Halo 4, One Year Later: What Happened?

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Chettlar

Banned
I'll throw in my perspective; I'm a PC gamer but I recently bought ODST, Reach and 4 on xbl. Not going to touch any mp because fps on controller doesn't work for me.

ODST: Fun game but the detective parts were absolutely useless. Run from point A to point B and that's it. Cringeworthy story about saving the cute little engineer that could.

Reach: Great campaign. Loved the environments, especially the early ones. Dumb part about how "the ai chose you" but whatever it's a videogame not the Malazan Empire series.

4: Just started the campaign but two initial observations. The guns sound way better in 4 than the other games. Also, the graphics are an order of magnitude better.

*The tricks enumerated on the last page do a better job of looking pretty.

FTFY
 

Chitown B

Member
I miss the days of Halo 2. The maps were some of the best I have played on any game. I don't understand why they cannot update previous maps, and release them with the new iterations of a franchise. At least the popular ones. Everyone loved playing Blood Gulch, or Coag. Burial Mounds, Relic, Zanzibar, Ascension...I could go on. I know every map made cannot be brought forward to new games, but at least a few.

As for Halo 4, it was a good game, it had some high points, but 343 just hasn't handled it like Bungie. Bungie knew what it took and when they introduced new aspect, they didn't lose sight of what made Halo, Halo.

they do update the maps and add them. Half the maps you mentioned are in other Halo games.
 

Chettlar

Banned
Hey, if it looks pretty, it looks pretty.


Doesn't matter how they managed it.

Except it does matter. First of all, a lot of the tricks are actually pulled off pretty badly if you actually look at them. I mean, don't get me started on split-screen.

And it matters more than that. It came at the expensive of huge environments and decent enemy AI, two staples of the Halo franchise.

Oh, and the skyboxes are sooooo ugly.
 

Sothpaw

Member
Except it does matter. First of all, a lot of the tricks are actually pulled off pretty badly if you actually look at them. I mean, don't get me started on split-screen.

And it matters more than that. It came at the expensive of huge environments and decent enemy AI, two staples of the Halo franchise.

Oh, and the skyboxes are sooooo ugly.

Just landed on the first planet so I haven't noticed the small environs or weak ai yet. Sucks you can't have the best of both worlds but the console came out in 2005.

Still gun sounds matter a lot to me and 343 def made improvements there.
 

jem0208

Member
Except it does matter. First of all, a lot of the tricks are actually pulled off pretty badly if you actually look at them. I mean, don't get me started on split-screen.

And it matters more than that. It came at the expensive of huge environments and decent enemy AI, two staples of the Halo franchise.

Oh, and the skyboxes are sooooo ugly.


That's only if you actually look for them though. If you just play the game normally it looks very good for a game running on 9 year old hardware from 2 years ago.

I do agree that splitscreen had some serious LOD issues though.

However the AI was fine, and yes it's sad about the lack of lots of large environments but that's a limitation of the hardware, not due to "tricks". They can't improve the graphics and keep large loads of big areas even though a couple of them weren't exactly small.

They really weren't ugly either. They weren't hugely wow inducing but they certainly weren't ugly.


Halo 4 may have had problems, however it's graphics certainly weren't one of them. For a 360 game it is incredibly good looking.

"Ya I played that pretty new Halo game for about 4 hours, it looked really good and was alright. Not sure what you are all upset about."

I'm not sure what you're trying to say here.
 

Ein Bear

Member
Halo 4's tech is absolutely rubbish. Yeah, it might look pretty on a superficial level in screenshots and such, but the enemy AI, environment scale and splitscreen performance are worse than Halo 1 on the original Xbox, never mind the other 360 titles. Halo Reach is only a very marginal step-back visually, and pisses all over Halo 4 in every other technical aspect.
 

Izayoi

Banned
Halo 4 looks fantastic at the expense of actual gameplay. Tiny environments, garbage AI, and tired encounters with boring enemies.

Zzzzzz.....

Edit: What they ^ said.

Reach was way more impressive on a technical level.
 

jem0208

Member
Halo 4 looks fantastic at the expense of actual gameplay. Tiny environments, garbage AI, and tired encounters with boring enemies.

Zzzzzz.....

Edit: What they ^ said.

Reach was way more impressive on a technical level.

Neither of the bolded are true and the boring enemies aren't due to the graphics.
 
Neither of the bolded are true and the boring enemies aren't due to the graphics.

The Elite AI suffers the most. They have a really short engagement distance and sometimes will completely detach from the player. They also tend to get stuck on geometry more than the other games. Coming off of Reach, it was a noticeable downgrade for them.
 

Ein Bear

Member
Neither of the bolded are true and the boring enemies aren't due to the graphics.

Enemy AI and environment scale are noticeably downgraded in Halo 4.

Compare blowing up that Covenant ship in Halo 4 to the multi-Scarab battle in Halo 3, the latter has so much more stuff going on, in such a larger area it's crazy. The Reclaimer mission in Halo 4 is about the largest that game gets, and the areas are much smaller and more linear than the 'big' missions in the previous games.

As for AI... Load up Halo 4 and go to a level with Banshees. Watch the Covenant try to fly them and see how the react to you when you're in one, then try saying there's no downgrade there.
 
I had a Promethean Knight completely stop melee-ing me and walk away when I engaged the shield AA, that's some bad AI. I'd show the clip of it, but oh yeah, the graphics were so pretty that they broke the campaign theater that worked properly in the previous 3 Halo games.
 

Izayoi

Banned
Neither of the bolded are true and the boring enemies aren't due to the graphics.
Both of the bolded are true.

The AI is absolutely terrible, even on Legendary. Elites were a downright joke compared to the ones in Reach, who were brutal. The Prometheans are only difficult to fight because of their ability to sponge bullets and teleport, mechanics that can't be attributed to AI.

Boring enemies, I would argue, are because of the graphics. They spent so much time and money on the visuals that it detracted from the rest of the game.

Compared to previous Halo titles, the environments are tiny. Every previous Halo game (even ODST) has at least two levels that dwarf the largest Halo 4 has to offer (with the exception being maybe Shutdown, but you're pretty much just flying from one pillar to the next, there's no real opportunity for exploration).

Halo
The Silent Cartographer
AotCR

Metropolis
Delta Halo
Quarantine Zone

The Storm
The Arc
The Covenant

Hub City
Uplift Reserve

Winter Contingency
Tip of The Spear
Long Night of Solace
New Alexandria
The Package

---

Halo 4 is an embarrassment to the franchise, an abomination that should have never been birthed.

Also, damn, I forgot how many awesome levels Reach had. Time for a replay.
 
On the "maps don't work in new game iterations" note, I am amazed they avoided Waterworks for Halo 4. It's nothing but rocks and Forerunner architecture and the map seems like the perfect place to spam the shit out of Mantises. It's, like, the one map I would have been content with them introducing to the Halo 4 sandbox.
 
On the "maps don't work in new game iterations" note, I am amazed they avoided Waterworks for Halo 4. It's nothing but rocks and Forerunner architecture and the map seems like the perfect place to spam the shit out of Mantises. It's, like, the one map I would have been content with them introducing to the Halo 4 sandbox.

They squished it together and named it Shatter.
 

bidguy

Banned
The Elite AI suffers the most. They have a really short engagement distance and sometimes will completely detach from the player. They also tend to get stuck on geometry more than the other games. Coming off of Reach, it was a noticeable downgrade for them.

eh they where pretty fucking intimidating on legendary all skulls on
 
B

Halo 4 is an embarrassment to the franchise, an abomination that should have never been birthed.

I think you are taking video games a bit to serious here buddy.

Also, its debatable whether H4 is the series worst game, but id give all the games a solid 9 through-out. Every game has brought in some form or shape some innovation to the marker. Now, speaking of H4's merits, it did bring some cool episodic content that was FREE with the game, albeit needing XBL AND cutting features likes Theatre, etc. But seeing as the XBO has these Theatre features built in, it i suppose in a way could be making a come back in future titles.
 
And it was complete bunk. It's probably for the best that it was excluded, they only would've managed to somehow make it worse.

To be fair, it's one of the better CTF maps in the game (if you manage to ever find DLC). It falls apart in anything else though. If Assault was in the game, it probably would have played that well too.
 

Jex

Member
eh they where pretty fucking intimidating on legendary all skulls on
That's really not go much to do with the AI though. The AI in Halo 4 is distinctly worse than the previous games, regardless of difficulty. If you just mess around in Reach's Firefight mode and fight all the different kinds of really well balanced enemies that are in that game and then dip into Halo 4 the difference is really night and day.
 

jem0208

Member
Both of the bolded are true.

Boring enemies, I would argue, are because of the graphics. They spent so much time and money on the visuals that it detracted from the rest of the game.

That's just ridiculous. The developers creating the graphics have nothing to do with the developers coding the AI and designing the enemy encounters. 343i isn't some 2 man indie team, they have multiple people working on every aspect of the game.


Compared to previous Halo titles, the environments are tiny. Every previous Halo game (even ODST) has at least two levels that dwarf the largest Halo 4 has to offer (with the exception being maybe Shutdown, but you're pretty much just flying from one pillar to the next, there's no real opportunity for exploration).

Halo
The Silent Cartographer
AotCR

Metropolis
Delta Halo
Quarantine Zone

The Storm
The Arc
The Covenant

Hub City
Uplift Reserve

Winter Contingency
Tip of The Spear
Long Night of Solace
New Alexandria
The Package

I'm not saying the environments in Halo are huge, but they aren't small. They levels quite regularly open up into reasonably sized arenas. It is in no way a corridor shooter. However again, this is due to limitations of the hardware. The 360 is extremely old and has something like 256mb of RAM. I'm surprised they managed to create levels that large with the graphics looking as good as they do.

Halo 4 is an embarrassment to the franchise, an abomination that should have never been birthed.

And this is when I realised there is no point discussing this with you...

Enemy AI and environment scale are noticeably downgraded in Halo 4.

Compare blowing up that Covenant ship in Halo 4 to the multi-Scarab battle in Halo 3, the latter has so much more stuff going on, in such a larger area it's crazy. The Reclaimer mission in Halo 4 is about the largest that game gets, and the areas are much smaller and more linear than the 'big' missions in the previous games.

As for AI... Load up Halo 4 and go to a level with Banshees. Watch the Covenant try to fly them and see how the react to you when you're in one, then try saying there's no downgrade there.

I'm not saying the environments are massive, however they certainly aren't tiny.

Regarding AI, I never noticed any issues with them and I've played through the game 4 times once on legendary where the AI is fucking evil.
 

Karl2177

Member
The Elite AI suffers the most. They have a really short engagement distance and sometimes will completely detach from the player. They also tend to get stuck on geometry more than the other games. Coming off of Reach, it was a noticeable downgrade for them.

To add to this, the Sword Elite is the worst offender of the bunch. His AI boils down to this: Can I see the player? Can I reach the player? If either of those is no, he'll do nothing to change the situation. When they do decide to attack the player, they still have the Sword passive of not slowing while the wielding biped is being shot. It ends up being a lot of frustration when battling them.
 

Ein Bear

Member
I'm not saying the environments in Halo are huge, but they aren't small. They levels quite regularly open up into reasonably sized arenas. It is in no way a corridor shooter. However again, this is due to limitations of the hardware. The 360 is extremely old and has something like 256mb of RAM. I'm surprised they managed to create levels that large with the graphics looking as good as they do

The 'it's old hardware' argument has always seemed flawed to me, since the developers should have worked within the 360's limitations. If the console can't deliver visuals like Halo 4's without compromising the things that the series is known for, then they shouldn't be shooting for those visuals in the first place.
 

jem0208

Member
The 'it's old hardware' argument has always seemed flawed to me, since the developers should have worked within the 360's limitations. If the console can't deliver visuals like Halo 4's without compromising the things that the series is known for, then they shouldn't be shooting for those visuals in the first place.

The problem there is that they can't not improve the graphics. Thankfully this issue won't be here for Halo 5, new hardware is awesome :D
 

FyreWulff

Member
Banshees also get stuck on geometry.

And Elites will continue letting you ping them to death as long as you don't enter their "awareness" sphere.
 
Halo was the last major holdout on the weapon/perk unlock grind. It was really sad to see them dive down that rabbit hole, not sure we'll see a major title without all that baggage again.
 
Halo was the last major holdout on the weapon/perk unlock grind. It was really sad to see them dive down that rabbit hole, not sure we'll see a major title without all that baggage again.

The good news is that if H2A is real and successful
and relatively unchanged
, they could build off of that gameplay again (as opposed to Reach/H4) and ease the series back into more traditional default gameplay.
 

Computron

Member
Banshees also get stuck on geometry.

And Elites will continue letting you ping them to death as long as you don't enter their "awareness" sphere.

defgC6O.gif
 

Chettlar

Banned
However the AI was fine,

It was not. It was goddamn awful. Worse than Reach and Halo 2.

and yes it's sad about the lack of lots of large environments but that's a limitation of the hardware, not due to "tricks". They can't improve the graphics and keep large loads of big areas even though a couple of them weren't exactly small.

I didn't say that was directly due to tricks. Basically, the game puts graphics over gameplay and level design, and even then it has to cheat to look the way it does. Often times, you can run into things that really kill that when you see the tricks not working out, and you will.

The focus on making it such a good looking kept the areas from being large and for the most part being awfully small, as well as the AI being really bad. Halo 2 did the exact same thing, and had the exact same results. Both are considered the poorest of the campaigns as a result.

They really weren't ugly either. They weren't hugely wow inducing but they certainly weren't ugly.

They were awful quality. Worse than 3 and Reach's.

Halo 4 may have had problems, however it's graphics certainly weren't one of them. For a 360 game it is incredibly good looking.

I'm not sure what you're trying to say here.

The game suffered from emphasizing graphics over other things.

That's just ridiculous. The developers creating the graphics have nothing to do with the developers coding the AI and designing the enemy encounters. 343i isn't some 2 man indie team, they have multiple people working on every aspect of the game.

Yes it does. When you have the GPU working all out on graphics, and the CPU helping out, and then have the CPU working on things like graphics and all the other things it has to handle, there simply isn't enough to go around for things like AI.

It's not a manpower thing. It's a horsepower thing.

Also, being able to hit you easier doesn't just make the AI better. It could just mean that it's really, really cheap, like Killzone Shadowfall, for example. It's pretty easy to implement something like an aimbot and then make it so it misses every once in a while. That's called cheap. Artificial difficulty. It's bad.
 

jem0208

Member
It was not. It was goddamn awful. Worse than Reach and Halo 2.

I haven't seen any evidence of the AI being poor, when I played it regularly tried to flank and outmaneuver me just like older Halos. There were occasionally some quirks but they happened in the older Halos too.

I didn't say that was directly due to tricks. Basically, the game puts graphics over gameplay and level design, and even then it has to cheat to look the way it does. Often times, you can run into things that really kill that when you see the tricks not working out, and you will.

The focus on making it such a good looking kept the areas from being large and for the most part being awfully small, as well as the AI being really bad. Halo 2 did the exact same thing, and had the exact same results. Both are considered the poorest of the campaigns as a result.

This thing is they couldn't bring out a game where the graphics weren't improved, especially when you had games like Battlefield 3 looking absolutely gorgeous coming out a year before. The fact that they had areas as large as they were with the graphics they had is incredibly impressive.

Yes it does. When you have the GPU working all out on graphics, and the CPU helping out, and then have the CPU working on things like graphics and all the other things it has to handle, there simply isn't enough to go around for things like AI.

It's not a manpower thing. It's a horsepower thing.

If you can provide any form of evidence that CPU cycles were being taken up with graphics processing so much so that it couldn't compute good AI other than that you think the AI is bad then I will be impressed. Currently though that's a load of crap you're pulling out of thin air.

Also, being able to hit you easier doesn't just make the AI better. It could just mean that it's really, really cheap, like Killzone Shadowfall, for example. It's pretty easy to implement something like an aimbot and then make it so it misses every once in a while. That's called cheap. Artificial difficulty. It's bad.


I agree that aimbots are artificial difficulty, however I found that the AI did more than just shoot well. As I stated above.
 

Chettlar

Banned
I haven't seen any evidence of the AI being poor, when I played it regularly tried to flank and outmaneuver me just like older Halos. There were occasionally some quirks but they happened in the older Halos too.

It was awful. Most people seem to think it is as well. Elites would sometimes outright stand in the open not doing a thing.

And even if for the most part it wasn't that outright bad, the AI didn't do things like it did in other halos, like Elites literally using grunts as meat shields, for example.

It's pure and simple bad AI. Halo has always had REALLY GOOD AI.

This thing is they couldn't bring out a game where the graphics weren't improved, especially when you had games like Battlefield 3 looking absolutely gorgeous coming out a year before. The fact that they had areas as large as they were with the graphics they had is incredibly impressive.

There's nothing that says they couldn't have improved it while preserving those huge environments and overall making it look prettier. Reach, for example, took Halo 3's insane draw distance of like 13 miles or whatever, and doubled it. Remember the last mission in Reach? Look to your left once you get to the top of the first cliff. There's a gigantic valley to the left. At the far end are mountains. Those are actually being drawn. Not background. Actually being rendered by the engine. That is insane. There are obviously many things that could have been improved and made more efficient, and likely as not, Halo 4 did that.

The problem is not that it improved the graphics, it's that it when too far.

Gameplay > graphics is something you hear all the time, but 343 knows that gamers and the press are impressed with graphics when attempting to hype a game. This game was very much focused on fluff and rather than substance. Good looking game instead of things gamers, at the end of it all, want, such as an open beta, good AI, good multiplayer, etc.

The lack of open beta is a fantastic example. If people had played the beta, there would have been a huge backlash, and it likely would have been saved. Instead, we just got screenshots and vidoc after vidoc. Visuals. That's all we got. Visuals (and some sound). Fluff, in other words. Surface-level stuff. It's clear that 343 was more interested in the way the game appeared to the public to really up those initial sales than the actual substance of the game. Don't get me wrong, the game isn't half-assed. But it's about priorities. And it looks like the whole thing worked, too. Initial sales for Halo 4 were insane.

If you can provide any form of evidence that CPU cycles were being taken up with graphics processing so much so that it couldn't compute good AI other than that you think the AI is bad then I will be impressed. Currently though that's a load of crap you're pulling out of thin air.

You only have a limited amount of resources to do things.

Also, recall that sound takes inordinate amounts of CPU power. Up to a third. You will recall that Halo 4 is very sound heavy. Lots of high quality sounds being processed, up to the point that they had to set the quality/volume of the music down to where you could practically not hear it at all (the fact that there was no music volume slider, a standard option in video games for years now, provides more support for this).

With a ton of CPU power being dedicated to sound, you've got even less for complex things like AI.

I agree that aimbots are artificial difficulty, however I found that the AI did more than just shoot well. As I stated above.

I never said that they just shoot. I was giving an example.
 
Exactly, every dev/pub is scared to of doing something different from the now well established CoD formula. Perks, loadouts, meaningless progression systems, kill streak rewards, sprint, slow clunky base movement etc etc.

While a lot of players are toiling away, unlocking gun after gun, progressing through the experience based levels/ranks they are oblivious to the lack of actual gameplay underneath it all and the general dumbed down experience.

Games used to be about challenge and improving your accuracy, movement, decision making and various other skills. Now they are about a completely false sense of achievement plastered over the actual game that the average gamer is just too dumb to realise they are wasting their time pursuing.
To me projectile based weapons are vastly superior to hitscan, hitscan for a lot of weapons is just way too easy. The best way to balance the ranged utility weapons in Halo would be to make them completely consistent but difficult to use at longer ranges. You could do this by removing any aim assist beyond a certain range, limiting scope range and using actual projectiles that require leading to some degree at range. This way the average kill time increases with range and the skill gap opens up as the better players can really differentiate themselves in ranged encounters with higher accuracy and unpredictable strafing.
I like you.
 

Chettlar

Banned
I completely agree re the praise for the shooting mechanics is because they are so easy.

To me projectile based weapons are vastly superior to hitscan, hitscan for a lot of weapons is just way too easy. The best way to balance the ranged utility weapons in Halo would be to make them completely consistent but difficult to use at longer ranges. You could do this by removing any aim assist beyond a certain range, limiting scope range and using actual projectiles that require leading to some degree at range. This way the average kill time increases with range and the skill gap opens up as the better players can really differentiate themselves in ranged encounters with higher accuracy and unpredictable strafing.

I have more or less given up hope on 343 though as clearly they put almost no thought into creating a skill gap in the game or even worse they go out of their way to minimise the skill gap as much as possible, I can't quite make my mind up which it is.

Or alternately, have it get progressively worse. Having it at one particular spot suddenly off would be really odd and dissonant imo. You could mess around with at one point it starts, and how quickly it dissipates the further you go out, but having a single abrupt point at which it stops wouldn't work well I would think.

Oh, and yes. I like you too. You get it.
 

Izayoi

Banned
I think you are taking video games a bit to serious here buddy.

Also, its debatable whether H4 is the series worst game, but id give all the games a solid 9 through-out. Every game has brought in some form or shape some innovation to the marker. Now, speaking of H4's merits, it did bring some cool episodic content that was FREE with the game, albeit needing XBL AND cutting features likes Theatre, etc. But seeing as the XBO has these Theatre features built in, it i suppose in a way could be making a come back in future titles.
Me? Get bent out of shape about video games?

Never.

Stalactite Ordnance drops.
:lol

Might actually be interesting, we couldn't have that.

To be fair, it's one of the better CTF maps in the game (if you manage to ever find DLC). It falls apart in anything else though. If Assault was in the game, it probably would have played that well too.
RIP Assault. We hardly knew ye. ;_;

That's just ridiculous. The developers creating the graphics have nothing to do with the developers coding the AI and designing the enemy encounters. 343i isn't some 2 man indie team, they have multiple people working on every aspect of the game.
It does, though. Microsoft has a lot of money, but even they aren't dedicating unlimited money to the project. Sacrifices are always made somewhere.

I'm not saying the environments in Halo are huge, but they aren't small. They levels quite regularly open up into reasonably sized arenas. It is in no way a corridor shooter. However again, this is due to limitations of the hardware. The 360 is extremely old and has something like 256mb of RAM. I'm surprised they managed to create levels that large with the graphics looking as good as they do.
So... You're saying that it's an acceptable compromise? To have gorgeous areas that are tiny and completely uninteresting from a gameplay standpoint? In my view, it's bad game design. Reach looked absolutely gorgeous, and look at what it accomplished. There was no reason they needed to crank it up as much as they did, it completely compromised every other aspect of the game. Hugely disappointing.

And this is when I realised there is no point discussing this with you...
Why? A long-time fan isn't allowed a little hyperbole every now and then? Halo was my favorite (still is, I suppose, if you exclude 4) gaming franchise of all time. I'm obviously going to be upset when the series takes such a huge and dramatic departure from the previous formula, especially when it's in the complete wrong direction as is the case here.

I'm not saying the environments are massive, however they certainly aren't tiny.
In comparison to every previous title in the series they most certainly are.
 

Fun Factor

Formerly FTWer
Halo 4 has a great animation system, high-quality assets and shading for major characters (especially during cutscenes), and a pretty high geometry allocation for non-skybox terrain.

Outside of that, the graphics are alright to meh. Especially when it comes to how the game looks and feels in action.

-Instead of the geometrically-animated water of Halo's 3 and Reach, Halo 4 uses a static surface with purely textured effects.
-Light for light, Halo 4's dynamic lighting is a huge downgrade from Halo's 3 and Reach, and actually manages to fall below the oXbox titles in many ways. Even Halo 1 supports spotlights and configurable specularity, but Halo 4 only supports diffuse point lights. This is presumably why Halo 4 doesn't feature a flashlight, and I suspect the choices behind this compromise are a big part of why Halo 4 was able to reach 720p.
-Some of the methods Halo 4 uses to add "detail" are just plain ugly. Of particular note are the black "shadow" textures which fade away as you approach, which are responsible for some of the smeary-looking areas on Requiem and the general blotchiness of Ragnarok.
-A game as bloom-heavy as Halo 4 is, with as much high-contrast scenery as Halo 4 has, could use better HDR depth.
-Textures on dynamic objects are often pretty bad.
-No motion blur or AO. (Though of course some people might argue that this isn't really a disadvantage relative to its predecessors.)
-This is a bit general, but: aggressive effects work generally sucks in Halo 4. The first time I experienced a large number of plasma grenades going off in Halo 4 was perhaps the flattest moment I've ever experienced while playing Halo. Or, just compare Scarab destruction in Halo 3 to Liche destruction in Halo 4. The former features crazy lighting alteration, huge alpha-blended transparency layers, multiple large physics objects that stick around, and some particles that delightfully smash into the ground; the latter is basically an uninspiring "poof" with a couple of cheap falling objects that quickly vanish.
-Geometric LOD is quite aggressive. Some areas in Halo 4 have a nasty case of clay blob syndrome, and this becomes appalling in split-screen.
-In terms of static lighting, objects transitioning between light levels generally don't look very natural while doing so. Going from sunlight to shadow in Halo 4 often feels like going from sunlight to slightly less bright sunlight.

As a whole, Halo 4 doesn't strike me as significantly more visually impressive than Reach. And I certainly prefer the latter's aesthetic style. :/

I always thought Halo 3, to me, looked better, these are the reasons why.
 
I always thought Halo 3, to me, looked better, these are the reasons why.

Halo 3 does not look better than 4, I have no idea where this comes from. It's technically more impressive in some regards, especially lighting, shadows, HDR. But overall it looks much worse, mostly due to low geometry, low resolution, terrible aliasing, ugly character models and awful animations.

Reach was by far the best looking of the Halo games, IMO.
 

Flipyap

Member
Halo 3 does not look better than 4, I have no idea where this comes from. It's technically more impressive in some regards, especially lighting, shadows, HDR. But overall it looks much worse, mostly due to low geometry, low resolution, terrible aliasing, ugly character models and awful animations.

Reach was by far the best looking of the Halo games, IMO.
Awful animations? What, like, in cutscenes? Because Bungie Haloes' gameplay animations were always leagues ahead of 343's static animatronics, and those are infinitely more important and impressive.

I wouldn't even say that Halo 3's cutscenes were badly animated, they just made it look like the cartoon it was. Mocap would only make their low poly puppets look more awkward.
 
Awful animations? What, like, in cutscenes? Because Bungie Haloes' gameplay animations were always leagues ahead of 343's static animatronics, and those are infinitely more important and impressive.

I wouldn't even say that Halo 3's cutscenes were badly animated, they just made it look like the cartoon it was. Mocap would only make their low poly puppets look more awkward.

Human animations looked awful ingame and in cutscenes (they wer emuch more obvious here though). The lack of any motion capture effort was painfully obvious. I love me some Halo 3, but remembering the human models and animations make me cringe still..
 
Halo 4 has the worst Halo campaign and honestly I doubt I'll play any more of them. Another franchise run completely into the dirt. Everything interesting to me about the first game has been ground off or buried under bullshit.
 

HTupolev

Member
Halo 3 does not look better than 4, I have no idea where this comes from.
Halo 4 is my least favourite Halo with respect to visual aesthetics.
It's often very cluttered, and there's not much of a sense of iconic imagery outside of cutscenes and "vignette" moments. The game doesn't enjoy the deliciously bold color schemes of Bungie's games; usually, chromatic contrast is either very low, or only manifests through annoyingly harsh tron lines.
Halo 4 is also very inconsistent, making awkward graphical tradeoffs depending on the costliness of an area or scene. The game resultantly has difficulty blending different imagery and sequence types; the big skybox reveal at the start of Requiem would have had a lot more kick if they could have actually used it as a backdrop for major parts of the level, as Bungie had done with the view you get in Halo 1 after stepping out of the lifepod. The big impact of this is that Halo 4's levels have a hard time feeling spatially connected.
As I detailed earlier in the thread, Halo 4's graphics have lots of weaknesses with dynamic phenomena, and the game often winds up looking and feeling very "flat" in action as a result. The example that sits in my own mind as the most iconic: I round a corner in a warthog in Halo 1, I see the gigantic headlight reflection sweep across the walls; I round a corner in a warthog in Halo 4, nothing. It looks dead.

There are plenty of moments in Halo 4 that can look cool in and of themselves, but as an overall package, I'll take any other Halo.

I wouldn't even say that Halo 3's cutscenes were badly animated, they just made it look like the cartoon it was. Mocap would only make their low poly puppets look more awkward.
They're pretty tacky, but over time Halo 3's cutscene animations have strongly grown on me. There's a serious stop motion action figure vibe going on, and it's awesome, especially with a light touch of the cutscene DoF.

Except for Lord Hood. That guy is one of the leading contenders for most appalling 3D model in a seventh-gen game.
 

Izayoi

Banned
Halo 4 is my least favourite Halo with respect to visual aesthetics.
It's often very cluttered, and there's not much of a sense of iconic imagery outside of cutscenes and "vignette" moments. The game doesn't enjoy the deliciously bold color schemes of Bungie's games; usually, chromatic contrast is either very low, or only manifests through annoyingly harsh tron lines.
Halo 4 is also very inconsistent, making awkward graphical tradeoffs depending on the costliness of an area or scene. The game resultantly has difficulty blending different imagery and sequence types; the big skybox reveal at the start of Requiem would have had a lot more kick if they could have actually used it as a backdrop for major parts of the level, as Bungie had done with the view you get in Halo 1 after stepping out of the lifepod. The big impact of this is that Halo 4's levels have a hard time feeling spatially connected.
As I detailed earlier in the thread, Halo 4's graphics have lots of weaknesses with dynamic phenomena, and the game often winds up looking and feeling very "flat" in action as a result. The example that sits in my own mind as the most iconic: I round a corner in a warthog in Halo 1, I see the gigantic headlight reflection sweep across the walls; I round a corner in a warthog in Halo 4, nothing. It looks dead.

There are plenty of moments in Halo 4 that can look cool in and of themselves, but as an overall package, I'll take any other Halo.
See? This guy is talking some sense.
 

Skeleton

Banned
Getting around to beating this for first time since launch week and am enjoying far more than I did back then. I think the only time I roll my eyes is when it is time to walk into a forerunner building. Shit is just so aesthetically boring and bland. Outside of that, really enjoying my time with this.

Oh and my major complaint? Voice actress for Cortana. God fucking damn it. She screams every line when there are other ways to give a sense of urgency.

"CHIEEEF, YOU HAVE TO....."

Cortana Bauer, plz....

Her monologues are also cringe worthy. Fifty thousand reasons the sun isn't real? How about fifty thousand ways to shut the hell up lady


Well she's dead now, you happy?
 
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