2019-04-01_Official_Xbox_Magazine

(singke) #1
After the studio was bought by Microsoft,
Bungie rewrote the game engine for the Xbox.
The hardware’s development and the game’s
formation came together in tandem, the final
version of the Xbox console enabling the full
extent of Bungie’s ambition for the game.
Halo defined an entire gaming generation –
the result of a well-worked game mythology,
an iconic character in Master Chief and an
awesome split-screen multiplayer that kept
us hooked long after its brilliant campaign had
finished. Incidentally, the ‘Combat Evolved’
part of the title was added at the insistence
of Microsoft, which felt the game needed a

more descriptive title than simply Halo, a title
which Bungie stuck to rigidly, and this was the
compromise. Halo set a new benchmark for
all shooters – other would-be FPS developers
would now really have to up their game. On
the N64, Rare had set its own definition of a
great FPS in 1997 with GoldenEye 007, and
another of the OG Xbox’s defining games was
TimeSplitters 2, by former GoldenEye 007 devs
Free Radical. The lighthearted counterpoint to
Halo’s more po-faced universe, TimeSplitters 2

was a brilliant and varied FPS involving time
travel and fast, split-screen multiplayer.

Ryan heir
The next big leap in shooters came courtesy
of Steven Spielberg. The director had made
war epic Saving Private Ryan in 1998, and got
his Dreamworks Interactive studio working on
a WW2-themed game – Medal Of Honor. This
paved the way for 2003’s Call Of Duty on PC.
Developer Infinity Ward was made up of MOH
veterans and created the first COD using id
Software’s Quake III engine. The series evolved
to become a genre titan, thanks to Call Of Duty

4: Modern Warfare. Taking a controversial leap
into the modern age with settings echoing
the Iraq and Afghanistan conflicts, it was the
online multiplayer that set the world alight.
By introducing a levelling system, it kept
players coming back for more and jumpstarted
the idea of games as service. For years, the
franchise felt untouchable, but elsewhere,
DICE was impressively creating conflicts of up
to 64 players and emphasising squad play in
its Battlefield series.

et us briefly return to a time before Halo,
or ‘BH’, as we’ll henceforth never refer to it.
Pioneer of the genre, id Software developed
Doom and Wolfenstein 3-D in the early ’90s,
inspired by MS-DOS game Ultima Underworld:
The Stygian Abyss (a first-person RPG with
texture-mapped environments where you
could, gasp, look up and down). Doom was
so successful that long before the term FPS
was coined, other FPS games were known as
‘Doom clones’. Around this time, Chicago lads
Alex Seropian and Jason Jones, influenced
by id’s work, were making the Wolfenstein-
homaging Pathways Into Darkness for the
Apple Mac, as the fledgling Bungie. Unveiled
at the 1999 Macworld Conference, this
was going to be another Mac game from
Seropian and Jones. They’d already by this
point enjoyed success with FPS Marathon on
the Apple computer. But in 2000, Microsoft
bought Bungie, and its upcoming Halo project
became the Xbox’s flagship title.
Originally, Bungie’s vision was actually
closer to Destiny with open-world exploration,
but as the team grew, it changed from a
third-person shooter/strategy game to an
FPS. The game’s iconic Warthog shaped the
game’s direction the most. According to
game designer Jaime Griesemer, “In the old
RTS-style game it was just so cool to watch
a squad of jeeps driving across the terrain
we wanted to drive them ourselves. Then we
wanted to get out of them and run around as
an infantry guy, and from there it snowballed.”

“Doom was so successful that before


the term FPS was coined, other FPS’s


were simply known as ‘Doom clones’”


ABOVE BioShock
took the FPS to
another (below
sea) level.
FAR LEFT The
original
Wolfenstein 3-D.
LEFT

L TimeSplitters 2.


056 THE OFFICIAL XBOX MAGAZINE

OXM INVESTIGATES

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