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Archive for the 'X Box Live' Category

Halo 3 gets soundtrack

Posted in Halo 3, Halo Music, News, X Box Live, halo 3 news on November 14th, 2007

a_med_vgl_halo_3__jpg.jpg                                                                                                                                                                                            The full soundtrack for Halo 3 will be in shops later this month, which is about as surprising as doing your teeth.

Officially the US will get it on 20th November, while retailer Amazon believes we will have it on 26th November. Microsoft Europe was unavailable to comment, helpfully.

The two-hour soundtrack contains some really rather impressive music from Martin O’Donnell and Michael Salvatori, which has been recorded by a full orchestra and voices of real people who can sing.

It is one of the most memorable scores from one of this year’s biggest games, and we had a chance to talk to O’Donnell about it at the Videogames Live concert held recently as a part of the London Games Festival.

Pop over to our Halo 3: Music To Watch Armageddon By article to find out more

Download Halo, Psychonauts On Xbox 360

Posted in Halo Universe, Microsoft, News, X Box 360, X Box Live on November 13th, 2007

halo_projects_page_image.jpg                                                                                                                                                                  Microsoft To Launch Downloadable Xbox Game Campaign Microsoft has announced that it will soon offer downloadable Xbox titles including Halo and Psychonauts as part of a new “Xbox Originals” campaign, as well as free Xbox Live Arcade titles in celebration of the previously announced fifth anniversary of the Xbox Live service.

November 15th marks the five year point of the service, and and company has said that, “as a gesture of thanks to the gaming community,” all Xbox Live gamers will get one free Xbox Live Arcade game, as well as 500 free Microsoft Points for all members who joined the service at its start in 2002.

More interestingly, the company has announced that with its latest Xbox Live update launching December 4th, Microsoft will kick off a new “Xbox Originals” campaign that will see the release of downloadable games for 1200 Points ($15) each.

Thus far confirmed titles include Halo, Psychonauts, Crimson Skies: High Road to Revenge and Fable, with “a growing catalog of Xbox games to download and own over the coming year.”

Said Live, software and services vice president John Schappert, “In just five short years, Xbox LIVE has revolutionized the way friends and family have fun in the living room. On its fifth birthday, Xbox LIVE truly is the place for hanging out with friends and enjoying downloadable TV shows, movies, videos, game add-ons and now downloadable Xbox games on demand.”

Bungie Studios Becomes Privately Held Independent Company

Posted in Bungie, Halo 3, X Box 360, X Box Live on October 18th, 2007

Bungie and Microsoft forge new long-term relationship.

KIRKLAND, Wash. — Oct. 5, 2007 Bungie and Microsoft Corp. today announced a plan for Bungie Studios, the developers of Microsoft’s “Halo” franchise, to become a privately held independent company, Bungie, LLC, in which Microsoft will hold a minority equity interest. As part of this transaction, Bungie and Microsoft have forged a deep and long-term development and publishing relationship focused on the continued success of the “Halo” franchise. It is also the intent of both parties to expand their partnership to include new IP created and owned by Bungie.

Bungie’s critically acclaimed Xbox 360® exclusive “Halo 3” achieved $300 million in global sales in its first week. Released on Tuesday, Sept. 25, “Halo 3” is the fastest-selling video game ever and already one of the most successful entertainment properties in history.

“This exciting evolution of our relationship with Microsoft will enable us to expand both creatively and organizationally in our mission to create world-class games,” said Harold Ryan, studio head for Bungie. “We will continue to develop with our primary focus on Microsoft’s platforms; we greatly value our mutually prosperous relationship with our publisher, Microsoft Game Studios, and we look forward to continuing that affiliation through ‘Halo’ and beyond.”

“Working with Microsoft was great for us, it allowed us to grow as a team and make the ambitious, blockbuster games we all wanted to work on.  And they will continue to be a great partner.  But Bungie is like a shark.  We have to keep moving to survive.  We have to continually test ourselves, or we might as well be dolphins.  Or manatees,” said Jason Jones, Bungie founder and partner.

Bungie’s management retained the services of Don Leeds, senior managing director of B-Hive Global, LLC, to spearhead the structuring of the deal and negotiate on their behalf. Bungie will remain in Kirkland, Washington, and is always looking to hire excellent talent.

About Bungie

Bungie was founded in 1991 with two goals: to develop games that combine brilliant technology, beautiful art, intelligent stories and deep gameplay, and to sell enough of those games to achieve its real goal of total world domination. Over the past 10 years it has produced games such as the “Marathon” trilogy and the first two “Myth” games, hailed as classics by critics and gamers around the world. Bungie’s “Halo” franchise is an international award-winning action title that has grown into a global entertainment phenomenon, selling more than 18 million units worldwide, logging billions of hours of multiplayer action on Xbox LIVE®, and spawning action figures, books, graphic novels, soundtracks, apparel and more. The critically acclaimed “Halo 3”, released on Tuesday, Sept. 25th 2007, is the fastest-selling video game ever, achieving $300 million in global sales its first week,  making it one of the most successful entertainment properties in history. More information on Bungie can be found at http://www.bungie.net.

Halo3Trio.com

Halo 3’s Master Chief blamed for poor box office sales

Posted in Halo 3, Master Chief, Microsoft, X Box 360, X Box Live, halo 3 news on October 17th, 2007

Ticket sales down a whopping 27 percent for first October weekend, film execs blame the Chief.

Film executives are blaming Halo 3 for lower than expected October Box Office numbers, which on the weekend of the 5th were down a whopping 27 percent from the same time last year.

Many film executives, reports Advertising Age, are convinced that punters stayed indoors to play Master Chief’s latest, which let’s not forget broke all box office records by making $170 million on its first day. It’s now gone on to sell well over $300 million.

Ben Stiller’s new offering, The Heartbreak Kid (which cost $60 million to make) was expected to clear $20 million in its opening weekend, instead it made only $14 million. Execs blame the Chief.“The audience on this game is the 18-to-34 demographic, similar to what you’d see in cinemas,” said Mike Hickey, an analyst at Janco Partners, adding that “this could last for several weeks.”

In its first week of release more than 2.7 million Xbox 360 owners played Halo 3 online - that’s more than a third of all Xbox Live subscribers worldwide.

So you can see why a good portion of 18-34s were busy shooting people in the face rather than watching Ben Stiller.

Microsoft is apparently not surprised either: “We marketed it like a film,” said Josh Goldberg, a product manager at Microsoft, adding, “and now, we’re just as big or bigger than film.”

We’re starting to think its time to pack this journalist lark in, and sell bootleg Master Chief shirts out the back of a VW. Who’s with us?

Halo3Trio.com

Halo 3 How-to: Networking in Halo 3

Posted in Bungie, Halo 3, Networking in Halo 3, X Box Live on October 12th, 2007

halo 3 networking instructions

Halo 3 benefits from lots of cool Xbox Live and community features. To make the most of those, you’ll need Xbox Live Gold and a broadband network connection. However, it’s still possible to enjoy a Halo network experience without any online access at all, as you’ll see. The following is a very rough guide to simple networking issues – there are simply too many routers and setups for us to make a truly comprehensive guide, but this should help you with the basics.

Q: Do I need Broadband and Live to play Halo 3 multiplayer?

A:
No, LAN games (games played on a Local Area Network) and System Link games are still possible. For two 360 systems, simply connect them together with any Ethernet cable (360 automatically does the “crossover” process. For more than two players, up to a maximum of 16, a LAN or router(s) will be required. This will give you access to Co-op, (up to four players, a maximum of two per screen) Multiplayer (up to 16 players) and Forge. For more advanced features, such as File Share and more, a Live account and Broadband connection are required.

Q: What sort of connection do I need to play Halo 3 online?

A: In general – the faster, the better. Video games use both downstream and upstream bandwidth, unlike web browsing, so some “fast connections” are bad for gaming. If you can get fiber optic cable run directly to your home, that’s ideal, if a little unusual. DSL is also good, but can be expensive. Cable modems can work well, but they sometimes have poor or variable upstream bandwidth. Xbox Live itself requires a broadband connection of some kind.

Q: What is NAT and why do I care about it?

A: In extremely simple terms, NAT (Network Address Translation) helps determine how your router interacts with the rest of the internet. If your NAT settings are restrictive, you may have problems connecting to other players. To test your settings, go to the Xbox 360 Dashboard and test your connection. At the bottom of the test results, you will see your ‘NAT Type.’ You want it to say ‘Open’ – if it says ‘Moderate’ or ‘Strict’ you may experience some problems.

If you’re NAT settings display ‘Moderate’ or ‘Strict,’ you should consult your router’s documentation, either online or in the instruction manual.

Q: Can I use a router and still play Halo 3 online? What about wireless routers?

 A: Yes, you can play Halo 3 from behind both wired and wireless routers. However, a poorly or improperly configured router can prevent you from joining games with other people, even if you can log into Xbox LIVE. The reasons for this are so diverse, and unique to each circumstance that it is impossible to say with any accuracy, what the specific reason for individual problems is. It’s also worth remembering that wireless connections tend to be less reliable than wired connections – again, just because it works for web browsing doesn’t mean it will work for playing Halo 3 online. All that aside, most folks playing on wireless networks enjoy smooth, uninterrupted gameplay, most of the time.

Q: Are there any routers that are recommended for playing Halo 3 online?

A: If you live in North America or certain parts of Europe, look for routers that are specially marked as ‘Xbox LIVE compatible’ or ‘Windows Vista compatible.’ These routers have been tested specifically by the Xbox LIVE team to make sure they work. If you can’t find one of those, try to find a router that is marked ‘Universal Plug and Play’ or ‘UPnP.’ (Once you get your router home, use its configuration tools to make sure Universal Plug and Play is actually turned on.) Some routers require a firmware upgrade to work properly with Xbox LIVE; check your manufacturer’s website for firmware downloads. The official list of Xbox LIVE compatible networking equipment can be found here: http://www.xbox.com/en-US/support/connecttolive/xbox360/homenetworking/equipment.htm .

Q: I got one of the wireless routers you guys recommended, but it’s sort of flaky. What’s the deal?

A: Wireless routers can be fickle things. To get the best performance, you should place the router in a central location. The closer it is to your Xbox 360, the stronger the signal will be. Try to place it up high in order to provide a clear line of sight between your router and your Xbox 360. Also, avoid placing it near walls or metal objects (filing cabinets, refrigerators, etc) as these can interfere with the signal. You can find more wireless networking tips here: http://www.microsoft.com/athome/moredone/wirelesstips.mspx

Q: Are there any issues specific to Halo 3 that I should consider when using a network?

A: Yes. In general, Halo 3’s networking will support 16 players in Multiplayer, 8 players in Forge and four players in co-op. However, the networking needs of Party Viewing a Saved Film are so great, that only the fastest connections will guarantee a seamless Film watching experience over Live. If the networking conditions deteriorate while watching a Film in a party, viewers may be sent back to the Theater Lobby.

Q: Any other tips?

A: Remember that you are sharing bandwidth with everyone else on your connection. If someone is downloading files using BitTorrent or playing an MMO, it will affect your experience playing Halo 3. Also, appliances that operate on the 2.4GHz spectrum – like some cordless phones – can affect your wireless connection, even if they are being used by your neighbor. If you experience any problems, try changing the channel on your wireless router and appliances or replacing 2.4GHz appliances with ones that use other frequencies, such as 900MHz for cordless phones.

For even more on how to configure your home network, watch the Setting Up Your Network tutorial on the Halo 3 Essentials 1 Bonus disc, available in both Limited and Legendary versions of the game.

Forge your own games in Halo 3

Posted in Bungie, Bungie Reccomends, Forge Content, Halo 2, Halo 3, X Box 360, X Box Live on October 10th, 2007

forge your own games in halo 3

This article concerns Halo 3’s Forge map editor. For full reviews of Halo 3 itself, check out our Halo 3 campaign review and Halo 3 multiplayer review.

If you’re a Halo fan, by this point you have surely heard at least something about Forge, the map-tweaking utility Bungie is including out of the box with Halo 3. At first glance, it seems like a very limited tool. You cannot edit any fundamental map geometry, you can only place or remove various accoutrements such as weapons and vehicles, crates and other ornamentation, spawn points and objectives, and so on.

Don’t trust that first glance, however–it only scratches the surface of what is truly available when you start to delve deep into Forge. Though, for obvious reasons, Bungie has chosen to limit the scope of your individual additions to the supplied standard maps, the combined effects of these additions in creative ways can produce maps and games that play radically differently than anything offered officially.

How, you ask? Read on.

Hammer and Anvil

forge your own games in halo 3

At the most basic level, Forge allows you to open up a standard Halo 3 map and add elements from a variety of categories–weapons, decorative elements, vehicles, new pickups such as the bubble shield and energy drain as seen in the multiplayer beta, gravity lifts, one- or two-way teleporters, spawn points, and so on. Essentially, these are all the things that can change on a given map depending on the gametype and other settings, but in Halo 3 you have fine control over all of them yourself.

 

Items can be rotated and stacked, and large simple objects like crates make for great building blocks. Many players will surely start off with simple tweaks like filling a map with rocket lauchers and grenades for a chaotic game, removing all excess weapons and ammo for a more conservative game, blocking doorways with large objects to alter the flow of a map, and so on.

By combining elements, such as placing a crate directly above a grav lift, you can create new unusual objects. A row of such combinations might create a floating, undulating “bridge” that could be used to get from one high perch to another. Taking that idea even further, one starts to imagine more ambitious ideals like a complex obstacle course such as one might see in a 3D platformer, with checkpoints placed at key areas along the set route.

forge your own games in halo 3

Scrimping and Saving

To ensure that Forge-created levels never run into memory or performance issues, you are given a total budget which you use to spend on the elements you place–each element is assigned a dollar value, and also has a total overall hard limit per map.

For example, simple crates might cost only $2 each with a map limit of eight, while large Wraith tanks might cost $40 a pop with a map limit of two. Certain maps simply do not allow certain vehicles, for size reasons–smaller maps might disallow tanks entirely.

Overall budgets are in the range of hundreds of dollars, and you can always get extra cash by deleting extraneous decorative elements already placed on the map by default, so it does seem like there is a great deal of room for creativity before you start exhausting the practical limits.

Swiss Army Knife
One particularly clever placeable object is known simply as the custom powerup. On its own, the custom powerup is nothing but a blank slate. Its properties are actually determined in the custom gametype settings, which allows you to tie the same map to different gametypes while retaining different custom powerups for each depending on the needs of the gametype.

The remarkable and enticing thing about the custom powerup is that it really is what its name implies. The number and scope of simultaneous attributes that the pickup can assign to the player who acquires it–you can decide how long these attributes last, from 3-90 seconds–is absolutely staggering.

There’s a lot to cover with this baby, so let’s just get going. For one thing, you can modify the shield and health settings–how much damage resistance it provides, what shield multiplier it gives, if it removes the shield, if it raises or lowers shield recharge rate and by how much, if the player’s shield recharges when the player causes damage, if the player is headshot immune.

Similarly, it can affect weapon stats–modifying damage caused from 0%-300% or even to insta-kill status, if grenades regenerate or ammo is infinite, if weapon pickup is disabled.

The powerup can raise or lower movement speed, adjust the pull of gravity to be greater or less, forbid or allow vehicle usage in different ways, modify the player sensor’s range and ability to detect friends and foes, and even modify the player’s physical appearance to be a different color, apply different levels of cloaking, or apply different types of waypoints to the player.

Batter Up
The obvious use of the custom powerup is of course as a coveted stat boost item, or even as a crippling curse cleverly placed in a highly-trafficked corridor to spice up a game of deathmatch. Of course, it can be used in much more unorthodox ways.

One custom user-made gametype mentioned by Bungie’s Frank O’Connor, involves playing baseball with rockets (the balls) and gravity hammers (the bats) as well as checkpoints for bases; a special “batter” powerup might boost run speed and shields to give the player more of a fighting chance to make it around the bases alive.

Keep it Simple, Stupid
You don’t need fancy stuff like the custom powerup to make some interesting custom games. Just with the gametype editor, you could easily devise any number of skill-pushing Slayer variants. For example, points might only be awarded for headshots, allowing you and your gaming group to hone your killer instincts before sticking it to the online matchmade players.

You might also work on your efficiency by detracting a point for every death, meaning the winner of the match will be the player with the highest spread between kills and deaths–sure, that statistic is tracked in regular games, but why not use it as a victory condition? The enormous amount of control over how points are awarded and in what quantity open up the doors to a wealth of simple but useful quick hacks.

So how can you take it further? Read on to find out.

It’s in the Game
Where Forge really shines is when it is used in tandem with the extensive gametype customization options available in Halo 3. Multiplayer fans of Halo and Halo 2 (as well as Bungie’s past games for those whose gaming memories extend further back than the current millenium) know that the studio has always prided itself on offering a variety of multiplayer gametypes and options. Halo 3 represents the most dramatic implementation of that philosophy yet.

You can change an enormous number of properties regarding the world, such as its gravity and spawn settings; players, such as the properties described in the custom powerup section above; win conditions and how points are awarded; and a huge number of gametype-specific options. Listing all of the submenus upon submenus would simply require too much space for this article, but suffice to say there is no shortage of choice.

In addition to standby gametypes such as Slayer, King of the Hill, Capture the Flag, Oddball, Assault, Territories, Juggernaut, and VIP, Bungie has listened to its community and added Infection–commonly known in Halo 2 friend circles as “Zombie,” the unofficial gametype that converts “human” players to “zombie” players when killed by a zombie, until the last human is killed.

Each of these gametypes has a whole ream of options that can be tweaked, and if the type has geographical objectives, they can be adjusted and placed on any map through Forge. Capture zones can be placed and sized for Territories, hill zones can be placed in King of the Hill, go-to points can be placed in VIP games, and so on.

It Wasn’t in the Game (But Now it Is)

By combining Forge and the gametype editor, you can craft new types of games unlike anything offered in the default lineup. One player came up with a mode that, in some ways, shares more in common with land-and-air games like Battlefield than with the Halo series.

In this mode, customized in Forge for a large outdoor map, each team has a randomly-assigned VIP player and an indestructible flying vehicle with room for two passengers. The two VIPs, who cannot pilot the vehicles themselves, must reach airborne checkpoints before the other team does, chaufferred by another teammate. Meanwhile, other teammates on the ground attempt to disrupt their enemies’ checkpoint-grabbing progress by sniping the VIPs out of their passenger seats and protect their own VIPs by assaulting enemy ground troops.

With the baseball mode as an example, one could also imagine recreations of other sports, based on modes such as Oddball or VIP. By modifying maps and gametype objectives in Forge, the already-powerful gametype editor becomes all that more formidable.

Jump In

An impressive technical aspect of Forge is that other players can play around in your map as you edit it in real time, via Xbox Live; you can choose to let them join in the editing or remain as regular players. Creating very unusual and complex gametypes tends to require a lot of iteration, as developers and modders know, so having a group with whom you can jump in and out of games and serve as a live body of testers is invaluable for balance purposes.

Show the World

Of course you can share your creations with your friends through custom games, but Bungie wants to encourage polish and creativity by highlighting the best user-made content for the Halo community at large. You can recommend any content, whether it was made by you or others, to your friends, and Bungie will also be monitoring the content with the best user reaction and most recommendations, as well as content highlighted on community sites online, for its own “Bungie Recommends” website feature.

“Bungie Recommends” will showcase the best of user-generated Halo 3 content on a regular basis, and it will be part of what Bungie describes as its most extensive and ambitious game-to-website integration yet. The company has yet to fully unveil what all that entails (although we’re promised the big reveal is coming soon), but in addition to the already-known screenshot and video sharing features it will also allow you to “tag” featured content you’d like to download. Impressively, that content will then download automatically to your Xbox 360.

Here for the Long Haul

Just as Halo 2 provided the crucial showcase Xbox Live needed, with its elegant lobby system and website integration, so does Bungie plan for Halo 3 to demonsrate how Xbox Live can be taken to the next level with Xbox 360. The franchise is already known for its online multiplayer longevity, but with Forge and a formidable gametype editor, not to mention promised downloadable content, Halo 3 will clearly have enough on the multiplayer side to stay fresh for the rest of this generation if not beyond.

Source

Halo3Trio.com

Halo sales reach 300 million for Microsoft’s Bill Gates

Posted in Bill Gates, Halo 2, Halo 3, Microsoft, News, Press, X Box 360, X Box Live on October 9th, 2007

bill gates microsoftbill gates microsoft

With Xbox 360 console sales more than doubling and nearly 3 million gamers playing online via XBL, Halo 3 has official become a global phenomenon. Microsoft announced today that Halo 3 raked in $300 million in the first week and became one of the fastest selling video games ever.

Compared with the weekly average before the launch of Halo 3, Xbox 360 sales have doubled giving Microsoft bragging rights as having, quote: “The greatest lineup in the history of video games and the only console where consumers can play all the year’s biggest blockbusters”. These blockbusters that Microsoft are talking about are - of course - Halo 3 along with Madden 08, Mass Effect and Rock Band.

I am unsure as to why they are saying that the Xbox 360 is the only console where you can play these games; granted Mass Effect and Halo 3 are exclusives, but you can play Rock Band on the PS3 and Madden 08 on the GameCube, DS, PC, and the PS3. So that comment is without merit and I think someone either got a little confused or mouthed off before they fully finished the thought process.

Bill Gates had this to say about the $300 million that was pulled in: “Halo is truly a cultural phenomenon, and the launch of Halo 3 is an important milestone for Xbox 360 and for video games as entertainment and as an art form. Halo 3 embodies our vision for the future of entertainment, where some of the world’s greatest creative minds will deliver a new generation of interactive storytelling.”

With XBL members gathering in record numbers to play Halo 3, is not unfounded that the latest installment in the franchise is quickly staking its place as the most popular Xbox LIVE game in history. More than 2.7 million gamers played it in the first week, which represents nearly one-third of the 7 million XBL members worldwide. Within the first day of its launch, Halo 3 players worldwide racked up an unprecedented 3.6 million hours of online gameplay, which increased more than elevenfold to 40 million hours by the end of the first week. That adds up to more than 4,500 years of continuous gameplay. Gamers have also unlocked nearly 30 million achievements and during the first week and hundreds of thousands of new members bought a record number fo XBL Gold Memberships.

Halo 3 was released in 37 countries and 17 languages. To date, more than 20 million copies of the games in the Halo trilogy have been sold worldwide and this news comes on the heels of the original first day combined sales of estimated at $170 million.Looks like Bill Gates will finally be able to purchase his own country, or at the very least his own island paradise.

Via: Press Release

Full Press Release:

Xbox 360 console sales more than doubled; nearly 3 million gamers play online via Xbox LIVE.
REDMOND, Wash. — Oct. 4, 2007 — Interactive entertainment will never be the same, with the launch of one title that has changed the way the world thinks about video games. “Halo® 3” has captured the attention of consumers worldwide and has made history as one of the biggest entertainment launches of all time.

Microsoft Corp. today announced that “Halo 3” has officially become a global phenomenon, garnering more than $300 million in sales in the first week alone. The critically acclaimed Xbox 360® exclusive, which was released worldwide on Tuesday, Sept. 25, is the fastest-selling video game ever and already one of the most successful entertainment properties in history.

Initial reports from retailers worldwide show console sales have more than doubled compared with the weekly average before the launch of “Halo 3.” With games such as “Halo 3,” “Madden 08” (EA Sports), “Mass Effect” (Microsoft Game Studios) and “Rock Band” (Harmonix), Xbox 360 has the greatest lineup in the history of video games and is the only console where consumers can play all the year’s biggest blockbusters.

“‘Halo’ is truly a cultural phenomenon, and the launch of ‘Halo 3’ is an important milestone for Xbox 360 and for video games as entertainment and as an art form,” said Bill Gates, chairman of Microsoft. “‘Halo 3’ embodies our vision for the future of entertainment, where some of the world’s greatest creative minds will deliver a new generation of interactive storytelling.”

“Halo 3” is quickly staking its place as the most popular Xbox LIVE® game in history with members gathering in record numbers to play on the world’s largest online gaming and entertainment network on TV. More than 2.7 million gamers have played “Halo 3” on Xbox LIVE in the first week, representing nearly one-third of the 7 million Xbox LIVE members worldwide. Within the first day of its launch, “Halo 3” players worldwide racked up more than 3.6 million hours of online gameplay, which increased more than elevenfold to 40 million hours by the end of the first week, representing more than 4,500 years of continuous gameplay. Since “Halo 3 launched,” gamers have unlocked nearly 30 million achievements. In its first week alone, “Halo 3” drove a record number of Xbox LIVE Gold Memberships as hundreds of thousands of new members gathered online with friends, family members and other gamers around the world to collectively compete and complete the game.

“Halo 3” is the conclusion to the epic trilogy and picks up where “Halo 2” left off, answering questions about the fates of the beloved protagonist Master Chief™ and his artificial intelligence sidekick Cortana as they struggle to save humankind from destruction at the hands of the alien coalition known as the Covenant. In addition to the rich storyline, “Halo 3” continues the franchise’s grand tradition of delivering innovative online multiplayer experiences via Xbox LIVE. The game’s online multiplayer and innovative four-player cooperative gameplay for Xbox LIVE Gold users, the much-talked-about Saved Films feature that enables players to capture and save their favorite moments on their hard drives, and Forge, an innovative map editor that enables myriad customization options, are just some of the new features gamers are experiencing.

Developed by Bungie Studios and published by Microsoft Game Studios, the “Halo” franchise is exclusive to the Xbox 360 video game and entertainment system and optimized for the Xbox LIVE online entertainment network. “Halo 3” was released in 37 countries and 17 languages. To date, more than 20 million copies of the games in the “Halo” trilogy have been sold worldwide.

Record week-one sales come on the heels of the previously announced $170 million in sales in the U.S. within the first 24 hours of the game’s release, which marked not just the biggest video game launch, but the biggest entertainment launch in history. The Xbox 360 title beat previous U.S. sales records set by blockbuster openings for entertainment events such as the release of “Spider-Man 3” and “Harry Potter and the Deathly Hallows.” In addition, more than 1.7 million copies of “Halo 3” were pre-ordered in the United States, making it the fastest pre-selling game in history, surpassing the previous record-setting pre-sales of “Halo 2.”

Interview with Bungie’s Fank O’Conner

Posted in Bungie, Halo 2, Halo 3, Press, X Box 360, X Box Live on October 9th, 2007

Xbox.com managed to pull Halo® 3 lead writer Frank O’Connor away from his busy (multiplayer) schedule to answer a few questions about the game.

Xbox.com: Other than the obvious improvements in visuals and audio that designing the game for Xbox 360™ allows, what will gamers find most different about Halo 3 from earlier games in the series?

O’Connor: I hope that the main thing players take away is how much Halo 3 is their game. That is to say, it’s a game that lets them play it the way they want to, whether that means joining three friends for co-op, or hooking up with eight friends to build a new Multiplayer variant in Forge, or simply share screenshots and movies with their own subset of the Xbox LIVE® community. We really have gone all out to make sure this game has more initial impact, and way more replay value than any other Bungie title to date.

halo 3 interview

Xbox.com: We’ve seen a lot of additional detail in the single-player levels, such as foliage and dramatic lighting effects, that wasn’t there for the Multiplayer Beta. Can you talk about the additional effects and details that gamers will encounter in the single-player game?

O’Connor: Well Campaign, by its very nature, is always going to be the visually more dense experience. Some of the levels feature stuff we haven’t shown yet, in terms of effects, atmospherics and design, but the main thing to expect from Campaign mode is scale. There will be large battles, huge vistas and more importantly, some enormous places for the player to explore, alone, on foot, in vehicles or with company. We want the Campaign mode to be challenging, but we also wanted to build some very cool spaces and environments for people to explore.

Xbox.com: The Campaign MetaGame is more than just a chance to experience Halo 3 with friends. What are some of the elements that make the MetaGame experience different?

O’Connor: The MetaGame, or Campaign Scoring, is just what it sounds like—a game within a game. At its basic level, players are simply competing for scores. Think of it as a kind of multiplayer pinball, where each of four players is racing to kill bad guys and bring down vehicles and installations with the most style, for the highest point tally. Players are rewarded for pulling off difficult maneuvers, like boarding vehicles, or meleeing opponents. Within that however, it’s vital that players continue to cooperate, since there are built-in penalties for not looking out for your teammates. It should lead to some interesting games.

halo 3 interview

Xbox.com: We saw the Scarab from Halo 2 come alive and interact with us in a deadly way during our single-player preview. Any other fan-favorite enemies or vehicles from the earlier games that we’ll see enhanced in Halo 3?

O’Connor: Most of the Halo vehicles are returning in some fashion, but there are some novelties too—such as a passenger-only variant of the Hog. Sounds kind of bland, but a popular strategy is to fill it up with A.I. marines that you (by a series of weapon trades) equip with heavy artillery. Rocket launchers, snipers and so on, can make very quick work of an otherwise terrifying battlefield. Using old vehicles strategically is cool, but we’ll certainly throw in a few new ones too.

Xbox.com: The Forge mode, where you can customize levels with friends, is a blast. Any fun Forge stories from the game’s development?

O’Connor: There’s one that comes to mind that we mentioned in a recent Bungie Weekly Update. A tester found that filling an Elephant (the HUGE, lumbering multiplayer vehicle) with Fusion Cores and Plasma Batteries set to respawn at certain intervals, would launch it skyward when detonated, and the continually respawning cores would set off a chain reaction that kept this thousand-ton behemoth tumbling dangerously around the map. It still works as of right this second, but we might have to take a look at how dangerous that gets …

halo 3 interview

Xbox.com: There was an impressive variety of dialog in the single-player missions we’ve seen. How much audio was recorded for the game?

O’Connor: A lot. Obviously there’s Marty’s cinematic score, which is literally dozens of pieces of music working in tandem with our tech to make seamless transitions when the player moves, for example, from a stealth moment to a frenetic battle. Then there’s combat dialog—literally tens of thousands of lines, with a ton of actors voicing the parts. Our 5.1 surround sound is easily the best we’ve ever done, with Foley and effects carpet-bombing the Halo universe with incredible sound schemes. And of course the script itself. Can’t say too much about that, but the poignancy might be more important than the sheer volume of dialog in that one.

Xbox.com: If someone hasn’t played the first two games in the series, how can they best prepare for Halo 3?

O’Connor: Halo 3 is designed so that anyone can pick it up during this chapter. It would be horribly egotistical to assume everyone has already played, or “gets” Halo, so as ever, we’ve made it approachable from a gameplay perspective, with settings to suit any player, of any skill level. We’ve also tried to ensure that the new players don’t need to read up on Halo lore to get the fiction. This is the final chapter in the trilogy, yes, but as such, it’s a big picture painted with broad strokes. A hero trying to save an imperiled galaxy. But fiction fans don’t need to worry—we’ve layered in more answers than they perhaps expect.

Xbox.com: Is Bungie considering any single-player downloadable content after Halo 3’s release, or will the game bring Master Chief’s story to a close?

O’Connor: We’re simply concentrating on Halo 3 right now. Our plans for the future will remain opaque until we’re ready to talk. However, we are building some interesting downloadable multiplayer content. Fans will be happy.

Xbox.com: What’s the most creative usage anyone from Bungie has come up with for the helmet included with the Legendary Edition?

O’Connor:We have warned the staff not to try and put it on a cat, or use it as a fake carpool buddy, but right now my Legendary edition is actually housing my Halo 1 and 2 discs, until I get one with the actual game inside.

Interview by Denny Atkin

Source

Halo3Trio.com

Bungie Studios Becomes Privately Held Independent Company

Posted in Bungie, Press, X Box 360, X Box Live on October 5th, 2007

Official Press Release: 

Bungie and Microsoft forge new long-term relationship.

KIRKLAND, Wash. — Oct. 5, 2007 Bungie and Microsoft Corp. today announced a plan for Bungie Studios, the developers of Microsoft’s “Halo” franchise, to become a privately held independent company, Bungie, LLC, in which Microsoft will hold a minority equity interest. As part of this transaction, Bungie and Microsoft have forged a deep and long-term development and publishing relationship focused on the continued success of the “Halo” franchise. It is also the intent of both parties to expand their partnership to include new IP created and owned by Bungie.

Bungie’s critically acclaimed Xbox 360® exclusive “Halo 3” achieved $300 million in global sales in its first week. Released on Tuesday, Sept. 25, “Halo 3” is the fastest-selling video game ever and already one of the most successful entertainment properties in history.

“This exciting evolution of our relationship with Microsoft will enable us to expand both creatively and organizationally in our mission to create world-class games,” said Harold Ryan, studio head for Bungie. “We will continue to develop with our primary focus on Microsoft’s platforms; we greatly value our mutually prosperous relationship with our publisher, Microsoft Game Studios, and we look forward to continuing that affiliation through ‘Halo’ and beyond.”

“Working with Microsoft was great for us, it allowed us to grow as a team and make the ambitious, blockbuster games we all wanted to work on.  And they will continue to be a great partner.  But Bungie is like a shark.  We have to keep moving to survive.  We have to continually test ourselves, or we might as well be dolphins.  Or manatees,” said Jason Jones, Bungie founder and partner.

Bungie’s management retained the services of Don Leeds, senior managing director of B-Hive Global, LLC, to assist in the structuring of the deal and negotiating on their behalf. Bungie will remain in Kirkland, Washington, and is always looking to hire excellent talent.

About Bungie

Bungie was founded in 1991 with two goals: to develop games that combine brilliant technology, beautiful art, intelligent stories and deep gameplay, and to sell enough of those games to achieve its real goal of total world domination. Over the past 10 years it has produced games such as the “Marathon” trilogy and the first two “Myth” games, hailed as classics by critics and gamers around the world. Bungie’s “Halo” franchise is an international award-winning action title that has grown into a global entertainment phenomenon, selling more than 18 million units worldwide, logging billions of hours of multiplayer action on Xbox LIVE®, and spawning action figures, books, graphic novels, soundtracks, apparel and more. The critically acclaimed “Halo 3”, released on Tuesday, Sept. 25th 2007, is the fastest-selling video game ever, achieving $300 million in global sales its first week,  making it one of the most successful entertainment properties in history. More information on Bungie can be found at

Source:  Bungie.net