Halo: Chronicles: Difference between revisions

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While ''Chronicles'' was in development, a select team of [[Bungie]] employees - namely [[Joseph Staten]] and design director Mike Woo - was working in New Zealand with Jackson. Gameplay designer [[Paul Bertone]] was involved as well for some time around the time of ''[[Halo 3]]''{{'}}s release.{{Ref/Reuse|vice}} When ''Chronicles'' was later cancelled, the team returned to Bungie to work on ''[[Halo 3: ODST]]'' instead.{{Ref/Site|URL=http://www.kotaku.com.au/2009/09/how-and-why-halo-3-odst-was-made-in-14-months/|Site=Kotaku|Page=How And Why Halo 3: ODST Was Made In 14 Months|D=12|M=09|Y=2009}} Staten in particular had a key role in coming up with ''Chronicles''{{'}}s story, as well as advising the WingNut writing team.{{Ref/Reuse|vice}}
While ''Chronicles'' was in development, a select team of [[Bungie]] employees - namely [[Joseph Staten]] and design director Mike Woo - was working in New Zealand with Jackson. Gameplay designer [[Paul Bertone]] was involved as well for some time around the time of ''[[Halo 3]]''{{'}}s release.{{Ref/Reuse|vice}} When ''Chronicles'' was later cancelled, the team returned to Bungie to work on ''[[Halo 3: ODST]]'' instead.{{Ref/Site|URL=http://www.kotaku.com.au/2009/09/how-and-why-halo-3-odst-was-made-in-14-months/|Site=Kotaku|Page=How And Why Halo 3: ODST Was Made In 14 Months|D=12|M=09|Y=2009}} Staten in particular had a key role in coming up with ''Chronicles''{{'}}s story, as well as advising the WingNut writing team.{{Ref/Reuse|vice}}


It was stated that ''Chronicles'' would "''focus on the intimate, personal aspect of war.''"{{Ref/Site|URL=http://www.computerandvideogames.com/article.php?id=185177|Site=CVG|Page=Xbox Previews: Halo Wars|D=26|M=03|Y=2008}} The player would have been an ordinary [[Marine]] rather than a [[Spartan]] and thus also weaker than in the prior games. Over the course of the game, however, the player character would acquire an "alien arm" and eventually be transformed into a powerful [[Forerunner]] warrior known as a [[Promethean]].{{Ref/Reuse|vice}}
It was stated that ''Chronicles'' would "''focus on the intimate, personal aspect of war.''"{{Ref/Site|URL=http://www.computerandvideogames.com/article.php?id=185177|Site=CVG|Page=Xbox Previews: Halo Wars|D=26|M=03|Y=2008}} The player would have been an ordinary [[Marine]] rather than a [[Spartan]] and thus also weaker than in the prior games. Over the course of the game, however, the player character would acquire an "alien arm" and eventually be transformed into a powerful [[Forerunner]] warrior known as a [[Promethean]].{{Ref/Reuse|vice}} The player character was later stated by [[Paul Russel]] to be a human miner who had been captured by the [[Covenant]] and subjected to their [[slavery]], before finding the technology that would set him on his journey.{{Ref/Twitter|docabominable|1465147861411188738|Paul Russel|Quote=That was a weird ass story. A human miner, slave of the covenant, finds bits of forerunner tech that binds to him and he becomes a forerunner spartan, leads a rebellion, forms himself into a javelin and Captain Marvels through Covenant ships like they were butter.|D=27|M=04|Y=2022}}


The player would be able to switch into a different combat mode in which the only way to deal damage was through a powerful melee attack. Two weapons were available: one that would push enemies away, while the other would stun them in place. Other features included a double jump and an auto-aimed long-distance dash that could be initiated from mid-air. Many basic gameplay features were prototyped, notably a lowered camera and jump height, a slowed-down movement, and no recharging shields. These features were tested in modified versions of the first five missions of ''[[Halo 3]]''. The team found that they could downgrade surprisingly many of the player's base traits, although fewer alterations were made to weapons. Since the player would have been weaker, modifications were made to enemy behavior to retain gameplay balance. Paul Bertone and engineer [[Damian Isla]] worked on an enemy AI system called "kung-fu", in which only a couple of enemies would attack the player at a time even if more enemies were present; the others would either be hiding or in cover, only revealing themselves sporadically. Eventually, when the player was fully Promethean, they would be flying in low orbit and fighting [[Covenant cruiser]]s with the ability to turn into a missile and target specific parts of the ships. Gameplay prototyping for ''Chronicles'' was relatively far along, although because the story remained unfinished, the gameplay team could not start actually designing the campaign missions.{{Ref/Reuse|vice}}
The player would be able to switch into a different combat mode in which the only way to deal damage was through a powerful melee attack. Two weapons were available: one that would push enemies away, while the other would stun them in place. Other features included a double jump and an auto-aimed long-distance dash that could be initiated from mid-air. Many basic gameplay features were prototyped, notably a lowered camera and jump height, a slowed-down movement, and no recharging shields. These features were tested in modified versions of the first five missions of ''[[Halo 3]]''. The team found that they could downgrade surprisingly many of the player's base traits, although fewer alterations were made to weapons. Since the player would have been weaker, modifications were made to enemy behavior to retain gameplay balance. Paul Bertone and engineer [[Damian Isla]] worked on an enemy AI system called "kung-fu", in which only a couple of enemies would attack the player at a time even if more enemies were present; the others would either be hiding or in cover, only revealing themselves sporadically. Eventually, when the player was fully Promethean, they would be flying in low orbit and fighting [[Covenant cruiser]]s with the ability to turn into a missile and target specific parts of the ships. Gameplay prototyping for ''Chronicles'' was relatively far along, although because the story remained unfinished, the gameplay team could not start actually designing the campaign missions.{{Ref/Reuse|vice}}
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Ultimately, enthusiasm for the ''Chronicles'' project dropped as the Peter Jackson [[Halo film|''Halo'' film]] deal was cancelled; additionally, Bungie was beginning to have creative differences with the WingNut team.{{Ref/Reuse|vice}} After its cancellation, many of the gameplay features prototyped for ''Chronicles'' made it into ''[[Halo 3: ODST]]''. Meanwhile, the concept of the Prometheans was later reintroduced into the ''Halo'' canon via [[The Forerunner Saga]] and ''[[Halo 4]]''. Some story concepts developed for ''Chronicles'' resurfaced in the Neill Blomkamp film ''[[Wikipedia:District 9|District 9]]'', in which the human main character slowly transforms into an alien in a rather similar fashion as in the planned story of ''Chronicles''. Additionally, the film allegedly re-used many of the props originally created for the ''Halo'' film project. According to Bertone, Staten "had trouble" seeing the film because of its overt parallels to his story ideas.{{Ref/Reuse|vice}}
Ultimately, enthusiasm for the ''Chronicles'' project dropped as the Peter Jackson [[Halo film|''Halo'' film]] deal was cancelled; additionally, Bungie was beginning to have creative differences with the WingNut team.{{Ref/Reuse|vice}} After its cancellation, many of the gameplay features prototyped for ''Chronicles'' made it into ''[[Halo 3: ODST]]''. Meanwhile, the concept of the Prometheans was later reintroduced into the ''Halo'' canon via [[The Forerunner Saga]] and ''[[Halo 4]]''. Some story concepts developed for ''Chronicles'' resurfaced in the Neill Blomkamp film ''[[Wikipedia:District 9|District 9]]'', in which the human main character slowly transforms into an alien in a rather similar fashion as in the planned story of ''Chronicles''. Additionally, the film allegedly re-used many of the props originally created for the ''Halo'' film project. According to Bertone, Staten "had trouble" seeing the film because of its overt parallels to his story ideas.{{Ref/Reuse|vice}}


Several corporate [[Human starship|starships]] were concepted by Isaac Hannaford for ''Halo: Chronicles''.{{Ref/Site|URL=https://www.artstation.com/artwork/BkOYA|Site=ArtStation|Page=Halo 3 Spaceship designs and discards|D=27|M=9|Y=2021}}{{Ref/Note|Hannaford has indicated his labelling on ArtStation was in error, and that these particular concepts were done for ''Chronicles'' - see [[Talk:Cut Halo 3 vehicles|here]].}} He described them as used by a corporation, and said the ships were a mix of military and civilian themes. They are equipped with limited weapons and transport mercenaries and scientists.{{Ref/Site|URL=http://www.isaachannaford.com/2011/02/concept-ships.html|SiteName=Space Ship Guru|PageName=Concept Ships|Detail=Comments section by Isaac Hannaford|Quote=the bottom two ships are a mix. They're owned by a corporation and they have some limited weapons mostly they just haul around mercenaries and scientists.|D=20|M=9|Y=2021}}
Several corporate [[Human starship|starships]] were concepted by Isaac Hannaford for ''Halo: Chronicles''.{{Ref/Site|URL=https://www.artstation.com/artwork/BkOYA|Site=ArtStation|Page=Halo 3 Spaceship designs and discards|D=27|M=9|Y=2021}}{{Ref/Twitter|Isaac_Hannaford|1464733627661488132|Isaac Hannaford|Quote=These were for the Peter Jackson related project|D=27|M=04|Y=2022}} He described them as used by a corporation, and said the ships were a mix of military and civilian themes. They are equipped with limited weapons and transport mercenaries and scientists.{{Ref/Site|URL=http://www.isaachannaford.com/2011/02/concept-ships.html|SiteName=Space Ship Guru|PageName=Concept Ships|Detail=Comments section by Isaac Hannaford|Quote=the bottom two ships are a mix. They're owned by a corporation and they have some limited weapons mostly they just haul around mercenaries and scientists.|D=20|M=9|Y=2021}}
<gallery>
<gallery>
File:Hcr CorporateStarships Concept.jpg|Two concepted starships.
File:Hcr CorporateStarships Concept.jpg|Two concepted starships.