In the third excerpt from our interviews with Bungie on Halo: Reach, we turn to its campaign design. Mission lead Niles Sankey and and campaign lead Chris Opdahl explain how Reach is diverging from Halo 3's 'high action' to rediscover the tension and choice of Combat Evolved.
For our full account of Bungie's last Halo, pick up the magazine, out on UK news stands now, and soon to hit those in the US. Here's our previous coverage of Reach on Edge Online.
How have you approached designing missions for Reach?
Niles Sankey One of our big pushes has been to introduce players not only to relate to their fellow Spartans but to the planet Reach itself, before we tear it apart. We're putting bigger emphasis on this notion of epic wide-open landscapes that Halo is traditionally remembered for. We're going for that more so than in the last couple of games, and really allow the player, at least early on, to explore this world and understand it so there's some attachment to it for when it's pulled apart.
In addition to these large environments, we made a push into making the battles bigger than you've ever seen in Halo before. We're thinking that with new technology we're able to get twice as many actors on screen than in the other games. In other games you'll see these great battle cutscenes which you can't interact with. Here, we're really trying to stay true to Halo to have these epic battlescapes that the player does affect. On top of that we're also trying to give each mission a specific flavour and purpose, with something memorable for each one.
More at Halo: Reach ? Being Definitive | Edge Online
Halo: Reach will run on what Bungie says is a completely 'gutted' version of the Halo 3 engine. No area of its working has been left untweaked: "We are definitely bending the Xbox as far as it'll bend," the developer claims. And this is what is allowing Reach to achieve its larger levels, greater detail and more epic battles.
Creative director Marcus Lehto, executive producer Joseph Tung and community director Brian Jarrard tell us how they've built on the technology which powered Halo 3, the challenges they've faced in refining the classic Halo sandbox, and Halo's place in a post-Modern Warfare world.
For our full account of Bungie's last Halo, pick up the magazine, out on UK news stands now, and soon to hit those in the US.
What’s been the main enabler for the various improvements you’ve made in Reach?
Marcus Lehto It’s a variety of things. It’s not more time - that’s for certain! We had better artists, more staff capable of doing better things, we’ve been learning, improving our skills and learning how to push better looking things in our engine, and of course our engine’s been improving radically.
Joseph Tung We took a different approach to the 3D art pipeline compared to Halo 3. It’s yielded significantly better results.
ML We are definitely bending the Xbox as far as it'll bend, taking every advantage of everything on the CPU and GPU, and every bit of memory in order to produce the look of Reach beyond anything of Halo 3. We're pushing it as far as we can go. With every iteration we understand what more we can exploit with the hardware.
Halo’s wide open environments are very different to the corridors of games like Modern Warfare 2 - how do you go about designing them to have the same visual impact?
ML We take an approach where we would like to have more content spread wider throughout the environment instead of a few pieces of content up close to the camera, so we're not about only having two or three characters of a certain type on screen at any time with tons and tons of detail on them. Because that's not what really matters to the evolved gameplay experience. It's getting a wider breadth of characters, vehicles, weapons, all effects and vistas and the environments. We don't shortchange the environments. We don't limit the player to an isolated area, and everything outside that is totally faked. No, you can get into those nooks and crannies and use them to your advantage.
Brian Jarrard And now players can fly the camera out to any point and look at it – stuff you never had to worry about before, starting with Halo 3. Everything can now be explored, down to the nook and cranny. That's a curse and a blessing.
ML That's a pain in the ass!
BJ Remember that first time we flew that camera in replay up into the interior of a Pelican, which is right up in the sky? Normally you wouldn't need to texture it, but now you can see everything. It's definitely exponentially increased the amount of work we have to do.
ML Definitely. We had to increase our staff, we had to hire additional artists, animators and engineers to pull this off. There was a considerable amount of work in revisiting all that content we moved over from Halo 3. There's nothing we haven't touched. We originally had this process called buffing we were going to do, like, to buff it up and shine it to make it look better. Scrub the shaders and that would pass? No. It didn't turn out that way, and we ended up having to rebuild everything from scratch to get what we were looking for.
More at Halo: Reach - Gutting The Engine | Edge Online