Making Halo 4: Return of the Forerunners: Difference between revisions

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{{Era|RW}}
{{Title|''Making Halo 4: Return of the Forerunners''}}
{{Title|''Making Halo 4: Return of the Forerunners''}}
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'''''Halo 4'': Return of the Forerunners''' is a video documentary by [[343 Industries]], about the development of the Prometheans and their weapons.. It was released on [[Wikipedia:YouTube|YouTube]] on [[2012|September 12th, 2012]].<ref>[http://www.youtube.com/watch?v=bL8QP6hSU9A '''YouTube''' - ''Halo 4: Return of the Forerunners'']</ref>
'''''Halo 4'': Return of the Forerunners''' is a video documentary by [[343 Industries]], about the development of the Prometheans and their weapons. It was released on [[Wikipedia:YouTube|YouTube]] on [[2012|September 12th, 2012]].<ref>[http://www.youtube.com/watch?v=bL8QP6hSU9A '''YouTube''' - ''Halo 4: Return of the Forerunners'']</ref>


==Transcript==
==Transcript==
*'''[[Prophet of Truth]]''': ''"Putting aside our sorrow, we renewed our faith in the prophecy that other rings would be found. And see ''how'' our faith has been rewarded."''
*'''[[Frank O'Connor]]''': "The [[Covenant]] used to be the main threat, and it was a MacGuffin in the original ''Halo'' series because the real threat was the [[Forerunner]] legacy and [[the Flood]] itself."
*'''[[Frank O'Connor]]''': "The [[Covenant]] used to be the main threat, and it was a MacGuffin in the original ''Halo'' series because the real threat was the [[Forerunner]] legacy and [[the Flood]] itself."


*'''[[Josh Holmes]]''': "The Forerunners have been the source of so much mystery throughout the ''Halo'' franchise, it was something that was just fascinating to us."
*'''[[Josh Holmes]]''': "The Forerunners have been the source of so much mystery throughout the ''Halo'' franchise, it was something that was just fascinating to us."


*'''Brian Reed''': "So far it's been a lot of stumbling into their belongings, y'know, we found [[Halo Array|Halo]]'s, and now we found something more; we found the [[Promethean]]s.
*'''[[Brian Reed]]''': "So far it's been a lot of stumbling into their belongings, y'know, we found [[Halo Array|Halo]]'s, and now we found something more; we found the [[Promethean]]s.


*'''Kenneth Scott''': "There's a degree of animalistic fierceness that maybe you didn't see in previous games."
*'''[[Kenneth Scott]]''': "There's a degree of animalistic fierceness that maybe you didn't see in previous games."
 
*'''[[Cortana]]''': ''"Look out!"''


*'''[[Kiki Wolfkill]]''': "The conditions and the context are what pit a hero and antagonist against each other."
*'''[[Kiki Wolfkill]]''': "The conditions and the context are what pit a hero and antagonist against each other."


*'''Lindsay Lockhart:''' "For this game we're gonna get to see a lot of complexity to their civilization."
*'''[[Morgan Lockhart|Lindsay Lockhart]]:''' "For this game we're gonna get to see a lot of complexity to their civilization."


*'''Josh Holmes''': "From their world view what they're doing has to make sense."  
*'''Josh Holmes''': "From their world view what they're doing has to make sense."  
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*'''Kiki Wolfkill''': "The design process for the Prometheans was intriguing, exciting, and then long and painful process. I think just, 'cause everyone was so invested in what they wanted out of them."
*'''Kiki Wolfkill''': "The design process for the Prometheans was intriguing, exciting, and then long and painful process. I think just, 'cause everyone was so invested in what they wanted out of them."


*'''Nicolas Bouvier''': "How do you imply something strong, something vertical, something different? And how could we actually have a global, logical language out of that Forerunner that feels effete?"
*'''[[Nicolas Bouvier]]''': "How do you imply something strong, something vertical, something different? And how could we actually have a global, logical language out of that Forerunner philosophy?"


*'''Kenneth Scott''': "Anybody who's played ''Halo'' goes 'Okay, Forerunner is the silvery angular stuff with blue lights across it.' That's really the language kind of in a nutshell. For us, it was important to break that, but still find, kind of like, a mathematical organization."  
*'''Kenneth Scott''': "Anybody who's played ''Halo'' goes 'Okay, Forerunner is the silvery angular stuff with blue lights across it. That's really the language kind of in a nutshell. For us, it was important to break that, but still find, kind of like, a mathematical organization."  


*'''Gabriel Garza''': "We had to do a very clear separation of style, shapes, colors right from the start."
*'''Gabriel Garza''': "We had to do a very clear separation of style, shapes, colors right from the start."
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*'''Gabriel Garza''': "We thought it would be more of an impact if it's like a sarcophagus; it opens up and its showing all this aggression."
*'''Gabriel Garza''': "We thought it would be more of an impact if it's like a sarcophagus; it opens up and its showing all this aggression."


*'''Frank O'Connor''': "There's certain ways to approach fighting an [[Elite]] with a group of [[Grunt|Grunts]], and really what we wanted to do was change that up."
*'''Frank O'Connor''': "There's certain ways to approach fighting an [[Sangheili|Elite]] with a group of [[Unggoy|Grunts]], and really what we wanted to do was change that up."


*'''Ray Almaden''': "The Covenant are tried-and-true. You know what you're gonna get out of a Grunt, you know what you're gonna from a [[Kig-Yar|Jackal]] with his [[Kig-Yar point defense gauntlet|shield]], the toughness of Elites; here are the brand-new hooks to the sandbox."
*'''Ray Almaden''': "The Covenant are tried-and-true. You know what you're gonna get out of a Grunt, you know what you're gonna from a [[Kig-Yar|Jackal]] with his [[Kig-Yar point defense gauntlet|shield]], the toughness of Elites; here are the brand-new hooks to the sandbox."


*'''Kiki Wolfkill''': "[[Prometheans]] are made up of the Knights, the [[Promethean Watcher|Watchers]], and the [[Promethean Crawler|Crawlers]].
*'''Kiki Wolfkill''': "Prometheans are made up of the Knights, the [[Promethean Watcher|Watchers]], and the [[Promethean Crawler|Crawlers]].


*'''Josh holmes''': "One of the big focuses for us in the design of the Forerunners was to have these different enemy classes that would be able to work together."
*'''Josh holmes''': "One of the big focuses for us in the design of the Forerunners was to have these different enemy classes that would be able to work together."
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*'''Josh Holmes''': "But in addition to that we wanted the Knight to have his own set of traits and abilities."
*'''Josh Holmes''': "But in addition to that we wanted the Knight to have his own set of traits and abilities."


*'''Scott Warner''': "There's all kinds of these special features of each one of these characters that players haven't played in a Halo game before."
*'''Scott Warner''': "There's all kinds of these special features of each one of these characters that players haven't played in a ''Halo'' game before."


*'''Ray Almaden''': "You think about basic combat encounter design; a lot of the challenges designers face is how to introduce enemies."
*'''Ray Almaden''': "You think about basic combat encounter design; a lot of the challenges designers face is how to introduce enemies."
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*'''Ray Almaden''': "Crawlers can walk on walls, walk on ceilings."
*'''Ray Almaden''': "Crawlers can walk on walls, walk on ceilings."


*'''Stephen Dyck''': "If a Knight shield bursts Crawlers will come rushing at you and try, and like, melee the player: they'll get more aggressive."
*'''Stephen Dyck''': "If a Knight shield bursts, Crawlers will come rushing at you and try, and like, melee the player: they'll get more aggressive."


*'''Kenneth Scott''': "These certainly slot into that Grunt-style combatant, and so there was certainly a want to make sure that we get a lot of them on-screen."
*'''Kenneth Scott''': "These certainly slot into that Grunt-style combatant, and so there was certainly a want to make sure that we get a lot of them on-screen."


*'''Kiki Wolfkill''': "If you let too many of them get together they become a really formidable force; one-off: super fun to take out. All together, its like a pack of feral dogs."
*'''Kiki Wolfkill''': "If you let too many of them get together they become a really formidable force; one-off: super fun to take out. All together, its like a pack of feral dogs."


*'''Kenneth Scott''': "Its mandibles, when it screams, will actually separate and float around in the air while it's howling. Animation adds so much fresh behavior to this character; very exiting."
*'''Kenneth Scott''': "Its mandibles, when it screams, will actually separate and float around in the air while it's howling. Animation adds so much fresh behavior to this character; very exiting."
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*'''Chris King''': "The Watchers are aware of the Knight's damage; they'll protect 'em, they'll catch grenades, so they kinda coordinate their efforts."
*'''Chris King''': "The Watchers are aware of the Knight's damage; they'll protect 'em, they'll catch grenades, so they kinda coordinate their efforts."


*'''Scott Warner''': "The Prometheans feel like the most advanced of the bunch; they're able to bring all of their technology and wisdm to the battlefield."
*'''Scott Warner''': "The Prometheans feel like the most advanced of the bunch; they're able to bring all of their technology and wisdm to the battlefield."


*'''Ray Almaden''': "With new enemy class comes new weapon class."
*'''Ray Almaden''': "With new enemy class comes new weapon class."
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*'''Chris King''': "It actually changes to a different firing mode where the projectiles are stronger."
*'''Chris King''': "It actually changes to a different firing mode where the projectiles are stronger."


*'''Bill Clark''': "One of the big things we really focused on for them was making sure that the weapon doesn't just feel like a chunk of metal but that it actually has glowing energy that's flowing through the gun, going down the barrel, so that eveerything is very full of life. The moment where all the Promethean effects really started to click the most was when we started showing the dissolve whenever you kill a Knight. That was when we really started to feel 'Yes, this is something cool, this is something unique and something that we haven't really seen before.'"
*'''Bill Clark''': "One of the big things we really focused on for them was making sure that the weapon doesn't just feel like a chunk of metal but that it actually has glowing energy that's flowing through the gun, going down the barrel, so that everything is very full of life. The moment where all the Promethean effects really started to click the most was when we started showing the dissolve whenever you kill a Knight. That was when we really started to feel 'Yes, this is something cool, this is something unique and something that we haven't really seen before.'"


*'''Jon Wood''': "This is an early prototype of the Knight de-res. As the spere expands yoou see the particles are birthed, and everything in the red region yoou see will be the crack and the erode."
*'''Jon Wood''': "This is an early prototype of the Knight de-res. As the spere expands yoou see the particles are birthed, and everything in the red region you see will be the crack and the erode."


*'''Bill Clark''': "When you shoot and kill the Knight the actual point on the body where you did the damage is where the dissolve starts."
*'''Bill Clark''': "When you shoot and kill the Knight the actual point on the body where you did the damage is where the dissolve starts."
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*'''Bill Clark''': "The end result: when we blow up a Knight, they dissolve: proving that the technology works."
*'''Bill Clark''': "The end result: when we blow up a Knight, they dissolve: proving that the technology works."


*'''Armando Troisi''': "I look at the changes that we're making, and it really feels like we're making a sequel to [[Halo 3]]. And that's exactly what we're setting out to do."
*'''Armando Troisi''': "I look at the changes that we're making, and it really feels like we're making a sequel to ''[[Halo 3]]''. And that's exactly what we're setting out to do."


*'''Gabriel Garza''': "We have the Covenant from previous games, we have the [[UNSC]], we have all these things to take from like, 'Alright, we can make a new take on this,' but we had zero information to some of this Forerunner stuff."
*'''Gabriel Garza''': "We have the Covenant from previous games, we have the [[United Nations Space Command|UNSC]], we have all these things to take from like, 'Alright, we can make a new take on this,' but we had zero information to some of this Forerunner stuff."


*'''Brian Reed''': "We're not just on a Halo, we're on a whole planet now. We're not just threatening one corner of the galaxy, we're threatening everything."
*'''Brian Reed''': "We're not just on a Halo, we're on a whole planet now. We're not just threatening one corner of the galaxy, we're threatening everything."


*'''Armando Troisi''': "We're listening to the fan feedback, we'ew incrementally evolving aspects of the game design, but there's nothing really revolutionary and I think that's important because I think really good design is evolutionary not revolutionary."
*'''Armando Troisi''': "We're listening to the fan feedback, we're incrementally evolving aspects of the game design, but there's nothing really revolutionary and I think that's important because I think really good design is evolutionary not revolutionary."
 
*'''Scott Warner''': "Yeah, I think at some points we got into our heads with this game that 'we're just gonna make another ''Halo''.' I don't think that's what people want, they may think they want that but what they really want is something that speaks the things that they love but then provides them with something new."
 
'''HALO 4'''<br>
'''11.06.12'''
 
==Gallery==
<gallery>
File:H4-Development-PrototypeForerunnerWeapon01.jpg|A look at an initial design for a Forerunner weapon in the heads-up display.
File:H4-Development-PrototypeForerunnerWeapon02.jpg|The cut Forerunner weapon firing.
File:H4-Development-PrototypeForerunnerWeapon03.jpg|The cut Forerunner weapon overheating.
File:KnightVariants.png|Different variations of Promethean Knights.
 
File:H4-Development-PrometheanWatcher.jpg|The Promethean Watcher Sentinel during ''Halo 4'''s development stage.


*'''Scott Warner''': "Yea, I think at some points we got into our heads with this game that 'we're just gonna make another Halo game.' I don't think that's what people want, they may think they want that but what they really want is something that speaks the things that they love but then provides them with something new."
File:H4-Crawler-Running.jpg|A Promethean Crawler running a trial run during ''Halo 4'''s development.


CLOSES WITH XBOX 360 LOGO
</gallery>


==Sources==
==Sources==
<references/>
{{Ref/Sources}}


[[Category:Video Documentaries]]
[[Category:Video documentaries]]
[[Category:Making Halo 4]]