With today being the final day of 2012, it’s time to take a look at all of the news, information and details that have surfaced over this past year regarding the upcoming sequel, “Halo 5.”
During this past September, “Halo” Franchise Director Frank O’Connor discussed the development behind “Halo 4” and acknowledged the fact that what they developed for this past installment will partly going to carry over to “Halo 5.”
“In the future we’ll probably have to radically overhaul systems yet again.
“But as a building block or a foundation for future ‘Halo’ products, especially FPS stuff – obviously ‘Halo Wars’ doesn’t have a heck of a lot in common with ‘Halo 4’ – there are absolutely components and elements you have to keep because they’re essential and core to the heartbeat of the game.
“In a world where we’re working on next generation platforms, there’s things we’ll have to do just for architecture to make it work. But ultimately you just keep evolving the things that make it work.
“Sometimes you’re going to have to completely throw out whole chunks of the engine.
“But yeah, there are always pieces you can keep. Some of that is just calculations and numbers that make his jump height feel right for example. That stuff you have to retain,” O’Connor said.
O’Connor was not finished talking about “Halo’s” tech and how it relates to upcoming installments like “Halo 5.”
“Engines are constantly evolving. The funny thing is that id Software is probably using some code from ‘Doom.’
“I’m sure if a Bungie engineer from 1999 looked at our engine, they would recognize some code in our new engine too. But ultimately every system was either radically re-written or tweaked, and there’s a whole spectrum of these systems we have improved.
“The entire rendering graphics component is probably one of the biggest changes, and our audio and networking underwent big revisions.
“Well as I say, it’s going to be this evolution of technologies that already exists.
“So whatever the next thing is, it’ll contain some code from this engine too. But the tech is becoming more powerful and flexible as we continue to work on it, so it’s going to be around for a while,” O’Connor said.
This past November saw further discussion surrounding the development process for “Halo 5.”
“We’ve done as much prototyping and storytelling and the future arc of the universe as we have on technology.
“So we’re definitely working on the future but in some ways it’s technologically agnostic at this point.
“We definitely have a lot of smart people inside the studio and outside the studio thinking about future technology and future development for sure,” O’Connor said.
Finally just earlier this month, O’Connor was back in front of the mic revealing development on “Halo 5” had been started before the fourth installment even launched.
“I can’t say more than that, but work on the game started actually before we launched ‘Halo 4’ and continues apace as we cycle staff through the team’s vacation breaks. We’re excited about the next game.
“Spartan Ops season 2 is yet to be decided, we’re looking at how the first season does.
“We got such great responses from [live-action web series] Forward Unto Dawn and Spartan Ops that we’re pretty happy with it and we’re learning a lot of really interesting stuff for the future.
“You are going to see a spectrum of ‘Halo’ support though the next year and beyond,” O’Connor said.