Awesome.. man I loved WinAmp. I ran my own streaming internet radio station via WinAmp for a while - truly high tech stuff. Granted I was the only "listener", tuning in from work at the time.
Awesome.. man I loved WinAmp. I ran my own streaming internet radio station via WinAmp for a while - truly high tech stuff. Granted I was the only "listener", tuning in from work at the time.
Appreciate everyone's support and we know that the vast majority of the Halo community isn't like this. But, it's the internet and this thing is sadly not uncommon. We don't take these things lightly and our top priority is the safety of our team and players - we have a zero tolerance policy towards threats of any kind, they are all taken seriously, and all escalated and pursued to the full extent possible.
Back in my day the worst thing that happened was someone picketing outside the studio and one guy who got through to our desk phones and left messages for a large chunk of the studio complaining that the Halo 3 beta wasn't live yet.
Unfortunately it was brought to our attention some time ago that SA and SS on iOS were no longer functioning. (sorry Spartan Runner isn't ours/official) I believe iOS updated at some point around two years ago, which broke both of these games. The original development partner was no longer involved and after a few months of investigation we did not have a viable solution to address these issues and continue supporting these titles. They've been removed from the Apple Store for some time now and are regrettably not in a great state. While I'd love to see these revisited and updated, currently the studio is focused on MCC PC and Infinite so it's not something we can tackle right now.
They might get Reach released earlier, but I dont think we can expect the fully featured release with things the avid PC gamers will want like uncapped fps or a full FOV slider. I can also forsee 343 having to balance controller auto aim as well as mouse input due to player feedback. Dont forget all the MLG maps we loved too. It's just hard to see the releases being that close together, while still supporting the previous released titles.
It's a complex process for sure. The team is committed to the native PC "pillars" Max has outlined previously but it's definitely likely that the full extent of those features / what's feasible will vary by game and/or not be "fully" implemented right at "launch." In the May update blog, the engineers talk a bit more about the technical challenges of implementing FOV sliders and uncapped framerates in these older games.
It's hard to say really... The team does feel that Reach is probably the most challenging of all the titles being worked on and thus will take the most time. A good chunk of this initial work will pay dividends across the rest of the roadmap - i.e. stuff like the flighting pipelines, build management, etc... So, definitely not 'starting from scratch' with the other titles and we expect/hope that once Reach is out, the others shouldn't take the same amount of time. That said, it'll all be driven by flighting and quality so we'll have to see how it goes and take the time needed to get it right.
I will drag my balls through broken glass just to see a 480p image of a menu. I'll take anything!
Ouch. Please don't. To set expectations appropriately, we are going to be showing a small slice of a work in progress demo build of Reach running on PC. Our streaming setup isn't yet able to handle 4K hotness so it'll be an old school 1080p broadcast. We don't have a release date to share since it's all dependent on flighting and development (it's ready when it's ready). Max will also drop some new info on the progression system, we have updates on the specs for Reach matchmaking settings, and more...
We've pulled the trigger. We'll be showing a tiny slice of a work in progress demo build of Reach on PC.
Sorry, I don't know what a social stream is because I'm not really keeping up with all of 343's streams and social media accounts. So I didn't know what kind of stream gave the Ice Unicorn. I should have been more descriptive of what I meant.
Sometimes the social stream is just us talking about stuff, other times it's a 'playdate' that involves skin giveaways. Tomorrow will be a show-and-tell variety with no skins to pass out.
It's actually very relieving to know that marketing isn't dictating flighting schedules. I'd hate to see the project put on hold or rushed just to meet a hard deadline of E3.
We all aligned very early on that MCC of PC would be quality driven, not date driven and it wouldn't ship until it was ready. We also all agreed from the top down that flighting would be a critical path of development and we'd never leverage flighting as a marketing activation or turn it into any kind of pre-order incentive or customer 'bonus.' Really a lot of props go to the studio leadership and our partners across marketing for supporting the team's desire to do what's right for the project and players!
As someone who was googling 'Halo 3 PC' back in 2007, thank you for bringing MCC to PC, and for putting up with the impatient members of the community.
Nah I wouldn't say anyone is being unrealistically impatient - we've all waited a long time for Halo proper to be delivered to PC. This is a long time in the making and honestly I'm as eager and as excited as the community at large. Waiting is indeed the hardest part - well, waiting and also ensuring we live up to the sky high expectations (that seem to be growing by the day!). To say there's a lot of pressure on the team would be a huge understatement.
It wouldn't surprise me in the slightest. They probably had a flighting build ready to go for past few weeks but kept it from us just so they could show it off at E3 first.
Nothing wrong with marketing the product, but publicly estimating an April flighting plan and then waiting 2 months just for the sake of marketing is pretty lame.
What's even the point of promoting the port of a 2014 game (not even the full game, mind you) when they could be focusing on promoting Infinite?
I can assure that nothing going on with the MCC PC project is being driven by or dictated by marketing. Announcing back in March with months of inactivity is the opposite of what Marketing would've wanted. Ideally the entire announce would've just occurred at e3 if we knew then what we know now (just in terms of the pace at which things have been moving).
Flighting should begin rolling out to Insiders in June. But, it's highly likely that a representative work-in-progress flight-build slice of Reach PC will be on hand in Microsoft's booth at E3. We will talk more about this in the May update blog (coming either tomorrow or Thurs) and hopefully if the stars align, on a 343 social stream. If you like hearing in-flux transparent planning info read this (otherwise ignore and pretend it doesn't exist): (this is one of those examples where I'm being transparent telling you that I've got intent to do a Reach PC first look stream tomorrow but it could ...
Read moreWow, that's awesome! Back in my day we had to chop down a tree and whittle it ourselves.
Looking awesome, as always!
10 years since last pc update. I walk the empty streets...
10 years, or 16 days if you count the 4,000+ words in the April update blog.
Really reeeaaally shouldn't have announced MCC PC and Reach as early as they did. I don't mind it taking time, but it's the time from the announcement which is an issue. If you can't get flights out for an almost decade old game in good time, I'm deeply concerned for Infinite.
Sure, if we could go back in time, knowing what we know now, we probably would've waited to make the announce. Heck, it would've made a cool announce for E3, yeah? But at the time, we had plans and estimates and goals - including a need to get the word out so we could allow ample time to build up a Halo Insider program. We all expected flighting to have started by now but unfortunately some areas of development have proven to be more time consuming than anticipated. Flighting MCC on PC has zero overlap and nothing in common with developing Halo Infinite. In fact, I'd argue it's more challenging dealing with decades old game code with multiple intertwined titles and systems than building a new experience on top of a new custom designed engine and toolset.
This is very disappointing. We are almost a full month behind schedule now.
Behind what schedule? We've never really had a date or a schedule other than a goal of getting flighting underway as soon as everything is ready. I had hoped that would be last month, it wasn't and now we're of course hesitant to make any guesstimates as to not further disappoint. The massive update blog two weeks back offered some good info on the status of the project and Postums is working on another large update for later this month.
I'm hoping we get flights prior to E3, seems unlikely though at this rate.
Currently it doesn't look like public flighting will begin prior to E3. The team has made a lot of progress on a number of areas but everything is just taking time (in some cases longer than initially anticipated)
I'll be pretty bummed if this doesnt happen
This came up during the AMA where we stated it wasn't the official plan of record for launch. As we've seen more and more feedback we have clearly heard this is important to a lot of players - it is something the team has been investigating but ultimately I'd say it's still TBD and probably outside of scope for launch.
So will it be one big buy or would you buy the games individually
current plan is that each game will be sold individually as they are released. I'd imagine that at some point down the road when it's all said and done, there's probably some kind of option to buy it all at once but a lot of those details are TBD.
Yeah it was, but I've read comments of threads on Reddit that thought they'd go vanilla.
My hunch was on getting the TU anyways
Max has stated that TU is the plan of record though I'd expect vanilla settings to likley be avaialble for customs, etc.. if people want to use 'em.