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In ''Halo: Reach'', an additional form of ghost can be produced by severely overburdening the game engine in an already laggy environment. Under the right conditions, one or more players may manifest as "ghosts".<ref name="reach-ghost">[http://www.youtube.com/watch?v=UrLvnGdbTxU&feature=channel_video_title '''YouTube:''' Halo: Reach - Ghost of Forge World (Mystery Solved)]</ref> | In ''Halo: Reach'', an additional form of ghost can be produced by severely overburdening the game engine in an already laggy environment. Under the right conditions, one or more players may manifest as "ghosts".<ref name="reach-ghost">[http://www.youtube.com/watch?v=UrLvnGdbTxU&feature=channel_video_title '''YouTube:''' Halo: Reach - Ghost of Forge World (Mystery Solved)]</ref> | ||
The Ghosts of Halo in ''Reach'' differ significantly from those seen in past games. They appear on the scoreboard, but | The Ghosts of Halo in ''Reach'' differ significantly from those seen in past games. They appear on the scoreboard, but are shown as dead. Actions taken by a ghost occur like they should; they can fire shots normally, occupy vehicles, and so on. However, the ghost itself is entirely absent on others' consoles; they do not appear on the motion tracker when on foot, and ghost-occupied vehicles are displayed on the motion tracker as if they were moving of their own accord. | ||
(In fact ghost-occupied vehicles act as if they are not occupied at all. Other players see vehicle-entry prompts even when a ghost is occupying a seat. Furthermore, the vehicle will not show pilot-related animations; a Falcon, for example, will fly around with its cockpit open and the propellers not spinning.) | (In fact ghost-occupied vehicles act as if they are not occupied at all. Other players see vehicle-entry prompts even when a ghost is occupying a seat. Furthermore, the vehicle will not show pilot-related animations; a Falcon, for example, will fly around with its cockpit open and the propellers not spinning.) |
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