Halo 5 Multiplayer Coverage! (no campaign spoilers)

Are the three beta maps regarded as the best ones in the game? If not, then we have nothing to worry about. Those maps were great.
 
If you don't mind me asking, what are you actually there for, press tour or more interesting stuff or boring last minute finishing up?

Enjoy if you can.

I sort of know?


I'm visiting a shoot tomorrow, where we made something cool explode. Then I'm on a panel at Comic Con London, then I am at the London launch event.
 
Why bother consulting with Bungie when they can just rely on your vast expertise & knowledge instead? It'll cost less.

It doesn't take a rocket scientist to see that aesthetically all of the arena maps are sterile and boring. They seemed to be designed for only competitive play. Personally, I enjoy playing on maps like Ivory Tower or Lockout. They had a unique design and fun for competition.
 
I haven't seen them on Fathom, but they weren't worthless on Eden. The 2 generators gave you alternate routes to get to Catwalk, midbridge, and nest. The one's outside allowed you to take out people hiding behind the center cover, which would be really useful when rockets are about to spawn.

Those Reach maps look different, but were by and large, complete fucking trash. I do not understand the hangup on visuals, if it plays good, who cares??

Because it gets fucking old playing on samey looking maps, I don't understand why they can't look different and play well.
 
I get what you're saying.... but those screenshots are last gen. If they released something so bland as this now, people would be whining about it being last gen and not innovative.

Sometimes developers just can't win it seems.

If they smoothed out some of the rough geometry, put in higher res textures and modern lighting and shadowing I don't think anyone would complain.
 
I get what you're saying.... but those screenshots are last gen. If they released something so bland as this now, people would be whining about it being last gen and not innovative.

Sometimes developers just can't win it seems.

Sure they can, this to me looks like a great Halo map. Maybe a little on the Transformers side but i like it:

latest
 
The map count is bad, I agree, but these are some fantastic maps.

Each and every one is pretty fucking fantastic.

I guess I'm in the minority, they all play so well.
 
The only thing that's TRONy is the Forerunner/Promethean look, and honestly I much prefer it.

I'm also a fan of the Promethean stuff, especially on Midnight. Fyrewulf mentioned something a while back -

http://www.neogaf.com/forum/showpost.php?p=101635394&postcount=17917

CsYGl.jpg


We can actually Forge close to this kind of geometry now. Well, maybe closer to this kind

3GkLbJm.png


I'll be deconstructing various environments from the games and translating them into Forge later this year, including this kind of architecture. Will be sure to post about it.
 
The map count is bad, I agree, but these are some fantastic maps.

Each and every one is pretty fucking fantastic.

I guess I'm in the minority, they all play so well.

If you're playing it, you know more then most of us. I'm not gonna judge how they play until it comes out, but these maps would definitely benefit from different aesthetics. Keep the same layout, but make each map different. If 343 couldn't distinguish the UNSC maps enough then they shouldn't have added so many of them into a playlist. We have Plaza, The Rig, and Fathom with similar aesthetics.
 
If you're playing it, you know more then most of us. I'm not gonna judge how they play until it comes out, but these maps would definitely benefit from different aesthetics. Keep the same layout, but make each map different.

Not just different aesthetics; simpler. More attention paid to areas of interest in the map and less detail in inconsequential places.

That aside, I do hope that we get some solid maps out of the initial patch. Other than the Eden/Empire mix, am hoping that the other ones come into their own with proper settings.
 
Jesus what a weak argument, you don't need a fucking masters in arts to tell that 343s aesthetics and Bungies intended aesthetics for the different groups in Halo are completely different.

Not entirely sure where I said anything about needing an MA to constructively critique art, but carry on. If you post often enough, I bet they'll push back the release date and redo all art assets for the game to fit your demands.
 
If you're playing it, you know more then most of us. I'm not gonna judge how they play until it comes out, but these maps would definitely benefit from different aesthetics. Keep the same layout, but make each map different. If 343 couldn't distinguish the UNSC maps enough then they shouldn't have added so many of them into a playlist. We have Plaza, The Rig, and Fathom with similar aesthetics.
Fathom ctf is easily the best gametype and map in quite a few halos.

Edit: oh and Eden strongholds
 
Haha, sorry, I like it. I'll agree there is some questionable art related stuff going on, but I like pretty much everything promethean related.
I just wish 343 had made some attempt to relate the design language to Bungie's Forerunner stuff, which was so well developed in the earlier games. I don't buy the argument that "culture evolves" or the living Forerunners and their active constructs "should" look different. That's just a post-hoc justification for 343's art choices. And while it would probably be stifling for their art department to have to match other people's work, that's what you do when you inherit some other group's franchise, assuming you want to respect what made it great in the first place.

Look at what the art people have done for the new Star Wars film. It's the perfect blend of old and new, classic and fresh at the same time. In contrast, you'd literally have no idea 343's Forerunners came from the same series as Bungie's if you compared the two art styles with no other info.
 
Yeah, it's the left. Just seems to be the norm then, no point in swapping them out (seeing as I have no MS store near). It's a slight difference, but it's still noticeable.
It's probably a manufacturing defect with this newer line of controllers. I hope it's not present on the Elite...
 
I get what you're saying.... but those screenshots are last gen. If they released something so bland as this now, people would be whining about it being last gen and not innovative.

Sometimes developers just can't win it seems.

Halo 2 to Halo 3 was a generational leap too. Just as much of a technical jump as Halo 4 to Halo 5. Yet the map design philosophy remained consistent.

And fwiw, this was a problem in Halo 4 too. Not this bad though.
 
I just wish 343 had made some attempt to relate the design language to Bungie's Forerunner stuff, which was so well developed in the earlier games. I don't buy the argument that "culture evolves" or the living Forerunners and their active constructs "should" look different. That's just a post-hoc justification for 343's art choices. And while it would probably be stifling for their art department to have to match other people's work, that's what you do when you inherit some other group's franchise, assuming you want to respect what made it great in the first place.

Look at what the art people have done for the new Star Wars film. It's the perfect blend of old and new, classic and fresh at the same time. You'd literally have no idea 343's Forerunners came from the same series as Bungie's if you compared the two art styles with no other info.

I feel like alot of the art direction discussions are usually framed as halo 1-3 vs halo4-5

I always thought that the big change in art direction happened with Reach and was done by Bungie: 4-5 just followed along.

EDIT: especially the shift to "busy" designs was done with Reach
 
Plaza looks so interesting and unlike any halo map I can think of. Someone mentioned it looked like a cod map and I don't think I disagree. Time will tell with hands on if its a good playing map, but at the very least, I'm loving how fresh it seems to be and how clamber opens up maps like this.
 
Plaza looks so interesting and unlike any halo map I can think of. Someone mentioned it looked like a cod map and I don't think I disagree. Time will tell with hands on if its a good playing map, but at the very least, I'm loving how fresh it seems to be and how clamber opens up maps like this.

If it was a CoD map, half of it would be broken
kappa.png
 
To each their own, a map could be the most bland shit in the world and I wouldn't care if it played well. The gameplay is what hooks me, not the art.

I totally get your point, and I'm not complaining about the halo 5 maps (they look nice), but why can't we have both?
 
It doesn't take a rocket scientist to see that aesthetically all of the arena maps are sterile and boring. They seemed to be designed for only competitive play. Personally, I enjoy playing on maps like Ivory Tower or Lockout. They had a unique design and fun for competition.

Fair enough. I'm not a regular and/or competent Halo player and cannot comment on the "boring and sterile" maps, but its ridiculous how 343i continuously gets railed on for not being Bungie.

The game should be critiqued of course. But on its own merits and flaws. 343i isn't Bungie, for better or worse. Lots of people have invested sweat and tears into the project & it really doesn't seem constructive [or nice] to then judge their work based on output(s) of a predecessor that they could not have influenced.

I would not like to live behind a towering shadow that people constantly used to bludgeon my accomplishments or amplify my failings, and neither would you.
 
I'm confused bring on mobile and seeing map count discussion. How many are there?

21 maps
5 breakout maps (forged)
2 forge maps (orion and pegasus)
8 non forged arena maps
3 warzone maps
3 clones of the warzone maps shrunken for a different game-mode

I would not like to live behind a towering shadow that people constantly used to bludgeon my accomplishments or amplify my failings, and neither would you.
That's what happens when you take the responsibility of making games in a franchise with an established universe. The guys at StreumOn shouldn't be allowed to make the Marines in SpaceHulk:Deathwing short scrawny weaklings just because they aren't GamesWorkshop, and if they want to do that then they shouldn't be working on a Warhammer game.
 
Fair enough. I'm not a regular and/or competent Halo player and cannot comment on the "boring and sterile" maps, but its ridiculous how 343i continuously gets railed on for not being Bungie.

The game should be critiqued of course. But on its own merits and flaws. 343i isn't Bungie, for better or worse. Lots of people have invested sweat and tears into the project & it really doesn't seem constructive [or nice] to then judge their work based on output(s) of a predecessor that they could not have influenced.

I would not like to live behind a towering shadow that people constantly used to bludgeon my accomplishments or amplify my failings, and neither would you.

That's a valid point, but most of the comparisons are used for examples to illustrate the point. Where applicable, we could compare Halo 4 to Halo 5 to the same end.

Halo-War-Games.jpg

Halo-4-26-09-12-013.jpg


Complex in Halo 4 has a mostly good balance of visual clarity and detail. Almost everywhere there is detail, it is either used for practicality or away from the player's active peripheral vision.
 
21 maps
5 breakout maps (forged)
2 forge maps (orion and pegasus)
8 non forged arena maps
3 warzone maps
3 clones of the warzone maps shrunken for a different game-mode

Ok, so the 3 other Warzone maps are clones, didn't know that. Pretty disappointing.

Damn, I hope the DLC maps are all unique then. It'll be sad if they aren't.
 
I feel like alot of the art direction discussions are usually framed as halo 1-3 vs halo4-5

I always thought that the big change in art direction happened with Reach and was done by Bungie: 4-5 just followed along.

EDIT: especially the shift to "busy" designs was done with Reach
You do have a point. Even Halo 3 showed signs of design weirdness, especially certain buildings on The Ark. I wonder if staffing changes were the issue. ODST's team had a lot of people who worked on Halo CE, and it felt like classic Halo despite being set in just one Earth city.

Though Reach's stuff was still recognizably Halo, it was less disciplined design-wise. I would still want to point out that if 343 did follow Bungie's lead, they took the wayward art style
to new levels of excess with Halo 4. Some things like the floating columns were neat, and would have worked beautifully if the overall design language had been more restrained. But instead of favoring simple and elegant geometry to evoke a sense of ancient power, they piled heaps of detail onto crazy jagged shapes and ended up falling into the same trap as many other games with futuristic but utterly forgettable designs.
 
So apparently Australians will be getting screwed after all.

Poster on Reddit is saying he tried joining a US friends party but the game wouldn't let them start because one person (the Aussie) had high latency connection to the server. Match would only start once he left.

https://www.reddit.com/r/halo/comments/3pvhkg/halo_5_au_high_latency_issues/

Bit silly.

Hopefully this just means that he'll have to play with other players in his region which I think is an overall positive. High ping players detract from the experience for everyone else. If 343 has really put an end to that I will be so impressed.
 
So apparently Australians will be getting screwed after all.

Poster on Reddit is saying he tried joining a US friends party but the game wouldn't let them start because one person (the Aussie) had high latency connection to the server. Match would only start once he left.

https://www.reddit.com/r/halo/comments/3pvhkg/halo_5_au_high_latency_issues/

Bit silly.

... Good? It means the game is prioritizing connection quality. I mean, it does suck if someone is trying to play with friends from different regions but high latency would have provided a very sub-optimal experience for the person from Australia.
 
You do have a point. Even Halo 3 showed signs of design weirdness, especially certain buildings on The Ark. I wonder if staffing changes were the issue. ODST's team had a lot of people who worked on Halo CE, and it felt like classic Halo despite being set in just one Earth city.

Though Reach's stuff was still recognizably Halo, it was less disciplined design-wise. I would still want to point out that if 343 did follow Bungie's lead, they took the wayward art style
to new levels of excess with Halo 4. Some things like the floating columns were neat, and would have worked beautifully if the overall design language had been more restrained. But instead of favoring simple and elegant geometry to evoke a sense of ancient power, they piled heaps of detail onto crazy jagged shapes and ended up falling into the same trap as many other games with futuristic but utterly forgettable designs.

Yea this was going a bit overboard. It isn't an issue though because the color contrast is done well.

 
Ok, so the 3 other Warzone maps are clones, didn't know that. Pretty disappointing.

Damn, I hope the DLC maps are all unique then. It'll be sad if they aren't.

That city maps they showed that was presumably a Warzone map isn't making launch so it's fair to assume the DLC maps will include some unique settings.
 
Hopefully this just means that he'll have to play with other players in his region which I think is an overall positive. High ping players detract from the experience for everyone else. If 343 has really put an end to that I will be so impressed.

... Good? It means the game is prioritizing connection quality. I mean, it does suck if someone is trying to play with friends from different regions but high latency would have provided a very sub-optimal experience for the person from Australia.

Effectively region locking multiplayer with parties isn't really a good thing.
 
Top Bottom