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Saber om Halo HD-grafiken

"Vi kör Bungies motor i grunden"
Jonas Mäki Editor Sweden 7 oktober 2011

I en intervju med CVG säger Matthew Karch på Saber Interactive att det var deras idé till hur man skulle lösa problemet med att Halo-fansen är så kräsna och noga med spelkontrollen, som gjorde att de i slutändan fick äran att utveckla Halo: Combat Evolved Anniversary.

"It was definitely our technology and the solution we came up with [that persuaded Microsoft]. One of the things Microsoft said is they needed the gameplay to be exact. Halo fans are extremely exacting and the gameplay couldn't be changed.", säger Karch.

"We came up with a way to do that and preserve the gameplay. I think we've mentioned this and it's public but we took the Bungie engine and we plugged it into ours, so the game itself is running in the original Bungie code but the rendering of the world and the engine is ours, so we basically took the game scripting and AI and plugged it in., fortsätter han.

Karch förklarar mer ingående: "If you drew a circle you can picture the original Bungie engine fully within the circle of our engine, almost like a wrapper. My partner Andre came up with that idea, we gave them a demo very quickly and said 'hey look, you can toggle'."

"That's something that Dan Ayoub from Microsoft really wanted, the toggle feature; he wanted to switch between classic and new. We showed them that and they we're like 'holy shit, ok'."

Saber Interactive fick som bekant jobbet och det är alltså ingen risk att Halo: Combat Evolved-fans inte ska känna sig bekanta då då Bungies kod alltså körs i grunden i Halo: Combat Evolved Anniversary.

Editor Sweden Jonas Mäki has written for Gamereactor since 2002, becoming an editor in 2007. He covers the video game industry across news, releases and the business side, with a particular interest in sales figures and where the industry is heading.
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