Editing Halo 3: ODST ViDoc: Dramatis Personae

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{{Status|RealWorld}}
{{Ratings}}
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'''Halo 3 ODST ViDoc: Dramatis Personae''' is a [[Halo 3: ODST|''Halo 3: ODST'']] [[ViDoc]] released on 10/22/2009, one month after the release of the game. It focuses on the development of the cinematics and characters of ''Halo 3: ODST''.<ref>http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_102309</ref> The Latin title translates to "You See Characters" or more succinctly "The Characters You See." A [[wikipedia:Dramatis_person%C3%A6|dramatis personae]] is also known as a "cast list" for a theatrical work or film.
<div class="floatright"><youtube height="250" width="300">nS3AJCXyJ1Y</youtube></div>
'''Halo 3 ODST ViDoc: Dramatis Personae''' is a [[Halo 3: ODST|''Halo 3: ODST'']] [[ViDoc]] released on 10/22/2009, one month after the release of the game. It focuses on the development of the cinematics and characters of ''Halo 3: ODST''.<ref>http://www.bungie.net/News/content.aspx?type=topnews&link=BWU_102309</ref> The Latin title translates to "You See Characters" or more succinctly "The Characters You See."


==Transcript==
==Transcript==
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'''Joseph Staten:''' And ODST I think takes the lessons of [[Halo 2]], and it feels a lot more natural. You're going from one ODST to another. It's not so jarring as it was with the Chief and the [[Thel 'Vadam|Arbiter]].
'''Joseph Staten:''' And ODST I think takes the lessons of [[Halo 2]], and it feels a lot more natural. You're going from one ODST to another. It's not so jarring as it was with the Chief and the [[Thel 'Vadam|Arbiter]].


'''[[Kojo Agu|Romeo]] (in-game):''' What am I supposed to do with this inside a [[Solemn Penance|Covenant ship]]?
'''[[Romeo]] (in-game):''' What am I supposed to do with this inside a [[Regret's Carrier|Covenant ship]]?


'''[[CJ Cowan]]:''' Romeo the smartass, and [[Michael Crespo|Mickey]] the kind of guy who just wants to blow (bleep) up. Allowing the player to step into the shoes of all these different characters in the squad makes this a game about what happens to that squad.
'''[[CJ Cowan]]:''' Romeo the smartass, and [[Mickey]] the kind of guy who just wants to blow (bleep) up. Allowing the player to step into the shoes of all these different characters in the squad makes this a game about what happens to that squad.


'''Joseph Staten:''' It's hard to create, not just characters, but then give them a, a relationship, that's, that's even tougher.
'''Joseph Staten:''' It's hard to create, not just characters, but then give them a, a relationship, that's, that's even tougher.


'''[[Edward Buck|Buck]] (in-game):''' Get. This. Thing. Off of me.
'''[[Buck]] (in-game):''' Get. This. Thing. Off of me.


'''Joseph Staten:''' You've got Buck, who's the squad leader. He's the most hard-boiled, hard-bitten, seen everything, been everywhere, a little bit more cynical than the other soldiers, because he's survived the longest.
'''Joseph Staten:''' You've got Buck, who's the squad leader. He's the most hard-boiled, hard-bitten, seen everything, been everywhere, a little bit more cynical than the other soldiers, because he's survived the longest.
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'''Curtis Creamer:''' Dare. She's an [[Office of Naval Intelligence|ONI]] operative. She takes over the squad.
'''Curtis Creamer:''' Dare. She's an [[Office of Naval Intelligence|ONI]] operative. She takes over the squad.


'''[[Veronica Dare|Dare]] (in-game):''' Replacements?
'''[[Dare]] (in-game):''' Replacements?


'''Buck (in-game):''' This many years into the war? Who isn't?
'''Buck (in-game):''' This many years into the war? Who isn't?
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'''Dare (in-game):''' I never thought I'd see you again.
'''Dare (in-game):''' I never thought I'd see you again.


'''Buck (in-game):''' Yeah… Well… Here I am!
'''Buck (in-game):''' Yeah... Well... Here I am!


'''CJ Cowan:''' There's something to be said about using Nathan and Tricia, who are really strong sci-fi actors.
'''CJ Cowan:''' There's something to be said about using Nathan and Tricia, who are really strong sci-fi actors.


'''[[Nathan Fillion]]:''' What we bring to the table is a lot of experience. A lot of space-faring. A lot of changing trajectories. A lot of [[slipstream space|slipspace]] ruptures. We know.
'''[[Nathan Fillion]]:''' What we bring to the table is a lot of experience. A lot of space-faring. A lot of changing trajectories. A lot of [[slipspace]] ruptures. We know.


'''[[Tricia Helfer]]:''' Veronica definitely has balls.
'''[[Tricia Helfer]]:''' Veronica definitely has balls.
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'''Dare (in-game):''' Look, don’t start about my job, we both agreed to end it.
'''Dare (in-game):''' Look, don’t start about my job, we both agreed to end it.


'''Buck (in-game):''' That was years ago Veronica, I'm (''grunt'') a little (''grunt'') fuzzy (''grunt'') on the… details.
'''Buck (in-game):''' That was years ago Veronica, I'm (''grunt'') a little (''grunt'') fuzzy (''grunt'') on the... details.


'''Martin O'Donnell:''' We talked about what it would be like to suddenly be in the body of some other character who was just in the cinematic you just watched.
'''Martin O'Donnell:''' We talked about what it would be like to suddenly be in the body of some other character who was just in the cinematic you just watched.
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'''Buck (in-game):''' I appreciate the concern.
'''Buck (in-game):''' I appreciate the concern.


'''CJ Cowan:''' We call them signets, and they’re basically the last shot of a flashback cinematic, right before you take control of [[Taylor H. Miles|Dutch]] or take control of Buck. And it’s a, it’s a shot from first person. You can see your arms, you can see the weapon that you’re holding. We use it as a kind of a, a mission indicator. The player doesn’t have control of the camera yet, the character is kind of easing him into that and leading him into where he needs to be going and what he needs to be doing.
'''CJ Cowan:''' We call them signets, and they’re basically the last shot of a flashback cinematic, right before you take control of [[Dutch]] or take control of Buck. And it’s a, it’s a shot from first person. You can see your arms, you can see the weapon that you’re holding. We use it as a kind of a, a mission indicator. The player doesn’t have control of the camera yet, the character is kind of easing him into that and leading him into where he needs to be going and what he needs to be doing.


'''[[Jay Weinland]]:''' You really kind of get inside some of these characters, and I think the signets helped so it wasn’t quite so jarring.
'''[[Jay Weinland]]:''' You really kind of get inside some of these characters, and I think the signets helped so it wasn’t quite so jarring.
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'''Buck (in-game):''' Mickey! You’re with me!
'''Buck (in-game):''' Mickey! You’re with me!


'''Joseph Staten:''' We often talked about the ODST as a kind of detective. A lone gumshoe in the dark mysterious city. Hey, let’s drop one man, that’s not a Spartan, on his own, into a dangerous environment, and let him really solve a mystery with find clues.
'''Joseph Staten:''' We often talked about the ODST as a kind of detective. A lone gumshoe in the dark mysterious city. Hey, let’s drop one man, that’s not a Spartan, on his own, into a dangerous environment, and let him really solve a mystery, let him solve a mystery, let him find clues.


'''Curtis Creamer:''' We wanted to really get a different kind of Halo look and feel from what we’ve seen before. One of the cool challenges was, how do we make the city of [[New Mombasa]], in a way a character in the game.
'''Curtis Creamer:''' We wanted to really get a different kind of Halo look and feel from what we’ve seen before. One of the cool challenges was, how do we make the city of [[New Mombasa]], in a way a character in the game.
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'''Joseph Staten:''' Sound was critical in helping us really create that pacing and mood.
'''Joseph Staten:''' Sound was critical in helping us really create that pacing and mood.


'''[[C. Paul Johnson|C Paul Johnson]]:''' We tried to make everything kind of quieter, especially when you were in the hub.
'''[[C Paul Johnson]]:''' We tried to make everything kind of quieter, especially when you were in the hub.


'''Martin O'Donnell:''' We wanted the hub to be dark and rainy, and have that film noir feel. There was a point, halfway through the production, where the programmers said, "We can’t implement rain in the engine." Maybe we don’t have rain falling all over the place, but we have to have the feel of that rain is in the distance.
'''Martin O'Donnell:''' We wanted the hub to be dark and rainy, and have that film noir feel. There was a point, halfway through the production, where the programmers said, "We can’t implement rain in the engine." Maybe we don’t have rain falling all over the place, but we have to have the feel of that rain is in the distance.
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'''Sadie Endesha (in-game):''' [[Old Mombasa]]. Dad, there’s a ship-
'''Sadie Endesha (in-game):''' [[Old Mombasa]]. Dad, there’s a ship-


'''[[Hakeem Kae-Kazim]] (as [[Daniel Endesha|Dr. Endesha]]):''' Listen sweetheart. I wanted to tell you at breakfast, but you left so early…
'''Hakim Kazim (as [[Dr. Endesha]]):''' Listen sweetheart. I wanted to tell you at breakfast, but you left so early...


'''Joseph Staten:''' So the ringing phone became this jumping-off point for what eventually became the Superintendent. And then Sadie’s story too.
'''Joseph Staten:''' So the ringing phone became this jumping-off point for what eventually became the Superintendent. And then Sadie’s story too.


'''Masasa Moyo (as Sadie Endesha):''' A car just came out of nowhere, smashed all the [[Jiralhanae|Brutes]]. Was that you?
'''Masasa Moyo (as Sadie Endesha):''' A car just came out of nowhere, smashed all the [[Brute]]s. Was that you?


'''Dave Wittenberg (as [[Mike Branley]]):''' My head… I thought air-bags were supposed to stop you from getting hurt…
'''Dave Wittenberg (as [[Mike Branley]]):''' My head... I thought air-bags were supposed to stop you from getting hurt...


'''[[Superintendent]] (in-game):''' YOUR TAX DOLLARS AT WORK!
'''[[Superintendent]] (in-game):''' YOUR TAX DOLLARS AT WORK!
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'''Joseph Staten:''' So the Superintendent’s tale is this really neat evolutionary piece, that you follow throughout the whole game.
'''Joseph Staten:''' So the Superintendent’s tale is this really neat evolutionary piece, that you follow throughout the whole game.


'''CJ Cowan:''' It’s a very simple story when you get down to it, but it’s told in an elegant way, in a complex way…
'''CJ Cowan:''' It’s a very simple story when you get down to it, but it’s told in an elegant way, in a complex way...


'''Joseph Staten:''' You can understand and enjoy the ODST story if you don’t pick up any of the telephones ringing in the city or any of the other objects. But if you do, you’re going to be transported a little bit further back in time, to the day before, but to a whole different world.
'''Joseph Staten:''' You can understand and enjoy the ODST story if you don’t pick up any of the telephones ringing in the city or any of the other objects. But if you do, you’re going to be transported a little bit further back in time, to the day before, but to a whole different world.
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{Microsoft Game Studios}
{Microsoft Game Studios}
==Trivia==
In the ViDoc, Martin O'Donnell quoted the programmers, saying that ''"[they] can’t implement rain in the engine"''. However, in the final game, rain is clearly shown falling from the sky in the early [[Mombasa Streets]] levels.


==Sources==
==Sources==
{{Ref/Sources}}
<references/>


{{ViDoc}}
{{ViDoc}}
[[Category:Halo 3: ODST]]
[[Category:Halo 3: ODST]]
[[Category:Video documentaries]]
[[Category:Video Documentaries]]
[[Category:The Real World]]

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