Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
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Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Klingt so, als ob sie es noch mal hätten verschieben können...
Aber gut, wenn man sein gesamtes Spiel als "Live Service" begreift und nicht nur den PVP Multiplayer, dann ist klar, dass man ein nur halbfertiges Spiel auf dem Markt wirft...
Aber gut, wenn man sein gesamtes Spiel als "Live Service" begreift und nicht nur den PVP Multiplayer, dann ist klar, dass man ein nur halbfertiges Spiel auf dem Markt wirft...
I tried so hard and got so far
But in the end at doesn't even matter
I had to fall to lose it all
But in the end it doesn't even matter
- Linkin Park
RIP Chester :,(
But in the end at doesn't even matter
I had to fall to lose it all
But in the end it doesn't even matter
- Linkin Park
RIP Chester :,(
Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Schockt mich hart diese Nachricht.
Jetzt würde ich eigentlich sagen, dass ich ein Halo ohne Splitscreen nicht kaufen werde (wie Halo 5), aber es gibt ja so gut wie keine Spiele für die neue Box. Und ich bin es leid, auf meiner neuen Konsole nur alte Spiele nachzuholen.
Gebt mir Halo mit Splitscreen und Cyberpunk mit nextgen-Patch und das Gaming-Jahr ist nicht ganz für die Tonne.
Jetzt würde ich eigentlich sagen, dass ich ein Halo ohne Splitscreen nicht kaufen werde (wie Halo 5), aber es gibt ja so gut wie keine Spiele für die neue Box. Und ich bin es leid, auf meiner neuen Konsole nur alte Spiele nachzuholen.
Gebt mir Halo mit Splitscreen und Cyberpunk mit nextgen-Patch und das Gaming-Jahr ist nicht ganz für die Tonne.
"Jeder soll tun und lassen was er will. Bring nen Bären mit in die Kirche, lies ein Buch mit den Füßen, änder deinen Namen in Huppi-Flupp."
- Flux Capacitor
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Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Witzig finde ich ja auch, dass wir das Spiel in spätestens 4 Monaten bekommen sollen, aber noch kein Release Date bekannt gegeben wurde. Dafür aber die Nachricht dass Co-Op und Forge fehlen.
Wollen die an der Gamescom nun den grossen Otto machen mit einem Datum? Da dampft es doch kräftig im Hintergrund……
Wollen die an der Gamescom nun den grossen Otto machen mit einem Datum? Da dampft es doch kräftig im Hintergrund……
i am not crazy, i just dont give a fuck! (Night of the Comet - 1984)
Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Wenn der Inhalt, der zu release kommt, gut ist, dann geht das für mich in Ordnung. Wollte ohnehin zuerst die Story solo durchspielen und dann in den MP.
Es ist offensichtlich nicht alles optimal gelaufen bei der Entwicklung aber jetzt wo Joseph Staten am Ruder ist, bin ich etwas zuversichtlicher bzw. hat er eine Chance verdient zu beweisen, dass er den Karren in die Spur bekommt.
Es ist offensichtlich nicht alles optimal gelaufen bei der Entwicklung aber jetzt wo Joseph Staten am Ruder ist, bin ich etwas zuversichtlicher bzw. hat er eine Chance verdient zu beweisen, dass er den Karren in die Spur bekommt.
Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Man wird wohl morgen auf der Gamescom im Xbox Stream (ab 19:00 Uhr) ein Release Datum für Halo Infinite ankündigen. Am 15. November 2021, also genau 20 Jahre nach Halo 1, wäre wohl tatsächlich perfekt.
Ich rechne jedoch erst mit einem Release Ende November bzw. Anfang Dezember, da am 5. November Call of Duty Vanguard bzw. am 9. November auch noch Forza Horizon 5 erscheint.
Immerhin ist Microsoft auf der Gamescom 2021 vertreten, das können andere Hersteller nicht von sich behaupten. Aber gut, wenn man nichts zu zeigen hat ... dann hat man eben nichts zu zeigen.
Ich rechne jedoch erst mit einem Release Ende November bzw. Anfang Dezember, da am 5. November Call of Duty Vanguard bzw. am 9. November auch noch Forza Horizon 5 erscheint.
Immerhin ist Microsoft auf der Gamescom 2021 vertreten, das können andere Hersteller nicht von sich behaupten. Aber gut, wenn man nichts zu zeigen hat ... dann hat man eben nichts zu zeigen.
Zuletzt geändert von P0ng1 am 23.08.2021 09:41, insgesamt 1-mal geändert.
PlayStation 5 | LG OLED 83" C1 | Xbox Series X
Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
343 ist wirklich das unfähigste Studio der Welt die haben quasi ein Blanko Check von MS und schaffen in 5 Jahren nicht mal ein Koop Modus einzubauen und nachdem Halo 5 schon eins der schlechtesten First Party Spiele aller Zeiten war auf einer Stufe mit Knack. SP Wird sicherlich wieder nur 4-5 Stunden TOPS lang sein mit dem versprechen irgendwann gibt es dann 30 Minuten zusätzlichen Gameplay per Content Patch. Als Halo noch in der Hand von Bungie war und ein Entwickler Wechsel bevorstand war ich mir sicher niemand würde es schaffen Halo qualitativ vor die Wand zu fahren das Grundgerüst ist einfach zu stark aber selbst das brachten sie fertig.
Halo ohne Koop ist wie Uncharted ohne SP oder Battlefield ohne MP wie viele Leute kaufen es nur um es mit Kumpels zu zocken ? Besonders da der MP ja eh free2play ist so was kauft man dann 4 Stunden Kampagne für 60€ ? Na wenigstens kann man sagen ist kostenlos im Gamepass da brauch sich bei Spielen ja sowieso kein Mühe mehr geben kostet eben auch nichts.
Halo ohne Koop ist wie Uncharted ohne SP oder Battlefield ohne MP wie viele Leute kaufen es nur um es mit Kumpels zu zocken ? Besonders da der MP ja eh free2play ist so was kauft man dann 4 Stunden Kampagne für 60€ ? Na wenigstens kann man sagen ist kostenlos im Gamepass da brauch sich bei Spielen ja sowieso kein Mühe mehr geben kostet eben auch nichts.
Zuletzt geändert von Nearx am 23.08.2021 13:21, insgesamt 3-mal geändert.
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Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Ich prophezeie, dass mindestens der Level-Editor gestrichen wird, vielleicht auch die Koop-Kampagne.
- Knarfe1000
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Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Vielleicht gibt es dann wenigstens Halo 5 für PC im Gamepass als Entschädigung.
Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Halo an die Wand gefahren? Bitte um genauere Details, Danke!
Was stört dich jetzt genau an der Halo Infinite Kampagne bzw. dem Multiplayer-Modus?
Du hast das Spiel anscheinend schon bei dir und natürlich ausgiebig gezockt, nähere Infos wären da natürlich sehr hilfreich, Dank im voraus.
Ich konnte mir lediglich einen Eindruck von der letzten Multiplayer-Beta machen und ja, das Ding war richtig stark und kam bei den Zockern gut an. Geht es nach diversen Testern war die Multiplayer-Beta ein voller Erfolgt von 343 Industries.
Es ist schon spannend wie sich User da etwas zusammenreimen, was es in dieser Form gar nicht gibt.
Halo scheint die Leute also immer noch zu triggern ...
Zuletzt geändert von P0ng1 am 23.08.2021 14:12, insgesamt 2-mal geändert.
PlayStation 5 | LG OLED 83" C1 | Xbox Series X
Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Mir sind eigentlich folgende Dinge bei Halo wichtig:
1. Ist die Kampagne cool, stimmig und macht sie Spaß? Ist sie bugfrei?
2. Rockt der Multiplayer?
Wenn diese beiden Punkte erfüllt sind, kann das Spiel von mir aus auch erstmal ohne Coop-Kampagne veröffentlicht werden.
Die meisten werden die Kampagne sowieso "solo" spielen, für diese Spielerbasis braucht das Spiel also nicht weiter verschoben werden. Solange der Coop (in einem guten Zustand) nachgeliefert wird, finde ich das erstmal in Ordnung.
1. Ist die Kampagne cool, stimmig und macht sie Spaß? Ist sie bugfrei?
2. Rockt der Multiplayer?
Wenn diese beiden Punkte erfüllt sind, kann das Spiel von mir aus auch erstmal ohne Coop-Kampagne veröffentlicht werden.
Die meisten werden die Kampagne sowieso "solo" spielen, für diese Spielerbasis braucht das Spiel also nicht weiter verschoben werden. Solange der Coop (in einem guten Zustand) nachgeliefert wird, finde ich das erstmal in Ordnung.
Zuletzt geändert von derMani am 23.08.2021 15:22, insgesamt 1-mal geändert.
Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Das sehe ich komplett anders. Level Editor und Koop ist nichts wofür man Singleplayer und Multiplayer Fans jetzt erneut enttäuschen muss die schon Ende letzten Jahres mit dem Spiel gerechnet haben.Ryo Hazuki hat geschrieben: ↑21.08.2021 11:52 Ich spiele zwar nur Singleplayer in Halo aber die sollen das lieber ordentlich verschieben auf von mir aus in 1-2 Jahren und nicht in irgendeiner Salami Taktik auf den Markt werfen, ich glaube kaum das der Singleplayer dann schon fertig ist im Dezember...
Das Spiel wäre unfertig oder "Salami" wenn jetzt erst Mission 1 erscheinen würde und die restlichen Missionen dann monatlich nachkommen würden. Mit Salami Taktik hat das hier bei Halo nichts zu tun. Her damit, ich will endlich wieder mit dem MC losziehen
Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Ich hab heute eine Aussage eines 343i Entwicklers gelesen und möchte sie hier gerne mal mit Euch teilen. Ob das ganze Echt ist bzw. der Wahrheit entspricht, kann ich nicht sagen.
>>
Obvious throwaway account. Im not gonna say my name, but Ive worked in 343 Industries for the better part of 2 years, specifically on the Campaign components of Halo Infinite. I mostly worked on scripting. f you know
anything about this project and want to verity I, this should help: sparrow. James. Lucky Break.
A lot of people are frustrated with the announcement, so I thought l'd shed some light on it, because we are insanely frustrated internaly too. Not because the delay happened -not at all, but because we wanted to tell you
earlier. The team has been pushing not just delays to Forge and Coop, but Campaign in general. I can see Muftiplayer making release date in a great state, with basically all of the main modes plus a couple grab bag goodies,
including some original stuff we re cooking up a different variant of Infection with original resources and a severely updated Invasion mode with new maps. However, Campaign is under some MASSIVE strain.
Tl be blunt -we knew Chris was leaving a good while before it happened, and the Campaign component has aggressively course corrected in his absence. There were small changes to the MP too under Joseph, but MP was
more Pierres baby than anything, and all that happened there were small changes to the direction of gun balance and general gameplay. But the Campaign - that went through a MASSIVE overhaul, not just in the writing which
got trimmed down in fat severely (less is more and "the player should always understand what the fuck is going on" were oft repeated guidelines) but more importantly in structure. originally, it was a lot more Tom Clancy
Wildlands, almost Just Cause at times. The core of the experience was Halo gameplay wise, but there was a lot of 'clear X structures in any order to unlock the next campaign mission' and Joseph really hated that.
He wanted to integrate more of a Halo formula, similar to to Halo (the level) in CE, Where you save the marines. Its more of a 'you can spend time doing all this stuff and a lot of mini events in each structure, or you can rush
straight to the objective'. There was a lot of arguing over this direction, since many people within the team felt their work could be just rushed through without care, and there were a lot of issues with dynamic triggers (say, the
player triggering the next campaign event before they were done with all the optional stuff in an area). The map was also not designed for it, with basically these big Forerunner gates gating off a lot of sections at the moment to
account ror campaign stages- its a littie strange. It wouldnt tit the promise of this being the biggest campaign ever erther, since players could reasonabiy rush through it in a few hours iT they wanted to.
We achieved some balance by basically making the Campaign much more connect the dots, with the objectives being obligatory to a degree with an optional side structure here and there, and naturally leading the player through
a few key encounters before each stage. Power weapons are rarer in Campaign, but you can find them in a lot of these little side alcoves with a decent max ammo pool to make it count, so there's some incentive there too, plus
some new Forerunner vehicles. The game started to take this shape properly in February this year, although the concepts started last year you can imagine people were a little stretched thin, but as long as it was just
eshuffling content, it was fine. I expect the Campaign will be well-received, even if some of the side areas will probably be seen as not worth the effort- but people will go for it, because Halo. The fun is going after the stuff.
Some stuff will be left on the cutting room floor due to release date, but well make it.
TLDR: Campaign hada lot of cut content and needed massive reworks to WORK after we switched hard off Chris and took in Joseph's direction for the game, but it mostly uses assets and work we had in 2020, just shuffled
around.
But now, what you care about-first, Forge. Forge is just untenable and Microsoft always knew it wouldnt be ready for this release date, if ever, and I doubt itll come in six months either. The reality is, Forge isnt just a cute map
editor anymore, not after 5, and we cant release anything that isnt up to snuff to the quality of that game's Forge, which took more effort than anyone realizes. Infinite's Forge will have not only every feature 5's had, but a lot of
extra resources based on past games and custom game functionality. There's also some grumbling about Forge being released with the game spoilinga few new enemy reveals, but I doubt this is a main concern. In any case, I
wouldn't be surprised if Forge came eight months or even a YEAR after initial release. The Team is overworked, pushed hard and tired.
For Co-Op in Campaign, the problem is much simpler: To put it bluntiy, nobody thought of how itd work. The Open world and several different objectives spread around the map that can be completed in any order mean that a
bunch of solutions were explored for how this would work in 4 player coop-the first and obvious was shackling player togethers, but even in internal playtesting this was just not fun and considered incredibly limiting. The idea
tO free players to go ofr and do their own sturT was then proposed, which was a great idea, and very welcome, it not Tor a rew Key things: Ihe tirst was Network, and the second and more important was Checkpoints.
To be blunt, it's buggy. It's buggy as all hell and then some. For the first while, respawn worked respawn worked the same as old games-wait for teammates to be safe and come back to life near them, but this caused a lot of
paintul issues when players were tar apart and was really Dugoy on the code, so we didnt like it. we explored a respawn station idea, but it was much too limiting, so then we proposed Tixed respawn points around the map, a
ways away from fighting locations, but that was both boring (players had to walk/drive back to the fight) and also made it so it was really hard for the entire team to get wiped, since ftd be a constant conga of guys running from
respawn. Around March, we decided to swing back to the original respawn method, and the bugs have been constant.
What's also very buggy is checkpoint setting. It's difficult if four players in four different locations decide to have separate fights, to then decide when to set a checkpoint. If we wait until all four are safe, thať's ridiculous, and can
lead to long stretches of time with no safe checkpoint location. If we set it when one is safe, the checkpoint can be very harsh on their teammates. You can probably see the problem here-this system wasnt that well thought
out. The current system we have is that checkpoints are set when one team member (host) is decisively safe, and everyone else is at least "somewhat" safe, witha little bit of invulnerability slack given to other players on
respawn. Under the new respan method, the occasions where all four get Wiped separately are at least somewnat rare, but we do see issues with this system.
Between these two, Campaign Coop is a mess and downright unplayable, but there's no way in hell we're going to be allowed to delay the launch by the powers that be. Delaying the Campaign altogether was severely
considered, with a Multiplayer only launch, but the suits told us a straight no-the game ill ship with a paid campaign, come hell or high water, and we can pay it back over time. At the very least, I can guarantee that whilst there
is some crunch going on, it's far from the most inhumane Ive seen working in the industry, and a far cry from something like CDPR's Cyberpunk. Morale is high, even after this. We think this is going to be a great game, but I do
wish we could cook the campaign a little longer.
Hope you guys have a good one, and remember that she always believed in you.
Click to shrink..
<<
>>
Obvious throwaway account. Im not gonna say my name, but Ive worked in 343 Industries for the better part of 2 years, specifically on the Campaign components of Halo Infinite. I mostly worked on scripting. f you know
anything about this project and want to verity I, this should help: sparrow. James. Lucky Break.
A lot of people are frustrated with the announcement, so I thought l'd shed some light on it, because we are insanely frustrated internaly too. Not because the delay happened -not at all, but because we wanted to tell you
earlier. The team has been pushing not just delays to Forge and Coop, but Campaign in general. I can see Muftiplayer making release date in a great state, with basically all of the main modes plus a couple grab bag goodies,
including some original stuff we re cooking up a different variant of Infection with original resources and a severely updated Invasion mode with new maps. However, Campaign is under some MASSIVE strain.
Tl be blunt -we knew Chris was leaving a good while before it happened, and the Campaign component has aggressively course corrected in his absence. There were small changes to the MP too under Joseph, but MP was
more Pierres baby than anything, and all that happened there were small changes to the direction of gun balance and general gameplay. But the Campaign - that went through a MASSIVE overhaul, not just in the writing which
got trimmed down in fat severely (less is more and "the player should always understand what the fuck is going on" were oft repeated guidelines) but more importantly in structure. originally, it was a lot more Tom Clancy
Wildlands, almost Just Cause at times. The core of the experience was Halo gameplay wise, but there was a lot of 'clear X structures in any order to unlock the next campaign mission' and Joseph really hated that.
He wanted to integrate more of a Halo formula, similar to to Halo (the level) in CE, Where you save the marines. Its more of a 'you can spend time doing all this stuff and a lot of mini events in each structure, or you can rush
straight to the objective'. There was a lot of arguing over this direction, since many people within the team felt their work could be just rushed through without care, and there were a lot of issues with dynamic triggers (say, the
player triggering the next campaign event before they were done with all the optional stuff in an area). The map was also not designed for it, with basically these big Forerunner gates gating off a lot of sections at the moment to
account ror campaign stages- its a littie strange. It wouldnt tit the promise of this being the biggest campaign ever erther, since players could reasonabiy rush through it in a few hours iT they wanted to.
We achieved some balance by basically making the Campaign much more connect the dots, with the objectives being obligatory to a degree with an optional side structure here and there, and naturally leading the player through
a few key encounters before each stage. Power weapons are rarer in Campaign, but you can find them in a lot of these little side alcoves with a decent max ammo pool to make it count, so there's some incentive there too, plus
some new Forerunner vehicles. The game started to take this shape properly in February this year, although the concepts started last year you can imagine people were a little stretched thin, but as long as it was just
eshuffling content, it was fine. I expect the Campaign will be well-received, even if some of the side areas will probably be seen as not worth the effort- but people will go for it, because Halo. The fun is going after the stuff.
Some stuff will be left on the cutting room floor due to release date, but well make it.
TLDR: Campaign hada lot of cut content and needed massive reworks to WORK after we switched hard off Chris and took in Joseph's direction for the game, but it mostly uses assets and work we had in 2020, just shuffled
around.
But now, what you care about-first, Forge. Forge is just untenable and Microsoft always knew it wouldnt be ready for this release date, if ever, and I doubt itll come in six months either. The reality is, Forge isnt just a cute map
editor anymore, not after 5, and we cant release anything that isnt up to snuff to the quality of that game's Forge, which took more effort than anyone realizes. Infinite's Forge will have not only every feature 5's had, but a lot of
extra resources based on past games and custom game functionality. There's also some grumbling about Forge being released with the game spoilinga few new enemy reveals, but I doubt this is a main concern. In any case, I
wouldn't be surprised if Forge came eight months or even a YEAR after initial release. The Team is overworked, pushed hard and tired.
For Co-Op in Campaign, the problem is much simpler: To put it bluntiy, nobody thought of how itd work. The Open world and several different objectives spread around the map that can be completed in any order mean that a
bunch of solutions were explored for how this would work in 4 player coop-the first and obvious was shackling player togethers, but even in internal playtesting this was just not fun and considered incredibly limiting. The idea
tO free players to go ofr and do their own sturT was then proposed, which was a great idea, and very welcome, it not Tor a rew Key things: Ihe tirst was Network, and the second and more important was Checkpoints.
To be blunt, it's buggy. It's buggy as all hell and then some. For the first while, respawn worked respawn worked the same as old games-wait for teammates to be safe and come back to life near them, but this caused a lot of
paintul issues when players were tar apart and was really Dugoy on the code, so we didnt like it. we explored a respawn station idea, but it was much too limiting, so then we proposed Tixed respawn points around the map, a
ways away from fighting locations, but that was both boring (players had to walk/drive back to the fight) and also made it so it was really hard for the entire team to get wiped, since ftd be a constant conga of guys running from
respawn. Around March, we decided to swing back to the original respawn method, and the bugs have been constant.
What's also very buggy is checkpoint setting. It's difficult if four players in four different locations decide to have separate fights, to then decide when to set a checkpoint. If we wait until all four are safe, thať's ridiculous, and can
lead to long stretches of time with no safe checkpoint location. If we set it when one is safe, the checkpoint can be very harsh on their teammates. You can probably see the problem here-this system wasnt that well thought
out. The current system we have is that checkpoints are set when one team member (host) is decisively safe, and everyone else is at least "somewhat" safe, witha little bit of invulnerability slack given to other players on
respawn. Under the new respan method, the occasions where all four get Wiped separately are at least somewnat rare, but we do see issues with this system.
Between these two, Campaign Coop is a mess and downright unplayable, but there's no way in hell we're going to be allowed to delay the launch by the powers that be. Delaying the Campaign altogether was severely
considered, with a Multiplayer only launch, but the suits told us a straight no-the game ill ship with a paid campaign, come hell or high water, and we can pay it back over time. At the very least, I can guarantee that whilst there
is some crunch going on, it's far from the most inhumane Ive seen working in the industry, and a far cry from something like CDPR's Cyberpunk. Morale is high, even after this. We think this is going to be a great game, but I do
wish we could cook the campaign a little longer.
Hope you guys have a good one, and remember that she always believed in you.
Click to shrink..
<<
- xKepler-186f (f*ck marquard)
- Beiträge: 922
- Registriert: 01.07.2007 15:36
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Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Genau das dachte ich mir auch. Das Spiel hätte eigentlich bereits veröffentlicht sein sollen und jetzt kommen sie damit um die Ecke, dass ein bedeutender Teil des Spiels fehlt? Ist schon sportlich. Das Jahr sollte doch eigtl. bloß in die optische Aufwertung fließen. Naja, hoffentlich müssen sie dann nicht crunchen ...Frameshift hat geschrieben: ↑22.08.2021 16:45 Wenn die Entwickler JETZT, ca. 8 Monate nach geplantem Release feststellen, dass der Campaign Coop doch wegen nichtlinearität nicht so einfach zusammenzudrechseln ist muss ich mich schon fragen, wie die diese Erkenntnis bis jetzt am QA und der Management-Ebene vorbeigeschmuggelt haben.
- NotSo_Sunny
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Re: Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Danke für die Info. Sollte das wirklich stimmen wäre das echt schade. Ich kann verstehen, dass MS nicht ohne diese Core-Komponente Launchen wollte, aber der Fokus liegt doch eh auf dem Free-2-Play/GamesAsAService-Multiplayer.
Das Spiel kommt so oder so Scheibchenweise, da hätten sie der Kampagne ruhig noch etwas Zeit mehr zum Aufpolieren geben können.
Halo Infinite: Koop-Kampagne und Level-Editor (Forge) verspäten sich
Also ich ziehe aus dem ganzen positives und negatives und denke, dass Chris Lee ersetzt wurde oder wie auch immer man es nennen mag, ist extrem positiv. Joseph Statens "Vision" von der Kampagne legt den Fokus sehr viel mehr auf die Story. So liest es sich zumindest. Vieles liest sich auch etwas katastrophal aber wir sollten die Entwicklung von Halo 2 nicht vergessen. Ich bin zuversichtlich, dass das Team unter Joseph ein tolles Halo abliefern wird.
Zuletzt geändert von Respass am 24.08.2021 09:19, insgesamt 1-mal geändert.