Totalno (ne)očekivano, pored Halo 2 Remastered, MS nam donosi pravu poslasticu za nas okorele Halo fanove koji smo uz sam serijal od samog početka i revolucije na polju konzolnog shootera. Halo je debitovao na prvoj Xbox konzoli i napravio totalni boom, pobio sve predrasude koje su postojale oko toga da li na konzoli može postojati dobar shooter, kako single tako i multiplayer. Šta više, Halo je pokretač revolucije i selidbe hiljade i hiljade igrača sa PC na kauč za kompetitivni multiplayer. Halo Combat Evolved je (koliko ja znam) prva konzolna igra koja se igrala na x-games-u i ostalim prestižnim online takmičenjima. Na žalost pre par meseci, Halo 1 je ugašen za PC gde je jedino živeo nakon gašenja Xbox servera pre nekoliko godina, i sve želje fanova su uslišene jer ovom kompilacijom dobijaju apsolutno svako Halo MP iskustvo od samog početka. Pored sjajnog multiplayera, tu je i blockbuster kampanja koja jebe kevu i koja je glavni konkurent i najvećim PC i Playstation franšizama. Ova kolekcija prati isključivo Master Chief-ov timeline s tim ne sadrži ODST i Reach igre. Some of the features: - Sve igre će raditi u 1080p60 u originalnom izdanju. Halo Combat Evolved: - Halo CE će imati kako original grafiku iz 2001, tako i remasterovanu iz Anniversary Edicije. Kao i u AE, moćićete da switchujete grafiku u samoj igri, dynamic gameplayu. - Imaće 2 players coop (online offline - Sadržaće Halo CE i Halo PC multiplayer mape. Halo 2: - Remasterovana "Anniversary grafika - Sve mape sa PC-a, Xboxa + DLC će biti prisutne u igri. - Šest mapa će biti prerađene u Halo 5 Engine-u. Za sada su poznate tri: Ascension, Lockout, Zanzibar. Ovih šest mapa će moći da se edituju u fantastičnom Forge Map Editoru. - 2 players online offline coop. - Novi epilog i prolog koji će povezivati Halo 2 sa Halo 5 pričom (jer očigledno se nešto dešavalo u međuvremenu, somewhere not that far away) Halo 3 i Halo 4: - Neće dobiti nikakav facelift sem rezolucije i fps-a (po dosadašnjim informacijama. - Spartan Ops iz Halo 4 is back sa 50 misija. - Obe igre će podržavati 4 players online coop. - Theater i Forge editor će biti dostupni sada za obe igre (Theater, snimaš partije i edituješ, Forge mothafucking awesome editor mapa). Lista svih mapa u kolekciji (sa tri remastered maps): Spoiler Halo: Combat Evolved Battle Creek Blood Gulch Boarding Action Chill Out Chiron TL-34 Damnation Danger Canyon (PC) Death Island (PC) Derelict Gephyrophobia (PC) Hang ‘Em High Ice Fields (PC) Infinity (PC) Longest Prisoner Rat Race Sidewinder Timberland (PC) Wizard Halo 2 Ascension Backwash Beaver Creek Burial Mounds Coagulation Colossus Containment Desolation District (PC) Elongation Foundation Gemini Headlong Ivory Tower Lockout Midship Relic Sanctuary Terminal Tombstone Turf Uplift (PC) Warlock Waterworks Zanzibar Halo 2 maps remastered using Halo 4?s engine (Some still to be announced) Ascension Lockout Zanzibar Halo 3 Assembly Avalanche Blackout Boundless Citadel Cold Storage Construct Epilogue Epitaph Foundry Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Onslaught Orbital Pit Stop Rat’s Nest Sandbox Sandtrap Snowbound Standoff The Pit Valhalla Halo 4 Abandon Adrift Ascent Complex Daybreak Erosion Exile Forge Island Grifball Court Harvest Haven Impact Landfall Longbow Meltdown Monolith Outcast Perdition Pitfall Ragnarok Ravine Relay Settler Shatter Skyline Solace Vertigo Vortex Wreckage Edited On 11 Jun, 2014 Halo 5 Beta se dobija uz Halo Master Chief Collection. Halo 5 Beta traje od 27. Decembra do 21. Januara. Halo 5 Beta će biti MP only (kao sve Halo Bete do sada) Halo 3 je negde između nove i stare "grafike" i zbog toga ne dobija nikakav facelift, ali Halo 4 je već eye candy na last genu i jedna od najlepših igara koja je izašla na ps360. Njoj ni po mom mišljenju ništa više i ne treba sem rezolucije i FPS-a. Sve igre iz kolekcije će imati svoje MP playliste i IMAĆE DEDICATED SERVERE FUCKING MEGATON!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Regarding Halo Nightfall (Halo miniseries) Do sada su izašla tri videa. Jedan MP Halo 2 (sa E3 konferencije) i jedan SP gameplay: MP: http://www.youtube.com/watch?v=_CSkJYEZkaU SP + Menu look itd itd: https://www.youtube.com/watch?v=xcSk8Rx_JTo Skrinovi: http://i.imgur.com/JCmbQB3.jpg Rest of 'em: http://abload.de/thumb/2zpbo01sau70.jpg http://abload.de/thumb/0139u597gu86.jpg http://abload.de/thumb/p8ybwrcqcu8o.jpg http://abload.de/thumb/sbcmjigtuurw.jpg http://abload.de/thumb/wmfxgxpooun8.jpg http://abload.de/thumb/zaqbfpirjuqe.jpg http://abload.de/thumb/zsxlztr94uwx.jpg http://abload.de/thumb/ztzxhjp1yu3c.jpg http://abload.de/thumb/zufsk7qtbueq.jpg http://abload.de/thumb/bdnrpdorcuu8.jpg http://abload.de/thumb/c8vrrnnh2ui9.jpg http://abload.de/thumb/e2szhh5mbus4.jpg http://abload.de/thumb/egct1fflbu42.jpg http://abload.de/thumb/iwtepos3du3e.jpg http://abload.de/thumb/jfbshqfrbulc.jpg http://abload.de/thumb/jrdhuym8bur3.jpg http://abload.de/thumb/p5e7bovqyuir.jpg General Q&A Ryan McCaffery: How do you physically make this project when it's 4 games, each getting some sort of graphical treat, with all the maps? How is that even possible? Dan Ayoub: It's a lot of voodoo to pull all of that together. I think we were fortunate that we've got more power to work with now than we have in the past. The disc size is obviously bigger as well, so that certainly helped us quite a bit. A big thing of what was actually crucial for us to bring the experience together was actually that unified interface that we talked about this morning. So rather than having four individual discs, we do have one global UI that let's us stitch a bunch of things - basically stitch the whole experience together. Ryan: And what I thought was interesting when you showed the game to me recently was, you know - there's of course regular matchmaking that we've come to expect in Halo, and there's map voting - but it'll just give you choices from maybe 3 different Halo games. You might get Wizard from Halo 1, or a choice of Lockout from Halo 2 and The Pit from Halo 3, and then whichever one everybody votes on, it launches that game and that engine and you go play that. How? Dan: A big challenge we had when we said, "okay yeah, we're going to do this" was that we had over 100 multiplayer maps. So it quickly becomes a question of "how the heck do we curate this; how can we make this a reasonable experience?". So we pivoted on gametypes. Say you choose Slayer and your three choices are a map from 1, 2, and 3. We'll put a little logo in the corner so you know which map that this is from. Effectively, whichever one wins - you and everybody who's playing - we will launch that multiplayer engine on your machine off of the disc and everyone just goes right into it. Dan: You can swap through these chapters really easily. You can select whatever it is that you wanna play. And you can see at the top the notion of playlists. The other thing that's a ton of fun about having everything unlocked is that we're going to have these customized playlists taking moments from all the games and putting those together. (e.g. all the Scorpion tank missions from the games linked together, etc.)[...] [Every mission is] completely unlocked. You absolutely can play through each of them entirely if you want, but you can hop through if you want to skip a mission... Dan: We're gonna have [online co-op] in particular for 2, 3 and 4. We're gonna have those across the board which is going to be a tremendous amount of fun. Similar for Forge as well. You're gonna be able to Forge on 2, 3 and 4. Frank O'Connor: (from GAF): Only in the new h2 anniversary mp mode. But yes. Frank: The caveat is it's obviously a lot of work in progress and this is gonna get better as we keep working through it. There's definitely within this kind of development, there's a lot of layering that goes in even moreso than building a game from scratch Twitter Q: Why isn't the Master Chief collection coming to PC? When can PC gamers finish the fight? Frank: We're concentrating on the Xbox one version right now. That's not to say the PC version is impossible, but it's not currently in the plan. Twitter Q: Will the Master Chief Collection contain local play still? Ryan: Splitscreens, how 'bout System Link too? Frank: Splitscreen is supported. System link is in the plan and we'll have more to say about that later. System link is tricky even at the best of times. But the plan currently is to make everything work the way you'd expect. Halo 1 Q&A Ryan: It's good to reiterate this will be the first time - Halo PC aside - this is Halo 1 multiplayer in its original form, meaning 3 shot death pistol, the original Blood Gulch; everything on dedicated servers. I mean, in the playtests so far, is Halo CE feeling like a LAN environment? Is it feeling like Halo 1? Dan: It absolutely feels awesome. What I've always personally enjoyed about LAN parties is just that you've got everyone in there in the same room and they're going off and things like that. And our playtests obviously take place all in the same room so it certainly feels like that. But the games do play exactly as you remember them playing. Frank: Just to clarify, it also supports custom games and I think that...already online I'm reading this morning people were worried about how is the population gonna be split. And it's true that democracy is gonna drive sometimes people to choose something that you in particular don't want. But I think the combination of sort of taking care of that matchmaking playlist appropriately and taking really good care of it frequently will help. But also custom games are going to be supported, and I think custom games plus Xbox One social features are actually gonna make it much easier to find "servers", as it were, that are more suited to your tastes. It's just a much more self organizing ecosystem than we've had in the past. Halo 2 Q&A Ryan: So for the custom games, I mean I went crazy with Halo 2. I made a blood gulch-coagulation variant named Covie Gulch where I replaced all the vehicles with all Covenant vehicles including the Spectre, the long forgotten Covenant equivalent of the Warthog. So all of that is still in there? Frank: Yep, everything is in there verbatim. There's so much content I've spent all morning just explaining the bits of it. So you have all of Halo 2's Campaign and Multiplayer as it was exactly, except it's running at a higher fidelity now. But you also have the six maps that we kind of remade in this...I'd say "newish engine". It's kind of a combination of bits of Halo over the years, but it feels sort like a modern take on Halo 2 very specifically. Ryan: Halo 2 had a very compelling Ranking System that was dropped for future Halo games where you could lose level. You could level up and if you lost - you went on a losing streak - you would drop in levels. Since we've got the unified interface for this, how are we handling that side of the game? Dan: We're gonna be talking more about how we're handling the ranking very very soon. What I will leave you with a bit of a tease is based on what you just told me I think you're going to be very happy with our ranking system. Ryan: You guys had Blur, one of the really well-regarded cinematic studios, redo all of the Halo 2 cinematics. Dan: It was fantastic. I mean there's over 60 minutes of cinematics in Halo 2 and Blur's redoing all of them. And what's really fun is the cinematics also work with that back feature so you can swap instantly between the new cinematics to the old ones while you're watching it. But the other thing we did with Blur which is really interesting is that we've created an intro and an outro, if you will, that's going to tease what we're doing with the next Halo in terms of storyline. Ryan: Are these Elite and Grunt models built off -- are these the Halo 4 ones? Are these all new models that have been done for the enemies? Dan: We grabbed from a number of different games to pull them together for this. As you can see there's a pretty stark difference even between the characters here as you're swapping back and forth. So really there's no one answer to that. We grabbed across the board and made modifications on a case-by-case. You can really tell - one of the things we wanted to do, you know people really enjoyed the swap so much and we wanted to evolve that as well for Xbox One. As Frank eluded to, there was that fade in fade out in the first one and we've obviously got more power to work with now. So a big thing was just to make that swap instantaneous. Frank: The switch between graphics is instant now. Previously, there was a little bit of lag as you switch between the memory and the screen buffers, and now that switch is 100% instant. Ryan: When are we gonna hear about those other 5 maps? Frank: They're pretty safe bets that they're favorites. I mean the problem is that when you guarantee that it'll be all your favorite maps, there's always some weirdo out there whose favorite map was everyone else's least favorite map. It's usually me. But yea, we'll roll those out as the months go on. Ryan: BxR, super jump, all gonna work, 'cause the old code's untouched, right? Frank: The glitches that worked when the game was kind of retired will still work. I will say that something like superbounce is weird because that was kind of a Havok bug in Halo 2 and it's tied directly to the geometry. So if you re-render the geometry - you know, it's gonna be 16:9, 1080p - pixels move. Some of the things that you might have gotten really good at that were really hyper-pixel specific might not work. But basically, this was one of those damned if you do, damned if you don't scenarios, and ultimately we felt the weight of people who were used to a certain experience by the time the game sort of faded into glory - that's the experience that we're shipping, and it will ship as verbatim as the screen space allows. Ryan: No standby cheat due to dedicated servers, correct? Frank: I'm sure someone will figure out some other BS, but yes. Halo 3 i 4 Q&A Ryan: So Halo 2's getting the anniversary treatment, but what about... Halo 3 is kinda caught in the middle. It's 2007, early generation 360 game - what's being done on the visual side for the game if anything at all? Frank: That's a good question. Halo 3 and Halo 4, they kinda don't need it as much. Obviously they were pretty good looking games on the last generation system. They both really benefit though from going to 1080p, 60 frames a second. And some of the changes necessarily just in resolution or sort of over all fidelity - some of the things we did - especially in Halo 4 - there's some detail and data in the graphics that are just showing up now in a way it wouldn't before, and you can think of that kinda like a blu-ray remaster in some ways. And some of that is just a sort of natural evolution of just bumping it onto that bigger GPU with more RAM and so on. But they both look pretty modern. Halo 4 in particular, and I would say this of course, but it kind looks almost like a next-gen game just running at 1080p. It looks better on Xbox One pretty significantly. Halo 5 Q&A Ryan: What are people gonna be able to experience in the [Halo 5] beta? Frank: The beta will be a curated slice of arena sort of competitive multiplayer. Quite kinda sort of a specific multiplayer experience and it'll be a small taste of the overall multiplayer experience. The good news is we're doing it early enough now so that the feedback that we get from the community - on everything from the netcode to the weapons, performance and movement speed and all that stuff - we'll have time to digest it and actually do something with it. I think that sometimes it takes so long to build a beta that even if you do it with the best of intentions, you don't necessarily get enough time to incorporate all the feedback. This time we will. Ryan: If you find that the Master Chief Collection comes out, that people are going nuts for Halo 2, and it is just - you are seeing a ridiculous spike in Halo 2 numbers, will you guys look at that and make decisions about Halo 5's multiplayer based on that? Frank: We're gonna support that game - the Halo Master Chief collection - properly, so it'll get full support in terms of Matchmaking support and so on. Certainly there will be lessons that we can learn from that, but the purpose -- really the main learning tool that we're putting in there -- we know how people feel about Halo 1, 2, 3 and 4. There's no new information from that and we've definitely learned some lessons from building Halo 4. But the Halo 5 beta is the tool we're really gonna use to get feedback about players about what works and what makes them tick.