Tsar
The thing that should not be
R400 for 12 months, not so bad.
Not at all
/contemplates on getting a xbox 360
R400 for 12 months, not so bad.
Not at all
Chances are, if you're the kind of person who downloads the Halo: Reach multiplayer beta right on May 3, you're going to notice something a bit quirkier. I'm not talking about the obvious changes that Reach brings to Halo's multiplayer, such as Armor Abilities or melee assassinations. I'm talking about the fact that when you're not jumping into the usual Slayer or King of the Hill matches, you're suddenly playing new game modes like, "Headhunter" or "Invasion." With just a few weeks to go before the beta opens up to Halo 3: ODST owners, Bungie has finally detailed some of the new modes debuting in the beta.
In a recent chat with multiplayer designers Lars Bakken and Derek Carroll, I note that some of these modes are not the kinds of things you'd see in a Halo title, and whether their existence is proof of a sort of, "let's go crazy by throwing all of these new modes' mental. Carroll replies, "I don't think we went crazy on purpose to go out with a bang, although we certainly are. We just said, 'okay, Slayer, CTF, King of the Hill, those are great, let's lock those up and put them aside. Now what else? What can we have?' And then came up with some fun stuff to do in the space."
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Bakken describes the basic distribution of modes-to-maps with, "You'll see variety on Powerhouse or Sword Base because those are our 'Slayer maps' or our 'party game maps.' We can't say much about Boneyard or Invasion, and yea, Overlook is specifically for Generator Defense (or 'Network Test 1 Beta' as we call it)." With that in mind, here's a basic breakdown of the new modes that the Halo Reach multiplayer beta will be introducing.
Headhunter
The official Bungie description is, "a new 'party' game [...] where the goal is to collect and capture the most skulls." Basically, players drop a skull upon death, and you just want to scoop that skull and carry it to a designated skull deposit zone (that actually moves around the map). You can carry multiple skulls, but here's a warning: if you're killed before scoring, then you drop all the skulls you had. In fact, Carroll points out, "you have a nice navpoint over your head showing everyone in the game how many skulls you are carrying. When you have ten, then that actually shows up as a flashing star or VIP waypoint, to let everybody know you're the one guy to go after."
Though, unlike carrying the flag, Carroll points out, "there are no downsides to skull carrying other than the danger of dying and turning over your hard-earned loot to the enemy." In fact, you have full access to weapons and abilities while skull-slinging. Community Director Brian Jarrard provides a pro-tip with, "Sprint is super-useful for Headhunter -- it helps close that distance between your foot in the zone and scoring, versus dying just short of the goal and losing all of your skulls."
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By default, Headhunter is a free-for-all affair, though Carroll says, "There is [also] a team version of Headhunter that allows for a bit more specialization: one guy can snipe and suppress, while his teammate scoops up skulls and sprints to the score zone."
When discussing Headhunter's genesis, Carroll quips, "So I technically wasn't around when Headhunter started on Reach, but there have been games like Headhunters in other first-person shooters and games, and this is just our spin on it." He concludes, "There's nothing quite like almost scoring 10 skulls and being struck down, and having to watch those skulls bounce away from your dead body."
Stockpile
This is, "another 'party' gametype that is sort of like Territories meets with Capture the Flag." That is, both teams are racing to capture four neutral flags that spawn on the map and successfully return them to their respective (and active) capture points. Carroll elaborates, "Stockpile flags appear randomly throughout the map at pre-set flag-spawn points. Experienced players will learn the ten or so spots they can appear in the Beta maps, but they won't be able to predict which ones will be used at any given time."
It's worth noting that points aren't scored instantly once you drop a flag down. You actually have to have the flag at your capture point once a timed countdown has passed. Carroll notes, "Every 60 seconds, any flag inside the capture point will be scored for that team -- even ones being carried by enemies!" He further describes the time breakdown as, "The clock is always running, so in a ten minute game, it scores ten times. So it's the bottom of every minute. [...] There's definitely an ebb-and-flow, and a real spike in intensity and an, 'oh my God get the flag over there' type of feeling." Bakken further points out the time pressure by noting, "If you see the other team holding three flags and there's 30 seconds left, you better start sending a couple dudes over to at least get them out of the capture point when the time runs out."
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In terms of personal tactics and tips, Carroll jokes that his teammates who tend to be Slayer-players will be busy shooting each other while he himself serves as flagrunner; Bakken meanwhile plays more on the defensive side. Jarrard details a particularly handy tactic for defense players like Bakken: "Sometimes, depending on the map, I find pretty good success with either getting a shotgun, or a sword, and Armor Lock, and lurk on top of my flag spot. How you pair your weapons and Armor Abilities can radically affect how well your team scores or defends."
Generator Defense
This is where Halo Reach feels more distinct and objective-driven. In Bungie's words, this mode, "pits three Spartans against three Elites. The Elites are trying to destroy three generators before time runs out while the Spartans are trying to defend." When I point out that Elites are fast and tall foes with superior healing, Bakken replies, "Elites may be faster, bigger, and 'healthier' to use your words, but they are also easier to hit, and Spartans have the advantage of being in a pretty well defended position." He further points out that Generator Defense (or as Bungie calls it, "Network Test 1") always plays as, "two rounds of five minutes apiece," with teams switching from Spartans to Elites and vice-versus per round (so players can experience both perspectives). Of course, if the Elites destroy the generators in just three minutes, then the round ends.
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Bakken continues, "This [mode] takes place exclusively on Overlook in the Beta. Defenders have the superior position at the top of a hill, with Attackers trying to claw their way up it." He then describes what happens when a match begins: "We call in a weapon drop where a Longsword flies over and drops off three random power weapons in different random locations on the map. Each weapon pod has a random chance of being a Spartan Laser, a Sniper rifle, or a Rocket Launcher. And those are evenly distributed around the map so that both Spartans and Elites have an equal access to them. So in the beginning, not only are the Spartans running to generators, but people are just running to get the power weapons." On the topic of what gear players will have, he further notes, "In general, the Loadouts are designed to be shared across multiple modes, but you'll definitely see some surprises in this [mode]. They are more in line with the final stage of an Invasion game, which means it's pretty crazy from the beginning. Add in the [aforementioned] dynamic Weapon Drop, and you get some nice variety."
Besides the natural layout and whatever weapons get scrounged up, the Spartans on defense have an additional mechanic: the ability to lock down a generator. Bakken explains, "the act of locking down a generator is simple, because we wanted people to pick it up quickly. You walk up to an unlocked generator as a Spartan and press 'X' to lock it down (Elites obviously can't lock them down). The invulnerability lasts for approximately 30 seconds. It sounds like a long time, but when you have three different gennies on the map, and only five minutes to defend all of them... it gets intense. There's also a brief cool-down period when the lock expires before you can re-lock again, which creates some additional tension during that window of vulnerability."
When I ask about the small three-versus-three player count, Bakken replies, "It's [...] true Generator Defense is a little more intimate, but even with only six players on the map you'll see some intense fighting. Most of the action happens around the generators themselves, since they are the focal point of the gametype." I ask Bakken to describe a "typical match" to illustrate that last point, and he replies, "[Our strategy] constantly changes. Because it's three players on each team, and three generators, the first thing we tend to do is split up. Like one guy will go lock down a generator. But the moment one Spartan goes down, it becomes harder to hold onto anything. Sometimes, all three Elites will rush and attack one generator at a time, or they'll wait to exploit the cooldown of a locked generator. There's not a really good universal defense besides communicating with your team."
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Invasion
This is the fourth and final game mode in the beta, and also the one that Bungie is still being tight-lipped about until we're a little closer to launch. Carroll's one-line quip is, "It's a vehicle-full frenzy!" In fact, this mode and its accompanying map (Boneyard) is the only map in the beta that features vehicles. "[It's] packed to the gills with vehicle combat," says Carroll, who continues with, "It's really big -- nice and spacious to drive around in. A little bit bigger than Sandtrap even." Other scant details about Invasion are that it's a six-versus-six match, and as mentioned earlier while describing the Loadouts for Generator Defense, it seems to be a multi-stage affair that will utilize some heavy firearms during the end.
And there you have it: the new multiplayer modes for Halo Reach that you can play for yourself during the beta. For you traditionalists, there are modes and variants such as Slayer, King of the Hill, one-flag CTF, and three-plot Territories (a purposeful return to Halo 2-style Territories). Heck, there's even a Slayer Pro variant, where your only ability is Sprint, you don't have a motion tracker, and you start with either a Designated Marksman Rifle or a Needle Rifle.
As my time with Bungie winds down, I ask Jarrard how players will actually be seeing and jumping into these modes, and he answers, "There will be five different playlists active at different points during the public beta -- so not everything will be available day one. But as the beta progresses, more playlists will come online. You'll have Arena stuff, you'll have Free-for-All, you'll have Grab Bag which is a mix of different game types, and you'll have the Invasion and Network Test 1 playlists." The final schedule is up in the air, so you have an equal chance of either jumping into a Generator Defense or an Invasion match, depending on which one Bungie picks. Keep an eye out for more impressions of Halo Reach's multiplayer before it hits beta for everyone else on May 3.
Monday can't get here soon enough.
Yup. Not sure yet whether I'll get it, though. It's kinda tempting, but I already have so much gaming collectible junk, that I'm running out of space.
On Monday, May 3, 2010, the Halo®: Reach Multiplayer Beta lands on Xbox LIVE®. All you need to participate is an Xbox LIVE Gold account, the Halo 3: ODST campaign disc, and approximately 1.2GB of free hard drive space.
To download the beta, just follow these easy steps:
1.Insert the Halo 3: ODST campaign disc and launch the game.
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2. Select “Play the Beta†from the main menu. (You won’t see this choice prior to May 3.)
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3.The first time you do this, Halo 3: ODST will need to download the beta from Xbox LIVE Marketplace. You’ll see the window below, and you’ll need to select “Confirm Download.
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4.When the download has finished, choose “Continue.â€
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5.You’ll be taken back to the Halo 3: ODST main menu again. Select “Play the Beta†once more.
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6.Now that you’ve successfully downloaded the beta, selecting “Play the Beta†will launch the game, instead of downloading it.
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7.Enjoy helping us test Halo: Reach, and get that pre-order in so you’ll be ready when the game ships this Fall!
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The Reach Beta officially begins on Monday but many of you have questions NOW. Answers inside.
The Reach Multiplayer Beta is officially just two days away but with all the recent commotion around "friends and family" codes and what seems like the entire world (except for you) playing early, there are a lot of questions and some confusion arising in the community. Let's see if we can provide some answers so you can get back to enjoying your weekend.
When does the Beta officially begin?
ODST owners will be able to access the Reach beta "late morning" PDT on Monday, May 3rd. Just put your ODST campaign disc in and select the Reach Beta menu option.
"Late morning?" Can't you tell us the exact time?
Late morning (Pacific Daylight Time) is as exact as we can get right now. As soon as the switch is flipped and the beta is active, we'll be sure to spread the word.
If the beta doesn't start until Monday then why is everyone else already playing?
This weekend there are some people playing the Reach Beta as part of what has been dubbed the "Friends and Family" early beta. Over the past few days Bungie and tons of community sites and media sites have given away codes all across the web. In addition, MGS has issued codes to various partners and retailers. Ultimately this amounts to thousands of people but it's still a drop in the bucket compared to the amount of people expected to join beginning on Monday. The purpose for this early access is to allow us to work out any kinks and knock off the dust before the flood gates open on Monday morning. As such, it was intentionally limited to a manageable, small population.
"Small population?" Looks to me like nearly 20,000 people have been playing the Beta!
That may very well be the case given all the various programs going on out there (the two thousand or so codes Bungie gave out and then all the codes MSFT has distributed to retailers and media outlets). Twenty thousand people sounds big but compared to the few million people that could potentially all start playing as of Monday, it's a very tiny fraction of the overall beta population.
I bought ODST and I'm a huge fan of Bungie - why didn't I get a code and why do I have to wait until Monday?
The Beta was always scheduled to begin on May 3rd and that's still the case. Nothing is being taken away from you. Unfortunately there were only so many codes available for this preliminary weekend and given the enormous size of our community, only a tiny fraction could be included. We're sorry that we couldn't hook up everyone but the good news is that you won't have to wait much longer.
Is Bungie giving away anymore codes?
We are not giving away anymore codes. It's possible that some community or media sites are still giving away codes but Bungie has depleted the small stash we had. Any codes you find on Bungie.net are certainly already claimed by now so please enjoy your weekend and don't waste your time scouring the site for a left over code.
Why can't you just turn the beta on early?
Unfortunately it doesn't work that way. There's a lot happening behind the scenes with a lot more groups involved than just Bungie. We built this small test weekend into the schedule specifically to make sure Monday's launch is as smooth as possible. As soon as the switch is flipped on Monday we will spread the word.
What's this I hear about Halo 2 people getting codes for the beta?
Microsoft contacted Halo 2 players a month or so ago and informed them that they would be receiving a Reach beta code as a small token of appreciation in light of the game being decommissioned from Xbox LIVE. If you received one of these messages, you're one of those people. If you didn't, or have no idea what any of this means, don't sweat it.
I'm a huge Halo 2 fan, I've played a million games... I never got a mail from Microsoft. What gives?
Unfortunately I don't have any insights into the parameters or qualifications that warranted getting one of these emails. This was a nice gesture extended by the Xbox LIVE team and Bungie doesn't have any involvement.
Ok, I'm one of the Halo 2 people - when can I expect my code?
Microsoft has informed us that they will begin mailing out those codes on Monday May 3rd. However, please note that due to the large volume, it may take a few days to reach everyone.
As soon as the beta is live on Monday morning we will spread the word. Until then, enjoy your weekend!