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L06: Relaxed
Soeben auf der D.I.C.E Summit angekündigt:
Sehr gut
Im folgenden Video siehst du, wie du consolewars als Web-App auf dem Startbildschirm deines Smartphones installieren kannst.
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Soeben auf der D.I.C.E Summit angekündigt:
Lieber ein Reach:A auch wenn die chance eher niedrig ist
The story behind the Halo franchise as it's never been told—by the key individuals that made it.
The first Halo I ever finished was 2009’s real-time strategy affair Halo Wars. That has to be something you don’t often hear. Most players’ first brush with a series as monstrous as this is undoubtedly some core Halo spectacle viewed from behind the muzzle of an assault rifle, not highlighting a convoy of units in eagle eye as a stand-in, custodial god of war. It feels like a fitting way to measure my unusual relationship with Master Chief, the UNSC, Covenant and everything else that Halo is, so we’ll go with it.
Somewhat ironically, Halo began from a strategic position, rather than being mapped from the outset as a shooter. The project evolved spiritually as a kind of outcropping from the clotted battlefields of Bungie’s 1997 tactical game Myth, trading a Braveheart aesthetic for more of a Starship Troopers vibe, and then rendering everything in anthill 3D. Even as a primitive vehicular prototype, emphasizing the physicality of the terrain, there wasn’t really anything that looked quite like it.
Its rise would be inevitable. In my early teens, a friend once showed me a few screens of some rudimentary marines riding a now-iconic buggy over a sweeping plain, talking about how this, not yet outside of Mac exclusivity, was going to be the next big thing. At least, that’s how I remember it.