Halo 4 Announced (MS Conf, 2012, Start Of New Trilogy)

I like the idea of a more advanced hubworld for Halo 4, but I can't figure out how to incorporate a story to fit the structure.

I think it'd be really cool if the first half of the game allowed you complete creative freedom in the hubworld, the only goal is to survive and re-establish UNSC contact. Once you've done that, the more traditional action packed missions emerge and you have to wage key battles in certain locations on the ring. Maybe even do other stuff like retaking the Control room, map room etc.

Side quests could be awesome as well. It could involve capuring key locations from the Covenant and helping marines establish forward bases there. It could also involve exploring random forerunner structures and finding items which would enhance your armour, or help with the battle for the overall structure.
 
Don't mind me, I'm just consolidating all of my Halo 4 posts from various threads into one mega-post of Very Bad Ideas and updating my little weapon list from yesterday to be easier to read / less terrible (but still probably pretty bad). Enjoy.
I wanted to include some degree of AA-like function because I honestly like the variety they bring to the game, just not in the way they were implemented in Reach. It also touches on my comment earlier about certain Halo weapons starting to feel redundant or pointless; AAs can be something extra to differentiate them from other weapons that are too similar in form or make a cruddy weapon suddenly have a more desirable function. Covenant weapons, for example, really need something to make them distinctive again. I also like the concept of having a Secondary Fire mechanic but don't think the standard implementation would work for Halo.

The important part is that the abilities are now paired exclusively with weapons, limiting the potential for abuse. No more Active Camo + Sniper Rifle bullshit. Here's a revised version of the chart I posted last night. Click to enlarge.



Additional examples, possibly on Forerunner weaponry;

Overshield-on-Demand
A weapon could generate a small "Overshield Pulse" when activated; your shields temporarily gain a small amount of Overshield for a few seconds when activated. This provides a sort of metagame; knowing when to pop your extra shield boost while bearing down on an enemy would require a great deal of skill to judge. Too soon and they just chew the extra shield up, too late and they chew you up. This would be an interesting dynamic without the cheapness of Armor Lock.

Stealth Generator
Would provide a very short duration Active Camo effect. This effect would be married to a weapon that can't be abused quite as much as the Shotgun or Sniper Rifle could in Reach. Something like a Forerunner pistol with a small clip to reign in the abuse.

Rective Hologram
One weapon could utilize the Hologram effect from Reach, as it was great at faking enemies out. Additionally, if an enemy actually shoots the "reactive" hologram, it will create an on-screen 'ghost' of an enemy, visible even through walls, that shows where the shooter is at. I'm seeing this on the Forerunner version of the Assault / Plasma Rifle, something they'd use to set traps.

Flood-Absorption Module
The Forerunners in Halo 4 will be very old and likely have spent a lot of time pondering their enemy, the Flood. Perhaps they will have adapted part of the Flood's unique biology to produce a weapon that has organic elements that can be used to heal the user. To prevent abuse, the heal effect would have a very long cooldown or would consume a significant chunk of health. I can see the weapon having flamethrower-like properties; short range but not quite melee-range like the Shotty/sword.​
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Thruster Dash:
Finally, the Armor Ability button is replaced by a thruster-based "Dash", as seen in the Halo 4 Teaser. This is essentially Sprint made a default ability, but with quite a few options on functionality.


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Yes, I have too much time on my hands. Back to the Guild Wars 2 thread with me.

You should read my thread. I took the idea of secondary fires and ran with it.

http://www.neogaf.com/forum/showthread.php?t=449077
 
That consolidated battle rifle idea is terrific.

Thanks. I prefer the BR to the DMR, though a large part of that has to do with the way the DMR was introduced (with bloom, in my least favorite Halo game, etc.). It feels far too powerful to start with and has so much range and power that it overshadows the rest of the weapons. By marrying it to the BR as an alternative fire mode and bringing the zoom back to the 2x, it feels like a nice harasser weapon that you can switch to super-accurate 'baby sniper' mode to pick people off with, but the slow rate of fire and shorter zoom keeps it from being too strong.

You're ideas disgust me.

As does your grasp of grammar.
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Was there something specific you didn't care for or was it all just too much to bother reading?

I like the idea of a more advanced hubworld for Halo 4, but I can't figure out how to incorporate a story to fit the structure.

ODST did it fairly well; instead of flashbacks, Halo 4 could have each stage branch off from the hub as a mission; Cortana tells you "We need to get to the communication array" and you make your way through the hub world to a door/canyon/teleporter/whatever that leads to that area. From there out it's linear like every other Halo.

You should read my thread. I took the idea of secondary fires and ran with it.

Good stuff, and Perfect Dark has some amazing weapons. I think you need to put some more thought into your choices though; giving the Sniper Rifle active camo and the shotgun an overshield would lead to a lot of headaches and really isn't fixing the problems that AA introduced to Reach.
 
Frankie will be at gdc next week, so I'm sure we can expect some news on halo 4 regardless of the quality.

It might require some reading between the lines but I'm sure some halo 4 stuff will be hinted at.

Actually, since the embargo ends during gdc, i'm guessing it's very likely we'll get something relatively big at the event.
 
Thanks. I prefer the BR to the DMR, though a large part of that has to do with the way the DMR was introduced (with bloom, in my least favorite Halo game, etc.). It feels far too powerful to start with and has so much range and power that it overshadows the rest of the weapons. By marrying it to the BR as an alternative fire mode and bringing the zoom back to the 2x, it feels like a nice harasser weapon that you can switch to super-accurate 'baby sniper' mode to pick people off with, but the slow rate of fire and shorter zoom keeps it from being too strong.
This idea was introduced during the development of Halo 2. At or around the time of the E3 2003 demo. But you probably already knew that.
 
Frankie will be at gdc next week, so I'm sure we can expect some news on halo 4 regardless of the quality.

It might require some reading between the lines but I'm sure some halo 4 stuff will be hinted at.

Actually, since the embargo ends during gdc, i'm guessing it's very likely we'll get something relatively big at the event.
Halo 4 confirmation on the 29th, reveal on the 5th, GDC news, then Game Informer cover.... sounds like a plan!
 
Not a big Halo fan, but nonetheless I'll probably buy it and somewhat enjoy it, just like the rest of the games. Although its been ages since I've played 1 and 2, maybe I'll check those two out again.

Are Original Xbox games still compatible with the 360? I remember one of my friends telling me that they weren't, but I don't really trust him with this kind of info, haha.
 
Not a big Halo fan, but nonetheless I'll probably buy it and somewhat enjoy it, just like the rest of the games. Although its been ages since I've played 1 and 2, maybe I'll check those two out again.

Are Original Xbox games still compatible with the 360? I remember one of my friends telling me that they weren't, but I don't really trust him with this kind of info, haha.

They most certainly are, just remember you can't go online in Halo 2.
 
Halo 2 also has some weird graphical glitches on the 360...

Just buy Anniversary if you want to play CE again, worth it if you enjoyed the first...
 
I can not wait for the commercials to hit. HALO 3 had some amazing work put into the commercials. They added life and insight into the universe and game. My favorite being starry night trailer. Hope there's stuff like that for HALO 4.

Couldn't resist rewatching it and felt the need to share it with you all too.

http://www.youtube.com/watch?v=CnYKHJz_6XY

Chills go through my spine whenever I see Master Chief get up and look up into the sky like that. So kickass.
 
Good stuff, and Perfect Dark has some amazing weapons. I think you need to put some more thought into your choices though; giving the Sniper Rifle active camo and the shotgun an overshield would lead to a lot of headaches and really isn't fixing the problems that AA introduced to Reach.

That list was some really rough brainstorm, I am pretty sure a few minutes of play testing would change things completely. You get the gist though.
 
I dont think reach should be "open world" or hub for that matter, what i think they should do however is backtracking like in halo ce.

I hate that halo got such a bad rap for re-using specific locations, the reality is that those locations were important to the story, so back tracking through them was also important. At the same time we learned the level layout and when faced with the flood we were given the opportunity to see how those areas play out with new foe and new bag of tricks. The problem wasn't the backtracking, it was that they didn't provide enough variation in that specific level to warrent its length.

If there's an area in halo 4 that's important, i dont see any reason why we can't revisit it more then once.
 
I dont think reach should be "open world" or hub for that matter, what i think they should do however is backtracking like in halo ce.

I hate that halo got such a bad rap for re-using specific locations, the reality is that those locations were important to the story, so back tracking through them was also important. At the same time we learned the level layout and when faced with the flood we were given the opportunity to see how those areas play out with new foe and new bag of tricks. The problem wasn't the backtracking, it was that they didn't provide enough variation in that specific level to warrent its length.

If there's an area in halo 4 that's important, i dont see any reason why we can't revisit it more then once.

This is what I could never understand. I always assumed we repeated levels because of the story.

But the argument might then be, was this done on purpose due to time constraints?
 
Using the story to justify repetitive level design is pretty inexcusable. Good thing the level design was otherwise good and the combat fun. I love CE, but some of the levels drag on, especially the second time through.
 
Using the story to justify repetitive level design is pretty inexcusable. Good thing the level design was otherwise good and the combat fun. I love CE, but some of the levels drag on, especially the second time through.
I felt like the biggest repeat levels, Attack on the Control Room and Two Betrayals, were two of the best levels in the game. It's interesting how different a level can feel by going through it in the opposite direction with different enemies, vehicles, music, and changes to the scenery. The first seven levels were so unique when compared to each other, that I didn't mind back tracking through the last three. I also felt it added a layer of realism to the game by having that sense of familiarity, which connected you to the story in your final task of getting back to the Pillar of Autumn to destroy Halo.

I agree that using the story to justify repetitive levels is not a good reason, but it more than worked in Halo:CE. I can't even count how many hours I spent playing through the campaign or just my favorite levels of the campaign, by myself and through co-op with friends. Halo:CE was the best video game experience of my life, with only World of Warcraft, Vanilla through Wrath, coming close to matching it.
 
But the argument might then be, was this done on purpose due to time constraints?

It was. Halo 1 for the Xbox was done in 5 months. Multiplayer was done by two guys without Microsoft's blessing in even less time. Guys that learned 3DS Max as they were going. There's an interview where one of them says he didn't figure out what "Extrude" did until halfway to ship :lol
 
I like the idea of a more advanced hubworld for Halo 4, but I can't figure out how to incorporate a story to fit the structure.

I wouldn't think so. If it's on a halo or other forerunner structure with nature on it the climate and natural surroundings could change very easily
 
Using the story to justify repetitive level design is pretty inexcusable. Good thing the level design was otherwise good and the combat fun. I love CE, but some of the levels drag on, especially the second time through.

I agree that the level itself drags on, but the re-use of the level is not what causes the issue, it's the fact that is the same exact room pasted 3 times.

I think the backtracking in that game works really well, the 3 way battles and flood make the level play differently then on the first treck through it, as does the shotgun. I just think that the backlash against the design has caused them to avoid backtracking all together which is completely wrong imo.

the backtracking in metroid allows for better exploration of the enviroment, and a to me was an important method to get the me familar with it's hostilities.

I'd rather play one level twice, if that level was really fucking good, then play 2 mediocre levels that are boring but completely different.

So I want bit of backtracking or convergence on some of the levels in halo 4. But I think a completely new hub world would hurt the storytelling a bit because unlike odst i dont think cheif can use flashbacks as a proper rhetorical device.

I felt like the biggest repeat levels, Attack on the Control Room and Two Betrayals, were two of the best levels in the game. It's interesting how different a level can feel by going through it in the opposite direction with different enemies, vehicles, music, and changes to the scenery. The first seven levels were so unique when compared to each other, that I didn't mind back tracking through the last three. I also felt it added a layer of realism to the game by having that sense of familiarity, which connected you to the story in your final task of getting back to the Pillar of Autumn to destroy Halo.

I agree that using the story to justify repetitive levels is not a good reason, but it more than worked in Halo:CE. I can't even count how many hours I spent playing through the campaign or just my favorite levels of the campaign, by myself and through co-op with friends. Halo:CE was the best video game experience of my life, with only World of Warcraft, Vanilla through Wrath, coming close to matching it.

I agree.
 
I don't know if this validates the March 5th reveal date that is rumoured, but I thought you guys should know that Geoff has said lots of reveals for March. Hmm it's starting to become clear.

“A few GTTV shoots coming up this week. Lots of new game announcements coming your way in March (not just on GTTV).”
 
I wish developers created gameplay scenarios that serve the progression of the story and the characters and the world.

Still feel like we are stuck in that mindset of arcade shooting and the sorts. Where really what's important it's to support the entire gameplay decisions with changes to the story. Which a lot of times limits severely the kind of involvement you end up getting from it all.

It think gameplay and story have to be interconnected.

In the case of Halo I hope a lot for that. I'm kinda done with the whole "shoot people in the face for 30 mins, now get some story progression, shoot for another 30 mins". I want integration, every location chosen, every game scenario has to feel like it's alive and connected to the story.

These days when I feel like a game is just about shooting people in the face...I don't know, it feels like it's for kids.

Let me know these characters, let me know this world, let me feel part of something that feels big and important. Let me care about what's happening, let me care about NPCs, etc

Otherwise it's just a couple of monkeys in a 3D map.
 
I'd really like the next Halo to have the multiplayer of Halo 2. I loved Reach's MP but H2 was legendary.

I agree with this, with perhaps a change to remove dual wielding, but I'm sorta 50/50 on the whole dual wielding aspect.

I personally had the most fun with Halo 2, and I don't think it is just rose coloured glasses, though that may be a part of if.

A big part of Halo 2 was the maps were great and the gameplay was pure. The ranking system, the vehicles, the weapons, clans.
 
I didn't say it was real, nor that I'm even hoping it's real, its just thats insane quality for a fake if it is fake. Whoever made it put a crazy amount of work into it.

It's fake. Looks like an After Effect demo with our title cards edited in. I don't know why someone would make that instead of a music video
 
Frankie will be at gdc next week, so I'm sure we can expect some news on halo 4 regardless of the quality.

It might require some reading between the lines but I'm sure some halo 4 stuff will be hinted at.

Actually, since the embargo ends during gdc, i'm guessing it's very likely we'll get something relatively big at the event.

I am at GDC to talk about recruiting to college students. Sowwy. :-/ and I am giving out free hugs.
 
lrn2mltiqute newb
I didn't say it was real, nor that I'm even hoping it's real, its just thats insane quality for a fake if it is fake. Whoever made it put a crazy amount of work into it.

I would bet it wasn't made by someone just for this. It was probably lifted from some obscure animation company's portfolio or something.
 
I wish I was one of those people who could say that frankie was lying when he says something is fake, but I'm not. Thanks for clearing that up Frankie, I have a sad now
 
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