Editing Requiem
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==Production notes== | ==Production notes== | ||
{{Quote|Requiem needed to be impactful; it needed to take the player back to the epic mystery and nostalgia of exploring the first ''Halo'' video game a decade ago. Making weird and alien spaces is not terribly challenging. Keeping them from falling into abstraction or failing to be believable is. Keeping the player invested and finding those keys to keeping him or her immersed was our goal.|[[Kenneth Scott]]{{Ref/ | {{Quote|Requiem needed to be impactful; it needed to take the player back to the epic mystery and nostalgia of exploring the first ''Halo'' video game a decade ago. Making weird and alien spaces is not terribly challenging. Keeping them from falling into abstraction or failing to be believable is. Keeping the player invested and finding those keys to keeping him or her immersed was our goal.|[[Kenneth Scott]]{{Ref/Art|AoH4|Page=22}}}} | ||
Early concept art for ''Halo 4'' display a decidedly different concept for Requiem's entry portal than the final incarnation. Whereas in the game the entrance opens directly to the inner planetary shell underneath, several works of concept art depict the interior of the opening as a cavernous, structured space which appears to lack gravity. | Early concept art for ''Halo 4'' display a decidedly different concept for Requiem's entry portal than the final incarnation. Whereas in the game the entrance opens directly to the inner planetary shell underneath, several works of concept art depict the interior of the opening as a cavernous, structured space which appears to lack gravity. |