Thursday, June 21

I'm in love with Halo - One Direction Parody

i'm in love with halo
And people say I've got a big head
I'm in love with Halo - One Direction Parody

Wednesday, June 20

Rod Fergusson slips up, announces Gears of War 4

Do they?
Rod Fergusson announces Gears of War 4 - Well kind of indirectly announces it.

I had my misgivings about the new Gears of War Judgement game being a prequel. I mean Baird is the main character and the Jar Jar Binks of the Gears series, Cole "Wooooooo" Train appears to be the Dom to Baird's Marcus. However the whole game being told by way of a 'trial for their sins' concept is a nice twist so I'll play ball.

Now that I think about it, the paragraph above is completely redundant to this post. However, I'll never win an Oscar Award for editing so it can stay.

The point of this post? When Rod Fergusson, a dude who's Robin to Cliff Bleszinksis's Batman does an interview on Gears of War: Judgement you watch it.

And watch at the 1.20 minute mark of the interview. He appears to freely admits that GOW Judgement is a game to keep GOW fans happy until a new GOW game is released on the next version of the Xbox, whatever that might be.

Here's what Rod actually says after mentioning the wait before the next generation Xbox: "we didn't want to go too long with out Gears fans having something to play"

So this is not speculation or rumour, the dude who knows exactly where the GOW franchise is headed has let slip that there will be another Gears of War game following Judgement. Yeah, this is no really surprise however, you heard it hear first on Gears of Halo ;). So in 2013 when Game Informer gets the scoop on everyone just before E3, I'll refer everyone back to this post...

Jokes aside, make no mistake, those words by Rod were carefully crafted for the interview. He knew what he was saying. Maybe Casey Hudson could take some lessons from him?

I'm calling it Gears of War 4 following the naming pattern of the Halo series....

Tuesday, June 19

To Infinity and Beyond the H4 Campaign

unsc infinity Halo 4

To Infinity and Beyond the Halo 4 Campaign 

Here's something I had not realised - the Infinity crashes into Requiem but Spartan Ops is set actually 6 months after the Campaign - with the Infinity happily floating in space.

Frankie explains to Venture Beat

Will the Halo 4 campaign be a complete story unto itself? One of the first things we see in the campaign is the USNC Infinity crashing into the planet Requiem. But six months later, when the fiction for [co-op multiplayer mode] Spartan Ops takes place, it’s back up in the sky. And isn’t that a little spoilery?

Frank O’Connor: That is a little spoilery, and it’s a necessary spoiler. But the game will end with the universe having changed pretty dramatically. It’ll be a satisfying ending, and you’ll have achieved a lot, but you’ll lose stuff, too. We’re trying to tell a much more emotionally resonant story this time.

Monday, June 18

A brief and colourful history of The Master Chief

A brief and colourful history of The Master Chief can be found at Halo Way Point

A chat about GOW: Judgement's artwork direction

gears of war judgement battle

Game Informer has an article on the direction that the artwork of Gears of War: Judgement may take. Chris Perna answers the questions - here's some extracts from the interview:
Game Informer: What was your approach when designing Gears of War: Judgment’s visual theme, and how does it compares with what the series has done in the past?
Garron Paduck
Chris Perna: I think one of the things that we want to get across is a lot more brutality of the Locust, a lot more fear. I think visually, it’s probably a darker theme than the other games as far as the Locust being scary again. We kind of got away from that a little bit over the course of the series. We’re trying to bring some of that back...some of the intensity, some of the fear. You know when we really concepted these things, they were stealers of children in the night. They were these ghostly figures. It was almost a survival horror game at one point. We kind of wanted to get back to the roots of the Locust and emergence day and show them as more vicious and fearsome.
The RAAM’s Shadow DLC also took place prior to the trilogy. Did that serve as any indication of what we can expect from the world?
Yeah, and I think we really learned a few things from RAAM’s Shadow as far as quality and visual bar and things like that. I think that visually, this will be more of an enhancement from that. We’ve tweaked the engine a bit and added advanced bloom and different types of effects, and it’s really pushing things in a different direction. So, I think it will be an evolution from RAAM’s Shadow.
Can you tell us a little bit about the process of designing a younger Cole and Baird?
baird judgement younger
Yeah, sending him back was kind of tricky. Baird is actually an officer when he starts out. He’s cropped and trimmed. What we did was take a look at Baird in Gears 1, and he was acne-scarred. Denis Leary was part of the inspiration for Baird. You know, just this wisecracking, kind of *** guy. If you’ve ever Denis Leary’s stand up he’s smoking and drinking and just kind of ripping. So, that was Baird to me anyway. So we took him and we gave him some acne scarring and some battle damage and dirt and that was Gears 1.
Pretty much throughout the whole Gears series, his fiction was getting busted down to private, and he was pissed about it and taking orders from Marcus. We took a look at where he was and then we said “well, what is he like as an officer? Well he’s fresh and he’s confident and he’s cropped and his hair is a little different, a little neater. His face doesn’t have acne. It isn’t dirty. And he’s a little bit younger and he doesn’t have the lines on his face and the battle wear.” So that’s what we did there. And Cole was an athlete, so he’s thinner and more agile. We kind of took him and made him a couple years younger and made his body a little more fit.

Saturday, June 16

Rod Fergusson talks GOW: Judgement direction

kilo squad GOW Judgement
Kilo Squad
Game Informer has a pretty sweet interview with Rod Fergusson which discusses the direction that Gears of War Judgement is headed in.

A key thing I took from it is the ability that during the trial of Kilo Squad, the player can choose to offer additional evidence that 'declassifies' information which then alters the actual game play.

For example stating that Dark Wretches were present in a mission means they might just turn up in the campaign.

Rod also indirectly confirms there will be another Gears of War game that will be released on the next generation Xbox

For now, let's just say there are two Didacts..

didact halo forerunner
A didact
HBO pointed out this most interesting response by Greg Bear to a fan letter.

From: Cameron Gazey
Location: Ontario, Canada
Date: 05/16/2012


Suffice it to say I am a huge Halo fan, and I enjoy it primarily for the story. I've read Cryptum and am currently reading through Primordium right now and there's just ONE thing with reading these books that made me seek you out.

The reason why I loved the idea of this book series so much was because I was very intrigued by the Terminal transcripts found on Halo 3, the first look players ever really got into the minds of Forerunners during their battles with the Flood.

What I wanted to know was whether or not those terminal transcripts from Halo 3 are considered canon and were used as sources of information for writing your series? I ask because of some timeline inconsistencies between these terminal transcripts and your series. I don't want to be rude and list them all out because if the terminals aren't canon then the inconsistencies are moot. Besides, the possibility exists that my questions will also be answered in Silentium.

Thanks in advance! And keep up the great writing, I'll be sure to buy Silentium when it comes out!

- Cameron

Re: The Forerunner Saga

From: Greg Bear
Date: 05/22/2012

We're working on those connections. For now, let's just say there are two Didacts...

Meet Garron Paduk from GOW: Judgement

garron paduck gow judgement

Meet Garron Paduk from GOW: Judgement

Name: Garron Paduk
Height: 6'1"
Weight: 215 lbs
Paduk comes from the other side of the Pendulum Wars. Originally Paduk fought for the Union of Independent Republics. His home nation of Gorasnaya was destroyed by the Locust Horde very early on in the war.
Fortunately for Paduk, the COG navy helped him and a few others flee his demolished home. Originally considered a Prisoner of War by the COG authorities, Paduk eventually managed to convince his captors that he'd be of more use killing Locust with Baird's Kilo Squad than rotting away in a small prison cell.
You may have already met Sofia Hendrik, another COG that will feature in Gears of War: Judgement.

Friday, June 15

Bungie never intended to make Halo 4?!

halo 4 concept art

Those who were born under the proverbial rock and never crawled out from underneath will recall that Halo 3 ended with a cliff hanger where the Chief and Cortana where left floating in space aboard the Pillar of Autumn, seemingly headed to some kind of strange planet.

As part of his endless set of interviews during E3 Expo, Frank O'Connor had this to say about that ending:

"It was a cliffhanger Bungie never intended to resolve"

Never. Intended. To. Resolve.

What the heck Bungie? Were you really going to leave us like that? Perhaps you always intended to do Halo: Reach as a prequel? Maybe your battle of wills with Microsoft was getting in the way and you made other plans.

Imagine if there was never a Halo set after the wonderful H3? Fans would be arguing forever and a day about what happened to our heroes and what that planet was. Indeed Frank further said"

"And they let people imagine what happened to the Chief. It was a great idea and a perfect parting gift, but there's something nice about being able to say "the thing I thought that happened was..." and being able to craft it."

As it turned about fanboys did go nuts trying to figure it out out. For example and from memory, I think a Marathon symbol was identified in the planet / sphere which lead to people to speculate Halo was about to find itself being cast in the world of Bungie's prior Marathon game mytholgies, or the more obvious that it had something to do with Forerunners.

Regardless, Frank's comment is a nice little reminder that we cannot always take things for granted in gaming. Our heroes will not always be running round saving all the planets - sure, the cash cows will always be milked for all their worth (how many war based games are there these days?) but some times sleeping dogs are left to lie.

Meet Sofia Hendrik, COG

Sofia Hendrik gears of war

Meet Sofia Hendrik,  a COG from GOW: Judgement
Name: Sofia Hendrik
Height: 5'7"
Weight: 135 lbs
Before those nasty Locusts decided to invade hit Halvo Bay, Sofia Hendrix was training as an Onyx Guard cadet. Sofia stepped into the fight against the Locust Horde after being exposed to the atrocities of war as a media correspondent towards the end of the years-long Pendulum Wars. 

Having seen terrible actiond and crimes committed during battle, she sets out to ensure that the conduct of war is properly waged, and that personal ethics and morals must not be sacrificed for victory.

Sounds like a damn goody too shoes....

Thursday, June 14

Brits rule EA did not exaggerate ME3's advertising claims

mass effect 3

Brits rule EA did not exaggerate ME3's advertising claims 

Remember how everyone was pretty pissed with the Mass Effect 3 ending because it did appear to allow you to have a firm control over Commander Sheppard's destiny?

Some one laid a complaint with thee British Advertising Standards Authority suggesting Electronic Arts had exaggerated their claims. The ASA's verdict / determination is in and they found that EA's online advertising regards claims about the game did not breach the Code established for advertisers.

I'm sure this decision won't sway the firm views of many rabid fans ...

Here's the determination from the ASA.


Claims on, a website promoting the computer game Mass Effect 3, stated "INTERACTIVE STORYTELLING EXPERIENCE THE BEGINNING, MIDDLE, AND END OF AN EMOTIONAL STORY UNLIKE ANY OTHER, WHERE THE DECISIONS YOU MAKE COMPLETELY SHAPE YOUR EXPERIENCE AND OUTCOME ... Mass Effect 3 plunges you into an all-out galactic war to take Earth back from a nearly unstoppable foe - and how you fight that war is entirely up to you. Choose a fast-paced cinematic experience or delve into a deeper, more choice-driven narrative. Either way, intense combat propels the action as you fight to unite a war-torn galaxy against a common enemy ... Along the way, your choices drive powerful outcomes, including relationships with key characters, the fate of entire civilisations, and even radically different ending scenarios".

Three complainants challenged whether the claims "where the decisions you make completely shape your experience and outcome" and "your choices drive powerful outcomes, including relationships with key characters, the fate of entire civilisations, and even radically different ending scenarios" misleadingly exaggerated the variety of outcomes available in the game and the differences between the outcomes.

Electronic Arts Ltd (EA) said they did not consider the "ending" experience of Mass Effect 3 (ME3) was limited to what appeared in the final cut scene, and that the consequences and implications of player's choices were actually presented during the last three to five hours of the game.

They explained that war assets were the collected people, forces and technology that the player had earned over the course of ME3, and that many of the assets that were collected by players would be impacted by choices from earlier games, or from activity external to the single player game. They explained that the total score of all assets was accumulated and then modified by the player's galactic readiness to produce an Effective Military Strength (EMS) score and that score would then determine the choices that were available to players in the endgame, along with the cut scenes which would be triggered to illustrate the consequences of players' choices. They said almost every decision a player made in the game would impact the EMS score in some way, and they therefore considered that each decision would impact the player's experience during the last hours of the game.

They said the final decision a player made in the game would have a drastic impact on the implied end state of the player's story, and that the endings came in the form of three possible choices, the availability and outcome of which were determined by the player's EMS score. An optimal play through would result in all three choices being available but players may have only two options or no choice at all, depending on their previous actions. They said the effectiveness of the choice made was also dependent on the EMS score, for example whether the main character "Shepard" would survive and whether the Earth was destroyed. They said there were also a large number of other, more minor, variations. In particular, they explained how the outcome of the Geth/Quarian Campaign and the Genophage Campaign would impact on the cinematic experience at the end of the game, and the implied end state of the player's story. They said that characters who had died during previous games in the series, as a result of player actions, would not be present in ME3, and that other actions in previous games could also lead to the death of supporting characters in the game.


Not upheld

The ASA acknowledged the complainants' belief that players' choices in the game did not influence the outcome to the extent claimed by EA. However, we considered that the three choices at the end of the game were thematically quite different, and that the availability and effectiveness of those choices would be directly determined by a player's EMS score, which was calculated with reference to previous performance in the game(s). We also acknowledged that there appeared to be a large number of minor variations in the end stages of ME3, and that those were directly impacted by choices made by players earlier in the game(s). Whilst we acknowledged that the advertiser had placed particular emphasis on the role that player choices would play in determining the outcome of the game, we considered that most consumers would realise there would be a finite number of possible outcomes within the game and, because we considered that the advertiser had shown that players' previous choices and performance would impact on the ending of the game, we concluded that the ad was not misleading.

We investigated the ad under CAP Code (Edition 12) rules 3.1 (Misleading advertising) and 3.11 (Exaggeration) but did not find it in breach.

No further action necessary.

Monday, June 11

Mass Effect 3: Extended Cut leak is not a leak!!

Will the DLC fix this mess?
I can't help but notice the immense reporting of the so called leak for the ME3 new DLC -  the DLC that is supposed to resolve all the issues with the ending of the game.

Here's what some dude posted on Reddit:

“Mass Effect 3: Extended Cut: An expanded ending for Mass Effect 3. Additional scenes and an extended epilogue reveal the impact of Shepard’s choices on the future of the galaxy.”

How the frack is that a leak? It's a description of something we knew was coming already. Can all you gaming sites stop calling it a leak or go and read a fracking dictionary?

Now, if the Reddit poster had of said something like, the DLC confirms it was all just a dream in Sheppard's mind, that would have been a leak. 

Thursday, June 7

Top Ten E3 Booth Babes

Forza's booth babe. Does she have a license to drive?
Top Ten Booth Babes from E3

Some conventions ban booth babes because they show toooo much breast or toooo much cleavage or leave nottthhinnng to the imagination. Not the E3 expo, where booth babes and their lack of clothes are considered as much as part of the furniture as a Halo announcement. Here's some pictures of said booth babes as spied from around the internets... is this the top ten? What do you think?

Come fly with me

Wednesday, June 6

What are the armor abilities for Halo 4?

Mjolnir GEN2 armor system Halo 4

What are the armour abilities for Halo 4?

Within the War Games and Spartan Ops modes on offer in Halo 4, the players take the role of a highly specialized SPARTAN-IV super-soldier, deployed from UNSC Infinity and utilizing a state-of-the-art Mjolnir GEN2 armor system.

While running around ducking and diving blasts from Scattershots and Sticky Detonators your Spartan can utilise the following abilities. No more Reach armour lock for you it seems!


thruster pack halo 4DESIGNATION: M805X Forward Acceleration System/Fulcrum Mitigating
MANUFACTURER: Lethbridge Industrial

The M805X Thruster Pack, similar to other EVA-focused thrust modules, is a movement acceleration system that mitigates the user’s need for a fulcrum or pivoting articulation. 

This ability allows the user to move quickly and aggressively in combat, whether closing the gap between the user and an enemy or finding cover.


DESIGNATION: Z-90 Photonic Coalescence Emitter/Aegis
MANUFACTURER: Unknown/Forerunner Origin

The recently recovered Z-90 Hardlight Shield appears to be a photon emitter that can fuse particles of light into a rigid, dissipative barrier. For Spartans who choose to integrate it, the technology functions as a full-size aegis-class, anti-personnel defensive shield.


halo - 4 - hologram red spartan DESIGNATION: T-27 Responsive Holographic Form Emulator
MANUFACTURER: Materials Group

The T-27 Decoy package, referred in shorthand as “Hologram,” is a responsive emulator that generates an extremely realistic holographic copy of the user's physical form and movement. Once used exclusively by the Covenant, this decoy technology has now been reverse engineered for Mjolnir armor systems, and is used as a ruse in the field to trick enemy infantry and armor into revealing their position, thereby placing them at a disadvantage.


promethean vision halo 4
DESIGNATION: Z-5080 Short-Range Spectrum Augmenter/Vision
MANUFACTURER: Unknown/Forerunner Origin

The Z-5080 Vision Modification system, colloquially referred to as “Promethean Vision,” is a short-range full-spectrum enhancement package that enables users to detect shapes and movement through solid barriers. Coupled with the VISR 4.0 tech suite, this software is one of the most formidable leveraged by GEN2 armor systems.

Descriptions and images sourced from the Halo Waypoint Site. 

What are the names of the Halo 4 Maps?

What are the names of the Halo 4 Maps?

So far three Halo 4 multiplayer maps have been revealed, Haven, Adrift and Longbow.

Here's their official descriptions from Halo Waypoint.


Resting high above Requiem’s surface, harmonic-resonance platforms appear to facilitate the monitoring and management of the shield world’s solar preservation system. These elaborate machines enable artificial planets to support their immense populations of indigenous life.

haven map halo 4


Although this CAA mining vessel was refitted as an ordnance transport, damage sustained during the Battle of Kholo has condemned it to an inescapable slide down the gravity well of a gas giant. On board, its automated systems continue unabated, their operations executed in eerie futility as they drift ever-closer to destruction.

adrift map halo 4


The frigid climate and unique gravitational conditions of Concord’s northern polar region provide an optimal perch for Longbow Station’s channel-based mass drivers. Before the Covenant War, the UEG launched deep space monitoring relays from here in an effort to study far-flung star systems.

long bow  map halo 4

E3 Halo 4 News Wrap Up

halo 4 screen shot

E3 Halo 4 News - all wrapped up nicely in blue. Enjoy dear Halo fan!

Louis Wu plays Spartan Ops, makes me jealous.

Legendary Halo fan 'Louis Wu' got to have some hands on time with Halo 4's Spartan Ops at E3

Here's a bit of what he had to say:

"In some ways, Spartan Ops is like firefight - you have battles against computer-based enemies, with reinforcements as you clear them. In other ways... it's way beyond firefight; you aren't holding a fixed position against attacking enemies but rather are moving forward towards your goals, all of your objectives are explained with story features, the enemy variety is large, you have goals beyond "protect this area" or "clear all enemies"."

"The mission we played lasted about 5 or 6 minutes. (My second run-through was faster; I knew what needed to be cleared, and where, and where the switches to open the next areas would appear.) It's a great way to play a quick match with some friends - they're planning on releasing five of these each week, during each 'season' (5 or so weeks). There is no word on releases past Season 1 - they might continue them, they might not. (I'm guessing it depends on how popular the feature is.)"

Check out Lu's full write up here. 

Bioware gets one thing right!

mass effect reaper poster

So you might recall this story where the producers of Fall Out sent an angry ceases and desist to the artist who, in a celebration of the game, created some posters in homage for others to download.

Well here's an example of a company doing it right. In this Bioware Blog post on Nick Clifford, they have embraced this wicked piece of fan art and used it as the header image for the post.

I reckon that's some awesome community spirit on show by Bioware, well done!

Original poster can be found on Flickr

Tuesday, June 5

Spartan Ops Images Revealed

The Two Towers?
Spartan Ops Images Revealed 

Following yesterdays wondrous reveal of the Halo 4 campaign, details the Halo mode Spartan Ops have been revealed - basically it's a peek into the world of multiplayer. As per yesterday's campaign screen shots, these images show a well designed multiplayer environment and are sure to allow for some great Halo matchmaking!

This way to drop the ring off Frodo

Running from the Eye of Sauron?

My name is Nick Clifford, and I work in product marketing for EA and BioWare

Here's a bioware blog interview with Nick Clifford. He's a marketing dude for ME2.

Who are you and what is your role at BioWare?
My name is Nick Clifford, and I work in product marketing for EA and BioWare. I also moonlight as Commander Shepard at conventions and trade shows.
As a Product Manager it is my responsibility to work with the BioWare development team and help bring games to the marketplace. You might ask yourself, well what exactly does that entail? A lot actually. Product Marketing touches almost every aspect of a game.

It starts very early on in development. Working with the developer to realize the vision, and see it come to life. We are all Mass Effect fans here, so the team was eager to see what Casey and his team had in store for Mass Effect 3. Will we finally see Earth? What does the Illusive Man have planned? How will Shepard lead the galaxy against impossible odds? So many questions. But that’s the greatest part! All those emotional and compelling hooks are what make product marketing so exciting. We start to conceptualize the core tenants of a game. What is Mass Effect 3 all about? It’s an action-packed galactic struggle for survival against a ruthless and ancient enemy. That idea then permeates throughout our marketing campaigns. You see it in our announcement teaser that we showcased at the VGAs back in 2010, our first gameplay reveal at E3, our advertising campaigns, and everywhere else.

Marketing shot for ME3
Really our job is all about sharing the game’s vision with the world. We want people to see how amazing this experience can be. In doing this we get the opportunity to work with many talented folks across the industry. We are responsible for creating artwork, trailers, screenshots and other assets, including the game packaging and Collector’s Edition. We work with our web team and community team to make sure that our core community (you guys!) stay engaged and happy (Thanks for reading). We work with our events team to put on exciting trade show experiences at E3, PAX, Comic Con, GamesCom, etc. It’s also our responsibility to work with press outlets such as IGN and G4 to make sure they have everything they need to create their editorial pieces and coverage. Lastly, we are responsible for creating advertising spots, notably the Take Earth Back Cinematic Trailer and the Live Action Trailer you might have seen on TV.

And yes somewhere in there I find time to wear the coveted N7 armor!

What is the best part about your job?
The best part of working on the BioWare team is the passion for gaming. I know that’s quite vague, but I love seeing ideas come together, the inception, the light bulb moment. That moment when awesome comes together. The first time I saw the omniblade in action I fell out of my chair. Same goes for when I saw Tali drunk. Emergency induction port…
It’s wonderful to see these ideas come together and form an amazing game. I get the chance to work with talented and dedicated developers, but I also get to meet the fans. Hearing your stories is what makes our jobs so rewarding. Meeting everyone at trade shows is fantastic, and I love discussing each individual way that you played through Mass Effect and Dragon Age. It all comes back to passion for gaming, we all have it and we love sharing it.

What does an average day look like for you?

No two days are the same, that’s for sure! Currently we are hard at work on Mass Effect post launch campaign. As you know we are working on the Extended Cut single player DLC and ongoing multiplayer updates. As I mentioned, we want to make sure the community stays engaged, that’s why you seeing us playing multiplayer with you, running N7 Challenge Weekends, and talking to you on the forums.

Marketing involves a lot of communication and management. We work with a lot of teams and have to make sure that everything stays well oiled. This involves a lot of coordination and planning. Mornings are usually spent talking with everyone and making sure we are all on the same page. We are always planning for upcoming content launches and events and then coordinating with teams to execute on those plans. And personally I always make it a point to play a couple rounds of MP each day.

Full IV here.

Monday, June 4

What is the Scattershot from Halo 4?

Z-180 Scattershot halo 4

What is the Scattershot from Halo 4?

DESIGNATION: Z-180 Close Combat Rifle/Asymmetric Engagement Mitigator

The Z-180 Scattershot is a prominent Forerunner channel weapon that was used for close-range defense toward the end of their war with the Flood. While practically unstoppable up close, the most remarkable attribute of the Scattershot is its schismatic dispersal effect, drowning confined hard-surfaced interiors with brutal, ricocheting beams of energy.

What is a Promethean Watcher? Halo 4

Promethean Watcher Halo 4
What is the Promethean Watcher that's found in Halo 4?

As the large, flying sentinels of Requiem known as Watchers are typically deployed from the armored carapace of their Knight commanders and exist to provide strategic aerial combat. Hovering high above the battlefield, Watchers not only heal and augment damaged allies but also catch and return incoming ordnance, such as grenades, using a gravity-displacement beam.

Their existence serves to frustrate all opposition, often forcing enemies to engage them directly before dealing with other more immediate Forerunner units.

HEIGHT: 4ft 3in (128.6cm)
WEIGHT: 318lbs (144.2kg)




With the addition of SPARTAN-IV super-soldiers into the Office of Naval Intelligence’s expansive military schema, the Materials Group has spearheaded the next generation of Mjolnir Powered Assault Armor, officially dubbed ‘GEN2.’ Now produced by half a dozen military and privately contracted manufacturers, the newest format of ONI’s prodigious armor technology comes with ad hoc modification systems, which, in addition to Armor Abilities, allows for Tactical Packages and Support Upgrades. These enhancements give Spartans the opportunity to improve their combat performance as well as personalize their actions in the field.

What is the M363 Remote Projectile Detonator in Halo 4?

M363 Remote Projectile Detonator Sticky


DESIGNATION: M363 Remote Projectile Detonator
MANUFACTURER: Acheron Security

The M363 RPD is a low-profile single-shot weapon that launches a magnetically latched explosive, which the operator can remotely detonate when at a safe distance. Although previously manufactured in low quantities, this weapon’s size and ease-of-transportability has made it ubiquitous in the years which followed the Covenant War.

What is the UNSC Infinity?

What is the  UNSC Infinity?

A warship unparalleled in human innovation, the UNSC Infinity is easily the largest and most powerful vessel ever employed by Earth. Although it was originally designed to contend with the Covenant, the war’s end recommissioned Infinity for peaceful exploration and research—until it discovered the Forerunner world of Requiem and was mercilessly pulled into the maw of the planet. Now, the fate of Infinity and its crew is inexorably tied to that of the Master Chief, as the ending of a 100,000-year story finally takes shape.

What is a Promethean Knight? Halo 4

promethean knight halo 4
What is a Promethean Knight from Halo 4?

Residents of the artificial world of Requiem, Promethean Knights represent the central occupying enemy force, legions of extremely capable combatants with both ancient and mysterious origins. While these Prometheans are significantly different from the legendary Forerunner Warrior-Servants of ages past, these Knights are no less harrowing.

They are fully weaponized, heavily armored bipedal warriors, easily capable of engaging and terminating perceived threats in almost all environments. They are truly lethal creatures, taken lightly only at one’s peril.

HEIGHT: 10ft 1in (308cm)
WEIGHT: 934lbs (423.7kg)

What is a Promethean Crawler? Halo 4

Promethean Crawler Halo 4

What is a Promethean Crawler? Halo 4 

The impressively armed Forerunner machines known as Crawlers represent the most extensive and abundant native enemy on Requiem. Capable of both close-quarters and long-range combat, Crawlers are aggressive quadrupeds, explicitly engineered to ferociously hunt down and eliminate any foreign threats. It is not uncommon to encounter Crawlers in substantial numbers, as most travel in large packs and work together in strategic coordination to bring down enemies by overwhelming them from every conceivable angle.

They represent the most extensive and abundant "native" enemy on Requiem.

Crawlers can be spawned by Watchers, who literally conjure the Crawlers' raw forms from the material of the planet beneath their four little feet. While Watchers protect Crawlers, Knights treat them as fodder, relentlessly spawning them at a rapid-fire rate. Crawlers act like a skirmishing unit, harassing the player at the Knight's bidding.

While they often fulfill the role of Promethean fodder, not taking a group of Crawlers seriously would be a mistake as they work together in strategic coordination to overwhelm enemies from every possible direction.

Individual Crawler types include the basic unit, a more heavily armed unit, and a deadly, long-range unit. The heavily armed variant is tougher than the basic unit and is more likely to charge in and melee attack.

LENGTH: 7ft 8in (234.7cm)
WEIGHT: 371lbs (168.3kg)

Gears of War: Judgement Official Reveal Details

Gears of War: Judgement

Gears of War: Judgement Official Reveal Details

By Dan Bell at Gears of War

“Gears of War: Judgment” delivers the most intense and challenging Gears of War game yet, with a campaign that takes you back to the immediate aftermath of Emergence Day — the defining event of the Gears of War universe — for the very first time and tests your mettle in highly competitive new multiplayer modes.

Set years before the events of the previous Gears of War trilogy, Judgment centers on Kilo Squad, a troop of soldiers led by Damon Baird and Augustus “The Cole Train” Cole. They are joined by newcomers to the Gears series, Sofia Hendricks and Garron Paduk, as they attempt to save the besieged city of Halvo Bay from a terrifying new enemy. Gears of War: Judgment depicts the planet Sera on the brink of annihilation by an unstoppable new Locust menace, giving you a new vantage point into one of the richest and most acclaimed sagas in gaming.

As with all Gears of War games, Judgment delivers intense co-op gameplay. Play cooperatively with up to three friends on Xbox LIVE (four players total) and experience more challenging gameplay scenarios and achievements by uncovering critical information during the course of the campaign with Judgement’s all new “Mission Declassification” system.

Gears of War: Judgment also introduces a new Smart Spawn System [S3] for both campaign and multiplayer action. This new system ensures that each encounter is unique and new because types, timing and locations of enemies change with each new encounter.

Finally, Gears of War: Judgment introduces Gears players to brand-new multiplayer experiences like OverRun, a thrilling new class-based competitive mode that pits Locust and COG soldiers in a head-to-head battle unlike anything Gears fans have experienced yet. OverRun is an objective-oriented mode that lets five-player teams alternate between playing as Locusts and COG soldiers, and marks the first time that a class-based, competitive multiplayer experience has been introduced in the Gears of War series, amping up the addictive gameplay with a deep player progression system layered on top of the experience.

Additional game modes will be announced at a later time.

Gears of War: Judgment will launch worldwide in early 2013 and will be available exclusively on the Xbox 360.

Halo 4 Campaign Action from E3 Expo

master chief and infinity in halo 4 screenshot

Halo 4 Campaign Action from E3 Expo

Holy Cow batman. If anyone had any doubts about how Halo 4 would look (or suck) check out this amazing reveal from the E3 expo where we finally get to see John117 and Cortana in action during the game's campaign.

Friday, June 1

Star Wars 1313 revealed at E3

starwars 1313

Star Wars 1313 revealed for E3

A Star Wars game produced by Lucas Arts has been revealed just in the nick of time for E3.

The plot of the new game has been described as:

"Named for Level 1313, a ruthless criminal underground deep below the surface of the planet of Coruscant, the game puts players in control of a deadly bounty hunter as he uses an arsenal of exotic weaponry to hunt down his marks and uncover the truth surrounding a criminal conspiracy. Star Wars 1313 emphasizes epic set pieces and fast-paced combat with a hero who uses human skills and gadgets, rather than supernatural Force powers, to make his way through this dangerous world."

The Lucas Arts promotional machine had this to say:

"We're excited to share one of the projects LucasArts has been hard at work developing," said Paul Meegan, President, LucasArts. " Star Wars 1313 dives into a part of the Star Wars mythos that we’ve always known existed, but never had a chance to visit. We are committed to bringing the best gameplay experience and visual fidelity to life and I truly believe the work we are showcasing at E3 will speak for itself.”

Check out more details at (well some screen art and music)

Update: This appears to have been cancelled following the closure of Lucas Arts.

Want more Star Wars? Check out Kylo Ren's Force Awaken's Quotes.