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== | ==Production notes== | ||
In the early stages of planning for the campaign of ''Halo: Reach'', the team at Bungie knew they wanted a mission set in a war-torn city, though they did not know if they wanted it set before, during or after glassing. Originally, the plan was for the level to be set after glassing, with the players walking around the glasslands on the city outskirts by hijacking and driving a [[Type-47B Scarab]]. The development got as far as having a prototype mock-up for the player-controlled Scarab, and a mocked-up section of city. The physics were commented on by Chris Opdahl as being "sweet", though the experience of driving the Scarab was ultimately unsustainable. Combined with the high engine-cost to run the level, the prototype was scrapped, resulting in the final level making the cut featuring the Falcon instead.{{Ref/Site|URL=https://www.eurogamer.net/articles/digitalfoundry-halo-reach-tech-interview?page=3|SiteName=Eurogamer|PageName=Tech Interview: Halo: Reach - Page 3}}{{Ref/Game|Id=Commentary|HR|Detail=[[Halo: Reach Legendary Edition|Legendary Edition]] developer commentary}} | |||
[[Dan Miller]] was a designer majorly responsible for the level's creation along with artist Mick Buckmiller, and imposed the "''super epic multi-parallel script/random ordered monster''" on himself as a challenge after beginning to get bored of creating ''Halo'' missions; having worked on ''Halo 3'' and ''Halo 3: ODST''. During production, he went over the game's script limit twice, custom-wrote the Falcon rescue script and 12 random mission scripts alongside a number of other major mission elements and did all of the bug-fixing alongside working on the next level, The Package, and adding in a large number of Easter Eggs. According to Miller, the music script for entering the SinoViet building was one of the more complicated ones.{{Ref/Site|Id=HBOMiller|URL=http://forums.bungie.org/halo/archive37.pl?read=1092706|SiteName=halo.bungie.org|PageName=Re: AI Script|Detail=Dan Miller discusses the development of New Alexandria}} | |||
==Easter eggs== | |||
New Alexandria contains a large number of easter eggs. | |||
*The [[Flyable Pelican and Phantom]] can be found in this level by activating a switch on one of the buildings near Club Errera. After this is done the player must fly either a Falcon or Banshee through a second building resembling the [[Wikipedia:Shanghai World Financial Center|Shanghai World Financial Center]] to fly the Pelican or Phantom respectively. | *The [[Flyable Pelican and Phantom]] can be found in this level by activating a switch on one of the buildings near Club Errera. After this is done the player must fly either a Falcon or Banshee through a second building resembling the [[Wikipedia:Shanghai World Financial Center|Shanghai World Financial Center]] to fly the Pelican or Phantom respectively. | ||
*The [[Shell-shocked Army trooper]] can be found on this level. | *The [[Shell-shocked Army trooper]] can be found on this level. | ||
*The soundtracks ''[[Never Surrender]]'' and ''[[Siege of Madrigal]]'' are included in the [[Club Errera easter egg]] in this level.<ref>[http://www.youtube.com/watch?v=XxuLOpuKTPw '''YouTube''': ''Achievement Hunter: Halo: Reach - Never Surrender, Siege of Madrigal Easter Egg'']</ref> | *The soundtracks ''[[Never Surrender]]'' and ''[[Siege of Madrigal]]'' are included in the [[Club Errera easter egg]] in this level.<ref>[http://www.youtube.com/watch?v=XxuLOpuKTPw '''YouTube''': ''Achievement Hunter: Halo: Reach - Never Surrender, Siege of Madrigal Easter Egg'']</ref> | ||
*A cut easter egg would have parodied the 1982 game [[Wikipedia:Joust (video game)|Joust]], which featured a knight riding a flying ostrich, by allowing players to ride [[Moa]]s with [[jetpack]]s while wielding [[energy sword]]s. | *A cut easter egg would have parodied the 1982 game [[Wikipedia:Joust (video game)|Joust]], which featured a knight riding a flying ostrich, by allowing players to ride [[Moa]]s with [[jetpack]]s while wielding [[energy sword]]s.{{Ref/Reuse|HBOMiller}} | ||
*A [[BOB]] in a Banshee will spawn every five to seven minutes at one of four spawn sites in the city. This Banshee will not attack, but fly at a low altitude on constant boost in a scripted path leading out of the city. The Daily Challenge "Golden Tree City" rewards the player for killing this Banshee on Legendary. | *A [[BOB]] in a Banshee will spawn every five to seven minutes at one of four spawn sites in the city. This Banshee will not attack, but fly at a low altitude on constant boost in a scripted path leading out of the city. The Daily Challenge "Golden Tree City" rewards the player for killing this Banshee on Legendary.{{Ref/Site|URL=https://www.youtube.com/watch?v=oPhJ0hlvkr8|SiteName=YouTube|PageName=Halo: Reach BOB Video Guide Part 8: New Alexandria}} | ||
==Trivia== | |||
===Mistakes=== | |||
*As 500 Röntgens of radiation over a period of five hours is fatal, receiving 90 million Röntgens of radiation, even for a relatively short period, should certainly be fatal, especially for Kat, Jun and Carter who were not wearing helmets; this is almost certainly a simple oversight. | |||
===References=== | ===References=== | ||
*The level is an homage to ''[[Halo 3: ODST]]'', with a similar score, mood, and a brief cameo appearance by [[Gunnery Sergeant]] [[Edward Buck]]. At the portion of the level involving Gunnery Sergeant Buck, "[[The Menagerie]]" a song from the ''[[Halo 3: ODST Original Soundtrack]]'' plays. This is further supported by how the random order of receiving missions in the level echoes players can play ''Halo 3: ODST'' levels in a random order, depending which beacon they inspect first. | *The level is an homage to ''[[Halo 3: ODST]]'', with a similar score, mood, and a brief cameo appearance by [[Gunnery Sergeant]] [[Edward Buck]]. At the portion of the level involving Gunnery Sergeant Buck, "[[The Menagerie]]" a song from the ''[[Halo 3: ODST Original Soundtrack]]'' plays. This is further supported by how the random order of receiving missions in the level echoes players can play ''Halo 3: ODST'' levels in a random order, depending which beacon they inspect first. | ||
**To be more specific, the level is extremely similar to the ''ODST'' level ''[[Kikowani Station]]'', both requiring the player to pilot an aerial vehicle and protect friendly forces. | **To be more specific, the level is extremely similar to the ''ODST'' level ''[[Kikowani Station]]'', both requiring the player to pilot an aerial vehicle and protect friendly forces. | ||
**The layout of Club Errera, where the two pairs of Hunters are fought, is identical to the layout of the Firefight map ''[[Crater]]''. | **The layout of Club Errera, where the two pairs of Hunters are fought, is identical to the layout of the Firefight map ''[[Crater]]''. | ||
*The [[Lift|elevator]] music heard in the [[Sinoviet Center]] elevator is actually from one of [[Martin O'Donnell]]'s old commercial jingles.<ref name="comm"/> | *The [[Lift|elevator]] music heard in the [[Sinoviet Center]] elevator is actually from one of [[Martin O'Donnell]]'s old commercial jingles.<ref name="comm"/> | ||
*The final chapter, ''Last One Out... Turn Out the Lights'' is an obvious reference to ''[[Halo 3]]'''s level [[Crow's Nest]]'s chapter ''Last One Out, Get the Lights'' and a ''[[Red vs Blue]]'' episode | *The final chapter, ''Last One Out... Turn Out the Lights'' is an obvious reference to ''[[Halo 3]]''{{'}}s level [[Crow's Nest]]'s chapter ''Last One Out, Get the Lights'' and a ''[[Red vs Blue]]'' episode. | ||
*If the player sees a [[CCS-class battlecruiser]] in the sky and pays attention to its movement, it will drift around 117 degrees to the point where it will begin glassing. Uniquely, this is the only level where you can see a Cruiser drift in the same manner as a player is able to drift when steering a [[Warthog]] or [[Mongoose]]. | *If the player sees a [[CCS-class battlecruiser]] in the sky and pays attention to its movement, it will drift around 117 degrees to the point where it will begin glassing. Uniquely, this is the only level where you can see a Cruiser drift in the same manner as a player is able to drift when steering a [[Warthog]] or [[Mongoose]]. | ||
===Miscellaneous=== | ===Miscellaneous=== | ||
*There are several different random support objectives involving the use of the Falcon (i.e. assisting Buck, destroying a Covenant rooftop transmitter, or helping a group of Troopers kill a group of randomly generated Covenant teams on a rooftop or protect them from Banshees), but only two will be given per playthrough. The random nature of this mission is most likely why there are no Rally Points available, such that it can only be played from the beginning of the mission. | *There are several different random support objectives involving the use of the Falcon (i.e. assisting Buck, destroying a Covenant rooftop transmitter, or helping a group of Troopers kill a group of randomly generated Covenant teams on a rooftop or protect them from Banshees), but only two will be given per playthrough. The random nature of this mission is most likely why there are no Rally Points available, such that it can only be played from the beginning of the mission. | ||
*If this level is played on Co-op, the second player will be given a Falcon of their own. The Falcon given to the second player is armed with [[M460 Automatic Grenade Launcher|grenade launchers]] instead of machine guns. | *If this level is played on Co-op, the second player will be given a Falcon of their own. The Falcon given to the second player is armed with [[M460 Automatic Grenade Launcher|grenade launchers]] instead of machine guns. | ||
*A section of the final [[cutscene]] for this level is featured in ''[[The Battle Begins]]'' trailer. It is however, altered such that Carter is not carrying Kat's body, but an assault rifle. This was likely due to the trailer being released before the game, and the revealing of Kat's death had to be avoided. | *A section of the final [[cutscene]] for this level is featured in ''[[The Battle Begins]]'' trailer. It is however, altered such that Carter is not carrying Kat's body, but an assault rifle. This was likely due to the trailer being released before the game, and the revealing of Kat's death had to be avoided. | ||
*Although the glowing orb in the center of [[Club Errera]] appears to be a hologram, it in fact acts exactly the opposite of a [[shield door]]: grenades and small arms fire pass through it, but a player cannot. It can be stood upon by a player using a [[Series 8 jetpack|jet pack]]. | *Although the glowing orb in the center of [[Club Errera]] appears to be a hologram, it in fact acts exactly the opposite of a [[shield door]]: grenades and small arms fire pass through it, but a player cannot. It can be stood upon by a player using a [[Series 8 jetpack|jet pack]]. | ||
==Gallery== | ==Gallery== |