16-09-2006, 10:53 PM
|
#1 (permalink)
|
| Xbox 360 Addict
Join Date: Jul 2005
Posts: 675 | new game play info from bungie It shows that their now working on the AI. Every little bit of information is appreciated but we all want to see some game play screen shots. But that’s me stating the obvious. but still glad to get something out of bungie Quote:
The Bungie Weekly Update
Posted by Frankie at 9/15/2006 5:20 PM PDT
LOL. The Warthog is now a super-deluxe killing machine. Not because we’ve changed the Hog itself very much, although graphically it’s seen some significant upgrades, but rather because of how your AI buddies behave when you’re driving the thing. First off, beeping the horn seems to bring any nearby Marine running (although they will come based on suitability for the task at hand – more on that in a future update) and hopping straight into the gunner turret.
In previous Halo games, the gunners were smart and would pick off targets in a logical fashion, but this time around, and it could be my imagination, the gunners are more precise and easier to influence. You can target individual bad guys by steering the Hog and even “convince” your gunner to pick a more relevant target and have him stop trying to blast a lone grunt hiding behind a rock when a bigger menace approaches.
This has two effects on the gameplay – one is that it makes the Hog feel more like a weapon when you’re driving, and the second is that it makes you want to cruise around bigger battle areas playing mop-up, whereas previously the temptation might have been to get the heck out of dodge. And by heck, I mean hell.
The AI still has ages of tuning left to go, and the bad news is that if your AI gunner is too good, he’ll be dumbed-down to make the game more balanced. That said, the scale and ferocity of the current encounters (read: more bad guys than ever before) mean that you were going to need more capable AI anyway.
Now, if only I could make my real human gunner in multiplayer shoot so accurately…
I’ve been playing around with the latest builds of multiplayer and single player (again, both are deployed separately so that neither team is stepping on the other’s toes) and tooling around with a “controversial” new control scheme. Basically it addresses some of the complaints 360 owners had about the button mapping – especially the black and white buttons no longer found on the 360 – and makes for a more logical use of the left and right bumpers. There are some other changes that are game-feature dependent that I can’t talk about yet, but basically the new scheme is super solid.
The problem of course, is that after two years of training with the old scheme, the slightest change caused me to spaz out for about three minutes. Once I got used to it however, it’s far more natural and sensible, and the logical use of the new controller.
And before you start pitching angry mails about a control scheme you haven’t tried yet, don’t worry – we’ll be including the classics too and perhaps even some improved or new control variants. We might even take a look at the “backward” southpaw controls so that Claude will quit his -blam!-in’ and go back to stocking shelves at the Leftorium. I think we’ll have something cool for everyone from your mom, to a hardcore, Dolbex-esque tournament player.
| link |
| |