![]() At that point your clan leaders have a decision to make. As you move toward your objective in the game world, your group may come across a much smaller group - say, two to four players - going about a completely different task. Say that you’ve started a session with a large group of players, maybe a clan of 20 or 30 players all on one side. It’s just that groups of players will experience that session very differently from one another. What is certain, Holmes said, is that each session will have a kind of spine with a beginning and a middle and an end. Scavengers’ gameplay will be session-based, but the length of the rounds and the number of players is still up in the air. Complicating things is a mysterious disease that has begun to infect the wildlife on the planet. Holmes told Polygon that the game is set in the not-so-distant future, when an asteroid has shattered the moon, pushing our Earth into a new ice age. Holmes explained Scavengers as a multiplayer survival shooter “co-opetition” where multiple groups of players will have to compete against each other and powerful AI-controlled enemies for scarce resources. ![]() In the promotional video for Scavengers, embedded above, Holmes said that his team had a lot of plans for Warzone in Halo 5, but was ultimately limited by the Xbox hardware. Players were divided into two teams, battling each other and AI-controlled enemies to earn points and control the map. In Warzone, 24 players fought over a massive Halo 5 multiplayer map. Its first project is called Scavengers, and it will be the spiritual successor of the Warzone game mode from Halo 5: Guardians. In addition we’ll also be paying close attention to the various community forums and social media and we appreciate people taking the time to share their impressions.Former executive producer on the Halo franchise, Josh Holmes, brings a new indie studio called Midwinter Entertainment out of stealth mode today. ![]() We encourage all participants in the beta to go to and sign up for our community feedback program. Holmes continued, “We’ll be carefully considering all sorts of feedback including weapon tuning, balance for the new Spartan abilities, weapon placement on maps, audio mix, and much more. The input that we receive from the community will feed into our remaining development and help us to achieve our goal of making Halo 5: Guardians the best multiplayer shooter on consoles when we launch in 2015.” “While this is the earliest that we’ve done a beta and things are in a less polished state than they would be if we were releasing closer to launch, it’s important to us to get the game into the hands of fans while we still have the time to react to feedback. “We’re excited to be releasing this beta almost a year before the release of the game,” he started. The goal is to create variant versions of the map that look and play very differently from one another. “, we're featuring two of our new ‘remix’ maps in Slayer: ‘Regret’ and ‘Eden.’ Remixes start by taking an original map as the foundation for setting and then introduce changes in map geometry and flow, weapon layout and time of day. “‘Pegasus’ and ‘Orion’ will be the focus of a community vote with the winning map released for play in week three of the beta,” he began. So, what about the other three maps that are in the beta, after “Truth,” “Empire,” “Crossfire,” “Pegasus,” and “Orion”? “We have no plans to remake any other classic Halo maps at this time,” he began, and then added, “Though we are continually inspired by the legacy of great maps that have appeared throughout franchise history.” Hmm, well “Regret” isn’t technically a “Midship” remake, so maybe there’s hope…? Given how the quality of the maps are a big key to making a Halo game memorable, I asked Holmes if any other classic maps would get the “Regret”/“Midship 2.0” treatment in the final version of the game. ![]()
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