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Halo 3
Apr 11, 2007 16:13:35 GMT 6
Post by nash on Apr 11, 2007 16:13:35 GMT 6
None of the copies have anything written on them; however if you check your in game menu, in the downloadable content tab, you'll have a slot for the Halo 3 beta right there.
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Halo 3
Apr 11, 2007 16:16:28 GMT 6
Post by KC on Apr 11, 2007 16:16:28 GMT 6
^^^ he's right the beta key sticker wasnt there on my copy too ,but its def there in the main menu.
btw anyone chked new halo3 screens,found them pretty hopeless even tho the developers claim its only alpha
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Halo 3
Apr 11, 2007 17:01:44 GMT 6
Post by <<<{AnMoL}>>> on Apr 11, 2007 17:01:44 GMT 6
dont know if this has been posted Microsoft Game Studios and Bungie Studios have sent word that the multiplayer beta of Halo 3 will be made available to gamers via Xbox Live. The beta will be launched on May 16, 2007 at 5 a.m. PDT and will run through till 11:59 p.m. PDT, June 6, 2007. The beta version can be downloaded by gamers who secured their admission to the multiplayer beta either through the “Rule of Three” promotion or by purchasing a specially marked copy of “Crackdown” for Xbox 360. After downloading the beta on Xbox LIVE, these gamers can play it online by using their Xbox LIVE Gold account. About the Halo 3 Multiplayer Beta: When gamers gather online to play the multiplayer beta via Xbox LIVE in May, they will be treated to three richly detailed, action-oriented maps: Snowbound, High Ground and Valhalla, which represent a mixture of large- and medium-scale combat environments and are brand-new to “Halo 3.” Every map will test gamers’ mettle as they are placed behind the controls of new “Halo 3” vehicles such as the agile Mongoose all-terrain vehicle, and armed with deadly weapons such as the new and improved Assault Rifle, the ferocious Brute Spiker, the devastating Spartan Laser and the treacherous new Spike Grenades. This is just a taste of what gamers will experience later this fall when “Halo 3” goes on sale. Shane Kim, Corporate VP, Microsoft Game Studios says, “Halo: Combat Evolved and ‘Halo 2’ changed the face of console gaming forever. Gamers from around the world have logged more than 800 million hours on Xbox LIVE playing ‘Halo 2,’ and years after its launch it remains the No. 1 title on our Xbox LIVE network. Bringing an early look at the multiplayer elements of ‘Halo 3’ to our ardent fan base is extremely exhilarating for us.” Halo 3 is expected to release for the Xbox 360 in September 2007 in three editions, Standard, Limited and Legendary. Thirty-five days to go and we will know whether Halo 3 will live up to the hype or not! www.gameguru.in/first-person-shooters/2007/11/halo-3-multiplayer-beta-to-be-released-on-xbox-live-on-may-16-by-microsoft/
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Halo 3
Apr 11, 2007 18:18:37 GMT 6
Post by KC on Apr 11, 2007 18:18:37 GMT 6
posrted yesterday itself
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Halo 3
Apr 13, 2007 18:14:28 GMT 6
Post by <<<{AnMoL}>>> on Apr 13, 2007 18:14:28 GMT 6
We're gonna be what we're gonna be, and we think it's really good. But everybody is expecting [Halo 3] to be really good, so we've got to beat their expectations. It's tough. That's what makes me cry at my desk [every morning]." -- Steve Cotton, Bungie Studios multiplayer environmental artist With that honest lamentation, Steve Cotton appears to sum up the general feeling at Bungie Studios, the team behind the upcoming first-person shooter Halo 3, as it launches its third ViDoc, Halo 3: "Is Quisnam Protero Damno!" (roughly translated to "You are condemned to tread underfoot" or "Condemned to be stepped on"). Released today on Xbox Live Marketplace in conjunction with the official date of the Halo 3 Multiplayer Beta Test, ViDoc 3 reveals Bungie's forward progress on the last game in the Halo story arch, this time using new video footage to reveal nuggets of information on the multiplayer modes. During the approximately seven-minute 15-second, 328.43 MB video, Bungie reveals significant new details on the Bubble Grenade, Trip Mine, the "Save Film" replay function, the return of the Halo 1 Assault Rifle, and the godliness of the Man Cannon. Halo 3 is slated for an official fall 2007 release (though a September date is suspected). First, however, let's clarify the state of the game's graphics. As posted on Bungie.net, this footage provided is not final: "NOTE: All of the game footage in this doc was taken during the Alpha stage and isn't even representative of what you'll see in the Public Beta, let alone the final game. You will see frame rate skips, unfinished animation and graphical features that will change come fall. All the footage is clearly marked Alpha. You're looking at the features here folks, not the final quality bar - which we've set pretty high. Your next taste of that will be in May." -- Frank O'Connor, Community Manager, Bungie Studios Click the image to watch the new Halo 3 ViDoc in HD.What ViDoc 3 is about is multiplayer features. After having reworked numerous aspects of Halo 1's multiplayer mechanics and weapon choices, Bungie is looking to rebalance its third game with new modes of transportation, a stronger focus on melee and mano-a-mano combat, and incorporating a new level of depth and combat without losing the core elements that make Halo 1 and 2 so good. The Multiplayer team works with the single-player campaign team, but their goals are different. As Chris Carney, multiplayer environment lead, explains, the team has started working on asymmetrical maps. The video portrays how the environmental artists and designers worked over time to create the map High Ground, a base built into the corner of a small mountain with a single choke point that's set underneath a tunnel with a single set turret. On this map, which was used to show a Capture the Flag game, the team originally used several turrets but whittled them down because the odds were too great in favor of the defending team. Bungie illustrated how the team flag is constantly repositioned to find the best possible place, using common architectural spots to create better communication amongst gamers, such as a waterfall, a bridge, or a port-a-potty. "Hey, grab the flag now; it's near the port-a-potty!" Multiplayer maps are more asymmetrical than in previous Halo games."A lot of time is spent on details, such as the kinds of weapons, where they are placed, the right distances for the flag, and overall accessibility," said Steven Cotton, multiplayer environmental artist. To coincide with the first look at High Ground, Bungie showed off Valhalla and Snowbound, all of which are maps playable in the Halo 3 Beta prepped for May 16 at 12:00 AM PDT through June 6 at 11:59 PM PDT. The Beta will feature the use of a new grenade type (the Bubble Grenade), a completely different class of weapon (Spartan Laser, Spiker, or Brute Spike grenade anyone?), and the Mongoose, the quick new ATV vehicle for Halo 3. Also revealed today was the Tripmine, which was wielded to portray how to combat unfair odds. In this video you watched as a single Spartan completely wipe out a warthog (while also committing suicide himself). While originally revealed in the Starry Nights commercial on Monday Night Football, new details were presented on how the Bubble Grenade works. First, along with frag and plasmas grenades, the rather large bubble grenade provides a third option, in which once thrown to the ground, a translucent, honeycombed dome surrounds and protects the player. Shaped more or less like a small barrel, the bubble grenade was deployed on a slope, where is rolled down a hill, indicating its usefulness for player movement while remaining invulnerable. The Bubble Grenade is assuredly timed, and it's not entirely clear yet if its shield can indeed be penetrated by more powerful weapons. Bungie talked again about the Man Cannon, the subliminally perverted new mechanic that hurls players into an arc in the sky to transport from one spot to the next in one bound. The Man Cannon is an excellent new gameplay technique that works to the advantage of both teams. On the one hand, if you are using it, you'll quickly get from point A to point B. On the other hand, if a sniper spots you, you're totally vulnerable to his whims. The video showed a Man Cannon guinea pig shot in mid-air, only to get tagged by a sniper and flop lifelessly into a creek like a sad rag doll. Looks like killer fun. The reliable old Warthog is back.Along with implementing new mechanics and weapons, Bungie's various multiplayer team members indicated they wanted to return to the Halo 1 in several regards, so they have re-fashioned the Assault Rifle with a new design and look that provides options for more melee combat, something the team felt vanished a bit in Halo 2 because of the introduction of new weapons. This re-balancing, "an adjustment that is pretty considerable in design and gameplay," says Tom Doyle, 3D artist, brings the game back to the golden trio of weapons, grenades and melee. Drop a fool cold as he "man cannons" across the sky.Last, Bungie has implemented a feature all Madden fans have been using for quite some time now, a video replay function. Using the "Save Film" function, players can capture especially sensational snipes, kills, and explosions to share with friends later, perhaps even to save and send across Live. The clips can be slowed down, replayed, stopped, and shown from different angles and even the enemy's perspective, to presumably be played after a session. It's not clear how long the clips can last, or if they can be seen during gameplay or after. Drop the trip mine now!In all, ViDoc, Halo 3: "Is Quisnam Protero Damno!" whets our appetites for Halo 3, but still doesn't give a clear indication on several other fronts, including final graphic looks, the X button, and the story. Look for the Halo 3 Beta in my May to answer some of the questions and we'll see you online. Don't miss the ViDoc itself, available in our media section, and clips from the feature in the image gallery. source au.xbox360.ign.com/articles/779/779597p2.htmlwatch the video on the link personally i think this game is gonna be soo dissapointing..screens dont look that good..its only they hype that will make this game sell..games like gow have raised the bar..and how ppl look towards all other games..so this one only buy for multiplayer if ur looking for single player then ur wish
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Halo 3
Apr 15, 2007 16:47:31 GMT 6
Post by ΨBarnacleBrainBrantΨ on Apr 15, 2007 16:47:31 GMT 6
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Halo 3
Apr 16, 2007 22:07:30 GMT 6
Post by Altaïr47 on Apr 16, 2007 22:07:30 GMT 6
www.gwn.com/news/story.php/id/12185/Bungie_Clarify_On_New_Halo_3_Details.htmlWhat is that 'X' button used for? Will the Bubble Shield and Tripmine unbalance the gameplay? Bungie answers!Earlier in the week, Bungie revealed their latest ‘Vidoc’ for Halo 3, full of new locations and weapons as well as some discussion from the development team as to how everything will work. However, even with the commentary, certain elements were still left somewhat up in the air (no Mancannon related pun intended). As such, Bungie have just released their latest weekly update stock full of clarifications and explanations. First up, a number of concepts that eager watchers managed to pick out of the high definition video are in fact placeholders, and “were never planned for inclusion in the final game”. So for those of you that think you have “discovered how many campaign levels [are] going to be in the final game”, you haven’t! Graphics wise, fans have been complaining that things really aren’t looking ‘next-gen’ enough. In response to these observations, Bungie note that it is worth remembering that the footage from the Vidoc was taken some time ago when the game was still in the Alpha stage. As a result, when the Beta is released in a few weeks time, the game will look markedly more impressive, everything from lighting to textures and water effects will have been improved. And, you can expect more improvement between the release of the Beta and the final version later this year. Although we’ve already known about it for some time, Bungie have come out and confirmed what the “mysterious X-button” does. Essentially it deploys what is currently being referred to as ‘equipment’ onto the map, that currently includes the Bubble Shield and Trip Mine. The team is also hinting at an additional piece of ‘equipment” but fans will have to “wait a month to see that one”. Intriguing, but what of the balancing issues potential brought about by the awesome new items? Bungie elaborate:“I read many mails and posts about how Bubble Shields would littler the landscape like an Igloo village. Well, they won’t. A piece of equipment will be a rare and valuable find. It will be located, you will pick it up and you will choose when and where to deploy it. As you can see in the HUD, it’s indicated that you’re carrying it. Pressing X will drop it – not throw it.” So there you have it, you can now rest easy and focus on contemplating the many fabulous new ways you will be able to decimate opponents over Xbox Live. For a few more tidbits, including an explanation of how the Bubble Grenade works as well as a few details about the new ‘chaingun’ weapon that eagle eyed viewers picked up on, be sure to check out the original post on the Bungie website, here.
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Halo 3
Apr 16, 2007 22:49:29 GMT 6
Post by KC on Apr 16, 2007 22:49:29 GMT 6
i dont think the bubble shield will work,looks like more of a gimmick
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Shicko
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Posts: 241
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Halo 3
Apr 19, 2007 20:53:03 GMT 6
Post by Shicko on Apr 19, 2007 20:53:03 GMT 6
I think the bubble shield...when first released or in the multiplayer beta, will be sort of a gimmick. The problem it seems is once activated, you have to stay in the bubble. Which means once a bubble comes up...all you got to do is take out your rifle and train it on your enemy till the shield wears off. And I managed to pick a copy of Halo 2, and for those of you who haven't picked it up. I recommend it. I think the negative backlash people have been getting is that Halo 2 really wasn't supposed to be as epic as its predacessor, It was kind of like a prologue to the events that will take place in Halo 3. The combat is solid, Multiplayer is fantastic. And The Dual wielding just sold it for me. In the game the left gun is mapped to the left trigger buttoun and the same for the right gun and with the trigger shapped buttoun on the 360 controller, It really makes for interesting immersion when you're rappidly squeezing both triggers at the screen. If you're going to buy Halo 3, I suggest playing through Halo 2 first. Whether on the PC or Xbox. the second game sets too many things in motion that if you play the third one, you will certainly get lost during the storyline. As for Halo 3. If you dont pick it up, You'll definately be missing out. I think someone earlier was scared about having to constantly shoot brutes at every corridor, then you have to pay closer attention to the "Et tu brute" ViDoc. Because Bungie, didn't just show off these new characters, but their impressive AI. One of the things that drew me to Halo, was how you approached each covenant soldier. Usually going in AR blazing, you'd charge the elite, and once his shields go down you melee him to the ground while jackals, you would shoot through the small gap in their shields, once they fumble you charge in for a melee and take them out. I can only imagine how fun this'll be once you play against vamped AI. You wont be shooting against random monsters that run at you. You'll be throwing down major manouevers, tactics and strategy to take down a group of brutes. I think someone also said that they were disappointed with the Graphics from "Et Tu Brute?" and other screens. But Bungie has stated that all of the graphics rendered have been from the Alpha build and because of that the graphics of the finished project will be a very considerable difference than what you're seeing now. Here is also a list of characters who'll appear in halo 3 (wont mean much to those who havent played through the two halos ): www.imdb.com/title/tt0494232/
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Halo 3
Apr 20, 2007 15:12:24 GMT 6
Post by Tyler Durden on Apr 20, 2007 15:12:24 GMT 6
To me the bubble shield looks like an updated version of those energy shields you can stand behind and shoot in Halo 1.
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Halo 3
Apr 21, 2007 14:11:15 GMT 6
Post by ΨBarnacleBrainBrantΨ on Apr 21, 2007 14:11:15 GMT 6
Halo 2 for Vista In little more than a month, Halo 2 will complete its long journey from the Xbox to the PC. Set for release in the beginning of May, Halo 2 for Vista will include several new multiplayer maps, which Microsoft unveiled details on this week. In this case, we were given a look at "Uplift," along with several exclusive screenshots, a firsthand description from designer Jeremy Statz, and the chance to ask both he and content lead Matt Van Gorder a few questions about the design process for the new content. Jeremy Statz: One of my primary goals when conceiving a multiplayer map is to have a unique central theme. With Uplift, I knew I wanted to do something similar to Relic, which is my favorite of the Halo 2 multiplayer maps. The initial concept was to create a Forerunner equivalent of a space elevator by twisting the concept and making it an energy beam of some kind. I figured that the energy beam and associated structure would look cool and give the level the desired central theme as well as provide the main landmark for the level. With a central theme established, I tinkered with shapes for the main Forerunner structures and created a rough layout. During the rough layout, I experimented with creating this huge bridge stretching across the area. I figured if I set it up right I could get a lot of cover points along the bridge and have a really direct route between the two bases in multiplayer games. This direct route could create some really fun and interesting gameplay situations between players on foot and players in vehicles. The bridge would be a traffic focal point, making things insanely chaotic and dangerous for players on foot, but also tricky to drive in a vehicle. Just as I had hoped, the bridge ended up being the infantry route and the terrain below is a vehicle playground. More adventurous and skilled players will always give the bridge route a try with success or failure being spectacular in either case. Vehicles play a significant role in Uplift, and in keeping with that theme, I designed and created the level with vehicle access to the interiors of the Forerunner base structures in mind. As a result, the level ended up with two very different feeling gameplay areas. I am very happy with the result and Uplift has proven to be a very fun level in team objective-based modes such as Capture the Flag (CTF) and Team King of the Hill, as well as standard King of the Hill. GameSpy: It's mentioned that vehicles play a significant role in this new map. Which vehicles are included on the map, and how many of each? How do you determine what the "right" number of vehicles is for a particular map? Uplift is a sizable, open terrain map that happens to be dominated by a few big pieces of architecture. We wanted to keep the interiors and bridge area accessible by vehicles, and for the most part this worked out -- you can get almost anywhere in the map in a vehicle so long as you're good at threading the occasional needle. Currently there are six vehicles available by default: two warthogs and four ghosts. These of course can be swapped out for other vehicles in the options -- though you're going to have a tricky time getting a tank up onto the bridge! Early on the intent was to include a banshee as well, but they were deemed too overpowering. We ended up putting a ghost there instead, and tossing a rocket launcher next door to it to keep the area juicy. In this case, the number of vehicles more or less worked out as originally planned given the layout and space available -- a number we ended up with partly because we wanted to use vehicles to help reinforce the importance of certain locations. Uplift has an unusual layout in that it really has three functional bases, with the intent of the third base being as a point of control for either team to fight over in a CTF game. To that end it's the location of two of the ghosts (attractive things to have control of) and the map's only sniper rifle, which is quite unfairly located near an invisibility pickup. Ignoring that combination of goodies isn't the best of game plans. GameSpy: Looking at the overhead shot of Uplift, it looks like there are several gun emplacements to help provide defense. In your playtesting, did you find that scoring in CTF was extremely tough, or were the matches generally high-scoring? When you design a CTF map, do you deliberately aim to make it high- or low-scoring? Neither. On a personal level, I primarily aim to come up with an interesting layout that I think will lead to unique combat situations that you won't get from existing maps -- sometimes that leads to fast captures, other times not. In this case that particular unique situation is the bridge. The two CTF bases are, quite literally, directly connected by a rail-straight bridge, the edges of which are dotted with support pylons wide enough to provide good infantry cover. This is the quickest route from one flag to another. It's also, of course, a death trap, which is the best reason to head downstairs and brave the sun-drenched beaches of doom instead. The terrain is extremely vehicle friendly, and if you've got a buddy driving the warthog that's far and away the best way to get home -- a lot like Coagulation or Relic, really, complete with scattered boulders for cover. In this case it's a tough map to score on, though if everybody's occupied driving around ghosts and playing in the water, and ignore the bridge, you've got a pretty straight shot to a capture. The bases themselves are hairy but not too tough to crack, as the flag rooms are small enough that a couple grenades clear the air quick. There's actually only two emplacements, and while they're fun to toy with aren't particularly brutal. One is facing the bridge sidelong, which could whittle a flag-runner down pretty well as they try to cross. There's enough cover that the emplaced gun probably won't do it on its own, though. GameSpy: Did the presence of the Energy Sword, a pretty powerful melee weapon -- a rarity in FPSs -- present any interesting challenges (or opportunities) in map design? Not particularly. This isn't a very ambush-friendly map, which is where the sword particularly shines. Here it's fun but the other guy's got to make the mistake of letting you get close. This is a lot easier to do on the bridge, since as mentioned the support pylons provide good cover and the bridge isn't that wide... but hey, the bridge being lethal was the idea from the beginning, so that's all going according to plan. GameSpy: Will users be able to create their own custom logos for online play? Statz: No. The emblem feature is the same as the Xbox version of the game. GameSpy: How many new maps are being created for Halo 2 for Windows Vista? Two -- Uplift and District. Although we expect to see many more maps produced by the community using the Map Editor that ships with the game.
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Halo 3
Apr 21, 2007 14:12:10 GMT 6
Post by ΨBarnacleBrainBrantΨ on Apr 21, 2007 14:12:10 GMT 6
"Halo 2," the game that redefined first-person combat and multiplayer action for millions of gamers worldwide, is set to explode onto PCs exclusively for Windows Vista. "Halo 2" for Windows Vista will be developed by a dedicated Microsoft Game Studios team in partnership with Bungie Studios.
Only for Windows Vista, "Halo 2" will offer gamers both the single-player campaign and multiplayer experience of the original, as well as the additional maps offered in the "Halo 2 Multiplayer Map Pack." Gamers will also have the exciting opportunity to build, create and customize their own multiplayer levels.
"Halo: Combat Evolved" and its sequel, "Halo 2," have achieved phenomenal success on the Xbox video game platform as gamers around the world follow the saga of Master Chief in his battle against the Covenant forces. In 2003, the original "Halo" roared onto Windows PCs. In "Halo 2" for Windows Vista, the action picks up where the first game ended. Master Chief, with the help of a small group of marines, has destroyed the religious artifact and artificial world known as "Halo," and is making his way back to Earth. There, he and the last surviving Earth forces will mount a titanic struggle against the marauding Covenant enemy. To date, the Halo franchise has sold more than 14.5 million games worldwide with over 600 million hours of multiplayer action logged across Microsoft's Xbox Live online gaming service.
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Halo 3
Apr 21, 2007 21:40:29 GMT 6
Post by invictus on Apr 21, 2007 21:40:29 GMT 6
^^ why is that surprising??.. wasnt it known already that is would come out for vista and would have that live thing too
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Halo 3
Apr 24, 2007 4:01:13 GMT 6
Post by KC on Apr 24, 2007 4:01:13 GMT 6
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Halo 3
Apr 24, 2007 10:31:49 GMT 6
Post by Altaïr47 on Apr 24, 2007 10:31:49 GMT 6
www.playthree.net/2007/04/halo-3-to-support-true-not-upscaled.htmlHalo 3 to support True (not upscaled) 1080p at 60fps? UNCONFIRMED: The Xbox 360's flagship title Halo 3 will support true (not upscaled) 1080p at 60fps, after Microsoft issued an edict to developers Bungie that it must be the most technically advanced game available on the platform.A source close to a Bungie insider has revealed that whilst Microsoft have always maintained that a resolution of 720p is the 'sweet spot' for Xbox 360 games last year's E3 Expo 'led to a broadening of perspective' at Microsoft. Whilst Sony were scorned in the gaming media for not putting on a good show for the great unwashed, Shane Kim President of Microsoft Game Studios had a representative at the presentation. Shane felt that within 18 months the whole 1080p HDMI issue could lead to a 'perceived generational divide' between the Xbox 360 and the Playstation 3. After discussions with various bods at Microsoft, Shane Kim made a push to implement 1080p as optional feature of the Xbox 360. The idea being that 720p is still the 'sweet spot' with Xbox 360, and that games would still be developed at 720p. However the PlayStation 3 would then lose its claim to being the only console that can output at 1080p, and thus (in theory) the title of most powerful console. Microsoft have no plans to ask third party developers to use 1080p as standard. But a decision was taken that Halo 3, the console's flagship title must be the most technically advanced game available on the 360. "Microsoft realise that with the history making manpower and resources they have invested into this single product, if it can't be done on Halo 3, then the Xbox 360 can't do it at all. Shane wants Halo 3 in 1080p to be proof of the Xbox's power."In some ways Halo is the Xbox. Whilst Microsoft have worked hard to bring successful games to their console, Halo is the only exclusive franchise of note, so it makes sense that it is the Xbox 360 flag-bearer for everything that is great about the console. Key Points made by the source *Bungie now have an internal test build of Halo 3 running at true 1080p at 60fps. This is not finalised code there are performance issues to optimise.
*Bungie's No1 priority is that Halo 3 will be 100% compatible with the Xbox 360 Core (which has no hard drive.) In the largest levels with max players there is some lag, a change to 30fps might be necessary to maintain high performance
*True 1080p wont be available in the public beta next month, but the Beta will be used to gauge related issues.
*Some voices at Bungie felt that it's better to run Halo 3 at 720p and then upscale to 1080p
Two other major titbits. * The next true Halo sequel (Halo 4?) will use a new game engine and depending on everything, could be a launch title for the new Xbox in 'Fall' 2010/11.
* A semi-sequel to Halo 3 is a possibility, it would use the Halo 3 engine. But this is most likely going to be new weapons/levels/vehicles.
This all sounds very nice, if true, but I just hope Bungie are working hard to bring back the fun and tactics of the first Halo, then I will be very happy.
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