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'''0:27 - [[Sage Merrill]]''': We definitely focused on trying to go back to, sort of the core of what made [[Halo: Combat Evolved|Halo:CE]]; the Combat Evolved, the sort of phenomenon that it is. | '''0:27 - [[Sage Merrill]]''': We definitely focused on trying to go back to, sort of the core of what made [[Halo: Combat Evolved|Halo:CE]]; the Combat Evolved, the sort of phenomenon that it is. | ||
'''0:36 - [[Steve Scott]]''': I remember my first time playing Halo, and I was in that first level, and after winding through these technical corridors, fighting aliens and then, I step out into this world, and it just opens up in front of me, and it's beautiful, and alien, and huge. That was a sort of a | '''0:36 - [[Steve Scott]]''': I remember my first time playing Halo, and I was in that first level, and after winding through these technical corridors, fighting aliens and then, I step out into this world, and it just opens up in front of me, and it's beautiful, and alien, and huge. That was a sort of a seminal moment for me and I think that's part of what we want to capture in Reach. | ||
'''0:59 - [[Marcus R. Lehto]]''': Something that was core to the game at the beginning was that sense of wonder and exploration. We started with a series of events, we'd basically set out like, okay, from this date on Reach to this date, we built a military campaign. | '''0:59 - [[Marcus R. Lehto]]''': Something that was core to the game at the beginning was that sense of wonder and exploration. We started with a series of events, we'd basically set out like, okay, from this date on Reach to this date, we built a military campaign. |
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