muzzle flash is a darker red, rather than a bright yellow/orange seen in the final release.
* SMGs (including dual wielded SMGs) have an increased rate of fire, and no recoil. There is also no firing animation, the muzzle flash simply appears when fired.
* SMGs (including dual wielded SMGs) have an increased rate of fire, and no recoil.
* Dual SMG's have a unique "Double Up" overlapping Reticle, rather than a normal SMG reticle seen in retail.  
* Dual SMG's have a unique "Double Up" overlapping Reticle, rather than a normal SMG reticle seen in retail.  
* Warthog Headlights illuminate and cast visible lights on the road
* Warthog Headlights illuminate and cast visible light and shadows on the road
* Physics for Warthog splatters seem to be closer to Combat Evolved, Even small bumps or hits will result in a splatter with a lot of blood particles.
* Physics for Warthog splatters seem to be closer to Combat Evolved, Even small bumps or hits will result in a splatter with a lot of blood particles.
* Street lamps and lighting objects cast real-time shadows. Most dynamic light objects still exist in the final game but are set to not cast dynamic shadows by default. This flag can be toggled on objects in the Halo 2 Editing Kit, also explained by Joe Staten in the H2 developer commentary on 4:48.
* Street Lamps and Lights illuminate dynamic lights and shadows, Most dynamic lights were disabled shortly before release but still exist in the final game and can be enabled on the Halo 2 Editing Kit. this was also explained by Joe staten in the H2 developer commentary on 4:48.
 
* Mounted turrets visibly expel rounds after every shot fired
==Trivia==
===Easter eggs===
*During the 2022 VKMT community modding showcase a [[Rex]] Easter egg can be spotted inside the main building before going up the stairs.{{Ref/Reuse|VKMT}}


==Gallery==
==Gallery==
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</gallery>
</gallery>


===Development images===
===Images===
<gallery>
<gallery>
File:H2-Concept-E3-Chief.jpg|Concept art of John-117 priming a plasma grenade.
File:H2-Concept-E3-Chief.jpg|Concept art of John-117 priming a plasma grenade.
File:H2E3_VisualGlitch.jpg|A visual glitch that occurred during the demo's development.
File:H2E3_VisualGlitch.jpg|A visual glitch that occurred during the demo's development.
H2 E3 Chief Crouched Render.jpg|A wireframe render of John-117 after getting up from his Ghost crashing.
File:H2 E3 Demo Shadows.jpg|A close-up of the Shadows in the demo.
H2 E3 Chief Grenade Render.jpg|A wireframe render of John-117 priming a grenade.
File:H2E3 Demo Master Chief.jpg|Master Chief in the Battle of New Mombasa.
File:H2E3_BetchaCan'tStickEm.jpg|"Betcha can't stick 'em!"
File:H2E3_GaussHog.jpg|John-117 manning a Gauss cannon in the demo.
File:H2E3_John117_Ghost.jpg|John-117 driving a Ghost in the demo.
File:H2E3_John117_Warthog.jpg|John-117 driving a Warthog.
File:H2E3_John117_Warthog.jpg|John-117 driving a Warthog.
</gallery>
===Screenshots===
<gallery>
File:H2E3_John117_Turret.jpg|John-117 manning an [[M247 general purpose machine gun]].
File:H2E3_John117_Turret.jpg|John-117 manning an [[M247 general purpose machine gun]].
File:H2E3_GaussHog.jpg|John-117 manning a Gauss cannon in the demo.
File:H2E3_Standoff.jpg|John-117 facing down two SpecOps Elites.
File:H2E3_John117_Hijack.jpg|John-117 hijacking a Ghost.
File:H2E3_John117_Hijack.jpg|John-117 hijacking a Ghost.
File:H2E3_Ghost_Chase.jpg|Two Ghosts chasing one another.
File:H2E3_Ghost_Chase.jpg|Two Ghosts chasing one another.
File:H2E3_John117_Ghost.jpg|John-117 driving a Ghost in the demo.
File:H2E3 Demo Master Chief.jpg|Master Chief in the Battle of New Mombasa.
File:H2E3_Standoff.jpg|John-117 facing down two SpecOps Elites.
File:H2E3_BetchaCan'tStickEm.jpg|"Betcha can't stick 'em!"
File:H2 E3 Demo Shadows.jpg|A close-up of the Shadows in the demo.
</gallery>
===Promotional images===
<gallery>
File:H2E3_Wallpaper_StandTall.jpg|"Stand Tall" wallpaper.
File:H2E3_Wallpaper_StandTall.jpg|"Stand Tall" wallpaper.
File:H2E3_Wallpaper_GhostChase.jpg|"Ghost Chase" wallpaper.
File:H2E3_Wallpaper_GhostChase.jpg|"Ghost Chase" wallpaper.
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==External links==
==External links==
*[https://www.youtube.com/watch?v=Qp86KNbeCA8 2018 343 Industries stream playing the demo]
*[https://www.youtube.com/watch?v=Qp86KNbeCA8 343 Industries stream playing the demo]
*[https://www.youtube.com/watch?v=57DoNDDp3r8 2022 VKMT Showcase Digsite trailer, featuring an early version of the remastered E3 demo]
*[https://www.youtube.com/watch?v=Xo57pHb2y74&t=18831s Halo World Championships 2024 livestream featuring Digsite, Alphamoon, the Halo 2 E3 Demo, and the Digsite remaster]
*[https://steamcommunity.com/sharedfiles/filedetails/?id=3360515088 ''Steam Workshop'' - Digsite-restored Halo 2 E3 Demo]


==Sources==
==Sources==

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