Halo CE Anniversary: an interview with executive producer Dan Ayoub

In my job I get to talk to some pretty passionate people who work in the games industry: one of those people is Dan Ayoub, from 343 Industries and executive producer on Halo Combat Evolved Anniversary.

I spoke to him today about Halo Anniversary and what it took to get it out to the fans. It’s long, so sit back, grab a cup of something warm and settle back …

GC: Halo CE Anniversary has already released here (in New Zealand) but first off, with a game like Halo, which really launched the original Xbox console, how daunting a task was it for the team at 343 Industries to tackle a re-imagining of that?

DA: Once we made the decision to actually do this I think there was that intimidation moment that we all had because, first of all, you know, memory is a funny thing. I always draw the analogy of watching your favourite movie when you were younger 10 years later, and you know, it’s just not the same and second of all, this is such a well-known game that was so perfect in so many ways that it was quite intimidating because we wanted to make sure that  we did something like that justice.

Ironically what we got to was: the best way to do it justice was to change as little as possible and it quickly became out mantra for the game that it needed to play exactly the same as it did so you look at all the features and the graphical improvements that are additive to the core game play but we wanted to make sure that the game played identically so that was one thing that we made sure we didn’t mess with.

GC: As you said, there’s a huge following for Halo and the original, and I guess if you deviated too much from the original, in what had been set in stone, I guess you would have felt the wrath of the fans …

DA: Oh, I think absolutely. I love Halo fans and I always say they don’t miss anything and they’re extremely passionate about their universe so, yeah, I think if we’d gone in there and started messing with it there would have been a huge backlash. I mean that kind of thinking is even what influenced us to use bits of the same engine. I say all the time that there are portions of that original Halo code that shipped 10 years ago in the game – and those are the lengths we went to to make sure that it played exactly the same. I like to joke that we shipped the game warts and all – we didn’t even fix the original bugs because in many cases those bugs have become exploits and things that people use and there are just so many funny moments involved with those that if we started fixing bugs we figured we’d get into trouble as well.

GC: How did you start on this? What was the process when you started this re-imagining?

DA: It was an interesting process. I mean, this is something that the Halo community has been asking for a really long time – in some cases since the Xbox 360 launch and I think it’s the kind of thing I think your hesitant to do just for the sake of doing it. Then when November 15, 2011 started coming around and it’s like “Wow, this is like the 10th anniversary and we’ve got to do something”. We’d talked about it for a while and we finally got to the point that we went off and explored it but as a development team we were clear about one thing: we didn’t just want to do it in high definition and call it a day: that wouldn’t be a good enough treatment for Halo. If we do this we need to be sure we can do something special and make it right for the fans.

We starting thinking from an emotional standpoint and what was it that we wanted to convey. You know, it’s the 10 year anniversary and there’s a lot of nostalgia and then we just got to the point that we want this game to help people relive the experience of what it was like to play this game 10 years ago. That was sort of what gave birth to the classic mode: it was like ‘OK, let’s create this mode where at any point you can hit the back button and see the graphics as they looked 10 years ago’ .

GC: I was really amazed with that classic mode. I remember playing Halo on the original Xbox 10 years ago. I mean, how hard was it to overlay the new look over the old engine?

DA: I was pretty tricky but it was an investment we wanted to make for two reasons. First of all, we believed in the switch mode and second of all, by figuring that problem out it meant that we could run the original Halo code at the same time – so it kind of fixed two of our problems – but it was a really complicated problem. It took us several months to get it to a point where we could see it working and what happens is you have that original game play AI code that we interwoven with the new graphics and audio engine. Probably the simplest way to describe it is imagine two screen running simultaneously and the back button is just helping you decide which screen to see.

GC: Is it a direct overlay: so if you press the back button the scene of the Anniversary edition exactly matches the scene of the original version?

DA: It basically follows you in “new” mode so if you’re in new mode, storming the beach in Silent Cartographer and you’re shooting up a bunch of grunts, and you hit the back button you’ll be at the same moment in the old mode as you were in the new mode. It’s really slick because you can be in the middle of a firefight, you know, emptying out your gun and hit the back button and that continuity is just perfect: you’re at exactly the same moment when you go back.

GC: You said as an engineering feat it was huge task but are you pleased with the end result?

DA: In terms of classic mode and the game in general, yeah, we’re really thrilled with that mode. Classic mode was kind of tricky for us: we were initially investigating putting it on the menu so when you start the game you choose which mode you wanted to play it in and for a period of time while we were waiting to hook it up we had it in game play where you could do it anytime – and I was playing it and it was clear to me and everybody else who got to play it that this was the magic. You could relive the nostalgia and at any point say “Hey, what did this look like 10 years ago?”. We also realised that it turned into a fun tool – I’m like you, I remember playing the original one – but if you’re an 18 year old gamer you were eight when the first Halo came out and you may have never really seen it and I like to say it’s 10 years of gaming evolution that you’re seeing on your screen at the same time because it’s not just how far Halo has become, it’s how far the technology has come, how far the industry has come, how far our craft has grown. I’m really pleased with how it came out and how well people are responding to it.

GC: I was talking to someone this morning and the game shows how ahead of its time that Halo was for console gaming, but who do you think this anniversary edition will appeal to?

DA: When we were putting this together, I think, if I had to say, our first group was certainly that hardcore Halo fan, right? Who’s really going to remember it, who’s really going to enjoy the nostalgia of playing it but I think there are two other categories: one, is the person that never played the original version and maybe only got in at Halo 2 or Halo 3, and I think that Halo is also important not just to Halo fans but I think it’s also important to shooter fans because Halo ushered in so many new ways of doing a shooter and crafting a shooter that even games today are using. I like to think of it (Halo) as the grand daddy of them all and it just innovated our space so much and pushed it forward.

GC: Do you think that even if it hadn’t been the anniversary of Halo do you think you guys would have remade the game anyway?

DA: Oh, wow, that’s a really great question and I’ve never even stopped to consider that. You know, I think we’re doing this because fans have asked for it for so long and it stands to reason that we probably would have got around to it anyway but I think the fan momentum for the game was picking up as the anniversary was getting closer and it seems such a good way to celebrate the birthday of this title. I think all the stars just aligned for this thing.

GC: It’s probably also a good lead in for Halo 4, isn’t it? Get gamers excited about this and keep the momentum going

DA: I think this is a really good way to reacquaint people with the Master Chief. I think there is definitely that. Also one of the features in the game is terminals, which made there debut early on as a text DOS screen but we’ve taken a much more graphical approach with them and we’ve placed some story hints in the terminals. So if you find the terminals you’ll get some story hints at what we’re planning for Halo 4. I definitely think it’s a great connective piece.

GC: 343 Industries have taken over the Halo franchise but that’s a lot of expectation on you guys, isn’t it? How do you deal with all that pressure?

DA: That’s a fair statement and I think there are tremendous expectations but I think what we have working for us is that 343 not a new studio and we’ve been involved in Halo really since Halo 3 and number of Bungie employees are now working over here but I think we’ve waded our way into the waters. The Defiant map pack was the first map pack we did entirely as 343 and now we’re onto Anniversary and I think it’s been good to show the fans that we love Halo as much as they do. I think that’s the biggest concern people had when that handover happened and we’ve got tremendous kudos from the community and huge pleas of relief with people saying ‘You guys get Halo’ and that’s really important. The big constant is the community and in my view this franchise has always belonged to them and as long as they’re still there we’re going to make great games for them. It was great to have that dialogue with the fans.

Tuesday usual: Chatting with Radio Wammo about Halo Combat Evolved Anniversary

Sorry about the long time between posts but I’m going to make a concerted effort now to make sure I keep the post count up and worthy of your time.

OK, today with Glenn “Wammo” Williams we chatted about the new re-imagined Halo, the game that essentially launched the original Xbox console way back in 2001.

I remember playing the original Halo way back in the day and I didn’t think I’d be keen on replaying through a better looking version, but I’ve been proven wrong: I’m slowly making my way through the campaign and realise what a great game it was all those years ago. How much had I forgotten? Well, I managed to forget where the heck the control switch was to activate the first bridge!

Check out the video: oh, and if near the end you see a pair of black trackpants suddenly appear in the sliding door behind me, don’t fret: it’s not a burglar trying to break in, but my daughter who was home deciding she’d try to come into the house using that door. She’s not there for long – but it’s a bit of a distraction!

Look out for an interview with Halo CE Anniversary’s executive producer Dan Ayoub later tonight or tomorrow. I promise.

Chatting with Radio Wammo: the Uncharted 3 edition

Today is Tuesday, so that the day that I chat to Glenn “Wammo” Williams about all things gaming and today we chatted about Naughty Dog’s latest in the Uncharted series, Uncharted 3.

I liked the game a lot and it’s probably the closest thing you’ll get to a cinematic experience on a gaming console but thinking about it, I don’t think it’s perfect: it has some wonderful set pieces but the difficulty spike in the last quarter is crazy (in one section I had to contend with a sandstorm, two armoured vehicles with gun turrets, several baddies with laser sights and a guy with a rocket launcher)  and some of the melee combat gets a little too samey. I almost felt the melee combat against the tougher enemies was like a rhythm game: square, square, triangle, circle, triangle, square, square.

I’ve also heard people mention that they’re not loving the gunplay compared to that of Uncharted 2. It’s visually stunning, and some of the locations are absolutely huge. I loved when the camera pulled back and Nathan Drake, the game’s hero, was nothing but a speck in the landscape.

Thinking about it today, too, I also realised there are a lot of loose ends in the game, such as the two main baddies Marlowe and Talbot. I’m still not sure who they actually worked for and what was their motivation behind wanting the water hidden deep in the “Atlantis of  the Sands” in the Middle East. Will we ever know?

Even with those criticisms, it’s a great game that is one of the best on the PlayStation 3. I loved the narrative and thought the final battle was very fitting of the series.

Anyway, watch the review and let me know what you think.

Kaiser Baas Game Recorder: it’s pretty cool

One of the cooler gadgets I’m assessing at the moment is Kaiser Baas’ Series 8 Game Recorder – an amazing little piece of kit that lets you record gameplay footage from a PlayStation 3, Xbox 360 or Nintendo Wii.

It’s about half the size of a ball point pen but has a USB connection at one end, that slots into a free USB port on computer, and on the other end has three RCA connections: red, white and blue which you plug your console into (you need to use an RCA connection not HDMI). What you do is plug the Game Recorder into your computer, connect the RCA connections to your console’s RCA connections, turn your console on, click the Game Recorder icon on your desktop and voila: your console’s dashboard image appears on your computer monitor.

Recording is a one-button affair as is stopping and it saves the file as .avi files, which you can edit in CyberLink’s video editing software. It records in high (720×480, 720×576, 60 frames per second), medium (720×480, 720×576, 30 frames per second) and low (360×240, 360×288) resolution at aspect ratios of either 16:9 or 4:3.

I’m impressed, to be honest, and can see the Game Recorder being a great tool in an upcoming project that I’ve got planned with a colleague at work.

Anyway, I intended uploading some footage I captured from Assassin’s Creed Brotherhood using the Game Recorder – but typically my internet upload speed was so ridiculously slow that it crapped out at almost 100%. So I gave up.

Here’s Tuesday’s chat with Glenn “Wammo” Williams where I reviewed Batman Arkham City instead. Enjoy it.

The week that was

It’s been a pretty busy week despite it being a short week here (due to a public holiday on Monday) and my return from New York on Monday. Let’s start with the games I’ve been playing, eh?

Or perhaps that should be “game” that I’ve played this week: Batman Arkham City. That’s all I’ve played for the bulk of this week – at least till this afternoon when I played some Kinect 2 with my son and some of the inFamous 2 DLC, Festival of Blood.

I finished the campaign yesterday morning and without a doubt it is the best super hero game I’ve played in all my years of gaming – and a fitting sequel to Batman Arkham Asylum.  Ever play a game and once you’ve finished it you just sit back and soak it all in and say “Wow”? For me this year, Batman Arkham City is that game. It’s just made my Game of the Year list even longer!

I’m now working my way through all the side missions that I didn’t complete before completing the game and trying to get the achievements I didn’t get.

I’ve already talked about Arkham City here so I won’t tread over old ground but everything just seemed to work with the game: the story made more sense that Arkham Asylum, it’s one of the most beautifully realised game worlds I’ve played in some time (if a grimy, gritty and depressive city can be made to be beautiful) and the combat is some of the best I’ve ever played. It flows and you can almost feel every punch to the sternum when Batman delivers the final blow.

In today’s recording of the Well Played podcast a topic that came up was whether the game is courting controversy with its language toward the female characters in the game, namely Selina Kyle aka Catwoman. In the game banter between inmates of Arkham City (parts of which are now a prison closed off from the rest of the city) as you wonder the game world, you often hear the prisoners referring to Catwoman (and other women) as “bitches”.

Personally, the language didn’t offend me – and actually, I didn’t notice it until an email from someone on the Well Played crew telling me were going to discuss it.

Why didn’t it offend me? Because it fitted in with the story and fitted into the context of the narrative: these are hardened criminals who aren’t going to have tea with their grandmother on a Sunday after and chew on cucumber sandwiches. They’re psychopathic killers who no doubt call women “bitches”, so the language doesn’t cause me any concern.

Perhaps one part of the game that was little more contentious was the sexualised nature of  the outfits worn by Catwoman and the other female characters in the game. The black catsuit is skintight, revealing and doesn’t leave much to the imagination – neither do the outfits of Poison Ivy or Harley Quinn.

I know that since the dawn of time,  female comic characters women superheroes have worn provocative costumes (Wonder Woman for example. Sorry, I can’t think of any other female comic book characters) but is it really necessary? Ok, I realise that catwoman can’t pounce across the rooftops of Gotham City wearing a trenchcoat and a loose fitting blouse but does her outfit have to show off an ample amount of cleavage that it does? As Aylon Herbet on the Well Played podcast said today: he was surprised Catwoman didn’t have a wardrobe malfunction like Janet Jackson during the game. I agree with him on that, actually.

This week I also had the pleasure of chatting with Naughty Dog’s Keith Guerrette, who lead all the special FX work in Uncharted 3: Drake’s Deception. I’ve yet to transcribe the interview – I’ll get onto that in the next day or two – but he was the most obliging and pleasant to talk to developer that I’ve talked to in a long time. He was here to present a talk on Uncharted 3 at the weekend’s Armageddon event in Auckland.

On the hardware front, I’m looking at Kaiser Baas’ Series 8 Game Recorder software and it’s pretty darn good. It’s a USB dongle that connects to your PC and console of choice then records the footage of your favourite game to your PC or laptop. You can then edit it using CyberLink’s PowerDirector 8 editing software.

OK, that’s about me for the past week.  This week I want to play the Festival of Blood DLC for inFamous 2 as well as get an Assassin’s Creed Revelations interview written up. I’ll post that one when it’s done.

Nightwing to make an appearance in Batman Arkham City

As much as I love Batman (greatest super hero ever, don’t you know?) my knowledge about Dick Grayson and Nightwing is pretty abysmall. In fact, it’s pretty much nonexistent.

From what I understand (comic afficionadoes correct me if I’m wrong), Dick Grayson becomes crime fighter Nightwing sometime in his early 20s.

Incidentally,  an episode of The Big Bang Theory that ran here on Wednesday night (a repeat, of course) saw Sheldon and Howard playing tug-of-war over a Batman comic book that mentioned Nightwing. I can’t remember much more about the episode but as soon as I saw this trailer for the Nightwing DLC for Arkham City I remembered the show.

Anyway, the Nightwing Bundle will set you back 560 Microsoft points or $AU11.45 off the PlayStation network (why on earth a press release to New Zealand gaming media didn’t have an Australian to New Zealand conversion is beyond me but I’d say it’s close to $15, depending on the current exchange rate.)

Nightwing will be playable in all Arkham City’s challenge maps, and the DLC adds two new challenge maps – Wayne Manor and Main Hall – and offers a Nightwing character skin based on the animated series. The DLC will be available on November 2.

Talking of Arkham City, I’m still working my way through the main game – I’m pretty sure I’m just about finished – and am about to take on Joker and his thugs once again. This time in the steel mill and there’s him, his thugs, one of those one armed dudes that swings a hammer – oh, and a bloody titan to make things interesting. I smell the finale very close but time will be short this weekend (and I’ve got several stories, interviews and reviews to write up).

I’ve deviated from the main story a little, just to complete more side missions (blowing up the titan silos for Bane, trying to track down Oneshot) and perhaps the best boss fight so far has been the one against Victor Fries (Mr Freeze). It required quite a bit of creativity to bring him down.

So what did exactly did I do in New York?

Well, I walked a lot, ate quite a bit, bought a few things, saw some amazing sights and – the main reason for my visit – attended the Kinect for Kids event, held in a building in NYC’s Hell’s Kitchen district. Today I spoke to Glenn “Wammo” Williams about it today.

You can hear about it here, whether you’re a fan of Microsoft’s Kinect hands-free controller or not.

Go listen. You know you want to.

Batman Arkham City: my impressions

I was planning to post this last week – while I was in New York – to coincide with the lifting of the New Zealand embargo on reviews for Batman Arkham City – but for some reason this blog and my Samsung tablet didn’t want to play nicely so I was forced to waiting until I got home (today) and post it.

Batman Arkham Asylum was so close to becoming my Game of the Year when it came out  – it was by far the best superhero game ever, with the best superhero ever,  and the way the combat flowed just made for a superb game. It was atmospheric to the max and if there was any fault, the Dark Knight’s detective vision made the game too easy.

I didn’t think developer Rocksteady could make a better Batman game. Well, they have, and that game is Batman Arkham City. I got my copy mid-last week and have been playing it solidly and I love it. In fact, I’ve been neglecting other games because I’ve been playing Batman Arkham City.

Before I left for New York I’d played about 15% 49% of the game, including a handful of Cat woman missions (retail copies of the game come with a one-time use code for Cat woman DLC) so these are my impressions so far. Short version: I’m loving it a lot.

This time much of Gotham City is a prison for the depraved and dastardly, a quarantined portion of the city fenced by high barbed wire-topped fences and searing search lights. Areas have their own feel, too, depending on who they are ruled by (ie either Joker or the Riddler). Batman’s foes are roaming the streets of the giant prison set up in a rundown quarter of Gotham, prowling every corner in this “facility” run by Professor Hugo Strange, who has a personal vendetta against Bruce Wayne. The Joker makes a return, too, this time a little worse for wear after injecting the titan formula in the first game and the Riddler’s influence is never too far away. You’ll also be reunited with Harvey “Two Face” Dent, Killer Croc, Poison Ivy and others.

Where do I start with Arkham City? Perhaps one of the most notable improvements is the batclaw, which in the first game was a tool used to scale buildings and towers. Now, it’s a super tool that can not only be used to scale heights but can be used to slingshot the Caped Crusader upwards, used in tandem with his glide ability. Batman can now also dive-bomb enemies, knocking them down the blast such a high-speed landing makes, as well as use the dive-bomb to game momentum for upward gliding.

Arkham City is a sprawling, atmospheric place highly detailed with the chaos of a society in turmoil, with thugs on every corner and plenty of gargoyles for the Dark Knight to do inverted take downs and hide from foes – many of which are much smarter this time. The combat flows perfectly, with Batman able to move from foe to foe with such fluidity that you almost feel  l part of the action. The cryptographic sequencer, the device that Batman uses to crack door codes, is now much, much improved on the original, too: instead of having to move the analogue sticks until you’ve got the right frequency often all you have to do is rotate the sticks until letters spell out the correct word.

The scale of Arkham City is much broader than Arkham Asylum, too, with a huge number of side quests that can be completed either while you’re completing the single player missions or once you’ve done with the campaign.

Look, there’s much more I could say about Batman Arkham City but I’m just going to leave it here for now. I want to play more of it, explore a little more and see how it ends. I’ll let you know my final thoughts when I’ve finished it.

I’m off to New York on Sunday – so I’ve been playing lots of games before I go

Yes, you read that right: I’m heading to New York on Sunday (New Zealand time) to attend a Microsoft Kinect event in the Big Apple on Tuesday.

I’m really looking forward to it and have a couple of interviews lined up already, one with Kudo Tsunoda, one of the creative’s behind Kinect, and hands-on time with new Kinect games. It seems that Microsoft are really pushing what children can really do with Kinect and this is the focus of the event.

I’ve never been to New York before either so am really hyped about what the future holds for Kinect (and checking out all the touristy things in the few days that I’m there).

So, over the past few days I’ve been thrashing the hell out of Batman Arkham City – and it’s bloody brilliant – but despite worldwide reviews running left right and centre, it seems New Zealand games writers are still lumbered with an embargo which lifts on Oct 19 – which is Wednesday and I’m away!

I’ve also played a little bit of Rage but I’m not sure what I think of it so far: it looks beautiful – perhaps one of the best looking console games around – but the gameplay is less than stellar – at least from what I’ve played. There are a tad too many fetch quests for my liking (head to this settlement and pick up these parts, head up to a radio tower and realign the dish, etc, etc)

OK, I’ve got to finish getting packed (note pads, dictaphone, Samsung tablet, mobile phone, pens). Have a good week, play games, and I’ll update the blog (hopefully) while I’m in New York.

 

Listen up: audio interview with Turn 10’s John Wendl about all things Forza 4

Thanks to the mighty helpful Glenn “Wammo” Williams, who kindly offered to record my interview with Turn 10’s John Wendl, content director on Forza Motorsport 4 (I think Glenn was lurking during my conference call but all praise to him and his professional recording equipment), you can now listen to my lovely nasal tones as I ask various questions of Wendl, including utilising Kinect in the game, Forza 4’s darn neat Autovista mode and how they they managed to get Top Gear involved.

I haven’t listened through the whole thing –  I think it goes pretty well, apart from some rather long questions that get a little confusing – just don’t get distracted by my nasal tones.

I also discovered Soundcloud today which lets me upload audio files and embed a lovely looking player, like the one below.

Just press the play button. Go on, you know you want to (it’s 27mins long so make sure you’ve got some time).