Unless you’ve been living under a rock, you’ve probably heard of Loot Crate. To catch you up, Loot Crate is a subscription service that will send you crates of geeky goodness every month. Since it’s conception, Loot Crate has expanded into creating specialty crates that are geared to fans of a specific franchise or pastime! Today, we’re looking at Loot Crate’s first Halo-themed crate!

The loot comes in a Halo-themed box, not weighing much. Upon opening, you’ll see an assortment of goodies that will please any Halo fan. First up, we have this pin signifying that you are a part of the newly formed Fireteam Apollo. If you haven’t heard of Fireteam Apollo, don’t worry. This new Fireteam is exclusive to Loot Crate and it’s goodies are closely tied to this fictional band of brothers.

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The second item in the box is a long-sleeve, lightweight sweatshirt with a Fireteam Apollo graphic on it. It’s quite comfortable, but don’t expect it to save you from the rain. I’ve found it be perfect for those who don’t want direct sunlight on their arms, but want to remain cool in the process. With Fall around the corner, this was one of my favorite items.

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A third item in the crate was the first of the Halo Icons. This scene is perfect for gamers who are looking to decorate their entertainment center, or their desk. It’s a good size and will probably remind of you of all the times you spawned a Hannibal Scorpion tank, only for the game to end within the next five seconds.

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Another item featured in the crate is a is what the creative team is calling a Data Drop. This drop comes in an envelope and is consistent with the Fireteam Apollo recruitment theme. The drop contains letters from Thomas Lasky and Jun, two very prominent characters in Halo lore.

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I won’t spoil what the letter entails, but it’s basically a congratulation and directions on where to report for your tour of duty. Also featured in the Data Drop is an X-Ray scan of a Spartan’s anatomy, which is pretty cool on its own.

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The last couple of physical items included in the crate is a UNSC satchel, which is quite useful for hikes and long walks on the beach. The satchel has five zippered pockets and multiple bands for you to attach water bottles or hand sanitizer. As for me? I’ve already strapped the last item in the crate, a Mister Chief Carabiner Plush.

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Overall, the first iteration of a Halo-themed loot crate is pretty awesome. If this is only the beginning, I’m expecting some big things later on!

If you’re interested in getting a crate of your own, be sure to visit www.lootcrate.com/geekscape and use the coupon code “geekscape” for a special discount!

While the show was going on this week, some of us couldn’t make the trip into the heart of downtown LA, and some of us couldn’t find the time to try out the sequel to a beloved Halo title, Halo Wars 2. Whether you haven’t had the time, or are simply out of hard drive space (we’ve all been there), I’m sure you’re still at least a little curious to how a RTS title holds up on a console.

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First, coming from a die-hard Halo Wars fan, I was excited to see what the folks at 343i had in store for the franchise. Halo Wars was introduced to the masses at a time where the future of Halo was uncertain. At the time, in 2009, we had heard rumblings that Bungie would be signing off after what ultimately became Halo: Reach. To make matters worse, Ensemble Studios, the developers behind Halo Wars and a couple of future Halo-related projects was shut down shortly after being acquired by Microsoft. Sure we got a couple of DLC packs post launch, but Halo Wars went relatively untouched for the remainder of its life. Today, it’s a backwards compatible title with online capability, and it’s still something I enjoy playing with friends. So, along with Ensemble’s demise, and the demise of a green-lit Halo MMO title, the future of this particular RTS was one giant question mark.

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Last year, the Halo Wars franchise had a breath of new life. 343i made it very clear that the Halo Wars campaign story was not lost on them, and its lore was used in a variety of other mediums Halo has since conquered. Most recently, the logo for the Spirt of Fire, which was the main UNSC ship in Halo Wars‘ story, showed up in Halo 5 as a weapon skin. Characters related to the lore created by Halo Wars was also briefly mentioned in Halo‘s comic book series. By now, it would seem that 343i and Microsoft are full steam ahead on expanding Halo Wars.

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All of this got me excited to try the game out, something you can do yourself by downloading the open beta today. Fans of the previous iteration may notice a couple of tweaks to the gameplay that feel, well, unnecessary. For instance, tech levels and base levels are now one in the same. Halo Wars 2 has done away with reactors and instead developed a sort of currency you build up to advance your tech level and research new units. This change may not be welcomed to those who prefer to just build reactors instead.

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The game does look pretty. New sound effects and unit looks are a welcomed update. This still being in beta, the game’s look is all up from here. There are some units introduced to the game that were missing from the previous installment too. One of these units is the Sniper unit that is available when using Captain Cutter in the beta. Each unit clearly has an ability which can be countered by other units, depending on who chooses who when the game releases. Along with new ground units, we are also treated to new air units. Fans of Halo will most definitely recognize Banshees in the air, but there are also new air vehicles that, well, look weird. Most of the fan favorites appear to be back. Any Halo Wars veteran will tell you how great it is to attack a base with nothing but marines equipped with flamethrowers.

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As for the heroes, only two were available in the beta. Captain Cutter reprises his role as the default UNSC hero, while a Brute, who I suppose was the same hero in the first Halo Wars, takes a more prominent role for the Covenant. What’s also new is that each hero has a sort of skill set assigned to them. For example, Captain Cutter is described as more of an attack hero while Atriox is described to have defensive units. Obviously, gamers will pick heroes that work best for them, but the unit differentials employ a greater sense of strategy than the first game.

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While every unit wasn’t available in the beta, understandably so, Halo Wars 2 looks to redefine console RTS’ for the better. With the Halo franchise behind it, they might just do that. Unfortunately, Halo Wars 2 seems to have lost something that made the first magical. Still, with his being just a beta, I am completely open to changing my opinion when the game comes out.For now, I’ll stick to playing the first Halo Wars, which is now backwards compatible on the Xbox One.

Halo Wars 2 is set to release February 21, 2017. 

The Halo franchise is quite expansive. Spanning over numerous books, comics, video games, two live-action series, and animated shorts, Halo has grown to be a cultural phenomenon that’s hard to stay away from. I was a little over ten years old when I first played Halo: Combat Evolved in 2001. Being so young, I skipped over the DOOM craze and had dabbled in Star Wars: Dark Forces on my family’s old Macintosh. Halo was my first real FPS and it was also the first world in which I totally immersed myself in. In doing this, I eventually made the trip to Barnes & Noble in an attempt to find novels based on the game’s lore. I was successful and ended up buying the box set, which included The Flood, First Strike, and The Fall of Reach.

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It was a story that delved into a time before the Master Chief became, well, Master Chief. It opened the door to new worlds in the Halo universe, new characters, some of which I waited fourteen years to see in a video game. Just as Halo 5: Guardians, Blue Team plays an integral part in The Fall of Reach, so it made sense to release the animated adaptation of The Fall of Reach alongside Halo 5.

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This animated adaptation of The Fall of Reach chronicles the Spartan II’s upbringing from the time of UNSC conscription to the end of their first mission against the Covenant. The adaptation tries to play well with Eric Nylund’s words, but just like every adaptation, there’s just something missing. However, most of the fan-favorite scenes from the book are included. Having read the book numerous times, I can say this was enjoyable to watch. With each key scene, it was like remembering a part of my childhood spent in those pages.

The story is separated into three chapters that center around John 117. Through this, we see the Master Chief become who he is by the time Halo: Combat Evolved rolls around. More importantly, we see just how he brings Blue Team together. The chemistry between Chief and Blue Team was never really shown or talked about before Halo 5. Seeing how John interacted with Kelly, Fred, and Linda was nice and adds to a much needed Master Chief story for Halo 5‘s campaign.

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The animation leaves more to be desired. Some of the story’s key moments were lost on me because of the animation. However, this may not be the case for everyone. While I’m sure a lot of hard work was put into this, it’s hard to judge it when other installments in video form to the Halo lore have been better. The inconsistency in quality over the course of fourteen years gets to you. This problem was bound to arise when you have so many different artists and studios working to create an expansive world such as this one. Not only that, but with each artist comes a different vision of the universe. I just didn’t happen to enjoy this one too much.

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The Fall of Reach was produced and directed by SEQUENCE, which is also responsible for creating the terminals found in Halo 4 and Halo 2: Anniversary. This 65-minute take on the novel makes this SEQUENCE’s most ambitious project to date.

It’s hard to gauge the demographic that The Fall of Reach was intended for. If it was for the fans, this animated take on a beloved tale lacks in a few key departments. If it was for newcomers to the Halo franchise or Halo lore, then this seems like a suitable crash course in how the Spartan II’s came into being. For those of you interested, the official synopsis is as follows:

Based on the Halo novel of writer Eric Nylund, the 65-minute feature tells the dramatic tale of the origin and intrigue behind the SPARTAN program that propelled characters like the Master Chief and Dr. Catherine Halsey into the pantheon of Halo lore. The story reveals the events that brought Master Chief and Blue Team together, including their Spartan training and their daring mission to strike back at the Covenant during the first days of the deadly alien invasion. 

Overall, I would say Halo: The Fall of Reach is a good buy for anyone looking to buy a gift for a die-hard Halo fan. If you’re a collector of all things Halo, you shouldn’t feel too guilty about picking this up either. If it were up to me, I’d have everyone read the novel by Eric Nylund before taking a swing at this animated feature.

Halo: The Fall of Reach is available now on DVD and Blu-Ray.

Halo is a franchise that has defined a console generation, shaped console matchmaking as we know it, and since its release in 2001, Halo has continued to grow into a juggernaut. Over the next fourteen years, the Halo franchise would spawn books, comics, spin-off video games, an animated anthology series, and two live-action series. For over fifteen years, fans have been able to cherry pick and decide how much Halo lore they wanted to consume. The lore itself spans over 100,000 years and continues with the release of Halo 5: Guardians.

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A major fault Halo 4 had with some fans was the inclusion of lore that was only available through a series of books and careful attention to terminals found in past Halo titles. Let me preface this review by saying those who didn’t like that attribute in Halo 4 will be disappointed again. Halo 5 employs a number of plot points that are aided by stories found in books, terminals, and other Halo products found across multiple mediums. On the flip side, Halo 5 contains the most ambitious story this franchise has seen. But when does a story get too big?

STORY (Light Spoilers)

Halo 5 opens with a reveal right away with the appearance of Cortana. As fans know, Cortana, the A.I. that has aided and been a significant part of the Master Chief’s life, was created by Dr. Halsey. Now, Cortana isn’t like other A.I’s. She was created using a human brain – Halsey’s brain. In order to achieve this, Dr. Halsey flash-cloned herself, killed her clone to harvest her brain, and thus created Cortana. In this same opening cutscene, we catch a glimpse of a picture of Halsey’s daughter, Miranda Keyes, wearing the same uniform she wore when receiving her father’s medal at the start of Halo 2. If we were to go off this picture alone, that places the Cortana reveal after the events of Halo 2, thus revealing the creation of another Cortana.

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Following the reveal, the game opens with Spartan Locke and Fireteam Osiris. These four characters may be new to some, but both Locke and Buck have appeared in other Halo stories, Halo: Nightfall and Halo 3: ODST respectively. Through 343 Industries’ marketing campaign, Fireteam Osiris has been introduced as the Spartan team that is sent to find and bring in Master Chief and his Blue Team for desertion. Blue Team is comprised of four Spartan II’s, including Master Chief. Linda, Kelly, and Fred all grew up and trained with Master Chief on Reach. Reach, may ring a bell with some of you as the planet’s demise was the focal point behind Bungie’s last installment into the franchise, Halo: Reach. Blue Team’s adventures are well-documented in the book, Halo: The Fall of Reach.

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Narratively, many will argue that Halo 5 is Master Chief’s story. However, you only play as Master Chief through three of the fifteen missions. Granted, Blue Team’s missions may be a little longer than the average Fireteam Osiris missions, but I can’t help but feel 343 Industries had a hard time giving everyone, other than Fireteam Osiris, enough screen time. This seems to be a first for a Halo game, but given he large cast of characters, it shouldn’t be surprising.

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In Halo 4, we were introduced to Tom Laskey, Captain of the UNSC Infinity. Laskey played an integral part in Spartan Ops along with Spartan Sarah Palmer. Mind you, Laskey and Palmer are well-established characters through other mediums. As expected, these characters were to play a pivotal role in Halo 5. Unfortunately, we didn’t get a whole lot of Laskey or the UNSC Infinity for that matter. But, we get a lot of Fireteam Osiris.

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Also in Halo 4, we were introduced to a number of Forerunner terms, such as the Mantle of Responsibility. The mantle is to be taken up by a species with the intent of policing and maintaining order in the universe. The last species to do this was the Forerunners. After the lighting of the Halo rings, the mantle has been left for another species to take it up once again. Up until Halo 5, it was looking like Humanity would be the one to take up the Mantle of Responsibility. Then, in a strange twist, humanity is dealt with a new challenger for the mantle.

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And that’s it – that’s where the story lies. Halo 5 is much bigger than any of the marketing campaign was letting on and almost feels like an entirely different game than what I was expecting. This has positives and negatives regarding the story. Everyone likes to be surprised, but some of Halo 5’s surprises can leave a gamer scratching their head. The fact of the matter is, Halo 5 needed more Master Chief, more Cortana, more Blue Team, and it’s something that I hope is remedied in the next game. Fans will definitely relate Halo 5’s narrative decisions with that of Halo 2 when Bungie introduced the Arbiter to the franchise. Going further in relation to Halo 2, fans will definitely have some feelings resurface regarding Halo 5‘s ending.

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Squad combat isn’t new to the Halo franchise. We got our first taste of what a squad could do in Halo: Reach and Halo 3: ODST. However, Halo 5 is different in that you are able to order members of your squad to certain locations, to pick up weapons, engage enemies, or mount a turret. Having this ability allows players to engage enemies in new ways that was previously missing in the Halo franchise. Squad members are also able to revive their teammates. Don’t worry – there is a timer that appears above your head every time you are “downed.” When the timer runs out, you’ll die and have to start from the last checkpoint. If this happens to an A.I. teammate, they will be absent from play for a time before rejoining the battle with you. As far as their narrative presence, both Blue Team and Fireteam Osiris, aside from Master Chief and Locke respectively, have little to add to the story. If you explore here and there, you’ll get some banter between your teammates, but other than that, their presence wasn’t necessarily needed to advance the plot. However, it’s way better than being no-name elites or Master Chief clones again.

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Without spoiling anything more, I found that playing through the campaign, and really taking your time with exploring every map made every mission better. In Halo 5, there are a series of data pads hidden throughout the mission world. This, coupled with skulls, encourage me to find hidden corners and see different sides to missions I had already gone through. The world itself is beautiful at times and players should take full advantage of that. On Legendary, I finished the campaign by myself at around 10 hours. Don’t be surprised if you complete it over or under 10 hours either. (Keep this between us, but I had some trouble at certain situations.) In all, Halo 5: Guardians is a treat for fans who keep up with the lore extensively and will most likely be excited to see the direction 343 Industries is taking with the Halo franchise.

MULTIPLAYER

Over the past two years, Halo has left a hole in Xbox Live’s next-gen multiplayer catalog. Sure, we had MCC, but after the numerous crashes and bugs, many of the game’s initial population left for other games. Even now, as you’re reading this, it’s not surprising to think MCC is uninstalled on many Xbox One’s. Because of this, you may be wondering: Is Halo 5 worth it? Let me take this opportunity to say, with absolute confidence, Halo is back and is here to stay.

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Granted, pre-release playlists were limited to two. Of those two playlists, I was able to lay in over 10 hours of multiplayer without getting tired of it. A large part of the multiplayer fun are the maps. Each map carries with it alternate ways players can adapt and strategize. Warzone maps are especially well-made. As you play through them, your experience will change and you will find yourself adapting at a quicker and more effective rate than any other Halo game. And that’s not the only great thing about Warzone. Along with other features, Halo 5 brings forth a REQ system that allows players to customize loadouts on the fly. Power weapons are restricted to your in-game REQ level, points, and how many cards you have of one specific weapon. For example, you need a high REQ level and so many REQ points to unlock a top tier weapon like the Energy Sword or Sniper Rifle. If you still don’t understand it, don’t worry. You’ll get the hang of it as you play.

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Arena multiplayer lets players level up and be grouped into different tiers depending on skill. Players who have encountered Arena gameplay in past Halo iterations will be able to pick up the gist fairly easy. However, if you’re grouped into a higher tier, your gameplay experience will change. You’ll find more organized attacks, friends who have partied up, and a more competitive environment. Still, if you’re a leisure type gamer, I don’t see any situation where you’re constantly getting competitive matches. Just be sure you know your strengths and weakness with Halo 5’s arsenal.

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Let me be blunt: Most players, both old and new, will encounter a definite learning curve. Established weapons in the franchise will feel somewhat familiar to veteran players. There aren’t any huge changes to weapons like the Magnum or Battle Rifle, but after hours of playtime, I’ve found that accuracy carries more weight in Halo 5 than in any other Halo. The game even goes so far as to display your accuracy percentage at every post-game report. Friends watching me play on Twitch commented that my play style was too jerky, and that I should think about lowering my sensitivity. When the game releases, I know there will be some players who will have to do a little soul searching when it comes to sensitivity.

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Perhaps the greatest thing about Halo 5 multiplayer is that it does away with Loadouts in standard multiplayer. No more Jet Packs, no more Armor Lock, and no Active Camo at spawn. Even spawns returns to competitive Halo, and it’s fantastic. This is all good news and part of 343 Industries’ attempt to recapture what made Halo 2 so great. Furthermore, 343 Industries goes even further with customization, something that has made past Halo’s great. With over hundreds of helmets, armors, and weapon variations, Halo 5 will have collectors putting some serious hours into multiplayer.

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Running at a steady 60fps throughout my entire experience, Halo 5 can be beautiful at times. Gamers in search for a good-looking next-gen title will feel at ease with this purchase, and even more at ease knowing that Halo 5’s visuals aren’t all it has to offer. What we have here is a package that gives us enough replayability that will last years. From online drop-in and drop-out co-op, to endless matches of Warzone, I fully believe Halo 5: Guardians is a statement for the Xbox One, and more importantly, 343 Industries. Fans of the franchise will definetly get hooked on this title and the population will grow with new gamers. As for right now, I can guarantee you, Halo is back.

Story: 8/10

Gameplay: 10/10

Graphics: 9.5/10

Replayability: 10/10

Final Score: 9.4/10

It looks like 343 and Microsoft are trying to capture the magic that was Halo 3’s live action marketing campaign. Their newest teaser for Halo 5 depicts an announcement regarding Master Chief’s death…but we all know he’s still alive. It’s worth noting that the events that seemingly killed Master Chief take place on October 27, 2560. October 27, 2015 is Halo 5‘s release date.

Watch the teaser below:

https://www.youtube.com/watch?v=SENJV2_XuLM

We’ll have to wait a little while longer to see just what the event is, be through another teaser or a campaign mission. In any case, the excitement is ramping up.

Halo 5 is set to release October 27, 2015!

PAX wrapped up their event today with the debut of Halo 5‘s opening cinematic. Watch it below!

Guardians takes place after the events of Spartan Ops in Halo 4. If you haven’t at least read up on what happened during Spartan Ops, you’re going to need to if you don’t want to feel confused at the start of Halo 5. This cinematic contains a ton of action, which is something we haven’t really seen since Halo Wars. Hopefully, this is something we can expect more of throughout the game.

Overall, this was a nice introduction to Fireteam Osiris. However, I’m getting a little tired of all this attention on Spartan Locke. Hopefully we’ll get more of Master Chief and Blue Team as we near the release date. In any case,  I can’t wait to see what comes next!

Halo 5: Guardians releases October 27, 2015.

One of the many Xbox announcements this morning came in the form of a console announcement. We all knew it was coming, it was just a matter of when we’d see it.

If I’m being honest, I’m a little disappointed in the console. For years, I’ve been purchasing almost everything LE in the Halo franchise, but I’m finding that’s not the case anymore. The console might appeal to some fans, but it seems that everything Halo 5 seems to be focused on Spartan Locke, the new character introduced last year via Halo: Nightfall.

The LE Console is priced at $500 and includes a code for Halo 5‘s digital download. The console will also be available October 20th, seven days before Halo 5‘s October 27th release date.

A veteran screenwriter, graphic novelist, and former video game journalist, Gary Whitta is proud of the handful of works that have been produced (The Book of Eli, which starred Denzel Washington in 2009 is a great, underrated sci-fi/apocalyptic gem, and After Earth which remains divisive) as equally as the works that haven’t (Secret Weapons, a throwback to mid-century pulp adventures that could still be awesome). He’s also responsible for Telltale Games’ critically-acclaimed The Walking Dead series, and gamers will see how he’s plotted the much-anticipated Halo 5: Guardians when it comes out this October.

But for all the words he’s written, he can’t talk about what would have arguably been his biggest work: Star Wars. At one point tapped to pen Star Wars: Rogue One, which has entered production for a 2016 release date, Whitta lived the dream of every nerd if only for a brief time. Parting due to differences, there was no bad blood from what I can tell in his voice and he expressed he’s looking forward to it.

Going in to this interview, I suspected Star Wars has still been something of a boon for him. Whether or not he stayed on that project, he would still be getting his newest, most personal work, Abomination, out to an audience. I was right.

“It’s been kind of a double edge sword for me, the fact that I worked on the Star Wars movie has been, I guess an asset in terms of promoting this book. People have been wanting to talk to me in part because I am part of the Star Wars movie. But I’m just in no position right now where I’m able to talk about it.”

Crowdfunded in under 24 hours on Inkshares, Whitta has entered literary fiction with his debut novel Abomination, a dark medieval fantasy about a knight hiding a terrible secret and a headstrong woman on a quest of revenge.

With Abomination set to release later this week, I spoke with Gary Whitta about his book, adapting to a new medium, a little on Star Wars, and from one journalist to another, how he sees the state of video game journalism today.

So really plainly, this is your first novel. Are you excited?

Gary: Oh yeah, it’s been a terrific experience for me. My background is a screenwriter. I’ve been doing that now for about 15 years and I’ve worked on a bunch of movies, had some made.

I loved The Book of Eli.

Gary: Oh thank you very much. I’ve had good experiences, Book of Eli was a good experience. I’ve had not so good experiences. You put a lot of work sometimes into films that don’t get made or films that get made but aren’t really representative of the work that you did or the hopes that you had for what the film would be. It’s not a business where a writer typically has a lot of creative equity or authority. It’s really kind of a crap shoot. You try to pick the right projects and you try to hopefully work with the right people.

Of course, it’s intensely collaborative.

Gary: There comes a point as screenwriter where at some point you kind of have to hand the work over and just trust that the people that are not going to make into a movie, want to make the same movie that you hoped would be made. All you can do really is hope because you don’t really have … you’re not like the producer or the director where you have the authority to say, well I think you should do this or that. You really do just have to, like I said, just hope for the best.

Was there anything new you had to learn in adapting to this particular medium? You kind of touched on it just now. Was there anything new you had to adapt from your background as a journalist and as a screenwriter?

Gary: Yeah it really was like going back to square one for me. The medium, I think of writing in prose and writing in novel is in so many ways different to writing a screenplay. Each different form is, I think, you have its own particular quirks and rhythms and rules and things that you have to learn. A good story is a good story in any medium, but the form of what you tell it can be very different. A lot of the stuff that I had spent 15 years learning as a screenwriter, really I had to kind of throw away. Because it just wasn’t relevant to writing a story in prose.

I kind of felt a lot like a newbie again. Like a complete amateur sitting down and this is the first real experiment. I really did this as kind of an experiment to see if I could do it. Write in a different form. It was like learning a second language and having to learn to write in a very different form. It was completely new territory for me and I found myself kind of learning as I went along.

About the story of Abomination. It’s a dark medieval fantasy, what was the nucleus of the idea? What inspired the book?

Gary: I think everything that I do, all of my ideas tend to kind of start with very pulpy, almost kind shocking roots. I grew up watching a lot of monster movies and kind of cheesy, campy, sci-fi and fantasy movies when I was a kid. There is always a very pulp kind of influence at the beginning of every idea. The Book of Eli originally started as, I wanted to do a good old fashioned post-apocalyptic story with a wandering hero. Almost an old samurai movie or a western. With Eli, the old samurai movies like Yojimbo and Man With No Name westerns were really the influences of that character. The religious stuff kind of came later.

With Abomination it really came from wanting to write a monster story in the tradition of stuff like the Wolfman and Dr. Jekyll and Mr. Hyde. Even the Incredible Hulk was a big influence. All those stories are really about someone who kind of carries a monster inside of them and it’s something they found they cant always control. I’ve always thought that was a really interesting story and I don’t think it’s accident that we’ve seen that come back again and again in stories. You see it Dr. Jekyll and you see it in the Wolfman. You see it stuff like John Carpenter’s The Thing. You see it in The Incredible Hulk. I think there is something very human about that. The idea of we all have kind of monstrous sides to our personalities. We all have our own demons and we go through our lives struggling to try and contain them and be the best versions of ourselves.

That’s hauntingly beautiful.

Gary: The idea of trying to kind of externalize that and have that, whether it be a kind of a violent temper or whatever that kind of monstrous side of your personality is. To make that real and have it be an actual monster. I think it’s something good fantasy and good science fiction has been doing for more than a hundred years.

I wanted to initially just to do my version of that story and also to kind of come up with the mythology that would allow be to create really, really horrendous, horrific, gnarly monsters. The kind of stuff that you might not have seen before. It’s not a traditional, is not a werewolf, it’s not a typical monster you might have seen. There are these really kind of horrifically kind of mutated twisted kind of very dark creatures. This is an experiment in seeing how kind of horrible and gross and horrifying I could really make it. That was kind of where it started and then I kind of built characters out of that. Yeah, I wanted to do a monster story basically.

Would you want Abomination to stay a novel, or would you want to see it adapt into another medium like a comic so that we could see those monsters in your head? Or do you think they are more powerful that the reader comes up with them on their own?

Gary: Initially I had intended to write it as a movie and for various reason I decided to try it as a novel instead. I think one of the strengths of the novel in fiction as a form of writing is that it allows the imagination to the reader too really kind of play such a big part. If you see a movie with monsters in it, you see the monsters, you know what they look like, they can be scary but they have basically been shown to you and you understand what they look like. In a novel, when they are just being described to you, and I tried to deliberately in Abomination to describe the monsters in deliberately vague terms so you never get a very … I think no few people would read this story and necessarily come away with, if you ask them to draw the monster afterward, I don’t think anyone would draw the same monster.

Sure.

Gary: I think if we were to make a movie, we would have [this be] a challenge… Again, that was part of the fun, and part of the reason I really enjoyed writing this as a novel is the ability to adjust rather than explicitly describe something, I think, the way you have to when you are writing a screenplay. Just to be very, very vague about it then let the readers’ own imagination [run wild]… Which I think is often more potent then anything you could describe. Allow them to fill in the blanks. They can come up with something quite horrific in their own imagination.

You have a handful of un-produced works that I saw on your website. Secret Weapons, Homeworld. Which one could you see living on as a novel kind of like Abomination?

Gary Whitta: I have quite a bit more than a handful, I think this is what comes with the frustration of being a screenwriter. For every twenty stories that you write, you might be lucky to sale or have made even one of those. For every screenwriter had this kind of large repository of unsold work. One of the nice things about opening up this second front as a novelist, and I also do comic books, is having the opportunity to look at some of these stories that might have been realized as movie ideas to begin with. For whatever reason they aren’t going to get made into a movie, but there is another way to go about it.

The very first script that I every sold in this business and it got me started as a screenwriter was a script called Oliver which is kind of a weird post-apocalyptic theme park retelling of Oliver Twist. We were never able to get it made into a movie, but I always wanted to tell that story and so I found a comic book artist who was willing to work with me on it and we developed it as a comic book and that comic book is coming out next year. I have this satisfaction of knowing that my story is going to be told, in one form or another.

There is nothing more frustrating to an author than having a story nobody gets to see. You want to put your stories in front of an audience. We at least get to do it in comic book form, and of course the irony of the movie business now is that once you create something as a novel or comic book, people are maybe interested in making it into a film. So who knows.

Right.

Gary: That is a deliberate choice that I have made as a writer just in terms of my approach. It’s not always necessarily thinking as a film first for any ideas. Because it is the hardest way to see an idea realized. If I’m able to generate a career as a novelist or a comic book writer, those are other avenues, perhaps easier avenues for me to get stories in front of an audience and then maybe even make a stronger case for seeing the movie made down the road.

I hope you don’t mind be talking about Star Wars just a little bit. It was a huge project to say the least, what was the most difficult thing about walking away from it?

Gary: I don’t mind you talking about Star Wars. You can talk about it as much as you want. I, however, am unable to say very much at all I’m afraid.

Oh, okay.

Gary: It wasn’t really a case of walking away. My work was basically done on the project and it was time for me to move on to the next one. I think they are just about shooting it now, I think that Kathleen Kennedy said at Comic-Con a couple of weeks ago they were starting to shoot in a couple of weeks so they should be starting right about now. I worked on it for about a year, by far the most fun I had writing a script in my entire life. For a Star Wars geek like me, I think that I grew up in that universe.

I think we all did.

Gary: It really was absolutely a dream come true. I had a tremendous time doing it and I’m confident they are going to make a really great movie, so I’m looking forward to it.

Before you were even a screenwriter, you were an editor for PC Gamer. Today gaming journalism has become YouTube personalities and “Let’s Play” videos. How do you feel about the state of this industry today over how much it’s changed?

Gary: I look at it these days very much as an observer. I still play the video games, I still have all the consoles. I play PC games.

You still write games.

Gary: I still occasionally do write, work on the development side with games. I don’t really write about games anymore, I haven’t done that in about fifteen, sixteen years. Games is what originally got me into the business of writing in the first place. I basically started as a kid straight out of school writing for video game magazines. I got out and started the screenwriter I think roughly around the time that everything was starting to change. Print, I think started to take a back seat to what was now emerging now as the online … the YouTubers, the IGN, the kind of big video websites that we see now that basically comprised most of what we think of mainstream game media. I think it’s been great. I still like to read most of the time, rather than watch a video. There will often be times where I will see a link that’s interesting and I will want to click on it or like a video not an article and Ill just click off. I don’t want to watch the video.

I get that might be a product of me being a grumpy old man. I think the audience is the 15-year-old kid of today that I was when I was consuming this stuff and I think probably loves this stuff now. You guys don’t look at screenshots anymore, you actually get to see and hear the game move and you can watch Let’s Plays and obviously the rise of Twitch.

If you would have told me ten years ago that watching other people play video games would be a massive pastime I wouldn’t have believed you. I also think the actual quality of video games journalism has gotten a lot better. When I worked on game magazines, they were much like the ones that I grew up on and they were essentially just kind of glamorous or glorified, I should say product catalogs. We reviewed games, we previewed games, we would give you game news. There would be strategy and tips like that, but game magazines were really the format for the occasional interview or feature with the developer or something. The format of video game magazines haven’t really changed very much in all of those years.

I think now with the rise of online journalism and there are so many outlets. We have so many different websites now that are able, I think, to do much more interesting work beyond just reviewing and previewing the games. Really talking about the culture of gaming and how it kind of weaves into society. I think there is a lot more basically intelligent, thoughtful, what I consider real journalism about video games. I think as video games have matured as an art form, the journalism has to mature to go along with it. Games aren’t just about blasting aliens anymore. We have games now that are telling real stories that are real touching on real things and I think it really has become as they say an art form, a genuinely valid medium and popular culture as much as film and television and books and the journalism I think has had to evolve a lot to keep up with that.

What do you hope Abomination can evolve into next? Will we see an Abomination II or do you hope to translate it into another medium?

Gary: For me, I kind of feel like I’m already at the end game. It’s already very satisfying for me to see the book out there. That I’m getting messages right now from people who have it or enjoyed reading the book. The ultimate goal for me as a storyteller, as an author, as a writer is just to have an audience of people consume that story and enjoy it and for me to see that that’s happening. We are already basically there. That is part of the reason why I wrote it as a book is that when you get to the end of writing a book, that’s the finished product. As opposed to a screenplay which is really just the beginning of the process of making a film. Where a lot of things can go wrong or maybe the film doesn’t get made along the way. For me the goal was write a book. Get it out into the world and have people enjoy it and we are there now. It’s very satisfying to me king of hold the physical book in my hand and to know that the people are out there reading it.

Anything beyond that is really kind of gravy. If there were to be some kind of film or television adaptation, I would absolutely welcome that. As I said, the idea was originally to do it as a film, so if it all comes first circle [and] that would be very satisfying to me. In terms of sequels or other stories in that universe, when you get to the end of the story and see the doors… I didn’t close [all] the doors [and] I didn’t kill everyone off or anything, but that wasn’t because I necessarily wanted to leave the door open to tell more stories. It was because I thought it was the right end to that story. But you know, if the book sells a million copies and people are screaming for another story, I’m sure I can come up with an idea, but it’s a little early to say right now.

Abomination comes out later this week from Inkshares.

https://vimeo.com/117341641

By now, hardcore fans everywhere have seen the videos. Warzone promises to be the next step into large-scale multiplayer combat. Before this, Halo‘s biggest multiplayer mode was Big Team Battle, which pit two teams of 8 against each other. Warzone is similar in concept, but it pushes out to be bigger than anything fans have experienced before. Warzone is everything you see; it’s new, it’s big, it’s fast, and it’s fun.

h5 warzone 4

From the time the match started, until the time it ended, I couldn’t help but think how fun this mode is going to be with friends. As you’ve previously seen, each game starts with retaking your base from enemies. In this particular map, the base is overrun by Prometheans. Surprisingly, these enemies aren’t as easy to take down as you’d think and I wholeheartedly prefer it this way. It’ll take your entire team to eliminate enemies in your base effectively and quick. But once your base is free and clear, you and your team are then thrust into the large map against an opposing team.

Halo 5 E3 Warzone 2

Throughout the match, each team is vying to reach 1,000 points before the other. Points are of course given when you kill the opposing team and capture bases placed around the map. Teams that are down by a ton of points should not be discouraged. If your team is able to rally, and if you are able to destroy the enemy’s core in their own base, your team will win the game.

h5 warzone 5

What makes Warzone stand out from previous Halo multiplayer modes is the inclusion of enemy AI, and not just at the start of the match. Throughout Warzone, players will also have to battle against more Promotheans, Covenant, and opposing team Marines. Marines will keep watch over captured bases and will communicate with each other in an attempt to take down enemy spartans. It usually doesn’t go well.

h5 warzone3

During the match, announcements will be made making players aware of the presence of enemy AI bosses. These bosses will sometimes spawn, near bases or even in vehicles. Taking them down will reward the assassin with a large sum of points. Because of this, the AI bosses will sometimes act as a nexus and attract a larger battle between the boss and his friends, red team, and blue team. I also noticed that no two matches are the same. The game will change according to how each player plays, reacts, and decides what they want to do. One player may focus on capturing bases while another may want to hunt down enemy AI to secure some big points. Some players may want to hang back and snipe while others may want to spend points on purchasing large vehicles and comb the map.

h5 warzone

As points are earned, players are also treated to a new requisition system. For those of you familiar with Gears of War‘s Beast Mode, this will be simple. Players accumulate points in which they can spend during the respond screen so that they are able to spawn with a variety of weapons. Essentially, you are spending points to create your own custom loadout in real time. This creates an added layer of strategic thinking. Depending on how the enemy team is playing, you may want to spend your points on certain weapons. However, points spending is not limited to just weapons.

h5 warzone2

Players will also be able to spend points on vehicles. The choice is always yours, and with team communication, one team can dominate another team with poor communication. One thing about Warzone that everyone needs to realize is that the match cannot be one by just a couple of spartans. It’s going to take the team. So far, Warzone looks to be the mode I’ll dive into right after campaign.

Halo 5: Guardians is set to release October 27th, 2015

Microsoft started their E3 with a bang by bringing out Spartan Locke and company in a gameplay reveal trailer. The trailer, among other things, sets the stage for shape of things to come regarding Halo’s campaign. Spartan Locke and his team of Spartan IV’s, Sergeant Buck from Halo ODST included, are on a mission to bring the Master Chief and his friends back to the UNSC. It should be noted that Master Chief and his squad have deserted the UN.SC and are seen as traitors by many.

Halo 5 E3 2

Campaign missions will feature drop-in/drop-out co-op gameplay for both Master Chief and Spartan Locke’s campaign missions, which is a sure upgrade from Halo: Reach. The gameplay trailer opens up with the Battle of Sunaion, which was a battle between what seemed to be Master Chief and his squad and the Storm Covenant from Halo 4. As the fight progresses, Locke and his team encounter new “soldier” class prometheans. Halo 5‘s new squad commands are also on display as Locke and his team sweep the city.

Halo 5 E3 3

You can watch the full gameplay trailer below:

Second, 343i was proud to show off their new multiplayer mode, Warzone. This mode promises to feature player vs. player combat with the inclusion of AI enemies. The maps, as stated, are also promised to be four times larger than any previous Halo map to date.

Halo 5 E3 Warzone

Halo 5 E3 Warzone 3

You can check out Warzone below!

Halo 5‘s reveal is just beginning. Stay tuned for more Halo and E3 news as it comes!

Halo 5 Guardians is set to release October 27, 2015.

Join Josh, Juan and Shane as they discuss the last week in video games!

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This Week

Register 3DS and Wii U copies of Smash Bros. to get Mewtwo DLC for free! (NO LONGER VALID!)

Josh buys Duck Dynasty on the 3DS.

Live action Zelda Netflix series rumors CONFIRMED FALSE!

Mega64 Shadow of Mordor.

Halo: Online – RUSSIA ONLY?!

Halo 5: Guardians ARG starts up.

Predator joins the list of playable characters in Mortal Kombat X.

Juan breaks his dogs leg!

Mario Party 10.

Codename STEAM.

Star Wars Battlefront III releases 2015 and is Next Gen only!

Pokemon Shuffle.

MLP Mobile game.

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What game did you absolutely hate that everyone seemed to love?

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It’s the season of giving, and what better way to start it with Halo 5: Guardians.

image001

To start, I must say: After more than a month of dealing with the troubles in the Master Chief Collection, coupled with what looked like to be Call of Duty inspired gameplay, I can say I was not as excited for Halo 5 as I could have been. Don’t get me wrong, it was always going to be a day-one purchase, but I could not shake the doubt I had regarding the game’s multiplayer. To those still worrying about Halo 5‘s multiplayer, I say this: wait until you play it before ostracizing it on grounds that “it isn’t Halo,” because let me tell you, Halo 5: Guardians is something to behold for the Halo franchise.

Let me begin with the most paramount changes from Halo 4 to Halo 5. Players will immediately realize a transition to a time before Halo: Reach, a time where every player had even spawns. This means no classes, no abilities other players don’t have, no gun customization or traits; just plain even battlegrounds. As a fan of the franchise since the beginning, this is huge. For the first week of the Beta, players will be treated to two maps with Team Slayer being the gametype. Players may recognize one of them to be the highly anticipated remake of Midship from Halo 2.

H5-MP-Beta-Truth-No-Retreat

The fact that my first match was played on Truth may have had something to do with it, but for the first few minutes on the game, I was able to make a steady transition to Halo 5‘s gameplay, something that took me by surprise. Perhaps the newest and most infamous addition you’ll find in Halo 5 is ADS (Aim Down Sights). This trait is typically found in arcade-like shooters and is most widely recognized in titles such as Call of Duty and Battlefield. The fact that ADS was implemented into Halo made some fans furious, claiming that 343i was conforming to generic gameplay traits. However, after spending some time with Halo 5, I can say ADS does not bother me nearly as much as I thought it would. In fact, I’m not ashamed to say that I kinda like it.

H5-MP-Beta-Empire-Gang-Fight

Aiming down the sights in Halo 5 isn’t typical to generic FPS’. For example, in the weapons available in the beta, none of them include iron sights. Instead, when a spartan aims down a sight, a hologram-like HUD will appear above you’re weapon with a steady crosshair for you to use. This is especially noticeable for both the Magnum, Assault Rifle, and Battle Rifle. However, there is little change in scoping in when using the DMR and Sniper Rifle.

Starting with Halo 2, fans have always had to adjust with the shift in controls from one Halo title to the next. Halo 5 is no different. Here’s a peek at the default controls for the Beta. Take notice to the armor abilities listed in the diagram below:

Halo 5 Guardians Multiplayer Beta Default Controls

As you can see, along with the slight changes from traditional controls, players will also have every Spartan Ability at spawn. Curious to know just what each ability is? Glad you asked:

Halo 5 Guardians Multiplayer Beta Spartan Abilities

After playing a few rounds, I must say using the Thruster Pack in combination with the Clamber ability adds another layer to gameplay. This brings me to the maps. Both Empire and Truth, maps currently in the beta, are tremendously fun. I have to give a shout out to Quinn DelHoyo and his crew for creating two stellar Halo maps. It wasn’t long after my second or third match that I started using some of the new Spartan Abilities. What’s awesome is that each ability felt natural to the map. This is important because not one ability nor one aspect of the two maps felt forced to fit a puzzle. In fact, one can just sprint around and not use any other Spartan Ability and still be in a position to win. It’s up to the player to figure out when and if they should use a ability or not.

H5-MP-Beta-Truth-Flash

Halo 5: Guardians‘ release date has yet to be announced, but one can expect the title to be out fall of 2015. The game still has a ways to go, but it’s clear 343 Industries is on the right track.

Got clips you want to share? Post links in the comment section and stay tuned next week! Till then, be strong, Guardian….er…wrong game….sorry.

Briefly: The next entry in the Halo franchise has just been announced.

We knew it was coming, and we even saw a brief, unrevealing trailer for it at last year’s E3, but the game now officially has a title and release window. It’s called Halo 5: Guardians, and it’ll release in Fall 2015.

Bonnie Ross, General Manager of 343 Industries took to Xbox Wire to talk briefly about the title. She wasn’t able to reveal too much (but told us that much more was coming at this year’s E3 and to stay tuned for more).

Here’s what Bonnie had to say:

Any time you transition to a new platform, there is the opportunity to look at things with a new perspective. For us at 343 Industries, the launch of the Xbox One was an opportunity to think about what stories we wanted to tell, how to tell them, and how best to push the “Halo” franchise to showcase the platform. And, most importantly, combining our passion for “Halo” with the vocal and informative input from our fans.

 

“Halo” isn’t simply a perennial game franchise, it’s a part of the Xbox platform itself. In terms of innovation and ideation, it’s sometimes important to people who might not even play “Halo.” And of course it’s a passion and an essential experience for two generations of gamers.  So we asked ourselves, how do we begin and where do we go with “Halo” on Xbox One?

 

In the past, “Halo” games have pushed the Xbox forward, showcasing the console and its ecosystem in entertaining and innovative ways. Making a “Halo” game that runs at 60 frames per second, on dedicated servers, with the scope, features and scale we’ve been dreaming of for more than a decade, is non-trivial.  It’s a task that we, at 343 Industries, are taking very seriously to ensure we deliver the “Halo” game that fans deserve, and a game that is built from the ground up for Xbox One.

 

I’m happy to reveal that “Halo 5: Guardians,” the next installment in the legendary saga of the Master Chief, will launch on Xbox One in fall of 2015.  In the tradition of every “Halo” game since its debut in 2001, it is a massive and exciting project.

 

“Halo 5: Guardians” is a bigger effort than “Halo 4.”  That applies to the content and scope of the game, as well as the technology in what’s now a brand new and more powerful engine.  Certainly there are some core elements carried over from prior games, but we’ve invested a huge effort in retooling our tech to take full advantage of the Xbox One’s hardware and ecosystem to create worlds and experiences worthy of next-gen.

 

It’s a game that will hopefully demonstrate the talent, learnings and abilities of the 343 Industries team. A game that will incorporate the things we learned from “Halo 4” about technology, aesthetics, performance and scale – and perhaps more importantly, understanding and embracing a community of gamers who love what lies at the heart of this game, and the limitless potential of the “Halo” universe.

 

And 2015 won’t simply be the year of “Halo 5: Guardians,” it will also be a year that offers us a unique opportunity. The opportunity to invite old friends and new audiences into that universe through the “Halo” television series, launched as a unique collaboration with Steven Spielberg and some of the finest creative minds in the business.  A series that will stand alone, as well as complement and enrich the game experience.  We’ll have more to share on the “Halo” television series as we near its projected fall 2015 release.

It’s interesting that they chose to officially announce the game so close to E3, but in any case, we’ll definitely be seeing more of it during Microsoft’s press conference in just a few weeks. You can rewatch the teaser from last year’s E3 below, and let us know if you’re looking forward to the game.

http://youtu.be/AE-5szqJQIQ