A. I like how you've phrased this question! Halo is a good fit for Certain Affinity because it's in our DNA - we have a ton of history with the game, and especially with multiplayer. We also have a lot of experience with other shooters, and I like to think that while we understand what makes Halo wonderful we also bring a little bit of fresh perspective.
Q. Speaking of making Halo wonderful, last time we spoke with you your team had just retrofitted a pair of classic Halo multiplayer maps - Hang 'Em High and Derelict - for Halo 2, a title you donated blood, sweat, and more than a few of your own personal tears to. Defiant features three brand new spaces for a game you didn't directly work on. How does that change your team's approach, and how do you make sure that you're making the right calls for fans?
A. It was definitely a new experience not being close to the decision making on Reach. We worked in stealth mode, without contact with Bungie, since you had your hands full finishing the game. However we had a way to vet our assumptions - the team at 343. These guys were involved with Halo: Reach from day one, so having their support was huge. Their community and test teams in particular were fantastic resources, as they basically wrapped up Reach and then moved immediately to testing our maps and giving us tons of feedback. Some of this feedback was shaped by the community's reactions to the game when it launched, so hopefully fans will find our maps enjoyable.