“We definitely want to allow a lot more player investment into customising your Spartan,” explains Lehto, “not only just for campaign but for multiplayer as well and we’re taking that a lot further with features that we can’t talk about today.”īungie’s Community Lead Brian Jarrard interjects: “I think the first thing people think when they hear these things is ‘oh, we’re introducing perks’, but no. You are Noble Six – a new recruit to the team replacing a recent casualty – and for the first time ever, Noble Six is your Spartan to modify as you please. Yeah, we’re definitely gonna have much, much bigger, open battles than ever before.” “That means we can have 60 AI, or like 40 AI characters and 20 vehicles,” says Lehto, “all of that with weapons firing and explosions going off everywhere. Where Halo 3 could handle a maximum of 20 characters or vehicles on any battlefield at one time, Reach’s new engine allows for three times that number – 60 AI characters or vehicles in play at any given moment. Reach is a game of a hundred tiny improvements, but if it has one key back-of-the-box feature it’s the sheer brutal scale of those firefights. There’s always ways in which we can improve and we took a lot of feedback from our fans to find out what they wanted – what they loved about the Halo series, what they’ve never seen, and what they’d love to see happen.”Īnd so Reach is back on a truly alien world, with genuinely alien enemies, and combat on a scale never before seen in a first-person shooter. “We had the opportunity to see how ODST was developing and we did a lot of soul searching to see what we did right and what we did wrong. “I started working on Reach immediately after Halo 3,” says Reach’s Creative Director Marcus Lehto.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |