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Forse, forse…
Su Twitter, in una lunga chiaccherata con i fan del mondo di Halo, Brad Welch, Design Director di 343 Industries, ha fatto luce sul lavoro che il team di sviluppo sta facendo sul futuro Halo 5. Benchè questo titolo non sia ancora stato ufficialmente presentato dalla compagnia, i fan sono in trepida attesa ma guardinghi, soprattutto per il “fallimento” che riguarda il comparto multiplayer e il bilanciamento della difficoltà del quarto capitolo.
Va precisato però che tutto questo discorso è stato affrontato a causa della massiccia migrazione di giocatori sui server multiplayer di Halo Reach, se non addirittura Halo 3, a causa della diversità spiazzante trovata nell’ultimo lavoro 343 Industries. Che sia anche questo uno dei motivi per il quale Halo 5 non è stato lanciato insieme all’Xbox One il 22 novembre? Chissà, intanto qui di seguito vi riportiamo alcuni dei tweet più rilevanti della discussione:
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Halo MP is a challenging beast. Part of my love for it is the Quake arena tradition.
We didn't service this so well in Halo 4.— Bdubz von B-Rad (@monkeybrad_zeta) November 28, 2013
@xBrutaIity Very fair point. I actually designed that system and feel bad that it tapped out. Major surgery pulled me out of H4 a bit early.
— Bdubz von B-Rad (@monkeybrad_zeta) November 28, 2013
@xBrutaIity There was a few moving parts there that caused that, but we've fed all the stuff we didn't think went well into future plans.
— Bdubz von B-Rad (@monkeybrad_zeta) November 28, 2013
@GrizzNKev @joshua_menke Gotcha, Kev. Same basic feedback we hear a lot from H4.
— Bdubz von B-Rad (@monkeybrad_zeta) November 28, 2013
@GrizzNKev @joshua_menke Right, Franklin and I talked about this a lot on Halo 4 (cut for time) and we talk about it a lot for future stuff.
— Bdubz von B-Rad (@monkeybrad_zeta) November 28, 2013
@SaUcEySOARS Not great, yeah. We have to plan DLC early, so ultimately I didn’t balance internal, external & DLC maps well enough.
— Bdubz von B-Rad (@monkeybrad_zeta) November 28, 2013
@SaUcEySOARS I don’t want to pass it off. Plenty of decisions are on me. Big games are tough. We’ll improve next time.
— Bdubz von B-Rad (@monkeybrad_zeta) November 28, 2013
@Zeouterlimits Sure. That’s almost every game ever. We had to build a team, learn 10+ years of tribal engine knowledge and make a new game.
— Bdubz von B-Rad (@monkeybrad_zeta) November 28, 2013
@xBrutaIity Going to make whatever future 60fps, dedi server Halo we may make as awesome as possible to as many fans as possible.
— Bdubz von B-Rad (@monkeybrad_zeta) November 28, 2013
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