What went wrong with Halo 4's Prometheans
Posted by Joystiq Mar 30 2013 01:00 GMT in Halo 4
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"We had a number of concerns about the Forerunners that we thought went not completely according to plan and could be improved upon," 343 Industries design director Scott Warner told the audience at his GDC 2013 panel, "The Design of New Enemies for Halo 4," which discussed the design philosophies behind the game's new breed of bad guys.

First and foremost, communication issues between the design and artwork departments exacerbated problems early in the studio's existence - growing pains associated with starting a new company. "We were a brand new team at 343," Warner said. "You have to consider the challenge that we had was starting from zero people and going to about 340 before we shipped."

In a similar vein, the "absence of high level vision" on the various creatures' gameplay mechanics caused 343 to spend time developing ideas that would eventually prove fruitless: "It would have been easier for us to understand if we'd had more definition around these characters early on, as far as who they were." An early prototype build was shown as an example, in which two Promethean Knights balled themselves up like Samus and attacked Master Chief.



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