Those cutscenes will be glorious.
I agree. Blur Studios also did the cutscenes for Halo Wars and they looked fantastic. I hope we see some screenshots of some of the other characters soon.Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.
Ogre 3!
This is starting to sound like that third Shrek movie.I think they have an older brother who is Ogre 3. This little guy might be Ogre 4? Or 5?
Either way, congrats to Ogre 1!
I think they have an older brother who is Ogre 3. This little guy might be Ogre 4? Or 5?
Either way, congrats to Ogre 1!
OGRE 4
and dang, is your tag serious, you're actually working for 343i now? Good job man. I used to talk a lot of trash about you in the HaloGAF OT but now I feel like an idiot. Hope to see you at some MLG events in the near future.
We actually had this conversation in the studio last week. If we want to be 100% accurate, this would be OGRE 5, as LiL Poison was officially brought under the StK banner (as a clan member) for a brief time as "StK Baby OGRE 4."![]()
This is starting to sound like that third Shrek movie.
Didn't Lil Poison use a modded controller and was banned from events and such? Maybe that was someone else...but playing with a modded controller means you ain't no Ogre.
I know, but does that really eliminate those "advantages"? What if it's limited to the player, who has the smallest ping to the server?
I don't know much, about networking, but that's pretty interesting to me. Some fun maps, couldn't be played with more than 1 person, because of these "advantages". Well, they could be played in Forge mode, but people would have to skip those parts, on the maps.
We actually had this conversation in the studio last week. If we want to be 100% accurate, this would be OGRE 5, as LiL Poison was officially brought under the StK banner (as a clan member) for a brief time as "StK Baby OGRE 4."![]()
Time for a reboot
We actually had this conversation in the studio last week. If we want to be 100% accurate, this would be OGRE 5, as LiL Poison was officially brought under the StK banner (as a clan member) for a brief time as "StK Baby OGRE 4."![]()
Lil Poison, holy shit. It's all coming back now.
lol, what ever happened to this kid?
btw is the box cover final? Or just a place holder? Any conformation on that?
OGRE 4
and dang, is your tag serious, you're actually working for 343i now? Good job man. I used to talk a lot of trash about you in the HaloGAF OT but now I feel like an idiot. Hope to see you at some MLG events in the near future.
We actually had this conversation in the studio last week. If we want to be 100% accurate, this would be OGRE 5, as LiL Poison was officially brought under the StK banner (as a clan member) for a brief time as "StK Baby OGRE 4."![]()
I'm assuming this has been mentioned already, but what are the chances of something along the lines of a "Halo: Origins Collection" that features Halo Reach, Halo 3: ODST, Halo Wars and Halo: Spartan Assault all at 1080p 60fps on Xbox One?
I understand Origins might not be the most fitting name since not all of the games included are prequels but in a sense they all tell some kind of an origin to a character or place. I'm also aware Halo: Spartan Assault is already on the Xbox One but this version could either be included on disk or just have a key included in the box to redeem online.
I'm totally happy with The Master Chief Collection, and I don't mind playing the rest on 360 at all. However, this would be a great way to bring the rest of the Halos onto the same console as well as give 343 and Microsoft a Halo title for the year, since they usually release one Halo game each year.
They could use this bundle to help tell the upcoming story of a new Halo much like they are doing with this collection. In the same vein as either terminals or just CGI cutscenes in general. It would be especially unique if this bundle was used to prepare us for another spin off or origin Halo title.
They'd bring the staple dedicated servers as well. Would you guys buy this, do you like the idea?
I really dont like the box art. I have seen fan made ones that look much better. I hope it is not final.btw is the box cover final? Or just a place holder? Any conformation on that?
Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.
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Stunning work.
I really dont like the box art. I have seen fan made ones that look much better. I hope it is not final.
I was wondering/hoping for the same thing. It would be great to have the entire series on one console (I remember back when the entire Zelda series was playable on GameCube, which was neat) and I think Reach would actually benefit the most from a remaster (I believe it has the lowest framerate of the series). Personally I was thinking "Halo: Declassified Ops" as the title, as both ODST and Reach were ONI operations (well, mostly) and Halo Wars was the story of a long-missing and now-classified ship. And you could make Spartan Assault work in there too if you wanted.
But yeah, I'm definitely happy with the MCC. It would just be even MORE to have the entire series in 1080p/60 FPS on a single platform.
Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.
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Stunning work.
looks like my uncle.
When can we have 4k120 rt graphics like those Blur renders?
Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.
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Stunning work.
Glad you asked.
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Oh hell yeah. Teleporters don't have an element of danger as strong as mancannons that lends them to pushing map movement in an interesting way.
Plus they're boring compared to mancannons.
I'm actually going to add that as a wish feature to my Halo 2 wishlist - it'd be cool if there was a toggle for teleporters so you could play Warlock Oddball without the annoying porter shenanigans that ensued. In theory you'd just make the engine delete the teleporters on-load. Don't even need to change the map data.
There was a guy at Bungie, and he still may be there, Achronos was his callsign on Bungie.met. He was the Bungie website overlord.
In H2, once someone got snipes, it wasn't respawning again until they dropped the weapon. Not quite sure what was wrong with the original timed weapons in HCE that they had to change it to what it became in H2.
Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.
Stunning work.
Didn't Lil Poison use a modded controller and was banned from events and such? Maybe that was someone else...but playing with a modded controller means you ain't no Ogre.
I see where you're coming from, but honestly I don't have a huge problem with this mechanic. I liked the idea of forcing a player to hold onto a useless empty weapon if they wanted to block its respawn, and the other team having to kill that player to forced the drop/respawn. I think it could be mixed in well, have some weapons with straight timer respawns, and others with blocked respawns to force only one on map at a time.
Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.
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Stunning work.
Those do look amazing.
No way Halo 5 looks anything like it though. XBO just doesn't have the juice.
Man....Blur studios is top-tier when it comes to cg. This looks absolutely breathtaking. Here's hoping the Halo 5 campaign looks half as good as this.
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Stunning work.
The cut scenes can look that good though. Halo 4 came close in that regard.
That's an interesting take on it. Reminds me of Sanctuary TS when my teammates would steal the other team's sniper and as long as we never dropped it, we basically prevented them from ever having a sniper the entire game. Took some coordination, but it was possible. I just love timed weapons/powerups that are on a constant timer regardless of who's holding them.
Heh, Sanctuary TS. Ring 3 combo all day erry day.
Removing the teleporters would ruin the entire flow of Wizard/Warlock. The map is designed around them, and they're 100% necessary for the pacing of the gameplay. They help balance out the inherent advantage of being established on the top level of the map, and controlling entrance/exit points is a huge part of objective play especially. It makes top mid control that much more important.
I still think it looks like a real guy. We are incredibly fortunate to have Blur take part on the franchise.I showed my wife these screens, she thought it was a real guy. I told her it was CG...incredible work.
It's my favorite of all time.I loved Sanctuary so much. What a gem of a map.
I'm proud of you, but the sick burns will never end.
I see where you're coming from, but honestly I don't have a huge problem with this mechanic. I liked the idea of forcing a player to hold onto a useless empty weapon if they wanted to block its respawn, and the other team having to kill that player to forced the drop/respawn. I think it could be mixed in well, have some weapons with straight timer respawns, and others with blocked respawns to force only one on map at a time.
That's an interesting take on it. Reminds me of Sanctuary TS when my teammates would steal the other team's sniper and as long as we never dropped it, we basically prevented them from ever having a sniper the entire game. Took some coordination, but it was possible. I just love timed weapons/powerups that are on a constant timer regardless of who's holding them.
So, weird technical question, hopefully someone like Fyre can clarify - back in the Halo 2 dev days they had to remove fall damage because poor networking could "trace your footsteps" and repeatedly slam you into the ground. This was especially obvious in Reach, yet in Halo 4 and Halo PC (notably non-Bungie netcode) I don't ever remember encountering that issue. Was it just a matter of CE's fall damage being extremely sensitive (if you fall you die anyway) and Halo 4's being such a non-issue (Jorge could toss you off the Corvette and you'd only lose half your shields) in usual falls that it wasn't happening on a frequent basis, or was there something bigger at play?
In H2, once someone got snipes, it wasn't respawning again until they dropped the weapon. Not quite sure what was wrong with the original timed weapons in HCE that they had to change it to what it became in H2.
This was actually map specific. Snipers on Waterworks' bases endlessly respawn even if someone is holding them.
Then they just exposed that functionality via min/max runtime options in Halo 3 Forge.
I'm mixed on what version I prefer. On Terminal if you managed to get the rockets into the Wraith, then you could Wraith for the rest of the round with near impunity. It felt like a reward for getting two things on opposite ends of the map together, but not so much fun for the other team.
On the other hand, constantly respawning eventually lets you have an entire team of rocket snipers, so once a team pulls ahead, they can pretty much stay there.