Now imagine that every combatant is an actual person playing over Xbox Live!”" - An excerpt from the original Halo 2 press announcement, referencing the then-in-development Warfare mode. “I don’t want to ruin the surprise, but imagine the essential ‘Halo’ single-player experience: pitched battles between the humans and the Covenant, massive vehicle and infantry engagements. " “We still have the multiplayer game-types that people loved in ‘Halo’, but we’re planning something special for multiplayer in ‘Halo 2,’” hinted Jaime Griesemer, “Halo 2's” lead designer. Halo 2 Īn early design for Halo 3's Sandtrap, showcasing a similar design intent to Warfare. However, the larger scale did make it into the game, with maps such as Blood Gulch and Sidewinder containing larger scale vehicle gameplay. Because of this, the design team fell back on what they knew from their experience working on the multiplayer mode for Marathon, and ultimately shipped a more traditional arena experience.
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Ultimately, the scramble to finish Combat Evolved's campaign meant that very few resources were available for the multiplayer component, resulting in Hardy LeBel creating the final arena-style multiplayer almost single-handedly. Warfare receieved some light prototyping while Bungie were still based in Chicago - prior to their acquisition by Microsoft in mid- 2000.
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This design was intended to focus on control points, with attackers able to choose different kinds of locations to attack. The mode would have been asymmetric with an attack versus defense interplay, with maps that were more "strategically designed" to feature different kinds of objectives to attack. Overview Halo: Combat Evolved ĭuring the development of Combat Evolved, the team at Bungie had prototyped elements of a large-scale multiplayer multiplayer mode featuring Marines taking on Elites, in an immersive and round-based setting.