Aqui se recogen las noticias que ya no son novedad.
Nuevos renders de personajes y enemigosSecreto: (Pincha para leerlo)
Jefe Maestro
Cortana
Comandante Lasky
Comandante Palmer
Capitán Del Rio
Shotgun
Saw
Rail Gun
Machine Gun
Target Designator
Frag Grenade
Beam Rifle
Concussion Rifle
Fuel Rod Cannon
Shade
Plasma Cannon
Gravity Hammer
Plasma Grenade
Warthog Chaingun
Warthog Gauss
Warthog Rocket
Pelican Gunship
Pelican Dropship
21.9.12 Nuevo emblema LegendarioSecreto: (Pincha para leerlo)
21.9.12 FUD: LectureSecreto: (Pincha para leerlo)
21.9.12 Novedades desde GT.TVSpoilers
Secreto: (Pincha para leerlo)
21.9.12 La campaña desde GT.TVSecreto: (Pincha para leerlo)
21.9.12 War Games y Spartans Ops desde GT.TVSecreto: (Pincha para leerlo)
20.9.12 Las armas del CovenantSecreto: (Pincha para leerlo)
19.9.12 Nueva info de campaña y multi este jueves en GT.TVSecreto: (Pincha para leerlo)
14.9.12 FUD: JoyrideSecreto: (Pincha para leerlo)
13.9.12 VIDoc: el retorno de los ForerunnersSecreto: (Pincha para leerlo)
12.9.12 Major Nelson presenta el mando edición especial HALO 4Secreto: (Pincha para leerlo)
7.9.12 FUD: FlagSecreto: (Pincha para leerlo)
6.9.12 PAX Prime Q&A Secreto: (Pincha para leerlo)
What Objective options do we have in Custom Games? -Lycan XIII
We have many new custom game options coming, especially around the Infinity experience. This means lots of customization surrounding all types of Ordnance. In Objective games, you’ll have full control over player traits, including those of the King, Flag Carrier, and Grif. Each game mode also has multiple custom options specific to that game mode that let you tune timers, settings, and rules. CTF specifically offers tuning the “Flag Return Time/Proximity Return”, “Flag Reset Time”, “Flag at Home Requirement”, “Overtime Length”, and “Flag Carrier Traits”.
I like how Exile is an outdoor kind of map. Are there other outdoor-like maps on the Halo 4 disc/future DLC? -F22 Raptor X1
Oh yes. In fact, our only remake map – still secret – is most definitely outdoors.
From the gameplay videos I saw at PAX, there are no medals shown on-screen during the game. This is different from E3 gameplay where medals did show up on-screen. Will medals show up on screen for the final game? -FBI Derrick
In the final game, medals will show on-screen on the left side, near the kill feed, the all-new combat log, and the ordnance meter.
The Halo 4 multiplayer is in-universe. Therefore, Grifball is actually played by Spartans. Does that mean Grifball is now the official Sport of the Spartans? -Meta0X
Sort of. That is to say, it’s not a-canonical, but it doesn’t serve any particular purpose in the universe. That said, sharp-eyed fans may have already figured out a single item of context from outside the game universe…
Will there be a way to disable auto-pickup for Flag/Oddball? -CyReN CE
At launch and in the launch playlists, we will be deploying CTF as-is. Although it’s possible in the future that we will give players more specific control and choices, this is something we feel pretty strongly about – and is in some ways a new mode, rather than simply an evolution of an existing game type. We understand the reaction this may cause, but there’s method in our madness and we ask your indulgence in the short term.
In Grifball, does the ball explode when planted, killing the carrier? -CrazedOne1988
In the new Grifball, the round no longer cycles after each score; instead it resets at the center of the court. To reduce randomness on spawns when going back to the center, the Grif who scores is no longer killed by the ball explosion.
Was all of the announcer stuff like, "You’re holding the flag!", "Hold the ball to score points!", etc. just for all the possible new-to-Halo people at PAX so no one would be confused, or is that how the final build will be? -sliced365
The Jeff Steitzer Multiplayer V/Os are all recorded fresh and new for Halo. Some are going to be more subtle, some even more “ENERGETIC”, but all will fit into a broad and properly balanced sound scheme and folks should realize they’re also noticing that these things are different, new, and changed – as well as simply more strident. However in testing, and long term testing which is one advantage we always have over the “fresh” audience, it all works out beautifully or vanishes into the background. All that said as warning however, these are not the final mixes, but they’re not wildly off.
Was the vehicle setup on Exile planned to be what is used in matchmaking? -GhaleonEB
Vehicle setup was designed to show a ton of content for PAX. That map content will vary dramatically depending on game mode and playlist.
In Grifball, can you have rounds enabled to make it so after one arm, it starts a new one? -The Little Moa
Yes, this can be done by setting the “Score to Win” round in the general custom game settings to “1”. You can also tune the number of rounds in a game, the lives per round, and much more.
Since it's a separate game mode now, are there any Grifball-specific medals or post-game statistics? -TrueFlyingCow
Each game mode has four special statistics. In Grifball, we keep track of “Scores”,” Carrier Kills”, “Ball Kills”, and “Carry Time”. We also have a specific medal for scoring the Grifball.
What precautions are you guys taking to make sure that the point system is not exploited? For example, will we be able to just play catch with the Oddball to rack up points? -indubitably1
The game types, rules, matchmaking criteria and certain hidden systems will contribute towards game mode “congruity.”
In the Grifball demo at the panel, you said, "A few more tricks that are developing are the boost and a few other long throws." Can you go into any further detail on what those might be? -TacoPizzaHunter
As the new Grifball is, well, new, we are still seeing new tricks come up in the play tests.
The Boost - Hold the ball with a teammate running close and directly in front of you towards the goal. Throw the ball to your teammate, telling him to jump. Immediately hammer smash behind him – pushing him forwards towards the goal. Oh, and try not to kill your buddy.
Long Throws - As Grif runs forward, jump. At the apex of your jump, aim up and throw the ball. You’ll get a slightly longer throw than normal, letting you make a Hail Mary pass to a teammate cherry picking near the goal. Ball throws are influenced by your character’s movement, so you can do shorter passes by running backwards, and longer ones by running forward. The actual angle of the throw makes the biggest difference, but every bit helps when threading the needle to a teammate.
Was the armor that was available in the PAX build the full set? If so, why is there no Mark V armor? -ArchedThunder
The PAX build contains the full set of armor in Halo 4. In the final game, there are a variety of methods for unlocking armor and armor skins - ranking up, earning commendations, progressing through Specializations and completing goals on Waypoint. Some of the skins, helmets, and the FOTUS armor are exclusive to various retail offers. Some of these items MAY become available to all players at a later date. We wanted to focus on the Spartan-IV armors for Infinity, maximizing the amount of variety across the armor designs. However, we did want to include a reward for completing the Campaign on Legendary, so we decided to use the Mark VI armor as that reward. While we'd love to include every historical variant of the Chief's armor, it's just not possible to fit more armor sets into the available memory.
Will stat tracking for kill/death ratio be done separately for the different playlists? All of the changes made to modes like Capture the Flag will do wonders for improving game speed as long as everyone is focused on winning. These improvements start to fade when people are just trying to farm for kills.-indubitably1
When comparing yourself to teammates, medal points make all the difference and in each mode you’ll earn specific points for not only scoring but also helping your teammates. CTF, for example, has medals for “Flag Driver”, “Flag Assist”, and “Flag Defense”. We will be reporting stats for War Games as a mode, but also for the individual game base variants, meaning the underlying game types like CTF, Regicide, Slayer, etc. K/D ratio in general will only be highlighted for Slayer.
Was the entire Grifball arena built in Forge or is it one of the 3 Forge pallets? -N Y K R Y L L
Grifball, regardless of “where” it lives, was created independently and specifically as its own thing. The environment is somewhat moot. Frankly, it had WAY too much time and effort poured into it, but we loved it.
Will there be an option to turn off the white text notifications in the middle of the screen? -The Yanix
No, but the fact is that it “vanishes” after a few plays. Ask people who’ve played a lot. This is something we spent a lot of time on and is true of many “intrusive” UI, audio and dressing aspects of the game – they provide vital information for certain types of players and quickly vanish for frequent players in terms of intrusion. They were designed, tested and tweaked to achieve this. Watching other people play is almost counter to how it feels in practice.
Could you clarify where approximately Exile stands on the small-medium-big-humongousbongus scale when it comes to map size? -Royal Guacamole
Because it’s laterally narrow, to ME it feels medium, but in terms of literal scale it’s in the top two thirds. However, it’s navigable and playable for four-on-four on foot. Sprint and other speedy aspects of the game make some of these answers somewhat subjective.
I noticed that the Mark VI armor for Multiplayer is not the same armor that the Chief dons in Halo 4. What type of armor is the Chief wearing then? -One One Seven
Very fancy, very custom, very unique “Cortana special” armor.
In CTF, you now hold a Pistol with the flag. If I have a Plasma Pistol secondary, will it use that or still pull out a Magnum anyway? -goobot
The Magnum, or “Flagnum” as it’s been dubbed, is specific to this mode. As we’ve mentioned before, this is similar, but ultimately a replacement for, rather than simply an evolution of, CTF. We understand this is controversial but are now pretty confident the changes will be enjoyed. And as we’ve said in this very article, we will have more information about options and customizability much later.
Will we be seeing a part II of the "Hero Awakens" video? -Austin7934
Yes, and sooner than you may think. Unless you’re thinking really soon. Then it will be later than you may think.
Members of 2old2play watched much of the video footage from PAX and are finding the armor color to be kind of pastel and eggshell in nature. Are any changes to the quality of color of armor expected in the final release of Halo 4? -DEEP NNN
As a very old, gray-haired fart, I resent you guys speaking on my behalf. But yes, these are indicative but hardly comprehensive color schemes.
Does the Grifball game type support up to 16 players or is it locked to a certain number? - Nuclear Taco 42
Our officially supported version is 4v4, but the court is setup for 8v8 and there’s much more you can create in custom games and Forge. We’re really excited to see all of the new Grif variants the community puts together.
We have now seen the map Exile, built for CTF. I have to say, it looks awesome. Can you tell us how many maps have been built specifically for CTF, and how many others it can be played on? -GristlyStew721
I agree strongly with your description of how awesome the map is. Most maps were built with team sizes and objectives in mind, but new elements like universal sprint make these modes and maps a little bit more flexible than past games.
So far we've seen that some of the weapons have customizable skins. Will this feature be available for, say, the hammer or sword? -Goosechecka
Both of those items do not have enough visible surface area to justify the hit on disc/RAM/hilt/buttspace. To be honest, I only answered this question so I could coin the term “buttspace.”
5.9.12 Usuarios de Waypoint entrevistan a O'ConnorSecreto: (Pincha para leerlo)
snickerdoodle: So, we got to play a little bit on Exile last night. What was the inspiration for the map? A lot of people have remarked that it reminds them of Rat's Nest, did previous maps influence Exile?
You know, inspirations for maps come from a lot of places, but usually the first thing is the basic setup, like is it a big vehicle map? Is it a small rumble pit style map, that basic setup. The sort of geological setup [of Exile], is specifically it's an alien world where there's a crash landed UNSC Frigate. It always reminds me of the Odd One out episode of Halo Legends, because there's actually a sort of similar crash, but that is not the inspiration for it. To me, it's kind of a cross between Blood Gulch and Sidewinder. It's interesting that you say Rat's Nest because of the circle, but to me the circle is literally an oval, almost like a Nascar track in some ways, but it feels more like a crescent shape that defined Sidewinder to me, especially in the way that it sort of dead-ends at one side with the wreckage, but doesn't quite dead-end with the caves at the other side. So to me, it's a blend of those two things, and the interesting thing to me about that; it's a big vehicle map, but we were playing five on five slayer on it and once you add sprint and the new sort of faster encounters, you are never devoid of combat, but even five on five in that, just with BRs you can be blasting the whole time.
SD: We had noticed that for sure. It looks like a big map, but it plays small.
And it is, it is a big map, and there's easy access straight through the middle, with some shelter. And that's one of the other interesting things, for a big wide open vehicle map, there are all these little places where you can hop into cover, sort of ditches and tunnels and so on, so it's actually right now my favourite map, that will tend to morph and evolve over the years, but right now it's my favourite map in the game, and part of that is because it's not dependant on vehicles and you can actually have really good foot encounters.
SD: Is it strictly an objective map or is it also a slayer map?
It's definitely designed for bigger team activity, and CTF is obviously what we're showing here. Whenever we show something first, you can pretty imagine that that's one of the prime purposes, but like I said, the way the encounters work, the way the loadouts work, and the way that everyone having sprint works now means that maps that used to be too large for that kind of thing are now completely feasible on foot. There's another map we haven't revealed yet that is in some ways bigger and more wide open than that that we all assumed, for various historical reasons, that there's no way that would be suitable for smaller teams, but we were player with four people the other day on that huge map, and it just works.
Das Kalk: While we're on the subject of CTF, you've revealed some pretty significant changes to the way that CTF works. What are some of the reasons behind these changes?
You know, that's definitely a better question for a designer, because they'll be able to go into more depth, but ultimately it's speeding up the pace across the board in the encounters and the objectives and so on. There's definitely some fairly controversial things in that mode, like fact that you can't drop the flag, the fact that you have a pistol. The pistol is getting some tweaks to it right now, so the one that's on the floor isn't quite final. But yeah, it's definitely controversial, we totally get that, the first thing that people get excited about, being polite about it, is change, and so whenever we do something radical or significant, we know that there's going to be that kind of effect. But you guys played it, and I'm not going to put words in your mouth, so you guys should say how it felt to you, how big a difference that those two changes, the carrying a pistol and the inability to drop or juggle the flag, how did it affect the pace? I know how I feel about it, but I work on the game, my opinion is completely flawed, obviously, in some ways, but my serious opinion is that it improves it, it speeds it up, it changes it, definitely, and it takes a little while to get used to, but that's what I enjoy. But you guys played it, nobody told you what to say, you should say what you think about it, whether it's good or bad.
SD: Is that something that's going to be customizable in custom games?
We have really significant custom options and we'll talk about those more later.
DK: The other thing you have here this weekend at the Mad Catz booth is Spartan Ops. Can you tell us where the idea for Spartan Ops came from, and maybe how it affects how you as a studio think about the single player story, or how it interacts with the single player story?
Mad Catz has actually been a great partner for this because we really didn't have a space for Spartan Ops to fit, and Mad Catz approached us. A lot of people didn't get to play it at E3 for obvious reasons, and PAX is a consumer show, so we wanted to give people a chance to play it, so we partnered with Mad Catz, and it's out there demoing both our new headphones, and the mode itself. It's the same build from Comic-Con and E3, so the gameplay experience isn't new for people who were there, but most of these people haven't been there, so it's a nice chance to sample it. Spartan Ops, at the very highest level, the ten thousand foot level, it's a TV show you play. It's up to four player co-op, it supports matchmaking if you're on your own, but every week for a total of ten weeks, there's going to be one episode of fiction followed by five missions of gameplay, all of which are interconnected. The fiction is actually meaningful, you're going to see very high quality CG, you're going to meet some new characters, you're going to see returning characters from the campaign, and you're ultimately going to learn a lot about the Halo universe and the Infinity through that process. And the story is meaningful, things happen that actually count, it's not just "blow up the generator".
SD: So does that mean that Spartan Ops is a bridge between Halo 4 and Halo 5 when it comes out? Is it filling in some of the gaps between the two?
Chronologically it takes place about six months after the events of Halo 4, so we chronologically do that, but it's a little more complicated than that, but we can't say anything without spoilers. It's definitely going to continue some of the scenarios, events, and character arcs that started in the campaign, but it definitely splinters off from the Chief's main story, so you won't see the Chief a lot or referenced a lot in Spartan Ops, but he's already had a huge effect on their lives by that point and it's sort of inferred throughout.
DK: You were saying that Spartan Ops is episodic content, does this mean that much like a TV show, we'll see the episodes released on the same day every week?
Yes, it's going to air, technology allowing, at the same time on the same day on a per-week basis. Of course, it requires Xbox LIVE for a couple of reasons, one is that it's streaming content, the other is it's multiplayer, obviously for up to four players, so it does need an Xbox LIVE connection, but it's free. So if you buy the game, either the regular edition or the limited edition, it's absolutely free, and it's a huge amount of content. It's five missions per week, and the missions can take anywhere from 10 minutes if you're pounding through it with 4 people and loads of vehicles, to like, I mean, I've got stuck for hours at a time on certain things trying to achieve it in certain ways. So it's about a campaign's worth of content, and it's released episodically, which in some ways is a more natural cadence than the seven to twenty hour campaigns that people plough through. That's a weird way to tell a story, whereas episodes, we can control the rhythm and the cadence that people experience the story in, so while in the campaign I can't force you to end a campaign mission on a cliffhanger, because you're just going to play immediately through it, we can control the pace, and so it's going to be giving us some interesting dramatic opportunities, and we hope people appreciate that when it does start airing.
DK: Something else that we noticed in Spartan Ops is that your War Games character carries over, and you've talked a lot about that persistent back-and-forth. We've had some questions about whether or not things like armour or weapon skins carry over into campaign as well, could you shed some light on that?
Specifically, in campaign, you're the Chief, or, you're another Spartan. There's no fiction behind the four player co-op. The only cool thing that happens is at the start of the game in the first mission, The Chief spawns in one cryotube, and the other three Spartans are in "lesser" cryotubes, so that's where the arguments will come from. In Spartan Ops, your character is the same character you create for the Infinity. When you get into the menu, it's going to say, basically, Campaign, and Infinity, and everything that you do inside Infinity is basically interconnected. So if you customize the way he looks, or she looks, because we support male and female models, if you customize your loadouts, on a kind of a mode-by-mode basis, all of that stuff and all of your career progress is completely interconnected between War Games and Spartan Ops. Ultimately, your War Games character is actually your Spartan Ops character, right, and you're training in War Games' simulated battle tactics effectively is the conceit, you know, it's still, it's Halo multiplayer.
SD: Speaking of Campaign, a lot of people are curious as to how the difficulty will scale on higher difficulties. Will it be a simple case of more damage, more enemies, smarter A.I., or a combination of any of those things?
So, to be fair to previous A.I., that's a loose sort of statement about how the A.I. works. Our A.I. has definitely changed significantly, and the biggest single change, apart from the code and the sort of A.I. routines and the thought processes that the characters go through is the addition of the Prometheans. I definitely think of the Covenant as tactical, right, but the biggest strategy they're ever going to employ is flanking, really. But the Prometheans, who of course fight alongside the Covenant are very much strategic and not tactical, so, you know, you'll have a situation where you see a single [Promethean] Knight appear, and then from his carapace, he'll spawn a Watcher, the Watcher will take off, shield the Knight, and spawn Crawlers, and so now you've completely changed the battlefield. They also learn from your repetition, they learn from your mistakes, they'll try to sort of figure you out. I'm not trying to sell this as HAL from 2001, but they will adapt to changing circumstances on the field. Halo games have done that previously, it's just much more obvious this time because you have two really distinct classes, types, and strategic approaches, and so it becomes really obvious when you're hiding behind a pillar waiting for your shields to recharge, but the crawlers are ignoring that fact, and ten years of Halo history, crawling down over the top of the pillar to get you.
DK: You've been talking a lot about how the connectivity between Spartan Ops, War Games, and Campaign is intended to give people an avenue in to something they may not have been interested in before…
Yeah, when we launch a Halo game, traditionally, there's people who do everything, and I'm a person who does everything, and probably you guys do everything, you play multiplayer, you play campaign, you play play with theatre, forge, all that stuff. But a lot of people just play singleplayer, a lot of people just play multiplayer, and we have pretty good research on how those venn diagrams intersect with each other, but we realized there was this opportunity to push those two disparate audiences closer together with a kind of bridging piece, and Spartan Ops certainly does that. That's not it's main intention, but it's one of the upsides of it that we realized as we were prototyping and thinking about what Spartan Ops could do.
DK: And for someone who's new to the Spartan Ops campaign, who's maybe only ever played Multiplayer, is there going to be any kind of recap at the beginning of the episodes?
Yeah, we're going to have lots of opportunity for recap, including through Halo Waypoint, this all streams ultimately from Halo Waypoint tech, it'll stream straight on your Xbox. The other thing is, it's like a TiVO, so there's two things that can happen, one is the episodes can just stack up, right, if you haven't played or watched they're just there on your Xbox and you can just go through it like a box set. Secondly, if you're alone, it will matchmake you with up to four total players, so you can play it either solo and experience it like that or if you want to play it the way that nature intended, you can go use matchmaking to go find people who are in the same state of the series as you are.
SD: Earlier you mentioned Theatre and Forge, is Spartan Ops something you can use Theatre in, and are we going to get any more information before launch about Theatre or Forge?
You will get more information before launch about Theatre and Forge, and that's all i'm going to say about that at this point, but we are working with Community Cartographers to have some Forge content ready and File Shares for launch, so you'll get, hopefully, some classic remakes and some interesting looks at how the new lighting engine, the way that the shadows and light are actually properly baked into the environment.
SD: So, not all grey?
Well, it's still ultimately a building block set, but it definitely looks a lot more concrete and less repetitive than we've been criticized for in the past. But yeah, I think Forge is going to be interesting this time around.
5.9.12 O'Connor: HALO 4 incluye un mapa actualizado Secreto: (Pincha para leerlo)
3.9.12 Mostrados los complementos desbloqueables para avatarSpoilers
Secreto: (Pincha para leerlo)
Knight Helmet Desbloquea el logro Knight in White Assassination
Platinum Mark VI Helmet Desbloquea el logro Wake Up, John
UNSC Infinity Hoodie Desbloquea el logro Not Some Recruit Anymore
3.9.12 Oddball en Exile y Grifball en Forge mostrados en la PAXSecreto: (Pincha para leerlo)
Novedades: la bola se puede pasar en ambos modos y el portador llevará arma en Oddball.
3.9.12 Panel 12PAXSecreto: (Pincha para leerlo)
2.9.12 Resumen PAX HALO 4 PanelSecreto: (Pincha para leerlo)
Panel is: David Ellis, Kiki Wolfkill, Josh Holmes, Kevin Scott and Kevin Franklin.
343i members are telling us what Halo 4 means to us, and Master Chief is human and H4 explores that journey.
BTS discussing MC's background and how they are approaching it. Steve Downes and Jen Taylor on screen
Halo 4 forces Master Chief to change.
A lot of motion capture being shown. Full house of 1000 in awe
Picture of Halo 4 Campaign shown
Kiki talks about the talent they brought in for Halo 4, and how they wanted to keep Halo 4 "Halo".
Kenneth talks about revamping how Chief looks
Original chief
Pathos and sorrow, should surround what Master Chief is.
Cortana is viewed as Chief's reflection of his former humanity
Chief and Cortana are two halves of the same person.
Cortana is dealing with torment and anguish.
More Cortana!
Talking about Promethian class of enemies now.
It was painful to find the arch analog for the Emmy of Master Chief.
343i really explores and develops an enemy before it is even confirms it will be in the game
Promethian drafts
Promethian Knight Concept
Chief's new armor, explained
Demo time! , Capture the flag is being played, seeing Exiled being demoed!
When you have the flag, you can shoot your pistol as well.
Exile and CTF being shown now. Explaining music being added to gameplay when player picks up flag
Flag carrier just impaled the enemy!! Flagsassination.
Flag joust medal?
When flag carrier kills the other flag carrier its a "flag joust"
There is a countdown on the flag navpoint for when it will reset.
When you run over someone, you get a road trip medal. All vehicle occupants get the medal.
Capture assist medal!
A full warthog splatter gets Road Trip! yelled at all players in the hog.
Banshee changes: tricks slowed down. Plasma cannon a little more effective.
Secondary turret on tank had been beefed up as has the standard gun on banshee. Reasoning is one can loadout with plasma pistol
Scorpian time! Scorpian handles a little more like halo 3 as opposed to reach.
Oddball now. Auto pick up for bomb and holy hell can you throw that thing! Demo player just got a medal for a "Long Bomb".
Comparable to a grenade throw. Bomb assassinations incinerate player.
They are showing the throwing mechanic for oddball! You can pass it far.
The oddball is a beautiful glowing skull.
Catch medal!
Long Bomb medal when you throw it a long way.
Live Grifball demo now at the Halo panel
Grifball has just been announced ladies and gentleman. Grifball is in Halo 4, and I'm watching it.
Grifball confirmed as a gametype in 4. hammer confirmed. Can throw bomb.
Grifball people, @Goosechecka and @Kalbelgarion is playing Grifball
No rounds in grifball. Bomb immediately resets in center and play resumes.
Can either pass the grifball or hammer it down court.
If you hammer the runner, the ball goes flying, if you sword the runner, you get the ball
Live Grifball demo at #PAX just ended. Players can pass the ball and knock it around the court with the hammer!
Halo 4 Forward Unto Dawn poster looks sexy!
Previewing a new vignette for the lead up to FUD. It will be on machinima next week 2.9.12 VIDoc: A heroe awakensSecreto: (Pincha para leerlo)
1.9.12 The Thursday War completo para usuarios de amazon.com Secreto: (Pincha para leerlo)
31.8.12 CTF y nuevo mapa: ExileSecreto: (Pincha para leerlo)
31.8.12 FUD: CryoSecreto: (Pincha para leerlo)
30.8.12 12PAX traerá novedadesSecreto: (Pincha para leerlo)
Se presentará nuevos modos de juego, al menos un mapa nuevo (este viernes), video detras de las camaras centrado en la historia de la campaña.
El mapa puede ser este: 30.8.12 Adapta el mando a tu estiloSecreto: (Pincha para leerlo)
Default
Boxer
Bumper Jumper
Fishstick
Green Thumb
Recon
Southpaw
28.8.12 Gaems presenta el maletin UNSC Vanguard Secreto: (Pincha para leerlo)
Diseño exclusivo HALO UNSC
Pantalla LED 19" LED HD con conexión HDMI
Altavoces integrados
Precio 349,99$
27.8.12 Purple Plasma, todo Spartan necesita su bebida energéticaSecreto: (Pincha para leerlo)
24.8.12 Enlist, bonus video de Forward Unto DawnSecreto: (Pincha para leerlo)
24.8.12 Spartan Ops será mas largo que HALO 3 ODSTSecreto: (Pincha para leerlo)
David Ellis, diseñador de 343i, ha comentado en Neogaf que Spartan Ops será mas largo en duración que HALO 3 ODST.
23.8.12 Los logros de HALO 4 son reveladosSecreto: (Pincha para leerlo)
22.8.12 Enlaces a samples de remixes HALO 4 ostSecreto: (Pincha para leerlo)
22.8.12 Enlaces a samples de HALO 4 ostAtención con posibles spoilers
Secreto: (Pincha para leerlo)
22.8.12 Se anuncia la edición limitada de HALO 4 OSTSecreto: (Pincha para leerlo)
Saldrá a la venta a un precio de 75$. Incluye dos discos con las canciones originales y sus correspondientes remixes, un dvd de 70 minutos de duración con un reportaje de como se hizo la banda sonora durante la grabación en los estudios de Abbey Road, un libro de tapa dura que recoge el trabajo de la creación y composición de las canciones por Neil Davidge junto a imagenes y artworks exclusivos, una imagen tamaño A4 de HALO 4 firmada por Neil Davidge, un disco de 12 pulgadas de 180 gramos de los remixes con una funda de diseño especial presentado a Cortana y al Jefe Maestro y una camiseta exclusiva para el avatar. Las 5.000 primeras copias estarán numeradas y serán personalizadas por el propio Neil Davidge.
La lista de remixes incluyen a artistas como DJ Skee, Caspa, Sander Van Doorn & Julian Jordan, Gui Boratto, KOAN Sound, Matt Lange, Andrew Bayer, Norin & Rad, Alvin Risk, Bobby Tank, Maor Levi y Hundred Waters,junto a Apocalyptica y el ex-Smashing Pumpkins guitarrista James Iha. Aqui está el listado completo (posibles spoilers):
1. Awakening – Gui Boratto Remix
2. Green And Blue – KOAN Sound Remix
3. Requiem – Bobby Tank Remix
4. Ascendancy – Caspa Remix
5. To Galaxy – Sander Van Doorn & Julian Jordan Remix
6. Haven – Hundred Waters Remix
7. Revival – DJ Skee & THX Remix
8. Ascendancy – Matt Lange Remix
9. Nemesis – Alvin Risk Remix
10. Solace – Maor Levi Remix
11. Arrival – Norin & Rad Remix
12. Green And Blue – Andrew Bayer Remix
13. Foreshadow – James Iha Remix
14. The Beauty Of Cortana – Apocalyptica vs. Neil Davidge Remix 22.8.12 El 22 de octubre se pondrá a la venta la OST de HALO 4Secreto: (Pincha para leerlo)
Saldrá a la venta a un precio de 13,98$. Listado de canciones (posibles spoilers)
1.Awakening
2.Belly Of The Beast
3.Requiem
4.Legacy
5.Faithless
6.Haven
7.Nemesis
8.Ascendancy
9.Solace
10.To Galaxy
11.Immaterial
12.117
13.Arrival
14.Revival
15.Green And Blue 20.8.12 Steve Downes termina de grabar la voz del Jefe MaestroSecreto: (Pincha para leerlo)
17.8.12 El DLC de XTS edición HALO 4 y edición limitadaSecreto: (Pincha para leerlo)
16.8.12 Las especializaciones al detalleSecreto: (Pincha para leerlo)
La carrera de un Spartan-IV tendrá 50 niveles comunes, al llegar al nivel 50 se deberá elegir una especialidad que durará 10 niveles. Una vez escogida la especialidad no se podrá cambiar hasta ser completada. La especialización traerá nuevas opciones de armadura, armas, emblemas, visor, armas, incluyendo skins y modificadores.
Estos modificadores funcionarán exactamente igual que el resto de equipos tácticos y mejoras de soporte. No están vinculados a la armadura específica de cada especialidad, por lo que no tiene que usar la armadura para utilizar ese modificador en particular. Mejoran una pequeña parte del sandbox, permitiendo a la gente jugar el estilo que quieren jugar y experimentar el estilo de juego que más le gusta.
Wetwork
Esta especialización está destinada para operaciones de eliminación de objetivos tácticos sin dejar rastro.
Modificador: Sigilo
Caracteristicas: Reducción de ruido en habilidad Sprint, reducción en el tiempo de las animaciones de asesinato y minimiza la silueta para evitar Promethean Vision.
Pioneer
Esta especialización está destinada para despliegues en territorios desconocidos y hostiles para obtener recopilación o transmisión de información.
Modificador: Rápido rastreo
Caracteristicas: Obtención de puntos de experiencia más rapidamente. Es necesario llevarlo equipado durante toda la partida para obtener esos puntos extra. El equiparlo supone reducir drasticamente los equipos tácticos y las mejoras de soporte.
Engineer
Esta especialización está destinada para inutilización, reparación y la reconstrucción de una amplia gama de tecnología, incluida el Pacto y redes complejas Forerunner.
Modificador: Localizador de envios
Caracterísitcas: Permite conocer el punto y momento del envio del arsenal suplementario gracias a un sistema de monitorización suborbital.
Tracker
Esta especialización está destinada para el seguimiento no convencional de largo alcance a objetivos.
Modificador: Envios personalizados
Caracteristicas: Permite personalizar el envio del arsenal suplementario cuando ha sido autorizado. No permite conocer cual era el envio inicial. Ideal para escoger armas y modificadores con los que te sientas cómodo.
Rogue
Esta especialización está destinada para operaciones Lobo Solitario. Despliegue de un único Spartan-IV en periodos de tiempo muy largos.
Modificador: Estabilidad de disparo
Caracteristicas: Especialmente diseñada para evitar el retroceso de armas con mirilla telescópica, logrando una mayor precisión en el disparo.
Stalker
Esta especialización está destinada para misiones de sigilo que requieran tácticas de ocultamiento incluso muy cercanas al objetivo.
Modificador: Armadura Némesis
Caracteristicas: Permite localizar y rastrear al último jugador que te mató durante la partida gracias a los sensores pasivos de la armadura. Especialmente diseñado para partidas de objetivo.
Pathfinder
Esta especialización está destinada para despliegue no convencional dentro de territorio enemigo sin esperar la ayuda de otros comandos.
Modificador: Armadura Gunner
Caracteristicas: Permite reducir el nivel de calentamiento de las armas de vehículo aumentando el tiempo de potencia de fuego y aumenta la velocidad cuando se portan armas pesadas. No compatible con habilidades.
Operator
Esta especialización está destinada para operar una amplia gama de vehículos en tierra, mar y aire.
Modificador: Armadura Wheelman
Caracteristicas: Mejora la duración de los vehículos que estamos manejando. Disminuye a la mitad los efectos negativos de los disparos de plasma. Reduce la probabilidad de robo. 13.8.12 Préparate by VandalSecreto: (Pincha para leerlo)
9.8.12 El arsenal de la UNSC para HALO 4 Secreto: (Pincha para leerlo)
3.8.12 Et tu, Jackal?Alerta spoiler
Secreto: (Pincha para leerlo)
1.8.12 Mas imagenes de ed limitadaSecreto: (Pincha para leerlo)
1.8.12 FUD: ¡Aqui llega el Warthog!Secreto: (Pincha para leerlo)
31.7.12 Se filtra imagen de la edición limitadaSecreto: (Pincha para leerlo)
30.7.12 Resumen de la Comic Con y RTX 2012Secreto: (Pincha para leerlo)
27.7.12 Portada de Awakening: The Art of Halo 4 Secreto: (Pincha para leerlo)
24.7.12 HALO 4 Accolade TrailerSecreto: (Pincha para leerlo)
24.7.12 HALO 4 Tritton headphones Secreto: (Pincha para leerlo)
21.7.12 Sonidos de XTS HALO 4 limited editionSecreto: (Pincha para leerlo)
15.7.12 HALO 4 controllerSecreto: (Pincha para leerlo)
15.7.12 XTS HALO 4 limited editionSecreto: (Pincha para leerlo)
14.7.12 HALO 4 menusSecreto: (Pincha para leerlo)
14.7.12 SDCC HALO 4 PanelSecreto: (Pincha para leerlo)
14.7.12 Forward Unto Dawn: Master ChiefSecreto: (Pincha para leerlo)
13.7.12 Forward Unto Dawn: Detras de las cámarasSecreto: (Pincha para leerlo)
13.7.12 Logo de la Academia CorbuloSecreto: (Pincha para leerlo)
13.7.12 Trailer de Forward Unto DawnSecreto: (Pincha para leerlo)
13.7.12 Poster de Forward Unto DawnSecreto: (Pincha para leerlo)
11.7.12 Imagenes de Forward Unto DawnSecreto: (Pincha para leerlo)
11.7.12 Don Mattrick confirma la interacción entre Surface y HALO 4
11.7.12 Portada de Silentium, tercer libro de la trilogía ForerunnerSecreto: (Pincha para leerlo)
11.7.12 Primer vistazo a Forward Unto DawnSecreto: (Pincha para leerlo)
10.7.12 Complementos HALO 4 para avatarSecreto: (Pincha para leerlo)
Disponibles en el Bazar. Imagenes de algunos:
8.7.12 RTX: Forge reveladoSecreto: (Pincha para leerlo)
6.7.12 El arte de The CommissioningSecreto: (Pincha para leerlo)
6.7.12 HALO 4 E3 2012 Multiplayer Wrap Up Secreto: (Pincha para leerlo)
Los mejores jugadores de la MLG dan su opinión del multijugador presentado en la E3
5.7.12 Exclusiva de ACME para asistentes a Comic Con Secreto: (Pincha para leerlo)
Halo 4 concept art by Gabriel Garza aka Robogabo
50 piece edition
13″ x 19″ (paper size)
$89.00 3.7.12 Infinity obligará a usar 8 Gb de disco duroSecreto: (Pincha para leerlo)
Microsoft recomienda instalar el disco del multijugador Infinity para conseguir una experiencia de juego óptima. El espacio requerido será 8 Gb.
2.7.12 HALO 4: Forward Unto Dawn teaser Secreto: (Pincha para leerlo)
Helljumper,Helljumper,where've you been?
Feet first into Hell and back again!
When I die please bury me deep!
Place my MA5 down by my feet! 30.6.12 Live Action de Forward Unto Dawn el lunes, 2 de julioSecreto: (Pincha para leerlo)
El programa Inside Gaming de Machimina anuncia la emisión de un Live Action como preview de Forward Unto Dawn.
28.6.12 HALO 4 estará en RTX y SDCC este mes de julioSecreto: (Pincha para leerlo)
HALO 4 estará presente en la Rooster Teeth Expo los dias 7-9 de julio y en la San Diego Comic Con los días 12-15 julio. En el primero, los asistentes podrán probar el multijugador y el segundo mostrará en exclusiva el trailer de Forward Unto Dawn