Halo 2d pc download




















Time your button presses right and he'll string together a combo of up to three skull-crunching smacks with his gun. But the Bungie guys are saving most of their tweaks for the Master Chief's alien enemies and marine allies.

We're not just talking about their look, although Covenant and marine character models come in a much greater variety this time. Different types of marines, for example, will haul around their own special backpacks and wear unique body armor. The bigger deal here is the A. We need a bunch of new secrets! What they've settled on is a scheme that makes all computer-controlled characters more flexible in any situation. They'll have a larger variety of behaviors and interact more realistically with each other.

They'll really watch each other's back and coordinate their actions for maximum effect. Such defensive moves won't be part of a pre-planned script--the troopers will actually think to do this. Marines pinned down by enemy fire might call for a Warthog to save their bacon. Marines will point out a sniper for an ally to grenade.

Any of these scenarios can and will happen in Halo 2. Your A. Bungie is building on the first game's marine-conversation system, making it so your fellow soldiers will have more to say to you and each other. Let's rewind to the big shield ship battle at this article's outset for an example. Say that, instead of following the main attack force away from the ship, you mosey up on a hill and stumble upon one of the snipers. We really want to have that level of detail that you may or may never see.

Of course, lifelike brainy marines deserve lifelike brainy opponents, so Bungie has souped up the Covenant's I. You've got guys climbing. You've got guys ducking under objects or jumping over them. The Elite soldiers will be more lithe and leopard-like, jackals will behave more like birds. Life will be anything but a day at the zoo for Master Chief and his marine allies. Enemies know to switch on their flashlights and hunt for you in darkness. They'll understand how to fight in low-gravity environments.

They'll talk to each other more and most of them will speak English this time and coordinate attacks. As tenacious as the first game's bad guys were, Halo 2's enemies will make you fight even harder for every inch of ground. Bump mapping--the rendering hocus pocus powering much of Halo 2's advanced new visual vibe--is a magic word with Bungie, because it's letting the team achieve an astonishing level of detail in the sequel's environments and on its characters and objects. Bump mapping's tech-nerd definition is that it's an Xbox-friendly rendering process that overlays a map of three-dimensional details--treads on a tire, buckles on gear, gouges on body armor--onto a polygonal model's flat skin.

If you think of a 3D model such as a vehicle or character as a simple shape hacked out of wood, then bump mapping is the process of sculpting out all the fine details. Bungie's artists are sculpting everything with bump maps in Halo 2, and it works beautifully. Just look at the screens and watch the trailer. Everything in the game, including marines, weapons and retouched Halo 1 models, will be sculpted for maximum visual impact.

It's much more believable. And the whole point here is that such believability doesn't come at the expense of the game's performance. The bump mapping helps us make the game look so much better while not demanding anything more of the Xbox. Many Bungie guys we talked to guesstimate that Halo 2's visuals are an order of magnitude better than the first game. That boost isn't just from the bump mapping's pumped-up detail: Half the pizazz comes from the sequel's advanced new real-time engine for creating light and shadow, which reacts more realistically to bump maps than to ordinary textures.

Watch Master Chief descend in a wire-mesh elevator and you'll see shadows dance around everything in the scene as he passes each floor. When the hangar airlock doors rumble open in the trailer, you see harsh sunlight, reflected from the Earth outside, bathe the scene and wash out weaker light sources. Bungie calls such splashes of overpowering light the "bloom effect. Bungie's artists are creating textures with this new lighting model in mind, whereas in Halo 1 the lighting engine came in fits and starts, and the artists never really got the hang of it.

Now it's letting them achieve the subtlest of details, such as the way every model in the game casts shadows on itself as well as its surroundings. It's so subtle, but it's so cool.

You don't really appreciate the sequel's lighting effects until the lights go out completely. It's a situation you could find yourself in frequently, since that Master Chief has the ability to shoot out lights and skulk in the shadows this time. Imagine hearing a bump in the dark, cutting loose with your battle rifle and seeing a dozen Covenant enemies strobe-lit by your muzzle flash, their shadows writhing on the walls as they scurry for cover.

By no means will most of Master Chief's new haunts be dim and creepy. Halo 2 is still alt about fighting and shooting and killing. But, yeah, players have this great resource of being able to hide in the shadows now, and we're going to use it in some interesting ways.

Halo 1 was the first Bungie game in five years that didn't have Internet play. You can tell the team hates that--they hate it with all their might--especially because the game was originally designed for online. Microsoft's gaming network just wasn't ready when Halo launched in late , so players had to settle for split-screen or linked-system multiplayer play. It was still ludicrously fun, just not the kind of experience Bungie wanted. Fast forward to Halo 2's launch a year from now.

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