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Mobile operators get fixed price spectrum renewal in $3b Government windfall

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Bungie Lead Producer, Halo ODST requires tactics to play

Opinion and Analysis



Is this an indication that Bungie are a little tired of their Halo creation, after three games (not counting their input into Ensemble Studio’s Halo Wars) and Halo Reach yet to come?

“I don’t think we are Halo’ed out at all,” Creamer insists “we are absolutely still fans of Halo, that’s our baby, and we love it.  But we felt this was our chance to try some new things, we had a stable engine to work from [Halo 3].  So this is not the next generation of our engine or anything, we did make some changes to support the new kinds of game-play we were after, with playing Firefight and as an ODST rather than the Master Chief. “

“But really were not building the engine from ground up, so whilst we are not doing anything graphics wise our artists were able to get a lot more out of it than in Halo 3 because they have had more time to spend with it, to understand the ins and outs of it and really tweak it to get the most out of it.”

And seemingly the traditional Halo game-play has been turned on its helmeted ear:  “Being an ODST is different from being the Chief,” Creamer describes “the Chief has regenerating shields, as an ODST we have gone back to the ‘health’ and ‘stamina’ model, you can’t run as fast, you can’t jump as high, so the way you approach encounters needs to be more tactical.  So as the Chief, you can just run, jump right into the middle of something and you are pretty sure you will be fine. “

But an ODST soldier needs to be more careful; “We have beeping if you get low on health, and we have changed up a little bit how we show the damage indication, so your screen will get more and more red as damage increases, so you need to look for cover or a health pack.”

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