Firefight (Halo 3: ODST): Difference between revisions

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==Overview==
==Overview==
[[File:H3ODST LostPlatoon Art.jpg|thumb|right|250px|Officially-commissioned keyart for Firefight, by Brad Rigney.{{Ref/Site|D=01|M=6|Y=2020|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_091809|SiteName=Bungie.net|PageName=Bungie Weekly Update: 09.18.09}}]]
[[File:H3ODST LostPlatoon Art.jpg|thumb|right|250px|Officially-commissioned keyart for Firefight, by Brad Rigney.{{Ref/Site|D=01|M=6|Y=2020|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_091809|Site=Bungie.net|Page=Bungie Weekly Update: 09.18.09}}]]
Firefight is an endless wave-based survival mode introduced in ''Halo 3: ODST'' to supplement regular competitive multiplayer matchmaking. Players compete to survive waves of [[Covenant]] troops deployed by [[Phantom]] dropships for as long as possible, earning points and attempting to survive as long as possible. The mode supports up to four players in splitscreen or Xbox LIVE cooperative play. Players have a limited number of lives - meaning the game only ends when all players are dead. Firefight can be played on [[Easy]], [[Normal]], [[Heroic]] and [[Legendary]] difficulties, and players can optionally enable the Blind, Cowbell, IWHBYD and Grunt Birthday skulls for no increase in score.{{Ref/Site|Id=DropInto|D=01|M=6|Y=2020|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=Halo3ODST_Firefight|SiteName=Bungie.net|PageName=Drop Into Firefight}}
Firefight is an endless wave-based survival mode introduced in ''Halo 3: ODST'' to supplement regular competitive multiplayer matchmaking. Players compete to survive waves of [[Covenant]] troops deployed by [[Phantom]] dropships for as long as possible, earning points and attempting to survive as long as possible. The mode supports up to four players in splitscreen or Xbox LIVE cooperative play. Players have a limited number of lives - meaning the game only ends when all players are dead. Firefight can be played on [[Easy]], [[Normal]], [[Heroic]] and [[Legendary]] difficulties, and players can optionally enable the Blind, Cowbell, IWHBYD and Grunt Birthday skulls for no increase in score.{{Ref/Site|Id=DropInto|D=01|M=6|Y=2020|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=Halo3ODST_Firefight|Site=Bungie.net|Page=Drop Into Firefight}}


Firefight is structured into waves, rounds and sets. A wave consists of a handful of enemy infantry deploying from one or two dropships or doorways onto the level at a time. Five waves make up a round and three rounds make up a set. At the end of every round, players are restored lives, weapons and vehicles. As a set progresses, a new [[Halo 3 Skulls|skull]] will be enabled for each round, though these skulls will reset at the end of the set. Meanwhile, at the end of every set, an additional skull is enabled permanently, making the experience harder and harder. As the waves in a given round and rounds in a given set increase, the enemies deployed onto the battlefield will get harder, progressing from Grunts and Jackals to Brutes and Hunters - ending the round with [[Jiralhanae Chieftain|Brute Chieftains]]. No matter what difficulty is selected for Firefight, the Tough Luck skull is always enabled.{{Ref/Reuse|DropInto}}
Firefight is structured into waves, rounds and sets. A wave consists of a handful of enemy infantry deploying from one or two dropships or doorways onto the level at a time. Five waves make up a round and three rounds make up a set. At the end of every round, players are restored lives, weapons and vehicles. As a set progresses, a new [[Halo 3 Skulls|skull]] will be enabled for each round, though these skulls will reset at the end of the set. Meanwhile, at the end of every set, an additional skull is enabled permanently, making the experience harder and harder. As the waves in a given round and rounds in a given set increase, the enemies deployed onto the battlefield will get harder, progressing from Grunts and Jackals to Brutes and Hunters - ending the round with [[Jiralhanae Chieftain|Brute Chieftains]]. No matter what difficulty is selected for Firefight, the Tough Luck skull is always enabled.{{Ref/Reuse|DropInto}}


At the end of each set is a bonus round. During the short bonus round, a single Phantom will hover over the battlefield and disperse an endless wave of Grunts for players to kill for points and score. During the bonus round, all skulls are enabled including Iron, meaning that if a player dies they will be unable to respawn until the round is complete. However, player deaths in the bonus round do not subtract from the overall pool of lives.{{Ref/Site|D=01|M=6|Y=2020|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_081409|SiteName=Bungie.net|PageName=Bungie Weekly Update: 08/14/09}} If players score high enough during the bonus round, they will be awarded bonus lives.
At the end of each set is a bonus round. During the short bonus round, a single Phantom will hover over the battlefield and disperse an endless wave of Grunts for players to kill for points and score. During the bonus round, all skulls are enabled including Iron, meaning that if a player dies they will be unable to respawn until the round is complete. However, player deaths in the bonus round do not subtract from the overall pool of lives.{{Ref/Site|D=01|M=6|Y=2020|URL=http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_081409|Site=Bungie.net|Page=Bungie Weekly Update: 08/14/09}} If players score high enough during the bonus round, they will be awarded bonus lives.


===Skulls===
===Skulls===
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As part of ''The Master Chief Collection'', Firefight has undergone a number of changes inspired by the customisability of the ''Halo: Reach'' [[Firefight (Halo: Reach)|iteration]] of Firefight. Notably, Firefight now supports gametype customisation, though not to as great an extent as that of ''Halo: Reach''. Players can alter their player traits and equipment to make themselves more or less vulnerable to enemies, have unlimited ammunition or spawn with any weapon in the ''ODST'' sandbox. Notably, this feature now allows players to spawn equipped with a [[Battle Rifle]], a weapon never-before available to use in ''Halo 3: ODST''.{{Ref/Reuse|MCCAugust}}
As part of ''The Master Chief Collection'', Firefight has undergone a number of changes inspired by the customisability of the ''Halo: Reach'' [[Firefight (Halo: Reach)|iteration]] of Firefight. Notably, Firefight now supports gametype customisation, though not to as great an extent as that of ''Halo: Reach''. Players can alter their player traits and equipment to make themselves more or less vulnerable to enemies, have unlimited ammunition or spawn with any weapon in the ''ODST'' sandbox. Notably, this feature now allows players to spawn equipped with a [[Battle Rifle]], a weapon never-before available to use in ''Halo 3: ODST''.{{Ref/Reuse|MCCAugust}}


The other primary major change introduced by the expanded Firefight options in ''The Master Chief Collection'' is the ability to change the vehicle spawns on the map. This change only affects the map [[Lost Platoon]], as it replaces the default [[Warthog]] spawn on the map, but does not add vehicles to any other map. In custom gametypes, players can replace the Lost Platoon Warthog with a [[Gauss Warthog]], [[Scorpion]], [[Anti-Air Wraith]] or even a [[Hornet]] - the latter two of which have never been available to use prior in the ''ODST'' sandbox.{{Ref/Site|Id=MCCAugust|D=01|M=6|Y=2020|URL=https://www.halowaypoint.com/en-us/news/mcc-development-update-august-2020|SiteName=Halo Waypoint|PageName=MCC Development Update - August 2020}}
The other primary major change introduced by the expanded Firefight options in ''The Master Chief Collection'' is the ability to change the vehicle spawns on the map. This change only affects the map [[Lost Platoon]], as it replaces the default [[Warthog]] spawn on the map, but does not add vehicles to any other map. In custom gametypes, players can replace the Lost Platoon Warthog with a [[Gauss Warthog]], [[Scorpion]], [[Anti-Air Wraith]] or even a [[Hornet]] - the latter two of which have never been available to use prior in the ''ODST'' sandbox.{{Ref/Site|Id=MCCAugust|D=01|M=6|Y=2020|URL=https://www.halowaypoint.com/en-us/news/mcc-development-update-august-2020|Site=Halo Waypoint|Page=MCC Development Update - August 2020}}


While ''The Master Chief Collection'' has these expanded options for Firefight play, the original endless survival experience is still available to play unaltered, now named the FF Classic gametype. For [[matchmaking]] play, the standard Firefight gametype performs exactly the same way but ends once one set is completed, and has a thirty minute time limit. Three other new gametypes are included by default: Sniperfight, Rocketfight and Fiestafight.
While ''The Master Chief Collection'' has these expanded options for Firefight play, the original endless survival experience is still available to play unaltered, now named the FF Classic gametype. For [[matchmaking]] play, the standard Firefight gametype performs exactly the same way but ends once one set is completed, and has a thirty minute time limit. Three other new gametypes are included by default: Sniperfight, Rocketfight and Fiestafight.
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==Production notes==
==Production notes==
{{Quote|From day one, when designing campaign missions, we outlined spaces that could work for Firefight. We didn’t have the resources to completely create our own, so they happened inside the missions—which helped the narrative, I think. I’d tell designers what spaces were important, because I had a vision for Firefight that couldn’t be played there and then. We took a massive leap of faith, making environments without Firefight yet existing. It worked out at the end.|Paul Bertone on Firefight.{{Ref/Reuse|VICE}}}}
{{Quote|From day one, when designing campaign missions, we outlined spaces that could work for Firefight. We didn’t have the resources to completely create our own, so they happened inside the missions—which helped the narrative, I think. I’d tell designers what spaces were important, because I had a vision for Firefight that couldn’t be played there and then. We took a massive leap of faith, making environments without Firefight yet existing. It worked out at the end.|Paul Bertone on Firefight.{{Ref/Reuse|VICE}}}}
''Halo 3: ODST'' game director [[Paul Bertone]] was responsible for the conception of Firefight as an idea. While [[Development of Halo 3|developing]] ''[[Halo 3]]'', Bertone worked on the game's campaign scoring mode, which he credits with ultimately leading to Firefight. This, mixed with wave encounters like those from the level [[The Truth and Reconciliation]] in ''[[Halo: Combat Evolved]]'' ultimately served as the basis for the Firefight mode. Designer Tim Williams ultimately created the first Firefight prototype in-engine, and [[Martin O'Donnell]] was instrumental in giving Bertone the push needed to pursue active development of the mode.{{Ref/Site|Id=VICE|D=01|M=6|Y=2020|URL=https://www.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|SiteName=VICE|PageName=The Complete, Untold History of Halo}}
''Halo 3: ODST'' game director [[Paul Bertone]] was responsible for the conception of Firefight as an idea. While [[Development of Halo 3|developing]] ''[[Halo 3]]'', Bertone worked on the game's campaign scoring mode, which he credits with ultimately leading to Firefight. This, mixed with wave encounters like those from the level [[The Truth and Reconciliation]] in ''[[Halo: Combat Evolved]]'' ultimately served as the basis for the Firefight mode. Designer Tim Williams ultimately created the first Firefight prototype in-engine, and [[Martin O'Donnell]] was instrumental in giving Bertone the push needed to pursue active development of the mode.{{Ref/Site|Id=VICE|D=01|M=6|Y=2020|URL=https://www.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|Site=VICE|Page=The Complete, Untold History of Halo}}


Bertone and the other designers on ''ODST'' then designed the campaign spaces to serve double-duty as Firefight maps from day one, even before the Firefight mode was functional, due to limited resources available to the small ''ODST'' team.{{Ref/Reuse|VICE}} Firefight was later detailed in a dedicated [[ViDoc]], ''[[Halo 3: ODST ViDoc: Bip. Bap. Bam.|Bip. Bap. Bam. Welcome to Firefight]]''.
Bertone and the other designers on ''ODST'' then designed the campaign spaces to serve double-duty as Firefight maps from day one, even before the Firefight mode was functional, due to limited resources available to the small ''ODST'' team.{{Ref/Reuse|VICE}} Firefight was later detailed in a dedicated [[ViDoc]], ''[[Halo 3: ODST ViDoc: Bip. Bap. Bam.|Bip. Bap. Bam. Welcome to Firefight]]''.