The Epic Scale of Halo 5: Guardian’s Campaign

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In addition to the Cinema First Look and Fireteam Osiris gameplay we received earlier this week, Josh Holmes along with a few campaign leads take to Waypoint to bring us another developer blog, packed with some behind-the-scenes perspective on the development of Halo 5: Guardian’s campaign.  Halo 5 is by far the largest spanning campaign that will take players on an epic journey across the galaxy, exploring many different locations.  Technically, the campaign has received a major overhaul, with the use of dedicated servers, co-op built from the beginning with Fireteam AI and orders, a new physically-based lighting system and higher fidelity graphics using a new a progressive resolution system that scales screen resolution to keep the game at 60fps.  According to Josh, may of the core elements of the Halo engine had to be ripped out and re-architected to meet their goals, producing one of the biggest technological hurdles in the franchise’s history.

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If you thought Halo 2’s campaign was expansive and long, you can expect more from the massive scale of Halo 5: Guardians.  In conjunction with the physical size of the environments, Justin Dinges, Campaign Environment Art Lead explains there are seven distinct art pallets within the campaign to offer the diversity of environments that players will explore.  The diverse environments allowed the developers to come up with complex layouts and routes for players to explore and progress through the campaign, providing the option to really explore the worlds that inhabit the Halo universe amongst the giant battles that will ensue.  Due to some of the epic battles and visual effects going into the game, the progressive resolution system is crucial to keeping the game at 60fps while trying to produce a 1080p resolution, which will definitely happen when you’re exploring allowing players to appreciate the art and design of Halo 5: Guardians.

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In Halo 5: Guardians, the campaign team wanted to give players the option to explore and play the campaign in their own style.  Achieving an experience that gives players the choices they need to truly experience the missions as they want involved creating the most robust sandbox experience the team has ever produced.  Chris Haluke, Campaign Lead Designer explains they wanted missions to have the most weapons, vehicles, enemies, and tactical/explorations that we’ve ever seen in a Halo campaign.  This gives players the options to use vehicles or go on foot, explore the space the team has created or speed run through to the end, and jumping straight into battles or taking more tactical approaches utilizing your Fireteam.  With co-op developed at the core experience of Halo 5: Guardians, the team also had to ensure environments with multiple paths allowed for players to support one another in combat, and introduce more active AI enemies to account for the increased player count.

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Halo 5: Guardians wouldn’t be the game it is if the developers didn’t enjoy actually playing it.  Josh Lindquist, Campaign Lead Engineer, explains, “There’s a mantra in our studio: play the game.”  When playing the game, they may be testing bugs and changes they’re making, but it’s hard not to get carried away in the experience sometimes.  It’s hard to keep focus on the overall picture when you’re deep within the development of a game, but if the devs can have fun, they hope we can too.

You can find more details in the campaign team’s developer blog here.

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Halo 5 Astro A40 and M80 Now Available

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If you’ve been waiting to get your hands on a new headset, the Halo 5: Guardians themed ASTRO A40s and M80 mixamp are now available.  The metallic blue and gray with honeycomb design fits right along with the limited edition console and controller.  The headset and mixamp run at $220 together and you can get it straight from ASTRO Gaming’s website or from Amazon.

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Halo 5: Guardians Gameplay – Swords of Sanghelios

This gameplay from the Fireteam Osiris mission Swords of Sanghelios features a lot of the new campaign components, like being able to direct your squad, the use of alternate routes and the versatility of Spartan abilities.

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A Glimpse into the World of Halo 5: Guardians

In Halo 5: Guardians, we will explore epic worlds and experience galactic stories, but at the heart of the campaign, the development of Blue Team and Fireteam Osiris and the drama that lies therein will stand out the most.  In this first look, we see how the team dynamic plays an integral part throughout the story of Halo 5: Guardians and in gameplay when you’ll play as both Blue Team and Fireteam Osiris, commanding your teammates as Master Chief and Spartan Locke.

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Podtacular 503: Interview with Gus & Pax Prime 2015 Recap

We’re back from our two weeks off of the podcast as we start counting down the days to the launch of Halo 5: Guardians.  While there was not much Halo at Pax aside from Warzone playable at the Xbox booth, there was plenty of things to keep us busy.  We are joined by Rebel Rouser and Minolta1034 from Ready Up Live to recap our Pax Prime experience.  Before our recap, we had the honor of talking with Gus from Rooster Teeth about his experience with gaming, his thoughts on Halo 5: Guardians and the evolution of video games, and what it’s like to work at a gaming/entertainment company.

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Tweets of the Holmes

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Josh Holmes took to Twitter for a few days last week to answer some community questions regarding Halo 5: Guardians.  There’s a few pretty significant things he has confirmed for us, some of which were safe to assume but is nice to actually have them confirmed, and a few things that may be a little bit of a surprise.  The big response that everyone caught attention of was there will be no voting or veto options in matchmaking.  Similar to Halo 2’s matchmaking, once you get matched, the map and game mode are selected for you.  This is just one of the many things that Halo 5: Guardians is going to glean from Halo 2’s success.  Josh also confirmed Theater mode, we will see something regarding Halo 5’s Forge before release, Easter Eggs in the game like a giant soccer ball, and that the majority of the cinematics we will see during the campaign are real-time, in-engine.  There’s still quite a bit we don’t know about Halo 5: Guardians, but as the clock ticks down to launch, we’re sure to get loads more information.

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New Arena Map The Rig

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While most of us were in Seattle enjoying Pax, 343 dropped some info regarding another Arena map called The Rig.  Making its debut at Gamescom along with Colosseum, The Rig is actually a favorite around the studio and was used by the Sandbox team primarily for weapon and ability tuning during Halo 5’s development.  The map went through several concepts of mobile and stationary drilling rig platforms until they came up with the final map they have today.

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The Pax Community Update over on Halo Waypoint takes an in-depth look at the development of the map with info from Multiplayer Producer Mike Byron, Senior Environment Artist Christopher Hands, and Multiplayer Level Designer Adrian Bedoya.  Chris takes us into the concept development of the location and feel of the map, and Adrian takes us through the development of the various areas of the map leading up to its final form.

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