Editing Making Halo 4: Infinity Multiplayer
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*'''Chris Haluke''': "We're trying to make it innovative; we're trying to make it accessible, and by introducing story, and a narrative thread through the whole ''Infinity'' multiplayer experience is something we really wanted to put a lot of attention and detail into." | *'''Chris Haluke''': "We're trying to make it innovative; we're trying to make it accessible, and by introducing story, and a narrative thread through the whole ''Infinity'' multiplayer experience is something we really wanted to put a lot of attention and detail into." | ||
*'''Scott Warner''': "If it's the universe everybody is really excited about, it's got to grow and evolve, beyond just an incredibly balanced suite of mechanics. It's got to speak to fantasy and what people | *'''Scott Warner''': "If it's the universe everybody is really excited about, it's got to grow and evolve, beyond just an incredibly balanced suite of mechanics. It's got to speak to fantasy and what people what and what they expect." | ||
'''MAKING HALO 4'''<br> | '''MAKING HALO 4'''<br> | ||
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*'''Brad Welch''': "The high-level philosophy for multiplayer was that we wanted to unify the competitive and co-operative experiences under this one big narrative banner that we call "Infinity". | *'''Brad Welch''': "The high-level philosophy for multiplayer was that we wanted to unify the competitive and co-operative experiences under this one big narrative banner that we call "Infinity". | ||
*'''Kynan Pearson''': "The Infinity is a UNSC ship that | *'''Kynan Pearson''': "The Infinity is a UNSC ship that home to the SPARTAN-IV Program." | ||
*'''Scott Warner''': "We're really trying to contextualize multiplayer in such way in which it doesn't feel like an extracted game mode off to the side: it feels very much part of the same universe." | *'''Scott Warner''': "We're really trying to contextualize multiplayer in such way in which it doesn't feel like an extracted game mode off to the side: it feels very much part of the same universe." | ||
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*'''Brad Welch''': "So one of the big things for us was making sure that people felt involved, felt like they could always contribute in some sort of way." | *'''Brad Welch''': "So one of the big things for us was making sure that people felt involved, felt like they could always contribute in some sort of way." | ||
Unknown:" You’re getting rewarded for teamwork, your style, your kills, your assists, the objectives you complete; and as you do that, you’re going to get medals that fill up your ordinance meter. Once your ordinance meter fills up the UNSC Infinity gives you three rewards you can choose from; those are going to be power weapons, power-ups, or grenades. And you can call them down right to you." | |||
Unknown: "We’ve added what we’re calling a situational record." | |||
*'''Brad Welch''': "That’s a replay of the person that just killed you and how they killed you. It just adds a bit more information for players." | *'''Brad Welch''': "That’s a replay of the person that just killed you and how they killed you. It just adds a bit more information for players." | ||
Unknown: "The matchmaking system has evolved to let us join in progress; overall, this means players will be getting into games faster and more often." | |||
*'''[[Kiki Wolfkill]]''': "So the new CTF really focuses on trying to encourage a little more team play." | *'''[[Kiki Wolfkill]]''': "So the new CTF really focuses on trying to encourage a little more team play." | ||
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*'''Kevin Franklin''': "Dominion is everything we loved about Big Team Battle, mixed with Objective-based gameplay. You have lots of vehicles, big power weapons, large maps, but now there’s bases." | *'''Kevin Franklin''': "Dominion is everything we loved about Big Team Battle, mixed with Objective-based gameplay. You have lots of vehicles, big power weapons, large maps, but now there’s bases." | ||
Unknown: "As you reinforce the bases then shields will come up, or you’ll be able to activate turrets to kind of reinforce those locations" | |||
*'''John Zagorski''': "It’s kind of like Territories, but with a little bit more of a twist. One of the biggest challenges was trying to get vehicle and infantry play to work really well on a large map that had a lot of interior space." | *'''John Zagorski''': "It’s kind of like Territories, but with a little bit more of a twist. One of the biggest challenges was trying to get vehicle and infantry play to work really well on a large map that had a lot of interior space." | ||
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*'''Kolby Jukes''': "If you look at the model there’s a set of fingers gripping the top of it, the idea being it’s kinda been an explosive growth: as soon as they get infected it just kinda pops out of them; there’s, like, little teeth inside. Oww." | *'''Kolby Jukes''': "If you look at the model there’s a set of fingers gripping the top of it, the idea being it’s kinda been an explosive growth: as soon as they get infected it just kinda pops out of them; there’s, like, little teeth inside. Oww." | ||
Unknown: "In addition to all of the new elements that we’re adding to Halo 4 multiplayer, we’re bringing back and improving a bunch of old favorites. We’re bringing back King of the Hill, and Oddball." | |||
*'''Kevin Franklin''': "With Oddball, we also wanted to incorporate all the elements of our new scoring system. We’re looking for ways to make it a team-based experience like never before. Instead of just running away and hiding now players get points for passing, catching, intercepting the ball. It completely changed the landscape." | *'''Kevin Franklin''': "With Oddball, we also wanted to incorporate all the elements of our new scoring system. We’re looking for ways to make it a team-based experience like never before. Instead of just running away and hiding now players get points for passing, catching, intercepting the ball. It completely changed the landscape." |