Liloh retweeted
To those heading all these multiplayer game recompilation projects, whether it's Halo or whatever, I and others I'm sure would appreciate if it were the standard that their releases be accompanied with some highly visible statement on their vulnerability to remote code execution (RCE) exploits that could potentially give malicious players access to someone's operating system, if any, even if that statement is simply to take any basic, relevant and effective prophylactic measures. Would appreciate anyone in the know to elaborate in a reply
Liloh retweeted
It’s wild to me that they even had to ask if dual-wielding was necessary. I don’t mean to sound negative, but it sounds like they didn’t know their fanbase very well.
A Halo 2 and 3 without dual-wielding, can you imagine?! Don’t even bother.
Halo Studios tenía planes más ambiciosos para los remakes de Halo 2 y Halo 3 antes de los recortes
Según un reporte de Windows Central basado en información de Rebs Gaming, Halo Studios tenía planes mucho más grandes para los remakes de Halo 2 y Halo 3 de los que se vieron en Halo: Campaign Evolved.
El proyecto, conocido internamente como Project Manihi, contemplaba incluir multijugador completo, Forge, Firefight, Theater y misiones adicionales. Para Halo 2 se consultó a miembros de la comunidad sobre recuperar el dual wielding, mantener el gameplay clásico del multijugador con todas las listas de reproducción desde el lanzamiento, agregar Firefight y posibles misiones bonus. Los encuestados rechazaron reutilizar las cinemáticas de Blur del Anniversary por problemas de consistencia visual.
Para Halo 3 los planes eran aún mayores. Se pretendía que fuera el proyecto estrella de la trilogía de remakes, con más recursos invertidos para ofrecer una experiencia completa que incluyera multijugador, Forge, Theater y Firefight. Estos remakes iban a coexistir con el próximo juego principal de Halo.
Todos estos planes quedaron cancelados tras los recortes en Halo Studios y el traspaso de responsabilidades a Activision.
I'm a Halo modder that Halo Studios hired when planning to bring MCC to PC, and with it, modding support. And last month I re-became a Halo modder after @asha_shar's leadership decided I and others needed to be laid off because our rolls didn't align with the business
Microsoft just announced Xbox Labs, a response to the AI-powered game decompiling we've seen recently. Whether it's skateboarding in CoD or Halo in a browser, Xbox Labs is a new group tasked with exploring this new era of modding. Details 👇theverge.com/news/1010406/xb…
Liloh retweeted
Great Journey is cooking great 👀 Can't stream much YET cuz of how dirty and heavy-duty and large-scale the design process has been for ALL the encounters before the Scarab, but I am VERY confident it's gonna culminate into something great for Halo 2's final mission.
Liloh retweeted
a couple of old Bungie/Halo things - the invite for our annual picnic from 2003, and a card we got describing the team swag we'd be getting after Halo 2 launched. I still have all of it, and still use the backpack as my carryon bag for flights.
Liloh retweeted
I tried to warn Halo fans about the leadership problems at Halo Studios. Many fans doubted me or downplayed the severity of claims from employees that I spoke to. This is why Braden says he hopes to never work with certain people from the studio and leaving was one of the best decisions he made. #Halo
Liloh retweeted
Former Valve writer Chet Faliszek thinks bigger development teams don’t automatically lead to better games.
After 12 years at Valve, the Left 4 Dead writer believes massive teams often create more problems than they solve, especially in decision-making and production delays.
“These giant teams just don’t work.”
Faliszek says games like GTA 6 might need thousands of developers due to their scale, but those projects are exceptions rather than the standard.
Left 4 Dead 2 was made by around 45 people. “I don’t think it would have been a better game if we had made it with 450 people.”
Studios should focus on the right people working closely together instead of constantly expanding teams.
Liloh retweeted
Well I can say it now so here goes:
After the previous Digsite team left, a few of us tried for a good year or so to get it back up and running... and we did! But due to today's events, it is done. Please have a look at some of the content I was working on
Liloh retweeted
I too have been working on Digsite behind the scenes for under a year now.
My job has been officially restoring Halo E3 2000s BSP and polishing it in the CE engine. It's around 80% of the way done, and I will be releasing it sometime later this year.
#Halo #HaloCE
Liloh retweeted
Seeing a bit of community blaming going around. A trillion dollar company like MS doesn't base major financial decisions like this based off what people on Twitter say. Reality is Halo has seen better days and a change was bound to happen sooner or later for better or worse.































