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مشاهدة النسخة كاملة : EXCLUSIVE : سكانز لهالو 2 والعديد من التفاصيل انكشفت!...نوعا ما



Winter_wolf
28-09-2004, 02:08 PM
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ايش هذا الكوكب ؟

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مصممي اللعبة الرئيسيين لدى شركة بنجي ( ياحظهم >_<")

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من مجلة WIRED

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لون درع ماستر تشيف الاصلي هو الاخضر , وماله لون ابيض بالمالتي بلاير , وقليل منكم يعرف انه بالواقع فيه 3 ماستر تشيفز بقصص هالو الاصلية !! ( قصة هالو 2 مقسمه !)

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الاسلحه تصميمها روعه , لكن ايش هذا السلاح بالاعلى ؟



The World Conquering Crew Of Halo 2

Joe Staten
Cinematics Director

"This is bull****!" barks Staten as he twitches in his chair. He isn't complaining about a bug in the code, he's reciting one of the 17,000 lines of dialog he wrote for Halo 2. (The script is 10 times longer than the first game's.) This particular outburst comes when a player's rocket launcher gets stolen by another player, who swaps it for a far wimpier weapon - a stunt you couldn't pull off in the original game.

Staten has a flair for the dramatic. He majored in theatre and briefly did improv after college. But he also knows a thing or two about commando behavior. He got a master's in military history at the University of Chicago and signed on for a two-year recruitement program with the CIA. Staten mined this experience to add secret-agent-ese and authentic spook tactics to the game. As for his flirtation with the government underworld, it didn't last. "The CIA didn't think I was enough of a son of a *****," he said.


Chris Carney
Environment Designer

As a Seattle architect during the dotcom boom years, Carney designed offices for fledgling startups. As Bungie, he's no less a builder. "In the past, I developed spaces that were intended as group offices, kitchens, and entry lobbies," he says. "Now I focus on spaces that provide good points of cover, create interesting tactical positions, and contain elevated sniper positions."

A big part of his job was to build online multiplayer environements - a new task for Bungie since the first game came out before the Xbox Live system was in place. In a deliberate shift away from the overfamiliar dungeons, Carney crafted Escher-like third dimensions with steep stairways for the Zanzibar level and vents fo traveling through the officer tower realm. Don't worry, there's plenty to explore here - all of Halo could fit into a single canyon in one of Halo 2's stages.

Lorraine and Rob McLees
Weapons Artists

They fell in love over assault rifles on an Indiana firing range. "We were out in the middle of nowhere," Lorraine recalls. "I got 6 out of 12 hits on the target with my SKS." These days, the McLeeses do most of their shooting over the networks at Bungie. Rob - who's been with the company since 1995, even before the prototype of Halo was known internally as Monkey Nuts - designs the weapons. Lorraine arranges the characters' pistol-packing poses. "Some cops commended me for how realistically the girl from Oni (an early Bungie game) holds her gun," she says proudly.

To make the game's arsenal just as believable, Rob hung out with special forces troopers and added realistic details like a saftey on the magnum and magazines that hold the correct amount of ammo. Best of all: no need to choose just one of the coll weapons. In the sequel, you can tote two at once.


Eric Arroyo
Vehicle Artist

Arroyo was born a carn nut. The son of a street racer, he grew up listening to his dad's stories about tearing up Long Island asphault. Now he's consumed by the vehicles in Halo 2.

The first game's garage housed gun-toting Warthog ATVs, extraterrestrial Pelican jets, and Ghost hovercrafts. For the sequel, Arroyo has added a squidlike ship that deposits Covenant minions onto other crafts. With new texturing tools on his palette, he detailed the existing machines with ice-encrusted snow treads and sea-salted rusty chassis. And taking advantage of a ravamped physics engine that allows for destructible environments, all of the vehicles break up on impact. "I've made sure there's plenty of candy under the wrapper," he says. To really appreciate Arroyo's handiwork, just aim a rocket launcher at a Warthog and let'er rip.



Marty O'Donnell
Audio Director

In the 1980's, O'Donnell was a mullet-topped lead singer in a prog rock band called the Digial Benders. When a buddy needed help with a children's vitamin campaign, he went coprorate and penned a wicked Dino ditty: We are Flintstones kids - 10 million strong, and growing!

Just as indelible are the ethereal chants he gave the choir of monks in Halo. He reprised the tune for Halo 2, adding some hellion guitar licks courtesy of Steve Vai. "If you get a melody that sticks in people's heads," he says, "you've won."

To make crushing a skull sound just right, O'Donnell recorded himself pulverizing a cantaloupe with a steel pipe; for a bird's wings, he flapped burlap. And with code that automatically alters the music's pitch according to each player's behavior, a gentle collision creates a much quieter noise than a ghost ship screaming full speed into a cliff
من اهم ماجاء بالمقالة :

- اللعبة تقدم 17.000 جملة حوار ! مما يجعل اللعبة اضخم من هالو 1 بعشرة اضعاف!
- اللعبة فيها نظام ( سرقة الاسلحه ) , ولمن واحد يسرق سلاحك اللاعب راح يقول This is Bull **it !!! يعني راح يسب اللاعب الثاني اوتوماتيكيا D= ( لكن اعتقد انه المحرر يقصد لمن تسرق سيارات , لكنه قال :

This is bull****!" barks Staten as he twitches in his chair. He isn't complaining about a bug in the code, he's reciting one of the 17,000 lines of dialog he wrote for Halo 2. (The script is 10 times longer than the first game's.) This particular outburst comes when a player's rocket launcher gets stolen by another player, who swaps it for a far wimpier weapon - a stunt you couldn't pull off in the original game.
- لمن سلاحك ينسرق لاعبك اوتوماتيكيا بيحول على سلاح اخر.
- جوي ستاتن( المخرج السينمائي لهالو 2 ) كان بالسابق بيحاول انه يكون عميل بالـCIA لكنهم ماقبلوه , لكن عنده ميزة انه يعرف اهم استراتيجيات جنود الكوماندوز , ويبدو انه حط هذه الاستراتيجيات بهالو 2 وبذلك بتشوف تصرف الجنود كتصرف الكوماندوز يعني ذكي للغاية.
- قبل ان يبدأ مشروع هالو الرسمي ( قبل 1998 ) كان اسم المشروع " Monkey Nuts " , تعرفو زي مشروع بروجكت ايجو قبل مايحولوه لفيبل.

وفي تفاصيل اخرى لكنها ثانوية ^^

نوفمبر 9.

Winter--

Mesharey
28-09-2004, 02:54 PM
هممم..السكانز مايطلعون عندي XD

اللي مستغرب منه صراحة هو هذا :

- اللعبة تقدم 17.000 جملة حوار !
لعبة أكشن مع هذا الكم الضخم من الجمل ؟ معقولة باللعبة لقطات ومحادثات كثيرة :/
إذا فيبل على ما اذكر 20 الف لكنها لعبة تعمد على الكلام بشكل أساسي ..

Winter_wolf
28-09-2004, 03:42 PM
هممم..السكانز مايطلعون عندي XD
How dare they >_<"

السكانز بتلاقيهم من هذا الموضوع ان شاء الله يطلعو^^ :
http://forums.gaming-age.com/showthread.php?t=16463


لعبة أكشن مع هذا الكم الضخم من الجمل ؟ معقولة باللعبة لقطات ومحادثات كثيرة :/
علشان كذه هالو 2 راح تكون احدى اعمق العاب الفرست بيرسن شوترز حتى الان ^^ , لكن فابل فيها 160.000 كلمة , وهالو 2 فيها 17.000 جملة , خلينا نحسبها D=


إذا فيبل على ما اذكر 20 الف لكنها لعبة تعمد على الكلام بشكل أساسي ..160.000 ^^

لكن مادام هالو 2 فيها هذا الكم الهائل من الجمل = 10 اضعاف حجم الجمل المقولة في هالو 1 ( وهي جمل كثيرة لو سألتني رأيي)

the world will never be the same^^

ثانكس مشاري D=

راشـratchetـيت
28-09-2004, 05:34 PM
الاسلحه تصميمها روعه , لكن ايش هذا السلاح بالاعلى ؟هذا السلاح ياونتر هو السلاح الي يطلق اللهب وهو سلاح موجود في النسخة الي نزلت على البي سي حصريا ومعه السلاح ذاك الي يطلق قذائف خضرا اظن انك شفته مع الاعداء العمالقة بس مايمديك تاخذه منهم في الجزء الي على الاكس بوكس

عموماً هالو اظهرت تفوقها في اللعب الجماعي من خلال تجربتها ومن خلال استعراض المراجعين وهذا مؤكد انها راح تاخذ علية 10/10 بس المهم عندي اللعب الفردي وخيار القصة هذا اهم شي ننتظر صدورها
مشكور ونتر على السكانر
تحياتي:biggthump