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  News - Shudder's Scare Me Gets Funny And Offbeat First Trailer
Posted by: xSicKxBot - 08-15-2020, 07:46 PM - Forum: Lounge - No Replies

Shudder's Scare Me Gets Funny And Offbeat First Trailer

Horror streaming platform Shudder has released some great new scary movies over the past few months, including the stylish Indonesian supernatural horror Impetigore and the lockdown found footage hit Host. In October, the service will release the horror comedy Sundance hit Scare Me, and the first trailer has been released.

Scare Me stars Josh Ruben, who also wrote and directed it, and Aya Cash, who can be seen in the upcoming The Boys Season 2. They play a couple who are spending the night in a spooky cabin on a rainy night, and decide to start trying to scare each other in a variety of ways. From the trailer it's hard to work out exactly how this will fill an entire movie, but it looks pretty funny. Check it out below.

In a recent interview with Daily Dead, Cash spoke about the challenges of starring in a dialogue-heavy movie with very few actors and a single location. "I think it's really scary to do something like that," she said. "There's always editing, right? I think that's what actors don't realize, and we like to take credit for when we have a great performance. And editing does wonders. So you can craft a performance in an edit. So I always think of editing as the last catchall. But it's super scary to just show up and be like, 'We're just going to tell each other stories?'"

Continue Reading at GameSpot

https://www.gamespot.com/articles/shudde...01-10abi2f

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  AppleInsider - Trump orders ByteDance to divest from US TikTok within 90 days
Posted by: xSicKxBot - 08-15-2020, 12:17 PM - Forum: Apple Mac & macOS - No Replies

Trump orders ByteDance to divest from US TikTok within 90 days

Citing national security concerns, President Donald Trump on Friday signed an order requiring Chinese company ByteDance to sell or otherwise divest from its U.S. TikTok business within 90 days.

The order comes on the heels of an investigation conducted by the Committee on Foreign Investment in the U.S.

“There is credible evidence that leads me to believe that ByteDance … might take action that threatens to impair the national security of the United States,” Trump said in the order, as reported by CNBC.

A previous executive order called on ByteDance to cut U.S. business ties within 45 days. Friday’s order presents the firm more time to strike a deal that would save TikTok for an estimated 100 million U.S. users.

While the loss of TikTok would be a relatively minor blow to the App Store ecosystem, the impending ban on Tencent’s and Tencent massively popular messaging app WeChat could have major consequences for Apple. With more than one billion monthly active users, the all-in-one messaging and shopping app is for many a key decision-maker when buying a new smartphone. Earlier this week, noted analyst Ming-Chi Kuo estimated that Apple could suffer a 30% decline in global iPhone sales if Trump’s WeChat ban takes effect.

A number of companies, including Apple, called on the White House to reconsider its stance on WeChat, but their collective plea fell on deaf ears. Asked Friday if he was concerned about iPhone sales faltering due to the ban, Trump said, “Whatever.”



https://www.sickgaming.net/blog/2020/08/...n-90-days/

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  Microsoft - Microsoft’s accessibility guideposts, from A to Z
Posted by: xSicKxBot - 08-15-2020, 12:17 PM - Forum: Windows - No Replies

Microsoft’s accessibility guideposts, from A to Z

A is for Autism at Work. A Microsoft employee with autism draws graphs on a whiteboard.

A is for the Autism @ Work Playbook. This resource was developed for employers who are interested in beginning or expanding their inclusive hiring journey. You can download it here.

B is for Braille. A woman who is blind teaches a student of the Carroll Kids program

B is for Louis Braille, the 12-year-old boy who invented a way for people who are blind to read. Watch Microsoft President Brad Smith explore how Braille’s spirit is still alive today with the innovators focusing on accessibility.

C is for Captions, Man wearing a hoodie reads captions on his computer screen. D

C is for captions and subtitles, supporting people with disabilities to follow along in meetings and PowerPoint presentations. Live captioning is one of the accessibility features the Microsoft Disability Answer Desk can help set up.

D stands for Disability Answer Desk. A woman who is blind uses a braille keyboard with a Surface device.

D is for the Disability Answer Desk Playbook. Click here to find out Microsoft’s top learnings on setting up a Disability Answer Desk.

: E stands for ease of access to low-vision tools.

E is for ease of access, and how you can make Windows 10 work better for you. Whether it’s increasing font size or adjusting the color contrast, there is a range of ease-of-access settings you can personalize.

F is for font size. Screen showing how to make your font size bigger in settings,

F is for font size, which can be adjusted for readability across a range of our products. It’s one of a number of tweaks available to help people who are blind or have low vision.

Top left: Dr Omid Kavehei showing a non-surgical device that would provide advance warning of a seizure for people living with epilepsy. Top right: G is for Grantees. Bottom left: A teacher showing Counting Zoo, an immersive eReader, to a child. Bottom right: A person using the Seeing AI app on their smartphone.

G is for grantees. Microsoft funds projects and research around the world that use AI-powered technology to help make the world more inclusive. Check out some of our AI for Accessibility projects here.

H is for hiring. Fathi Mohamed from the Supported Employment Program waves from the Microsoft Connector bus.

H is for hiring, inclusive hiring and how Microsoft ensures opportunities for everyone through employment programs focused on the untapped talent of people with disabilities.

I is for inclusive design. Various doodles of work life including cars, buildings and avatars.

I is for inclusive design, and ensuring accessibility and inclusion is at the core of products. It’s about drawing on the full range of human diversity, and reflecting different perspectives in what we create.

J is for Jenny Lay-Flurrie. Jenny smiles.

J is for Jenny Lay-Flurrie, our Chief Accessibility Officer. She unites us all as accessibility advocates, making sure accessibility and inclusion are implemented throughout the company’s culture and within the product development process.

K is for keyboard-only users. Overhead view of two students using assistive technology to learn programming at vocational school for the blind.

K is for keyboard-only users, making a straightforward user experience for people not using a computer mouse. Microsoft products include a range of options and shortcuts to customize your keyboard and make navigation quick and easy.

L is for learning tools. A young boy sitting at a table using a computer tablet.

L is for learning tools. Our free features enables students to improve reading, writing and comprehension, whatever their level, such as Immersive Reader, designed to help people with learning disabilities build confidence and ability.

M is for Moovit. A Moovit user waiting for their train.

M is for Moovit, the urban mobility app that has been optimized for accessibility. Now, accessible routes can be plotted around unfamiliar cities, and people who are blind or with low vision can use screen readers to navigate.

N is for Narrator Avatar woman wearing headphones uses Narrator on her computer.

N is for Narrator, the free screen reader built within Windows 10. Our new and improved screen reader has a comprehensive walkthrough guide, so you can start using Narrator on apps, for browsing the web and more.

O is for Outlook Accessibility. Bernardo Villarreal, a man who has low vision, looks closely at a laptop screen as he reads text in big font.

O is for Outlook Accessibility. It is crucial to be inclusive through daily email, and Outlook makes accessibility easy with features like the Accessibility Checker and Alt Text. Find out how you can create accessible email content here.

P is for PowerPoint. Person works on their PowerPoint presentation in a café.

P is for PowerPoint and AI-powered automatic live captions. Real-time captions and subtitles mean everyone can follow and participate in presentations, and they may be particularly useful for people who are deaf or hard-of-hearing, as well as non-native speakers.

Q is for questions

Q is for questions. Our Disability Answer Desk provides support on all our assistive technology and allows customers to give direct feedback to drive greater accessibility across our products and services.

R is for research enable group. Members of the research enable group project work on their products. A man and woman look at a laptop, multiple members adjust a drum set and measure sound.

R is for Research Enable Group and the ongoing work on new accessibility products. These include the Hands-Free Sound Machine, which allows people to create compositions with their eyes, and eye-controlled wheelchairs.

S is for Seeing AI. A person using the Seeing AI app to read a mailed letter.

S is for Seeing AI, a free app that narrates the world around you. Available in multiple languages, it describes everything from text and products, to people, scenes and currency.

T is for Text Alternatives. Pratyush Nalam, a man who uses a wheelchair, types on a laptop.

T is for text alternatives – descriptions of images on websites and applications for screen readers to translate for customers. They need to accurately describe what is being shown, without too much information.

U is for user interface automation. Image shows an introduction to UI Automation

U is for user interface automation (UIA), allowing assistive technologies to let customers know everything they need to about your UI. This means everyone can access the full functionality and enjoy a high-quality experience.

Top right: V is for vision. Cory Joseph, a man who is blind, types on a braille keyboard while also working through a mobile phone. Bottom left: A tech worker with visual impairment uses assistive technology while visiting the Microsoft office in Singapore. Bottom right: Anne Taylor, a woman who is blind, works on a Surface device with a braille keyboard sitting on the side.

V is for vision. Here’s our best practice guide for interviewing candidates who are blind or with low vision.

W is for webinar. Chris Schlechty, a man who uses a wheelchair, sits in front of his desk and shows his straw device that he uses to control his computer.

W is for webinar. We’ve launched a series of accessibility webinars for customers and businesses who want to learn more about accessibility features such as Narrator and Magnifier. Check out the demos from our engineering teams here.

X is for Xbox adaptive controller. Photo of the Xbox adaptive controller and its PDP one-handed joystick.

X is for the Xbox Adaptive Controller, a groundbreaking controller that connects devices to help make gaming more accessible and inclusive so that everyone can play.

Y is for you: Avatars of a female with red hair, freckles and glasses wearing white earrings and white shirt, a male with short black hair and purple shirt, a female with black hair, orange beanie, yellow headphones, and black shirt, and a female with blue hair and bangs, yellow sunglasses, pink earrings, and white shirt.

Y is for you … the person at the center of it all. We build with inclusion in mind and work with the direct involvement of the disability community – “Nothing about us without us.”

: Z is for zero. Image of a large zero.

Z is … hoping that the number of people who feel like they don’t have access to free assistive technology tools to complete everyday tasks is zero. Today, only one in 10 people have access to assistive products.

For more on Microsoft accessibility tools, visit AI for accessibility. And follow @MSFTIssues on Twitter.  



https://www.sickgaming.net/blog/2020/08/...om-a-to-z/

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  News - Video: More Madness Ensues In The Latest Fight Crab Trailer
Posted by: xSicKxBot - 08-15-2020, 12:17 PM - Forum: Nintendo Discussion - No Replies

Video: More Madness Ensues In The Latest Fight Crab Trailer


It’s fair to say that we are looking forward to playing the wacky-looking Fight Crab when it lands on the Switch eShop in September. Publisher and developer Mastiff and partner Calappa Games look like they have a winner on their hands with this 3D crustacean-based scrapper.

A new Japanese trailer has been revealed, which you can check out above, and… it’s quite interesting to say the least!

Allow us to refresh your memory about what this crab-based brawler entails with some key features from the PR blurb:

– Claw through 7 Tutorial stages and a Campaign Mode with 34 stages spread out across 7 chapters
– 23 types of playable crab, 48 different weapons, and 11 unique battle arenas
– A variety of matchmaking options including 1 vs. 1, 2 vs. 2, and both offline and online co-op and versus battle modes
– Unlock special Skills like the fabled Kanihameha, the devastating Crab Copter, and more
– Level up your crab, recruit new crabs, and purchase deadly new weapons – build the ultimate crab warrior
– Use the Nintendo Switch Joy-Con™ motion controls to freely manipulate limbs to punch, grab, and flip your way to victory
– Use Photo Mode to capture, share, and immortalize epic confrontations and intense battles

Let us know if you are looking forward to Fight Crab when it lands in September with a comment below.



https://www.sickgaming.net/blog/2020/08/...b-trailer/

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  News - Commander Keen In Keen Dreams Comes To Switch Again, This Time With New Levels
Posted by: xSicKxBot - 08-15-2020, 12:17 PM - Forum: Nintendo Discussion - No Replies

Commander Keen In Keen Dreams Comes To Switch Again, This Time With New Levels

Commander Keen In Keen Dreams Definitive Edition Switch Hero

Commander Keen came to Switch back in February last year when Lone Wolf Interactive published the 1991 DOS game Commander Keen in Keen Dreams on your favourite handheld hybrid. Originally programmed by id Software legends John Carmack and John Romero, it’s safe to say the game isn’t up there with DOOM in the list of all-time greats, but it was still pleasant to see the Commander come to Nintendo’s console.

It seems that the Commander is coming back later this month–and in the same game, no less–in Commander Keen in Keen Dreams: Definitive Edition, releasing on 27th August with Diplodocus Games on publishing duties this time round.

This new version of the game reworks the original and adds new features, levels and more, according to the game page on Nintendo’s website:

Commander Keen is back. In the modernised Definitive Edition of the lost episode “Keen Dream”, Keen has to fend off a nasty nightmare about evil vegetables. The Definitive Edition features full widescreen support, twelve all-new levels – doubling the length over the 1990 original – and a full music score. The game structure has been reworked to make the game a more modern experience without sacrificing any of the original charm!

And here are some screenshots:


This Definitive Edition is priced at $14.99 – a hefty increase from last year’s version which goes for $5.99 at the time of writing.

Did you play the original last year (or way back in 1991)? Like the look of this definitive version better? Let us know if you’re keen on Keen below.



https://www.sickgaming.net/blog/2020/08/...ew-levels/

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  News - HBO Max Adds Adds Disclaimer For Blazing Saddles With "Proper Social Context"
Posted by: xSicKxBot - 08-15-2020, 12:17 PM - Forum: Lounge - No Replies

HBO Max Adds Adds Disclaimer For Blazing Saddles With "Proper Social Context"

HBO Max has added a disclaimer that will automatically play before any viewing of the 1974 classic comedy film Blazing Saddles. The satirical Western is typical of madcap comedian and film director Mel Brooks, in that Blazing Saddles swings wildly, broadly, and has been long understood by critics to not shy away from potentially offensive content in pursuit of making a laugh and also a point.

Similar to the additions HBO Max made to Gone With the Wind earlier this summer, the new three-minute disclaimer preceding Blazing Saddles features Turner Classic Movies host Jacqueline Stewart "ensur[ing] the film was put into the proper social context," according to a comment provided to The Hollywood Reporter.

Blazing Saddles' racist language and bigotry is put into stronger context for viewers. Stewart, in the new intro, explains: "As the storyline implies, the issue of race is front and center in Blazing Saddles. And racist language and attitudes pervade the film. But those attitudes are espoused by characters who are portrayed here as explicitly small-minded, ignorant bigots. The real, and much more enlightened perspective, is provided by the main characters played by Cleavon Little and Gene Wilder."

Continue Reading at GameSpot

https://www.gamespot.com/articles/hbo-ma...01-10abi2f

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  (Free Game Key) Remnant: From the Ashes and The Alto Collection - Free Epic Games
Posted by: xSicKxBot - 08-15-2020, 06:14 AM - Forum: Deals or Specials - No Replies

Remnant: From the Ashes and The Alto Collection - Free Epic Games

Visit the store pages and add the games to your account:

Remnant: From the Ashes[store.epicgames.com]

The Alto Collection[store.epicgames.com]

Also do not forget about:
[ENDED] A Total War Saga: Troy[www.epicgames.com] (ONLY 24 HOURS)

We are welcoming everyone to join our discord[discord.gg]. We are more active there on finding giveaways, small or large, and there are daily raffles you can participate.

?GrabFreeGames.com ?Twitter ?Steam Curator ?Facebook[fb.me]?Discord[discord.gg]
❤️Support us: ✔️HumbleBundle Partner[www.humblebundle.com] Epic Tag: GrabFreeGames ✌


https://steamcommunity.com/groups/GrabFr...8863048016

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  News - Bedrock Beta: 1.16.100.51
Posted by: xSicKxBot - 08-15-2020, 04:16 AM - Forum: Minecraft - No Replies

Bedrock Beta: 1.16.100.51

Remember that only those on Xbox One / Windows 10 / and Android may participate in the Beta builds.  You will not be able to join Realms or non-beta players worlds and you will not be able to open worlds opened in the Beta in earlier/current stable builds of Bedrock.

Stability and Performance

  • The game no longer crashes if a player opens a Shulker Box they’re standing on after rejoining a multiplayer session (MCPE-60856)

Vanilla Parity

  • Sea Turtles now play a sound when they lay eggs
  • Dolphins will now dry out at the same rate as they do in Java Edition; 120 seconds
  • Undamaged Mending items will no longer prevent damaged Mending items from being repaired (MCPE-80156)
  • Basalt can no longer be destroyed by Ghast fireballs (MCPE-75252)
  • Basalt blocks now take slightly more time to destroy
  • TNT no longer activates when a Redstone Torch is placed directly on it (MCPE-81258)
  • Experience Orbs now float in water (MCPE-64039)
  • Adjusted Netherite movement in lava (MCPE-65372)
  • Trade discounts from Hero of the Village and Curing Zombie Villagers now match the Java Edition (MCPE-70782)
  • Pistons can no longer be extended above the build height limit or into the void (MCPE-37825, MCPE-51067)

General

  • Grindstone no longer shows a result unless it changes the item (MCPE-54256)
  • Water from bubble columns now flows as it should (MCPE-36463)
  • Custom named boats and minecarts will now save their name after placing and breaking. Their names will also be shown in the world (MCPE-25845)
  • Smelted items (prior to 1.13) no longer contain incorrect damage values and can be stacked (MCPE-54617)
  • Hostile mobs can now spawn in thunderstorms during the day (MCPE-34409)
  • Shearing a Snow Golem now drops a carved pumpkin (MCPE-66967)
  • Bees now leave their hive/nest after an allotted time in the End and Nether dimensions (MCPE-58322)
  • Water now flows correctly near edges
  • Fixed a bug that could cause falling blocks to duplicate near a portal (MCPE-68229)
  • Villagers no longer get locked into the wrong profession (MCPE-62080)
  • Dragon Egg no longer disappears if placed on pedestal and Ender Dragon is respawned (MCPE-78400)
  • Music is no longer interrupted when entering water in ocean biomes (MCPE-76213)
  • Saplings will no longer incorrectly transform into a bee nest when next to a tree and flowers (MCPE-80543)
  • Hoppers with containers above them can no longer collect dropped items (MCPE-80555)
  • Gravity affected blocks no longer break when their supporting block is moved by a piston (MCPE-81106)
  • Podzol no longer generates below the top layer when spawning large spruce trees (MCPE-71995)
  • Fixed an issue that caused rails to not be powered correctly along the x-axis (MCPE-81987)
  • Turtles and Dolphins on land will now successfully move towards water (MCPE-44918)
  • Compass items will now point the correct direction when the player is in a boat (MCPE-56876)
  • Mob’s inactivity timer is now reset when closer than 32 blocks from the nearest player
  • Ghasts once again spawn in all light levels (MCPE-85747)
  • Fixed Vex movement along the x and z directions (MCPE-41879)
  • Blaze now switch between melee attack and ranged attack based on the distance from the player (MCPE-45469)
  • Falling blocks now break after falling for extended periods of time (MCPE-73124)
  • Name tags now work correctly again (MCPE-65535)
  • Collecting fish with a bucket now works more consistently

User Interface

  • Fixed a visual issue where clicking to edit the text box in the NPC dialog would not show the caret (Education Edition Features)

New Achievements Screen

We have made some tweaks to the new achievements screen that is available to some beta players (through a gradual roll-out). Please continue to share your feedback on it in this post!

  • Gamepad bumpers can now be used to switch tabs in the achievements screen
  • Tweaked the default focus on the tabs in the achievements screen
  • Added extra space between the end of the list and the “input legend” at the bottom
  • The achievement detail screen now shows “Completed on other platform” section

  • Fix for ItemDescriptors
  • Item names of the format “minecraft:item.someitem” no longer need the “item.” portion and it will be ignored
  • Added Entity Movement Prediction


https://www.sickgaming.net/blog/2020/08/...16-100-51/

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  News - Get a job: Join Robot Entertainment as a Senior VFX Artist
Posted by: xSicKxBot - 08-15-2020, 04:16 AM - Forum: Lounge - No Replies

Get a job: Join Robot Entertainment as a Senior VFX Artist

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Plano, Texas

Robot Entertainment, the independent developer of the Orcs Must Die! franchise, is looking for a Senior VFX Artist to join our team.  This individual will be responsible for creating VFX across a variety of game platforms.  This is an excellent opportunity for someone with game industry experience looking for new challenges, including mentoring junior staff, and developing leadership skills.

Responsibilities

  • Creates, designs, and implements in-game visual effects;
  • Model, paint, and animate as needed to create high quality VFX assets;
  • Work with the Art Director and Leads to develop VFX languages that are consistent with project art styles;
  • Collaborate with other departments such as Design, Engineering, Tech, and Animation, to make sure artwork fits the specs and gameplay needs.
  • Assist with Tech Art and Engineering in planning and implementing our VFX pipeline;
  • Work with production to follow and build schedules and to deliver assets on time;
  • Serve as a mentor for less experienced artists;

The Ideal Candidate… 

  • Is proficient in VFX development using Unreal 4 and its particle systems and materials.
  • Has strong VFX and traditional art skills (timing, shape language, color theory and illustration, painting, composition, 2D & 3D design);
  • Is proficient in Photoshop (or other 2D software) and Maya (or 3D modeling package);
  • Has a minimum of five (5) years’ experience working as a VFX artist for games;
  • Has familiarity with video game development including, but not limited to workflow, tools, lighting, modeling, VFX material setup, in-game animation, and engine parameters/optimizations;
  • Has contributed to multiple shipping video game titles;
  • Likes to participate in the research and development of a product’s visual style;
  • Is capable of identifying, investigating and resolving a range of artistic development issues often encountered during the game creation process;
  • Great oral and written communication skill;
  • Self-managing with capability to work individually in a remote location;
  • Plays and enjoys a variety of games.

Educational Requirements

BS/BA/MS degree in Art, or equivalent work experience.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.



https://www.sickgaming.net/blog/2020/08/...fx-artist/

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  News - Don’t Miss: Why multiplayer almost didn’t make it into Halo: Combat Evolved
Posted by: xSicKxBot - 08-15-2020, 04:16 AM - Forum: Lounge - No Replies

Don’t Miss: Why multiplayer almost didn’t make it into Halo: Combat Evolved

One could argue that the multiplayer component in Bungie’s original Halo: Combat Evolved single-handedly made Microsoft’s Xbox a staple in college dorms nationwide, giving the company’s fledgling console a foothold.

But when Microsoft acquired Bungie, at the time a veteran PC and Mac developer, and repositioned Halo as a flagship Xbox title, its multiplayer mode was almost axed in the interest of expediency and cost-saving — a move that may have altered Microsoft’s early status in the hardware race.

Gamasutra recently caught up with multiplayer designer Hardy LeBel, half of the two-man team that brought the mode back from the brink. After Halo 2, LeBel went on to head up Zipper Interactive’s SOCOM: U.S. Navy SEALs franchise — itself a multiplayer staple on Sony’s PlayStation 2 — and now serves as multiplayer lead on Far Cry 2. In this retrospective interview, he recalls his Bungie days and comments on the various design approaches available to multiplayer developers.

Were you on Halo when it was still targeting PC?

Hardy LeBel: I was at Bungie when Halo was a PC project, but the origin of the title was out of the Chicago office, and I was the creative director for the San Jose office. When we got bought by Microsoft and relocated, it was clear that for us to be able to hit the launch window for Xbox, we all had to work on Halo, so we all kind of got pulled in.

What was your project before that?

HL: I was the lead designer on Oni, which was a kind of a third-person action title. When we got bought by Microsoft, Alex Seropian and Jason Jones, who were the two principals of Bungie, came to me and [former Bungie engineer and animator] Michael Evans, and said, “Multiplayer is cut from Halo because we’re trying to make it really work on the console and we just don’t have the resources.”

But we threw a fit and were like, “No way! You can’t cut it! It’s just too cool!”

They said, “We were hoping you’d say that — because you two guys have to resurrect it.”

Wow, talk about changing the course of history. (laughter) That component of the game is a big part of what made it so ubiquitous.

HL: Well, my goal with the design for Halo was to make something that was a shooter that played like an action game. In other words, I honest to God wanted to make something that would have felt like it could have been made by Nintendo. It was just — oh yeah, you get in there and everything feels good. It’s smooth, it’s really accessible, the sound effects are really accessible.

Even the naming conventions — I’d like to point out that I didn’t call it “deathmatch” because I felt like [the term] “deathmatch” was too hardcore, perhaps. I called it “Slayer” instead, because I wanted it to be more broadly accessible as a naming convention, like [the Halo gametype] “Oddball.”

Bungie had a tradition of that — in the Myth series and so forth. There was a history of off-kilter stuff in the multiplayer gametypes.

HL: Yep. Absolutely, there was that tradition. So the two of us basically dove in to resurrect multiplayer. Michael made a set of tools for me so that I could create multiplayer maps that plug into the Halo toolset. It wasn’t the full set of Halo tools and we didn’t actually have a level artist, so a lot of the levels in Halo were me learning how to use 3D Studio Max.

(laughter)

Really?

HL: Yeah! I was like, “Oh, I wonder what happens if I use this extrude tool. Whoa! That opens up all new possibilities!” (laughter) Anyway, it was a very, very small team.

So I worked on Halo, I was a contributing level designer on Halo 2, and then I was the creative director for the SOCOM [U.S. Navy SEALs] series of games. I left Microsoft and I went over to Zipper Interactive.

That’s interesting, because the SOCOM games were almost the counterpart to Halo in terms of being the big flagship multiplayer games for the PlayStation 2.

HL: It’s true, yeah. Absolutely, absolutely.

In each one of those games, to kind of bring the conversation back around, in Halo and in the SOCOM series of games, encounter design and level design is very much about creating a basis for the encounters and then populating it with a bunch of different elements that are sort of randomly generated.

Every time you play Halo, if you were to play the same level or the same encounter three separate times, you’re going to get different guys every time. And you’re also going to get different guys depending on the difficulty setting. You can try that.

Next-generation development is more about saying, “OK, we have this bed, or this group, of elements,” and you’re really trying to conduct them more than you’re necessarily trying to explicitly say, “I want this guy to run this way and this guy to run that way.” I’ve spent a lot of time and experience trying to shape the random elements together to make something fun and interesting.

In terms of including all the crazy modes, Halo still does that more than most games — although I imagine you guys were influenced by Unreal Tournament in that regard as well.

HL: Well, sure. With Halo, I can authoritatively say that we learned at the feet of Unreal how much value you can glean and get out of the ability to customize your own rules.

However, in terms of the overall fun play experience, I personally never got as much huge value out of weird, kind of custom rules so much as a really screamingly good map with kind of good fundamental weapons and some complexity to the combat model. You know, that it was sort of deep enough for me to be able to explore and enjoy. For me, that’s so much that you can really sort of get into and plumb. Counter-Strike is the absolute opposite end of the spectrum, right?

Right.

HL: Counter-Strike is all about map customization, really not about game play customization. Love that. Just love it.

Then some games are sort of neither — you’ve got Team Fortress 2, which is more, “We’ve whittled this down to a few really solid things that we think work. We’re pretty confident you’ll like this mode on this map, because you’re going to be playing a lot.” That seems to be working for them.

HL: I think, it is. Yes. It can work. It is interesting how modal that is. In other words, if you find TF2 to be to your taste and you like it, then you’ll like it anyway. But, if not…

Right, you’re kind of locked out.

HL: Exactly. You’re kind of frozen out. So, I think, for that particular product, that strategy makes sense, because there’s a proven history, and there’s an audience out there of people who are sort of looking for that team based, class based game play model. But, yeah, with not wiggle room, you either love it or you don’t love it. That’s a little bit tough.

In single-player as well, that’s Valve’s design aesthetic, is to go for that highly authored experience — but they’re also doing Left 4 Dead, which has the dynamic spawning and all that.

HL: Oh, yeah. Absolutely. I should say, I worship the ground that Valve walks on. For me, their authored experiences are better than anybody in terms of creating and maintaining that amazing sense of location and feeling.

But, yes, a lot of games — Halo, SOCOM, Far Cry — are looking more at introducing those random elements so that it’s [about] the fun set-ups. And really, so much of what comes out of this systemic approach in the single-player side in Far Cry 2, because it is so systemic, everyone’s story ends up being incredibly unique and incredibly personal. You and I may have run into separate checkpoints, separate encounters, separate gunfights, and our personal story about what the weapons did or what the weather was or anything else, becomes personal.



https://www.sickgaming.net/blog/2020/08/...t-evolved/

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