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CONTENTS:


Post 1 - General


  • Welcome
  • Scenario
  • Key Game Features
  • Development & Production
  • Content Classification
  • Release Date
  • Links
  • Sound & Music
  • Origins of the name 'Haze'


    Post 2 - Weapons


  • Weapon List
  • Melee
  • Weapon Details


    Post 3 - Vehicles


  • Vehicle List
  • Vehicle Details


    Post 4 - Gameplay


  • Asymmetric Combat
  • Mantel Abilities
  • Mantel Trooper Classes
  • Promise Hand Abilities
  • Promise Hand Rebel Classes
  • Control Options
  • Movement
  • Health & Healing
  • Campaign/Co-op Details
  • Multiplayer Options
  • Multiplayer Details
  • Miscellaneous





    Welcome to the Haze FAQ

    There’s so many features packed into this game that even the seasoned fans here have trouble keeping up with ‘em all, so they’re contained here for easy checking and will be updated as necessary.

    To find specific information, either use the Contents list above to find the appropriate section, or alternatively press CTRL + F to bring up your browser search function and enter the term you want to search for.

    For any further questions or clarifications, go to the Ask the Devs thread or for a reply from the community the Ask A Question thread and we’ll do our best to answer your query. If you have any suggestions or additions, just PM me or post it here.

    And of course, any errors are those of the author.




    Scenario


    Set in the year 2048 in a world where Governments have outsourced military operations to Private Military Corporations (PMC), you play a newly enlisted soldier, Shane Carpenter, seeking fulfilment and thrills by fighting for a good cause. As the leading PMC, Mantel Global Industries offers a high-tech arsenal of vehicles, deadly weaponry, and on top of that a performance enhancing bio-medical support known as Nectar. As a result, Mantel troopers are the most feared by terrorists, dictators, and the corporation's political enemies. Your conflict begins in a war-torn country where you have been sent to fight a vicious rebel faction, the Promise Hand. At first glance, all is well, but things quickly begin to look a little strange...




    Key Features


  • Impeccable FPS credentials:

    from the developers of the critically-acclaimed TimeSplitters® series and the publishers of Far Cry® and Ghost Recon® Advanced Warfighter™. Free Radical and Ubisoft have proven their ability to create innovative platform-defining FPS titles.

  • Become a Mantel Trooper

    and fight the merciless guerrillas of the Promise Hand with the most advanced gear, the fastest vehicles, the deadliest weapons – and Nectar, Mantel’s battlefield-optimized performance-enhancing medication.

  • Boost your fighting abilities with Nectar

    empowering Mantel troopers with fighting abilities such as Nectar Focus, Nectar Foresight, Nectar Perception and Melee Blast. Using these skills, troopers are able to detect and avoid imminent danger as well as deliver powerful attacks in close quarters.

  • Mature and compelling storyline

    A tightly integrated storyline makes Haze an immersive narrative experience as well as a cutting-edge shooter.

  • Cutting edge gaming technology

    featuring the Disparity Rendering System™ shaping the players’ views of the world on and off Nectar. Haze also features an entirely streamed experience with no loading times between levels.

  • State of the art multiplayer modes

    Fire up your console for online battles and choose from a variety of online modes including furious 4 player co-op action!




    Development & Production


    Developer: Free Radical Design

    Free Radical's directors previously worked for Rare on ‘Goldeneye’ and ‘Perfect Dark’, then after forming the company in 1999, went on to develop ‘Timesplitters’ as a Playstation 2 launch title, followed by 'Timesplitters 2', 'Timesplitters: Future Perfect' and ‘Second Sight’, for the PS2, Xbox and Gamecube. The Official Playstation Magazine still considers 'Timesplitters 2' to be the finest first-person shooter available on the PS2.

    They are also currently working on the long-awaited 'Timesplitters 4' and an un-named project for Lucasarts.


  • Steve Ellis – Managing Director
  • Dr. David Doak, Karl Hilton – Directors
  • Graeme Norgate – Head of Audio

  • Derek Littlewood, aka frd_Neko – Haze Project Lead
  • Rob Yescombe – Haze Screenwriter, voice director
  • Martin Keywood - Product Manager



    Publisher: Ubisoft




    Content Classification


    Classified as:

  • MATURE 17+ by the ESRB for:

    Blood
    Intense Violence
    Strong Language
    Use of Drugs

  • A '15' certificate by the BBFC:

    Contains strong violence and language

  • An '18' rating from PEGI

    Content Indicators: Violence, Bad Language, PEGI Online




    Release Date


  • Demo:

    - PSN campaign & 4 player co-op demo in early May


  • Final Game:

    - UK & Europe: 23rd of May 2008
    - Australasia: unknown
    - US: 20th of May 2008
    - Rest of the world: unknown




    Links


  • Official Haze UK/Euro Site

  • Official Haze US site

  • Mantel Corporate Site

  • The Haze Experience

  • IGN Haze blog - contains:

    - Welcome!
    - Mantel Wants You
    - Progression - game development
    - The Sound of Haze
    - Da Boom - Mantel & Promise Hand weapons
    - Alwight? - Mantel & Promise Hand vehicles
    - The Promise Hand
    - Environments
    - It's Good to Play Together - co-op play


  • Videos and Trailers

  • Free Radical blog


    Fan-sites:

  • http://www.hazegame.nl/
  • http://hazegaming.com/
  • http://haze.herniweb.cz/news.php (Czech)
  • http://www.hazemultiplayer.com/




    Sound and Music


    In-game audio by Graeme Norgate, music by Graeme Norgate and Christian Marcussen, long-time collaborators on previous Free Radical titles: The Sound of Haze.

    Download Haze Menu Music
    Download Shane Voice Message
    (Right Click & Save)

    The rock band Korn has written and recorded an original song inspired by Ubisoft's upcoming Haze™ video game. The song will be launched to radio and video to coincide with the launch of the Haze video game. The single, entitled "Haze", is now available via online music download sites. It's unclear at present if the track will appear in-game. You can download the HD music video here.




    Origins of the name 'HAZE'


    Contrary to (un)popular belief, the name 'Haze' wasn't picked because it shares a few letters with another popular console FPS. The name has multiple connotations with the game content, described below.

    Merriam-Webster offers these definitions:

    1) 'fine dust, smoke, or light vapor causing lack of transparency of the air', 'something suggesting atmospheric haze'.

    In a combat or warzone, or in a hot and dusty climate, referring to the setting of the game. It can also apply to the visual 'augmentation' of Mantel troopers in combat, which, besides censoring horrific images, always portrays the combat zone as a pleasant environment, with constant sunshine even during rain or other poor weather. (Also Encarta: '1. particles in atmosphere: mist, cloud, or smoke suspended in the atmosphere and obscuring or obstructing the view, 2. vague obscuring factor: something that is vague and serves to obscure something').

    2) 'a cloudy appearance in a transparent liquid or solid'

    Such as the combat-enhancing supplement, Nectar. The cloudy aspect could also foreshadow the 'dark' side of Nectar use.

    3) 'vagueness of mind or mental perception'

    A reference to the effects of Nectar, and/or the Mantel Nectar/visor visual censor combination, which is designed to prevent combat stress by censoring gore and death during action, (see also 1).

    It could also refer to the distinction between 'good' and 'evil', which in most games is clear-cut black and white between the 'good' protagonist and the 'bad' antagonists. Here the player experiences both sides, resulting in a blurring of their moral outlook as they see each side portayed as both good AND evil, or a 'haze' over the players ethical vision. May refer to Shane's world view, which allows him to adopt Mantel's version of the world without question, (initially at least), or simply the prolonged effects of the combat zone on a soldier's psyche, something the Mantel visor/Nectar was designed to avoid. (Also Encarta: '3. disoriented mental or physical state: a mental or physical state or condition when feelings and perceptions are vague, disorienting, or obscured').

    4) 'to harass by exacting unnecessary or disagreeable work', 'to harass by banter, ridicule, or criticism,' 'to haze by way of initiation'.

    A reference to military initiation, (Shane Carpenter/the player being a new recruit to the Mantel army), and more specifically to some of the character experiences to be found in the game. (Also Encarta: 'persecute or torture: to persecute or torture somebody in a subordinate position, especially a first-year military academy cadet or a fraternity pledge. Many institutions have now prohibited hazing').

    Other possible interpretations are:

    5) Chambers: haze over - 'to become covered in a thin mist'

    Referring to a 'red mist' of anger or rage descending over someone's vision in a violent or combat situation. This can also be seen to obscure reason or perception, as in 3.


    Of course, other interpretations may present themselves once the game is released.





    [FAQ - continued in post 2]



    This message has been edited. Last edited by: deded999,



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    WEAPONS:



    Mantel Weapons


  • The ‘Diplomat’- Wilson D6 Pistol
    The ‘Diplomat’ is the side-arm of choice for the smart Mantel trooper. It’s got the kind of stopping power that makes the bad guys feel like they were hit by a steam train full of anvils. It’s especially good at close range “when negotiations fail” – hence it’s nickname.

  • The ‘BlackSaw’ - BSW-72 Assault Rifle
    The ‘BlackSaw’ is the standard issue rifle, but there ain’t nothing standard about it. This baby fires rounds made from depleted uranium, meaning that not only do you kill your opponent, you give them radiation poisoning too.

  • The ‘BlackSaw’ (Suppressed) - BSW-72(S) Assault Rifle
    This sleek silenced version of the standard issue BlackSaw marginally reduces bullet velocity and rate of fire in exchange for near-silent firing. The perfect tool in covert operations.

  • The ‘Donkey Puncher’ - DP-118 Combat Shotgun
    As painful as it sounds, this high-end shotgun is more than enough to kick any ass presented to you. At close range, it’s a one shot kill affair.

  • The ‘Hard Candy’ HK-387L Rocket Launcher
    The Hard Candy is a state of the art rocket launcher, capable of blowing the living **** out of any armored target. Of course, it’s even more fun to try on an unarmored target. I hope you like Sloppy Joes!

  • The ‘Pinpointer’ - BSW-72 ESR Enhanced Sniper
    This classic sniper rifle couples the ultimate in armor-piercing rounds with a projectile velocity powerful enough to rip right through the sternum of any Promise Hand soldier. Tasty.

  • ‘Spring Cleaner’ SK3 Fragmentation Grenades
    Despite their sweety-pie nickname, these grenades are as tough as they come. Based on the classic dead man’s switch design, these time-operated babies are perfect for crowd clearance.

  • The JM90 ‘Heavy Gun’
    Weighing in at 180lbs, the JM90 is only practical as a fixed gun in a defensive position. But, once in place, its firepower is enough to send any sane rebel running for the hills.

    Plus: L-48 Mantel Buggy-mounted Heavy MG



    The 'Blacksaw'







    The Promise Hand Weapons


  • The ‘Razor Tongue’
    This classic hunting knife can be used to slash or throw. The rebels can even smear the blade in Nectar by selecting it before making a Nectar Grenade. With Nectar on the blade, the Razor Tongue will cause any Mantel trooper to Overdose.

  • The ‘Lobo’ (Wolf)
    The Lobo is the standard rifle for most militia groups across the world, and with good cause. With a quick-load double-ended magazine and a large clip size, it’s the ideal weapon for both attack and suppression.

  • The ‘Oso’ (Bear)
    This shotgun may be a little rough round the edges, but it still packs a punch. With a slightly larger clips size than its mantel counterpart, the Oso’s extra cartridges can make all the difference in a close-quarters firefight.

  • The ‘Mano del Dios’ (Hand of God)
    A massive bullet capacity and a surprisingly light weight makes this minigun the stuff of nightmares for anyone up against it. Not to be messed with.

  • The ‘Dragón de la Gente’ (The People’s Dragon)
    A practical, portable flamethrower with a comparatively long reach, a few sweeps with this fiery weapon can be enough to clear a room in a matter of seconds.

  • The ‘Aguila’ (Eagle)
    This sniper rifle carries fewer rounds than the Mantel equivalent, but what it lacks in number it makes up for in power. A deadly piece of hardware.

  • ‘MalaFruta’ (BadFruit)
    Old school, but that doesn’t mean they don’t hurt. Filled with a combination of steel chippings and high explosives, these grenades are just as dangerous as Mantel’s own.
    (Can also be used as a mine).

  • ‘Nectar Grenades’
    Made on-the-fly by strapping a Nectar Administrator onto a standard grenade, this explosive spreads a thick cloud of yellow Nectar gas across the area. Any Mantel soldier stuck in the cloud will overdose.
    (Can also be used as a mine).

    Plus: Truck-mounted Heavy MG



    The 'Lobo'


  • Weapon Images





    Melee


  • Mantel troopers can either use a normal melee attack, or when on Nectar they can utilise the Melee Blast, a super-powered melee attack with the force of a train.

  • PH rebels can also use a normal melee attack, followed by an optional kick attack.

  • PH rebels have a further melee attack of sorts, which once they are in melee range allows them to steal the weapon right out of their enemies hands and turn the weapon against them.




    Weapon Details


  • You can both cook grenades and roll them across the ground, as well as obviously throw them.

  • PH rebels can use grenades, (both frag and Nectar) to create boobytraps by planting them on the floor.

  • Two weapons can be carried at one time, plus grenades, (up to two types at once).

  • Weapons can be picked up from corpses, so both sides have access to each others weaponry, (access to the knife is unclear).

  • Environments are destructible – up to a point.

  • A Promise Hand RPG-type weapon has been spotted in video clips, although it's unclear if it will appear in the final game:



  • When using the Aim button Mantel troopers use a HUD reticule/zoom function, as can be seen in the above image.

  • From video it appears that each Mantel weapon may have it's own style of cross-hair.

  • Cross-hairs can be switched between full, a single dot and off completely.

  • Cross-hairs only apply to Mantel weapons however - the technologically inferior Promise Hand having to make do with iron sights only.

  • Also seen in video are large artillery pieces, (probably not part of gameplay), and static auto-turrets, although it's unclear if these are only seen in the campaign mode.

  • It appears that weapon racks will appear in maps, presumably acting in a similar way to weapon spawn points. (It's not clear if these will be Mantel-only or carry weapons from both sides, but as weapons can be used by both sides and weapons can be picked up from corpses, it could be either).

  • Mantel troopers can automatically regenerate ammunition for their own weapons. Rebels however have a different ability - they can adapt any ammunition they scavenge to work with any weapon they carry, so pistol ammo can be used for the minigun for instance.

  • The 'Hard Candy' rocket launcher can fire around corners - presumably via a lock-on.




    [FAQ continued in post 3]



    This message has been edited. Last edited by: deded999,



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    VEHICLES:



    Mantel Vehicles


  • The ‘Boxcart’
    Fast, maneuverable and all-terrain: a combination that has made the ‘Boxcart’ invaluable to Mantel troops in the difficult jungle landscape. Its lightweight frame is thanks to a notable absence of armor. So, whilst it can transport quickly, in combat it certainly can’t guarantee a safe arrival – hence its fragile namesake. Still, the fixed JM90 HeavyGun turret is a good reason to get out of its way.

  • The ‘BigBoy’
    At a mere 35 Tonnes, the ‘BigBoy’ tank is light in comparison to its ancestors even when fully loaded. This new low-weight version allows for fast-response tactical deployment and a reliably swift track speed. Its primary weapon - an electromagnetic coil cannon - functions like a rail gun, using magnetic forces along the barrel to propel its shells at a dangerously high velocity.

  • ‘Mrs. Mantel’
    Earning its alias by carrying soldiers in its ample belly and ‘birthing’ them on the battlefield, this dropship uses a combination of movable rotary engines and miniature kerosene afterburners, making it a true vertical take-off and landing craft. This motion arrangement gives the craft the means to both fly at high-speeds like a jet, but also to manoeuvre like a helicopter when at low speeds – thus, it is the perfect machine for rapid combat insertions.

  • 'The Dumpster'
    This chunky Mantel truck is fuelled by a diesel-electric hybrid power train and is used to transport troops and supplies. Its dense plate armour will stop most ballistic fire in its tracks.



    The 'Boxcart'







    The Promise Hand Vehicles


  • The ‘Macho’ (Stag)
    Like most rebel equipment, the ‘Stag’ is cleverly salvaged, constructed and repaired on-the-fly – resulting in a patchwork appearance. Subsequently, it is well modified for the harsh jungle environment.

  • The ‘Mula’ (Mule)
    The ‘Mule’ is nothing if not ideal for jungle warfare – able to go where bulkier Mantel vehicles cannot reach, it is fast and versatile. The driver is virtually guaranteed a bumpy ride (hence its alias), but with the room for an additional passenger to fire in their defence, this vehicle is perfect for two-man smash ‘n’ grab missions.

  • The ‘Palo Hueco’ (The Hollow Bat)
    This helicopter has a small advantage in manoeuvrability over Mantel’s ‘Mama’, thanks to its marginally smaller size and weight. Naturally, its armour is a pale comparison to its Mantel counterpart, but its mounted miniguns ensure it is deadly to ground forces.

  • The ‘Diente de la Serpiente’ (The Serpent’s Tooth)
    This mobile missile launcher carries a rare second-generation nuclear missile, modified for a direct attack on the Mantel ‘Land Carrier’. The launcher itself is over 26 meters long, and is driven by two 1,800hp diesel engines with a maximum speed of just 20mph.

  • ‘Pecho del Rhino’ (Chest of the Rhino) The ‘Rhino’ is a heavily modified civilian truck. To ensure a functional speed, every conceivable extremity has been stripped off, save for the heavy armour around the driver’s carriage. Whilst this means that it is ideal for transporting non-explosive cargo, like food and medical provisions, on the frequent occasions it is used to move troops, the unfortunate soldiers in the rear find themselves without any protection.

  • Of course, all these hunks of mobile love will be appearing in the single player, the four player co-op AND the multiplayer maps in some form or other.



    The 'Macho'


  • Vehicle Images





    Vehicle Details


  • Both the 'Macho' and the 'Boxcart' can take up to four soldiers, one driving, one on the armament and two 'shotgun'.

  • All vehicles in Haze have a nitro-boost and (probably all have) a horn(!).

  • An image of the 'Big Boy' Mantel tank, sporting electromagnetic coil cannon, newly discovered by Dubbedinenglish:






    [FAQ continued in post 4]



    This message has been edited. Last edited by: deded999,



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    GAMEPLAY FEATURES:



    Asymmetric Combat – so what is it?


    Much of Haze (both in the campaign and in multiplayer) is designed around the concept of asymmetric combat, in other words a battle where both sides have wildly different strengths and weaknesses, which makes for much more varied and intense action and means your choice of side is a lot more complicated than just what colour uniform you prefer.

    Mantel troopers have the best and newest technology at their disposal, and of course the combat-enhancing nutritional supplement, Nectar, but overuse of Nectar can leave their troops a little 'combat happy'...

    Promise Hand rebels have poor weapons and equipment, and are no match for Mantel in this regard, but their strengths are their knowledge of their own environment, their own ingenuity and mobility and the fact that they’re abilities are underestimated by Mantel, who – with their overwhelming technology and firepower - expect to win every battle hands down.

    Each side has abilities that can be used and exploited, and it’s up to you which tactics you prefer to use or abuse, or which side you want to take in the war...




    Mantel Trooper Abilities


    The power of Nectar makes Mantel troopers near invincible in combat, (meaning most enemies will run from you in abject terror), but if any do stick around to fight it out, you can use these state-of-the-art combat techniques against them:


  • Nectar Perception: While on Nectar, your enemies will become far more visible to you, even if they are hiding in the shadows or foliage.

  • Melee Blast: Performed the same way as the normal melee attack, but with 10 times the power, thanks to Nectar.

  • Nectar Resilience: Bullets won’t bounce off you, but you’ll certainly take less damage from them.

  • Nectar Focus:When you are sniping or using the zoom function on your helmet, Nectar will give you a new level of focus, helping you aim and making it easier to kill in one deadly accurate shot.

  • Nectar Foresight: If you are in danger while on a Nectar high, a visible “pulse” will ripple outward from the point of threat. This could be a grenade at your feet, or someone about to melee you from behind.




    Mantel Trooper Classes


    Mantel troopers come in various classes, dependant on their role. Each class sports different strengths and designs of armour and preferred weapons, and each is instantly recognisable from the design of their visors: open, cross, vertical strip, horizontal strip and circle.


  • Regular - Regulars carry the world famous BlackSaw, and boy do they know how to use it. Their highly aggressive tactics are enough to get any local tough guy rocking on his heels. In short: Don’t mess.


  • Heavy - Assault - These heavily armored guys travel in packs, and are rather partial to using the Donkey Puncher. What’s more, with all that body armor to protect them, they like to get in close for some serious Nectar-powered face mashing with the butt of their shotguns. Nice.


  • Heavy - Fire Support - They say some guys have all the fun - and these guys might just be them. Sporting a combination of heavy armor and a Hard Candy, these folks like to keep their distance and pepper the bad guys with rockets until they look like cheap pâté. If they’re in the mood to get closer, they’re also packing a Diplomat, and they ain’t afraid to use it.


  • Light - Scout - Armed with the Pinpointer rifle, the Scouts like to keep their distance and use plenty of Nectar to ensure the perfect headshot on any stragglers. Their standard armor is more than enough to keep them snug as a bug in a rug.


  • Special Ops - virtually nothing is known about spec-ops troopers, besides that they are likely to carry the Blacksaw Assault Rifle with suppression kit, making them near-silent assassins.



    A Mantel Military trooper




    'Promise Hand' Rebel Abilities


    As a Mantel trooper, you will have learned the advantages of Nectar and experienced the power that it brings with each hit. However, you will also have learned that taking too much causes you to Overdose – and when you do, you’ll go nuts, start freaking out and shooting your own squad.

    Now, as a rebel, you can use that knowledge against the Mantel forces. Your best weapon against them isn’t your Donkey Puncher (shotgun) or your Hard Candy (rocket launcher) – it’s your understanding of how to make Mantel troopers Overdose on Nectar.


    There are three ways:

    1. Get a clean shot on the Nectar pack on the back of a Mantel trooper.

    2. Rip the Nectar pack off a dead trooper’s back and tape it onto a grenade – thus creating a ‘Nectar grenade’. This grenade will go off in a huge cloud of yellow Nectar gas. Any mantel guys who breathe it in will Overdose. But beware – if they don’t breathe in enough of it, you’ll end up giving them sustained Nectar high, in which they will no-doubt kick the clod out of you.

    3. When you’re making a Nectar grenade, you will automatically smear Nectar on the blade of your knife should you be carrying one). So, if you throw it, or slice someone with it, that will make them Overdose too.


    As a rebel, you’ll also learn a bunch of new skills:

  • Play Dead: Because using Nectar censors the Mantel troopers’ perception of reality, they are unable to see blood or corpses. So, if you pretend to be dead, you will simply fade away – like a dead body in a video game.

  • Disarm: get close to one of the Mantel troopers and you can punch them in the face to stun them, then rip the gun right out of their hands and use it against them.

  • Lay Traps: You can rig any kind of grenade like a mine, and bury it under the dirt. Anyone steps on it – boom.

  • Evade: Without the heavy Mantel body armor to protect you, you’ll have to be more athletic to avoid being hit – so, you’ll learn to dive and roll and generally how to get the hell out of the way, fast.

  • Scavenge: Ammo can be thin on the ground, but as a rebel you will be able to recalibrate ammunition from other guns to fit your weapon of choice. So, if you have a full pistol, but an empty minigun, for example, you’ll be able to refit the pistol clips to work with the better weapon.

  • Heal: As a rebel, you’ll need your squad more than ever. So, if they get hurt, and you get to them before they bleed out, you can tend to their wounds and get them back in the fight.




    'Promise Hand' Rebel Classes


    The Promise Hand also have classes, although the rag-tag, low-tech guerilla nature of the rebels means their role is defined by their tactics and weapon carried:

  • Infantry - Carrying the ‘Lobo’ Assault rifle, these soldiers are all-rounders, which makes them unpredictable and extremely dangerous.

  • Shockers - Favoring the ‘Oso’ shotgun, the Shockers are fast and agile, allowing them to get up close to use their weapons to deadly effect.

  • Suppressors - Armed with the ‘Hand of God’ minigun, these trigger-happy maniacs are not the kind of guys you want to get into a firefight with. With a massive capacity for damage, they are highly effective both at short and long range.

  • Incinerators - ‘The People’s Dragon’ flamethrower has long been a favourite of this elite unit. Tactically, they tend to lie in wait until their target is within striking distance - then unleash the fury of the Dragon.



    The Promise Hand





    Control Options


  • Dual Shock 3 / Rumble Compatible

  • Fully customisable control setups

  • Sixaxis controls feature at times, such as shaking the controller when the player is on fire and 'when you're overdosed on Nectar, if you try and throw a grenade, you'll end up holding on to it, so you'll end up having to try and throw it out of your own hand. (Frantically shakes imaginary Sixaxis.)'

    Note: No keyboard and mouse options




    Movement


  • Movement is entirely analogue, so full deflection of the stick produces a run. Use of Nectar increases running speed.

  • Mantel troopers run faster when on a Nectar high, but when not using Nectar the Rebels run faster.

  • Both Mantel and PH soldiers can jump, although this is likely to be only for traversing objects, so no Halo-style pogo-ing here.

  • PH rebels can also dive and roll by double-tapping the jump button. Apart from allowing rebels to dive away from enemy fire, this also allows them to reach map areas that Mantel troopers can't.

  • Previews suggest the PH rebels may now have a sprint option [unconfirmed].




    Health & Healing


  • Mantel troopers' visor-Nectar combination means that both gore and corpses are censored from their vision - dead, (or playing dead), rebels will disappear from a troopers view in a few seconds. It is also now confirmed that as troopers always have some Nectar in their systems, they can never see a dead/playing dead rebel.

  • Rebels can't be injured by Mantel fire while playing dead, although apparently explosions may cause injury, (it's unclear if this extends to Mantel grenades though).

  • It seems likely that Playing dead rebels need to time their 'revival' correctly via an on-screen prompt: do it well and you will get back up quickly. Do it poorly and the player will have a moment of disorientation after jumping back to their feet.

  • In the campaign players will use a revive team-mate system, meaning any co-op players will remain in an immobile 'seriously injured' state, showing a first-aid icon over their heads. Other players will then have a short time to reach them and administer 'first-aid' and get them back up and in the fight. This applies to both Mantel and PH rebel, but only in campaign co-op.

  • Killed co-op players will be revived at the next checkpoint as long as other players can reach that point.

  • In multiplayer players are likely to use respawns, unlike the 'revive' system in co-op campaign mode. PH rebels however have a Heal ability. This seems to work like this: rebels will die if they sustain enough damage in multiplayer, (not just be 'seriously injured'), but if they 'play dead' before this happens, they will then be able to be healed by their comrades, just as in campaign mode.

  • Players of both sides will recover health after a short time if they sustain no further hits.

  • The Nectar Resilience Mantel ability allows Nectar-using troopers to sustain less damage from attacks, effectively giving them 'more' health in comparison to rebels.




    Campaign/Co-op Details


  • The campaign encompasses twelve 'locations', (ie. 'levels').

  • There are no loading times whatsoever. Once you start, you’re in the moment from then on, as the story takes place over three long days and nights.

  • You will however be able to select missions after they’ve been completed. There are ‘levels’, you just don’t see them as such.

  • Co-op levels can be joined even if you personally haven't reached that level yet - you will be warned before joining that you haven't reached this level in the story yourself yet though.

  • You’ll start with a certain amount of Nectar, but you can get more by killing rebels, allowing you to 'chain' attacks and keep your Nectar level high. In campaign/co-op you can share/leech Nectar from your squad-members. Nectar also slowly recharges when you aren't using it.

  • There are four difficulty levels, with the highest being HARD, (anyone who’s played Timesplitters 2 will know that Free Radical like their shooters hardcore). The difficulty also increases dependant on the number of human players in co-op.




    Multiplayer Options


  • 4-player online co-op

  • 2-player splitscreen in offline, online and LAN play, (note: two player splitscreen per console only, see below)

  • 4-player co-op via LAN, (or in combination with 2-p splitscreen and LAN), on two consoles

  • 16-player online battles

  • Multiplayer levels offer Deathmatch, Team Deathmatch and Team Assault, featuring team-based objective maps with links into the main storyline

  • Bots (additional AI players) are available in both offline and online matches

  • Play as Mantel troops or the 'Promise Hand' rebels

  • Jump straight in/out of multiplayer with no need to return to menus or change settings

  • Basically any combination of splitscreen, LAN and online players, plus AI bots, up to a maximum 16 players, is allowable in matches: for instance, the developer has stated that if you so wish you can LAN four systems to play 4v4 splitscreen.




    Multiplayer Details


  • Some of the multiplayer maps include: Cave, POW, Swamp, Shanty Town and Mantel Landcarrier.

  • Each map is available in small and large versions.

  • ALL soldier abilities appear in both campaign and multiplayer modes.

  • Insignia/icons appear in co-op/multiplayer - these are pre-rendered icons with a background and foreground image, both of which can be altered in design and colour to represent each player and aid recognition.

  • It's unclear at present if or how trooper/rebel classes will appear in multiplayer.

  • Haze multiplayer features extensive stat-tracking, covering virtually everything players do in a round.

  • These then translate into Awards at the end of matches.

  • Headset support is included. (Open mic).

  • Explicit clan support is not included.

  • There is no character customisation.

  • Online play will have a server lobby for game searches.

  • Private matches are supported, or set up a match with as many private slots as you like. Players can also be kicked if desired.

  • Online play will be provided via dedicated servers.

  • The game supports in-game messaging, and access to an in-game Friends List.

  • The Friends list is the same as that seen on the XMB, while the in-game friends list shows who is online in Haze specifically.

  • A full-screen level map is available in-game, (via the select button), for at least the PH rebels and probably both sides, indicating the positions of your team-mates.

  • Bot AI is adjustable over four difficulty levels.

  • Respawn time is also adjustable, as are many other variables in multiplayer matches.

  • The game features online leaderboard(s).




    Miscellaneous


  • The game will run at 720p resolution - 1080i support unconfirmed at the present time.

  • Downloadable Content, (DLC), is planned, but obviously no details have been announced as yet, besides some of the DLC being new MP maps.





    [FAQ will be updated regularly as new information comes to light]






    This message has been edited. Last edited by: deded999,



    Haze FAQ - please check first if you have a question about Haze.
  •  
    Posts: 2116 | Registered: Wed May 10 2006Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    wow, im impressed. good work putting all this together. really good wrap-up. Ive been waiting for haze since it was first announce and but ready this just reminded me how awesome its going to be. I just cant wait.
     
    Posts: 118 | Registered: Thu May 03 2007Reply With QuoteEdit or Delete MessageReport This Post
    Global Moderator
    Picture of zgubilici
    Posted Hide Post
    And ....stickied Smile

    Great job deded Thumbs Up
    Once again, thank you very much for assisting me with my request of putting this kind of thread together - you did a wonderful job SmileClap
    Now this will provide everyone with all the known facts to date on Haze and will stem those new repetitive threads.




    NOTE to everyone: Please post only known facts about HAZE in this thread. If you wish to ask a question that is not answered in the FAQ, use the ask a question stickied thread.
    Thank you.



     
    Posts: 11970 | Location: Bee City | Registered: Tue January 18 2005Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    nice job. thanks for the info Clap
     
    Posts: 74 | Registered: Wed November 21 2007Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    Good job
     
    Posts: 23 | Registered: Sat December 22 2007Reply With QuoteEdit or Delete MessageReport This Post
    <ms-kleaneasy>
    Posted
    Excellent work Deded
     
    Reply With QuoteEdit or Delete MessageReport This Post
    Posted Hide Post
    That's really good work, saved me lots of time finding out all this stuff.

    One thing I noticed though is that it says 16 player online, but in other places I've seen it say 24 players. Which is right? I hope it's 24 Smile
     
    Posts: 8 | Registered: Tue January 22 2008Reply With QuoteEdit or Delete MessageReport This Post
    Moderator
    Picture of deded999
    Posted Hide Post
    Originally it was 24, but was later dropped to 16. Although you might think the more the merrier, it all depends on how the game is set up to be played and the size of the levels. Presumably it was either a network/server/tech issue that reduced the number of layers, or just constant play-testing suggested a drop would be beneficial. I think 16 is probably high enough for frantic battles, but not so high that things rapidly descend into chaos.



    Haze FAQ - please check first if you have a question about Haze.
     
    Posts: 2116 | Registered: Wed May 10 2006Reply With QuoteEdit or Delete MessageReport This Post
    Picture of Mutton-Chops
    Posted Hide Post
    Nice OP. Don't know how keen you are to have rumours and speculation in your FAQ, but maybe you can mention the possibility of the demo being multiplayer.


     
    Posts: 456 | Registered: Fri July 27 2007Reply With QuoteEdit or Delete MessageReport This Post
    Picture of Osirisox
    Posted Hide Post
    well there you go. :P

    Its been done already, hasn't it?

    AS long as it says that it is a rumor im assuming thats fine, but the official posts shouldnt have anything unconfirmed; or that will just restart the repetative question posts. :P

    haha Smile



    **********************

    Oh, and did i mention- the grenades rock my socks.
     
    Posts: 41 | Registered: Fri October 05 2007Reply With QuoteEdit or Delete MessageReport This Post
    Picture of Mutton-Chops
    Posted Hide Post
    quote:
    Originally posted by Osirisox:
    well there you go. :P

    Its been done already, hasn't it?

    AS long as it says that it is a rumor im assuming thats fine, but the official posts shouldnt have anything unconfirmed; or that will just restart the repetative question posts. :P

    haha Smile


    Where? I didn't see it in the OP. If you're referring to the fact that I posted it, that doesn't count. The whole point of a huge OP like that is to have one-stop shop for info without have to scroll through pages of posts. Deded's already got a DLC rumour in the OP (it has not been confirmed to the best of my knowledge, just speculated as a possibility. Deded might know something I don't though). So I don't see why Multiplayer Demo rumour shouldn't go in there just as long as it's tagged as unconfirmed. That's up to him though as he is the author. If it turns out to be bunk it can always be removed.


     
    Posts: 456 | Registered: Fri July 27 2007Reply With QuoteEdit or Delete MessageReport This Post
    Moderator
    Picture of deded999
    Posted Hide Post
    Hmmm. I wouldn't say I'm completely averse to rumour being in there somewhere, although maybe a 'rumour' section might be more appropriate. I'd rather keep the majority of the post as fact, or at worst 'likely'. Most of it is published material from Ubisoft or Free Rad directly, or Neko's posts here.

    The demo has never been confirmed, just mooted, (plus the deleted spanish announcement), and as we haven't heard anything for a while it might be described as an old rumour now rather than a current rumour.

    The DLC thing I'm sure has been confirmed - I seem to remember it being mentioned in one of the developer videos actually, but I think it's been discussed as being 'likely' elsewhere as well. Bearing in mind that nothing, (including release dates Blink), is really confirmed until it happens, I think that's 'confirmed' enough for the moment, but if I find anything else on it I'll post it here.



    Haze FAQ - please check first if you have a question about Haze.
     
    Posts: 2116 | Registered: Wed May 10 2006Reply With QuoteEdit or Delete MessageReport This Post