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With the exception of the E3 teaser trailer, little is known about what 343 Industries has planned for Halo 4, the developer’s first original offering since Bungie passed the torch upon departing to work on its next big project at Activision. As you’d expect, the 343 developers in attendance at the Halo 4 PAX Prime 2011 panel this past weekend weren’t able to reveal too many juicy details about Master Chief’s next epic space adventure, but they did speak quite a bit about what the studio’s mindset and approach has been, and will continue to be, as development on the next Halo trilogy progresses over the coming months and years.

While Halo 4 was obviously the primary topic of conversation, creative director Frank O’Connor made it a point to acknowledge that the PAX panel was also “really, in some ways, the debut of the studio.” As O’Connor explained, the studio was formed about three years ago, with his fellow panelists—art director Kenneth Scott, executive producer Kiki Wolfkill, creative director Josh Holmes, and audio director Sotaro Tojima—being the core around which the team was formed.
In addition to prepping for the Halo baton pass, the 343 founders were tasked with two major goals at the outset: establishing the studio’s culture and building a top notch team to carry Bungie’s acclaimed series into the next generation and beyond.
“On a foundational level,” said Kiki Wolfkill, “there was finding the level of technical and creative expertise really to execute on the legacy of the Halo game. But then there was sort of the maturity and, frankly, guts to take on this kind of challenge, which was to take on this amazing legacy and define the next 10 years…And, of course, passion. Pure passion. Not just for what Halo has been but also for what it can be and how we define that.”
While the team was in the process of defining just what kind of studio they wanted to be, there was also that slightly intimidating little job that also needed to be started: mapping out not one but three new Halo games. But as O’Connor explained, 343 actually found themselves in a somewhat enviable position, especially given the weight of the project now on their shoulders.
“Halo to me has always been about enigma and exploration and wonderment and scale…and the story has that scope and that grandeur too. And the luxury of having, firstly, having three years to think about the story and to plan it, and secondly, to commit to a trilogy right from the start is a luxury that even Bungie didn’t have with Halo 1. They didn’t know if that was going to be a success, they didn’t know if the Xbox was going to be around. And I think you go about planning your story arcs differently if you think you’ve got one shot.”
The motivation and assemblage of the 343 team itself was rather unique as well, considering, as O’Connor points out, that out of the 200 team members, “199 of them came to the studio because they wanted to work on Halo…Every single person there, their destination was Halo rather than a job.”

Of course, passing on a franchise as successful and beloved as Halo could have easily run aground had the teams at Bungie and 343 not been so laser focused on ensuring the transition between the two was as smooth and carefully plotted as possible. Thankfully, there was a major point of concern that both studios made sure to pay particular attention to throughout the entire transitional process.
“Part of the reason the transition between Bungie and 343,” explained Josh Holmes, “the thing that’s made it easier or smoother, is that both studios and both companies have look to the best way to take care of the community. That’s something that Bungie has always done a fantastic job of. It’s part of why Halo has been so successful is that they have they have cared so deeply about the community. So I think that really forms a common ground for both 343 and Bungie.”
Holmes went on to explain that 343’s devotion to supporting the rabid Halo fan base has had significant impact on not just how the studio is defining itself but on how it is developing and telling the story that will play out over the next three games.
“It was important for us to signal to the fans and the community what our intentions were and our commitment to this story we want to tell,” said Holmes. “When we first started working on laying the plans for the Reclaimer trilogy a little over two years ago, we kind of knew exactly the kind of story we wanted to tell, and it’s really important us, because a lot of what this trilogy is going to focus on is exploring the character of Master Chief and what it means to bring him back and really getting a little bit closer to that character that we’ve experienced before in any of the past games."
To find out more about what 343 Industries has in store for Halo 4, from its campaign, sound design, gameplay, and, of course, multiplayer, be sure to check back tomorrow for part two of our Halo 4 PAX panel recap.




Comments
Displaying 1–9 of 9
mrflowsociety
I think it would be cool if you could record your own voice using kinect of the mic for firefight
BillyHo
I am an avid Halo player since day one. Having did the gathering of tvs and consoles to play linked multiplayer in the desert with my other military buddies.
Getting Halo 2 and actually enjoying the whole game through and anticipating Halo 3.
Getting Halo 3 and totally thrilled with the game play and continuation of the series.
Grabbing onto Halo:ODST and eating up the back story of Halo and the rest of the world.
Biting on Halo:Wars and enjoying the new perspective of the Halo universe played in a turn based fashion.
Finally... picking up Reach and loving the new turn on armor abilities that were hinted on with Halo 3 and bubble shields and pickups and such.
What am I expecting with Halo 4? Expecting it to keep moving in the right direction and don't try to live in the past. Give me a story that keeps me coming back. And give me that continued online play that has always improved from the previous games.
343... waiting to see what you have in store for me.
swanychargers
sounds like crackeria and free boxes are noobs and just picked up their first halo game...the abilities were awesome in Reach and should not change it. Its no wonder they are hating on reach they own a playstation...should sell ur playstation anyways and buy a deck of cards
UnJakeable
I think Reach is great the way it is and the best Halo game yet. If you don't like the armor lockdown, jet packs or other abilites play Team Classic dumba**$=$
freeboxes42
no jet packs pleaseeeeeeeeeeee. ruined halo reach for me. i want something like halo 2
crackeria
If 343 includes Armor Lock, Halo is gone forever.
I'm praying they revive the series.
Please 343, give me a reason to sell my playstation.
tmc002
My suggestions:
Forge Matchmaking- Sometimes you get lonely forging by yourself. This feature would add up to 3 more players, along with you, forging on one map.
Submitted User Content into Matchmaking- You know the little sidebar telling you to vote for a map within a certain amount of time before the game starts? Well, there could be a "Submit User Content" button where you can upload your own map into a lobby so other players can decide whether if they want to play in your map or not. Of course, the map has to be compatible with the lobby's gametype (the map has to have it's neccesary compontents in order to work)
Customizable Weapons- Let's face it. Using a gun with a default name (Battle Rifle, Assault Rifle, etc.) CAN get a little annoying sometimes. Decent gun names along with customizable guns and classes would make Halo 4 a great shooter game, if not better.
Halo 4 will still be a great game even w/o these ideas, but it would be awesome if it happens.
BxLeG3Nd
343 should NOT make any changes to Armor Lock or sword blocking
BxLeG3Nd
343 should NOT make any changes to Armor Lock or sword blocking
Displaying 1–9 of 9
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