Halo 3: ODST ViDoc: Terra Incognita: Difference between revisions

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'''1:02 - Curtis Creamer:''' One of the great challenges that we had with ODST was, since we didn't want to be traveling all across the universe in this gigantic space opera, we wanted to really focus on one place.
'''1:02 - Curtis Creamer:''' One of the great challenges that we had with ODST was, since we didn't want to be traveling all across the universe in this gigantic space opera, we wanted to really focus on one place.


'''1:13 - Paul Bertone Jr.:''' [[Mombasa Streets (Level)|The Hub]] was the single most technical thing that we've ever accomplished in the Halo engine.
'''1:13 - Paul Bertone Jr.:''' [[Mombasa Streets|The Hub]] was the single most technical thing that we've ever accomplished in the Halo engine.


'''1:20 - Curtis Creamer:''' There was a lot of work done to try to come up with smart ways that we could build the city. It's definitely the biggest environment that we've, that we've made in any Halo game.
'''1:20 - Curtis Creamer:''' There was a lot of work done to try to come up with smart ways that we could build the city. It's definitely the biggest environment that we've, that we've made in any Halo game.
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'''4:10 - C Paul Johnson:''' In a lot of ways it feels like Halo 1, because there's... it's back to single wielding.
'''4:10 - C Paul Johnson:''' In a lot of ways it feels like Halo 1, because there's... it's back to single wielding.


'''4:15 - Paul Bertone Jr.:''' [[Dual Wielding|Dual wielding]]. Paul doesn't like dual wielding. So we cut it. (laughs)
'''4:15 - Paul Bertone Jr.:''' [[Dual wielding]]. Paul doesn't like dual wielding. So we cut it. (laughs)


'''4:23 - Michael Wu:''' [[VISR]] mode is really cool and it evolved a lot. There were versions that looked really great for the art, but yeah, maybe they didn't do such great things for the design.
'''4:23 - Michael Wu:''' [[Visual Intelligence System, Reconnaissance|VISR]] mode is really cool and it evolved a lot. There were versions that looked really great for the art, but yeah, maybe they didn't do such great things for the design.


'''4:33 - Blake Low:''' It affected how we lit something. We made this building and it looked great, we thought it was fine. You turn on the VISR mode you realize: that's really just a square.
'''4:33 - Blake Low:''' It affected how we lit something. We made this building and it looked great, we thought it was fine. You turn on the VISR mode you realize: that's really just a square.
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'''6:44 - [[Tricia Helfer]]:''' (as Dare) Orders are orders.
'''6:44 - [[Tricia Helfer]]:''' (as Dare) Orders are orders.


'''6:46 - [[Nathan Fillion]]:''' (as [[Buck]]) Come on, Veronica. What could be more important than that carrier?
'''6:46 - [[Nathan Fillion]]:''' (as [[Edward Buck|Buck]]) Come on, Veronica. What could be more important than that carrier?


'''6:50 - Tricia Helfer:''' (as [[Dare]]) My orders. And Buck? Call me [[Captain (Navy)|Captain]]. I'll pass on that dance, but you can show me where to sit.
'''6:50 - Tricia Helfer:''' (as [[Veronica Dare|Dare]]) My orders. And Buck? Call me [[Captain (Navy)|Captain]]. I'll pass on that dance, but you can show me where to sit.


'''6:59 - Joseph Staten: '''These little scenes we wanted to have their own mystery. It was the story of one guy, one object, one high-action moment. And for us the clue objects were the key.
'''6:59 - Joseph Staten: '''These little scenes we wanted to have their own mystery. It was the story of one guy, one object, one high-action moment. And for us the clue objects were the key.
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'''7:17 - Lars Bakken:''' When you find a clue you're actually going back in time and playing in the boots from another ODST's perspective.
'''7:17 - Lars Bakken:''' When you find a clue you're actually going back in time and playing in the boots from another ODST's perspective.


'''7:24 - [[Dutch]]:''' (to drones flying by) Good hunting, boys. I'm keeping my boots on the ground.
'''7:24 - [[Taylor H. Miles|Dutch]]:''' (to drones flying by) Good hunting, boys. I'm keeping my boots on the ground.


'''7:29 - CJ Cowan:''' We've got five main characters.
'''7:29 - CJ Cowan:''' We've got five main characters.
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'''7:32 - Joseph Staten:''' Each of the characters have things to say from first person. Not only ground you in the character, but also give you some really useful tactical information about the battlefield.
'''7:32 - Joseph Staten:''' Each of the characters have things to say from first person. Not only ground you in the character, but also give you some really useful tactical information about the battlefield.


'''7:41 - Dutch:''' There's a [[Covenant]] [[Phantom|dropship]] behind us, they must know this is our rally point.
'''7:41 - Dutch:''' There's a [[Covenant Empire|Covenant]] [[type-52 Troop Carrier|dropship]] behind us, they must know this is our rally point.


'''7:43 - Dutch:''' Where the heck did these [[Yanme'e|buggers]] come from?
'''7:43 - Dutch:''' Where the heck did these [[Yanme'e|buggers]] come from?


'''7:46 - [[Mickey]]:''' Underground tunnels are filled with the damn things!
'''7:46 - [[Michael Crespo|Mickey]]:''' Underground tunnels are filled with the damn things!


'''7:48 - Dutch:''' We got ammo and weapons on the high ground. Move it, move it!
'''7:48 - Dutch:''' We got ammo and weapons on the high ground. Move it, move it!
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