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Oct 15

It’s hard to imagine a gaming landscape without Halo, much less its excellent multiplayer and that’s what, at one point, laid on the cutting room floor. Gamasutra caught up with the multiplayer designer, Hardy LeBel, who helped push Microsoft’s black box into the hands of millions of gamers worldwide.

LeBel mentions why Bungie planned on axing the series’ main selling point and his goal to “make something that would have felt like it could have been made by Nintendo.” Nice to see lofty expectations actually pan out in the end. He was involved on Halo 2 for a bit, later moved to the SOCOM series, and is now working on multiplayer for FarCry 2.

He made two series work multiplayer-wise, we’re hoping that translates to Ubisoft’s latest game, as well.

Via Gamasutra

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written by Carlos Macias on Wednesday, October 15th, 2008 at 6:25 pm \\ tags: , , , , , , , , , , , , , , , ,


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