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*'''David Ellis:''' "Master Chief is iconic, so we have to make him look like a hero and make him look just right." | *'''David Ellis:''' "Master Chief is iconic, so we have to make him look like a hero and make him look just right." | ||
*'''Dennis Ries:''' "[[MJOLNIR Powered Assault Armor/Mark V|Chief's armor]], that was a tough process. We went back and forth on that for a long time." | |||
*'''Greg Hermann:''' "Originally, we were using the [[MJOLNIR Powered Assault Armor/Mark V|Mark-V]] armor that's built into the multiplayer compartment of ''Reach''. We just kept coming back and it just didn't look like Master Chief." | |||
*'''Frank O'Connor:''' "The first stuff we put at around [[Electronic Entertainment Expo|E3]], ugh, I think the instant reaction was Chief looks wrong; his visor's too big, the color's all wrong." | |||
*'''David Ellis:''' "Some people thought we were doing it intentionally as retro. If you saw the original Chief from 1999-era, he had a very tall, matte-reflected helmet. He <nowiki>[the early Halo: Anniversary models of Chief's armor]</nowiki> actually looked similar to that." | |||
*'''Chad Armstrong:''' "The great thing about this group working on this project is that we're very, very passionate about getting this right." | |||
*'''Dennis Ries:''' "We worked on that for four months until we finally got a perfect Master Chief's armor." | |||
*'''Frank O'Connor:''' "One of the number one asks we got for Halo 1 remake was co-op over Xbox lIVE." | |||
*'''Greg Hermann:''' "The original Halo 1 [[campaign]] experience had already been designed for cooperative play. When you're getting out of the [[Cryo chamber|cryotube]], there's actually two cryotubes for the cinematic." | |||
*'''Dan Ayoub:''' "It creates another challenge for us and everybody else,, but we obviously wanted to support that." | |||
*'''Andrey Iones:''' "The code-base was built ten years ago. So we'll have to figure out how this code-base is structured and designed." | |||
*'''David Ellis:''' "We had a lot of people work really long hours to make it happen; ultimately from scratch." | |||
*'''Dennis Ries:''' "It's pretty seamless. You'll go into the campaign lobby, and see your friends who are online playing the game, and you'll fire off an invite allowing them to join you." | |||
*'''Greg Hermann:''' "You'll play what was originally a slit-screen cooperative campaign experience, now across LIVE." | |||
*'''[[Jeff Steitzer]] (as the Announcer):''' "[[Skull]] on!" | |||
*'''Chad Armstrong:''' "Classicly, Skulls in Halo tend to effect affect the behavior of AI. The AI needs to support those behavioral changes." | |||
*'''Greg Hermann:''' "How do we include something which changes gameplay while one of our fundamental tenants is keep gameplay the same?" | |||
*'''Dan Ayoub:''' "Skulls are one of the tools we're giving the player if they do want to change their gameplay experience a little bit, they can do that." | |||
*'''David Ellis:''' "The benefit on this is that most of the skulls are new; you've never seen or played any of them before." | |||
*'''Chad Armstrong:''' "Like [[Halo: Combat Evolved Anniversary Skulls#Malfunction skull|Malfunction]] which removes elements of the [[HUD]] when you respawn. [[Halo: Combat Evolved Anniversary Skulls#Boom skull|Boom]] which makes explosions much more dangerous for the [[Covenant]] and the player. That and a combination of something like the [[Halo: Combat Evolved Anniversary Skulls#Grunt Funeral skull|Grunt Funeral skull]] will make you become very afraid of [[Unggoy|Grunts]]." | |||
*'''Frank O'Connor:''' "There are a few features of the game which turned out better than expected, and [[Wikipedia:Stereoscopy|3D]]<nowiki>'</nowiki>s probably is probably the best one; it was an unexpected bonus and I don't see 3D very well, but it really worked for me. For some reason, it just pops in Halo better than in other games and movies." | |||
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