
[Music]
now in my interview with CJ I was able
to discuss some of the comparisons
between halo two and halo three and
really what did they take some halo 2
and how did they improve on what they
had done with halo 2 and sort of apply
that to halo 3 so really there’s a lot
of interesting points paid and I want to
share those with you guys so let’s have
a listen all of the feedback from the
fans and the press pales in comparison
to the feedback that we had for each
other who are unhappy with having to
rush able to out the door a little bit
there at the end what did you do in
terms of cinematics for halo 3 that what
lessons did you take from a limb to
because of the crunch of halo to the we
just we just didn’t have the the
technical support there at the end to
look at these cinematics as they were
coming online and realizing that we were
really pushing the Xbox much harder than
we thought we were one of the big things
that we wanted to change about halo 3
was when you look at halo 2 most of the
story was happening during the letterbox
cinematics so when we sat down to write
the story of halo 3 and really look at
how to tell that story we wanted to make
sure that that story was being told
across gameplay as well as in cinematics
cinematics are something that I
personally don’t skip you know I need to
soak in every second yeah you’re welcome
no but really I’m i feel like i’m
shipping myself if I’m not fully getting
what I paid for right on halo 2 we shot
our cinematics in 16 by 9 aspect ratio
and so on a four by three television
letterbox bars came on on a 16 by 9
television there was no no bars and so
there was no visual indication to the
player that hey this is the cinematic
and so on halo 3 we decided to do a 235
aspect ratio you get that visual
indication that hey I’m entering a
cinematic I can set my controller down I
can rest my thumbs
can relax a little bit i’m not going to
get shot and that the subconscious thing
makes a big difference so often this
gamers were so critical we’re so ready
to bash anything wrong you know the beta
didn’t look as good as we planned we’re
always ready to sort of have all these
negative things to say and then I was
really pleasantly surprised to see that
when halo 3 was finally released and I
read all the reviews and looked at a lot
of the feedback people were all
expecting to be disappointed with the
cinematics they’re expecting to be
disappointed with the ending they almost
wanted to be disappointed to fulfill
their own expectations if you ask me I
just got to say straight up that it’s a
real testament to your abilities that
you’ve managed to overcome that mountain
and it’s nothing short of a mountain
it’s really cool to look at how hard we
worked on Halo 2 and came out of it and
we’re very unhappy without it turned out
and then to look at halo 3 and we work
just as hard with a bigger team and we
come out of it and you talk to the lead
of every single single discipline and
the studio and we’re all proud of this
game we this this is the halo game that
we’ve always wanted to make as a studio
you
[Music]
now in my interview with CJ I was able
to discuss some of the comparisons
between halo two and halo three and
really what did they take some halo 2
and how did they improve on what they
had done with halo 2 and sort of apply
that to halo 3 so really there’s a lot
of interesting points paid and I want to
share those with you guys so let’s have
a listen all of the feedback from the
fans and the press pales in comparison
to the feedback that we had for each
other who are unhappy with having to
rush able to out the door a little bit
there at the end what did you do in
terms of cinematics for halo 3 that what
lessons did you take from a limb to
because of the crunch of halo to the we
just we just didn’t have the the
technical support there at the end to
look at these cinematics as they were
coming online and realizing that we were
really pushing the Xbox much harder than
we thought we were one of the big things
that we wanted to change about halo 3
was when you look at halo 2 most of the
story was happening during the letterbox
cinematics so when we sat down to write
the story of halo 3 and really look at
how to tell that story we wanted to make
sure that that story was being told
across gameplay as well as in cinematics
cinematics are something that I
personally don’t skip you know I need to
soak in every second yeah you’re welcome
no but really I’m i feel like i’m
shipping myself if I’m not fully getting
what I paid for right on halo 2 we shot
our cinematics in 16 by 9 aspect ratio
and so on a four by three television
letterbox bars came on on a 16 by 9
television there was no no bars and so
there was no visual indication to the
player that hey this is the cinematic
and so on halo 3 we decided to do a 235
aspect ratio you get that visual
indication that hey I’m entering a
cinematic I can set my controller down I
can rest my thumbs
can relax a little bit i’m not going to
get shot and that the subconscious thing
makes a big difference so often this
gamers were so critical we’re so ready
to bash anything wrong you know the beta
didn’t look as good as we planned we’re
always ready to sort of have all these
negative things to say and then I was
really pleasantly surprised to see that
when halo 3 was finally released and I
read all the reviews and looked at a lot
of the feedback people were all
expecting to be disappointed with the
cinematics they’re expecting to be
disappointed with the ending they almost
wanted to be disappointed to fulfill
their own expectations if you ask me I
just got to say straight up that it’s a
real testament to your abilities that
you’ve managed to overcome that mountain
and it’s nothing short of a mountain
it’s really cool to look at how hard we
worked on Halo 2 and came out of it and
we’re very unhappy without it turned out
and then to look at halo 3 and we work
just as hard with a bigger team and we
come out of it and you talk to the lead
of every single single discipline and
the studio and we’re all proud of this
game we this this is the halo game that
we’ve always wanted to make as a studio
you
[Music]
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