The Squad is your Life – Longo joins 343

Some exciting news I found over at Sal’s site (HaloFanForLife) – 343 Industries has a new Creative Director, and his name is Tim Longo (Jr.).

That’s right – the Tim Longo.

What? Never heard of him you say? Well, neither had I. But it turns out I have enjoyed some of his work…

Delta Squad

Previously he was Creative Director of a little game called Star Wars: Republic Commando which was (in my opinion) one of the best Star Wars games ever made – not only because its story was so well done but it was a good FPS in its own right.

The game had fantastic squad mechanic, where you could order the other members of your team to make a coordinated effort to … well, the Wikipedia entry does a better job of explaining:

The game features some gameplay elements that resemble features in other first-person shooters, including Metroid Prime, and Halo. The heads-up display (HUD) in the game resembles the Metroid Prime helmet display and the player sees the world through visor. The usage of health and recharging shields, as well as the general combat gameplay, resemble styles seen in Halo.

An unusual feature is that blood from enemies (or lubricant fluid in the case of mechanical opponents) dispatched at close quarters that will splash onto the helmet visor, can slightly obstruct vision until an energy-based “windshield wiper” cleans it off at intervals of a few seconds.

The squadmate order system allows the player general tactical control over the three NPC squadmates that round out the four-man commando team. The order system resembles a simplified version of the context-based command menus seen in Tom Clancy’s Rainbow Six: Rogue Spear.

Many objects in the game environment will highlight when the crosshair is placed over them. The player can then press the use key to issue an order automatically associated with the object; for example, a sealed door may highlight with a synchronized team breach-and-clear command, or a computer console might give have a “slice” (computer hacking) command, while a pile of cargo boxes suitable for a cover position with good vantage may provide a “take up Sniper/Anti-Armor position” command. Where possible, the squadmates will usually take their preferred roles (sniper, demolitions and technical). The player can also order the squad to move to secure any position (wherever the crosshair is pointed), or perform search-and-destroy. Also, there are orders to command the squadmates to group up or spread out according to the player’s discretion for the situation.

Now read that again, but read it thinking about how all this goodness could be brought to the next Halo.

See what I mean?

The potential is exciting – not that the exact mechanics of Republic Commando have to make there way to Halo, but that perhaps part of the great experience that Commando offered would come to the land of Forerunners and Firefights.

(I thought it worth mentioning that Tim Longo was also Creative Director/Franchise Director on the recent Tomb Raider reboot, and while I haven’t personally played the game I’ve heard good things.)

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