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Halo 4 |OT2| TURBO

Tashi

343i Lead Esports Producer
It's cool for most of HaloGAF/MLG and some old bitter Halo fans to dream about H2 remake at 60 FPS and Dedicated servers, but you can't hype that to most people like a new game can.

I am speaking specifically if the 60 FPS/dedi's E3 comment is just applied to a 10 year old game. If they really go that far though, hopefully it is Don Mattrick awkwardly announcing it, and starting a little slow clap to take the edge off.

They need a new Halo game to show off their new console, a beloved remake wouldn't move the needle much at all for most people.

I don't see the impossibility of having a H2 remake and Halo 5 or Halo "One" (fuck my life), in the same year.

It won't be just applied to Halo 2 Anny though. It will be applied to every Halo game on the Xbox One.

But what about that rumored Halo Free to Play? Where does that fit in with all this? Will that the first next gen Halo title announced? Halo F2P and Halo Anny in 2014, Halo 5 in 2015? Maybe.

And if Halo F2P exists it should go through an extensive open beta like Dota 2 has. Except probably not as long haha
 
It won't be just applied to Halo 2 Anny though. It will be applied to every Halo game on the Xbox One.

But what about that rumored Halo Free to Play? Where does that fit in with all this? Will that the first next gen Halo title announced? Halo F2P and Halo Anny in 2014, Halo 5 in 2015? Maybe.

And if Halo F2P exists it should go through an extensive open beta like Dota 2 has. Except probably not as long haha

If they are going to do F2P, they should do it with H2 MP.
 

Booshka

Member
It won't be just applied to Halo 2 Anny though. It will be applied to every Halo game on the Xbox One.

But what about that rumored Halo Free to Play? Where does that fit in with all this? Will that the first next gen Halo title announced? Halo F2P and Halo Anny in 2014, Halo 5 in 2015? Maybe.

I think they have to lead with a big Bombastic mainline new Halo game. Halo 5 or Halo One, something with a Campaign to sell to the masses.
 

Ghazi

Member
Forget hats, you get 60 mins a day to play and you can extend the gametime via real life McFarlane toy (tm) purchases.
 

Obscured

Member
Play :p

Free-2-Play

Yeah I was being sarcastic and refering to it as Free 2 Pay, meaning which parts of the game would be monetized. I should have just asked the question that way and left off the snarky. Maps would be the obvious choice, but that setup would leave a lot to be desired.
 

Deadly Cyclone

Pride of Iowa State
You guys are kidding yourselves if you think that a remastered Halo title will come with multiplayer. CEA was a very clear statement.

Halo 2 Anniversary would. The MP is the main selling point of that game as a lot of people have differing feelings on the campaign (compared to Halo CE). If Halo 2 Anni comes out, it will have MP. The question is, does it come out? Can they release it and not do something that upsets the fans? Or would the fans be upset anyways because they forgot how Halo 2 was? Super jumps everywhere.

EDIT: What would be insane is if 343 redid and included the E3 demo of Halo 2 that was shown and made it fully playable.
 

FyreWulff

Member
You guys are kidding yourselves if you think that a remastered Halo title will come with multiplayer. CEA was a very clear statement.

The issue with Halo 1 multiplayer is that if you wanted to bring Halo 1's multiplayer online exactly like it was on the original Xbox, it would require the use of lockstep networking, which means input delay like Firefight/Campaign or being off-host on XBC/Xlink, and you'd be limited to 4 unique Xboxes per session (you'd need split screen to get up to 16).

And Halo PC's netcode wasn't much better, and the legions of XBox players would have complained that it wasn't the same (ie, variable leading depending on latency amongst other things).

Including the original Halo 1's multiplayer was basically a situation nobody was going to win. And 343 would have gotten reamed if they included it but only for LAN mode, where in theory it would have been 1:1.

Halo 2 isn't in the same situation, since it was designed to work over LIVE. It's multiplayer runs asynchronously, just like Halo 3, Reach, and 4. In theory, it'll work fine after the base porting of the engine is done, exactly like the original. The question that comes up is if you'd want to spend the budget to update all of Halo 2's maps and DLC to current graphics standards.

(Superbouncing would probably be fixed like it was in Halo 2 Vista, by being compiled with a newer Havok)
 
The issue with Halo 1 multiplayer is that if you wanted to bring Halo 1's multiplayer online exactly like it was on the original Xbox, it would require the use of lockstep networking, which means input delay like Firefight/Campaign or being off-host on XBC/Xlink, and you'd be limited to 4 unique Xboxes per session (you'd need split screen to get up to 16).

And Halo PC's netcode wasn't much better, and the legions of XBox players would have complained that it wasn't the same (ie, variable leading depending on latency amongst other things).

Including the original Halo 1's multiplayer was basically a situation nobody was going to win. And 343 would have gotten reamed if they included it but only for LAN mode, where in theory it would have been 1:1.

Halo 2 isn't in the same situation, since it was designed to work over LIVE. It's multiplayer runs asynchronously, just like Halo 3, Reach, and 4. In theory, it'll work fine after the base porting of the engine is done, exactly like the original. The question that comes up is if you'd want to spend the budget to update all of Halo 2's maps and DLC to current graphics standards.

(Superbouncing would probably be fixed like it was in Halo 2 Vista, by being compiled with a newer Havok)

What if the unlimited power of the cloud sponsored by Mountain Dew allowed for CE dedis?
 

FyreWulff

Member
What if the unlimited power of the cloud sponsored by Mountain Dew allowed for CE dedis?

Dedis make lockstep worse (you want as few boxes as possible in a lockstep game), and they still wouldn't have fixed Halo PC's shitastic netcode, a lot of which was due to Gearbox and Microsft butting heads over 56k compatibility. Microsoft wanted it to be 56k compatible, and the shipping version of Halo PC is in fact 56k compatible.
 
I meant it was a clear statement that 343 would not invest the time and money into revamping any old multiplayer while actively maintaining the more current Halo iteration of MP. "Splitting the playerbase" is something that I remember Frankie giving as one of the reasons as to why 343 didn't include MP in Halo: Anniversary.

Has any developer with an active franchise title gone back to re-work previous incarnations of its multiplayer? I'm actually ignorant of this, so I'm genuinely curious.
 

Woorloog

Banned
The issue with Halo 1 multiplayer is that if you wanted to bring Halo 1's multiplayer online exactly like it was on the original Xbox, it would require the use of lockstep networking, which means input delay like Firefight/Campaign or being off-host on XBC/Xlink, and you'd be limited to 4 unique Xboxes per session (you'd need split screen to get up to 16).

And Halo PC's netcode wasn't much better, and the legions of XBox players would have complained that it wasn't the same (ie, variable leading depending on latency amongst other things).

Including the original Halo 1's multiplayer was basically a situation nobody was going to win. And 343 would have gotten reamed if they included it but only for LAN mode, where in theory it would have been 1:1.
How would changing it to asynchronous mode change it?
Was Halo PC asynchronous? (And why have i heard it could have been better had not MS wanted to support modem players? EDIT oh you answered above, so it was just "shittastic" because they had to accommodate 56kbit modems?)
EDIT based on your posts, i reckon it was asynchronous?
 

IHaveIce

Banned
I meant it was a clear statement that 343 would not invest the time and money into revamping any old multiplayer while actively maintaining the more current Halo iteration of MP. "Splitting the playerbase" is something that I remember Frankie giving as one of the reasons as to why 343 didn't include MP in Halo: Anniversary.

Has any developer with an active franchise title gone back to re-work previous incarnations of its multiplayer? I'm actually ignorant of this, so I'm genuinely curious.

Not really re-worked, but I think Uncharted 2's and Killzone 2's multiplayer went free or anything like this on the playstation.

Not the same of course, but I can't think of anything like you mean.
 

Tawpgun

Member
Has any developer with an active franchise title gone back to re-work previous incarnations of its multiplayer? I'm actually ignorant of this, so I'm genuinely curious.
I wanna know this as well.

Only example I can come up with is the support given to games like CS 1.6 when they have source and GO still. But that's not the same thing.

Quake Live was a thing.
 

FyreWulff

Member
I meant it was a clear statement that 343 would not invest the time and money into revamping any old multiplayer while actively maintaining the more current Halo iteration of MP. "Splitting the playerbase" is something that I remember Frankie giving as one of the reasons as to why 343 didn't include MP in Halo: Anniversary.

Has any developer with an active franchise title gone back to re-work previous incarnations of its multiplayer? I'm actually ignorant of this, so I'm genuinely curious.

I think Call of Duty XBLA has multiplayer in it.

Doom XBLA has it's original multiplayer. Duke Nukem as well. Quake Live exists.

Perfect Dark XBLA has the original multiplayer in it, the only caveat is that physics objects are frozen in place on LIVE.

I'm not going to put too much weight into 343's words about not splitting the userbase, because the Anni disc still split the userbase. The only way they could have not-split the userbase was a true Reach Mythic or only including an Anni code with the game, but not the multiplayer mode.

How would changing it to asynchronous mode change it?
Was Halo PC asynchronous? (And why have i heard it could have been better had not MS wanted to support modem players? EDIT oh you answered above, so it was just "shittastic" because they had to accommodate 56kbit modems?)
EDIT based on your posts, i reckon it was asynchronous?

Yeah, the final version was asynchronous. A Gearbox employee aaaages back said the networking portion of Halo PC spent a lot of time in development turbulence as they were making it with broadband in mind first.

edit: also Halo 1's physics engine is terrible at being networked, hence why they said fuck it and went to Havok for Halo 2 onwards (it also required a lot of computation time, so they could only really have physics on vehicles)
 

FyreWulff

Member
Actually, I'll just post Bungie's article on Havok that was on Bungie.net. The original Bungie.net link no longer works, but the text is mirrored in a couple of places that I think might be spam parking domains, so here you go. BIT OF A READ.


Although most people consider Halo 2 to be a thoughtfully paced strategy/puzzle game, Bungies original intention was to make a fast-paced, action-packed shoot em up. Its true! Now, in the original Halo, we got props for our physics, but to be blunt, those were actually only germane to the vehicles. They flipped, tumbled, rolled and careened. They spun, they flew, and they somersaulted. But they alone moved. In Halo 2, we wanted to move everything!


Now, we had a decent object physics system in place, and we certainly used our experience with it building Halo 2, but the sheer scale of what we had in mind for Halo 2 necessitated something a little more ambitious; so we turned to the folks at Havok for a partnership that would benefit us and Halo players alike. Havok, for those unfamiliar with it, is a brilliant set of physics solutions for interactive software and one of the only pieces of middleware to ever achieve anything like broad consumer awareness. Havok and its employees have almost single-handedly filled this generation of video games with life-like moving objects with weight, heft, and real gravity.

"A moviemaker can’t make Spider-Man with a Handycam and a flashlight"

Middleware initially had something of a lukewarm reception from video game fans, which were, after all, reared on a generation of do-it-all wunderkinds, programmers who built their own games from the ground up with a keyboard and a working knowledge of 6502 machine code. Well, its been a few generations of hardware since a genius in a basement was able to tap out an entire game. As the game business becomes more and more like the movie business at least in terms of scale and complexity so too do its needs. And just as a moviemaker cant make Spider-Man with a Handycam and a flashlight, a game studio must invest in all the quality resources it can. Enter Havok.

The physics in the original Halo, while fun, were sorta simplistic, as Code Gorilla Charlie Gough explains: Basically, we had this homemade physics engine that we created out of my understanding of high school Newtonian mechanics and the basic concept that if you made things out of a bunch of spheres that were springs, that it would all kind of work... hopefully! Charlies optimism and grasp of bouncing spheres led to a fair amount of acclaim for Halo and Bungie, but the shift to Halo 2 required a shift in thinking, too. Fundamentally, the problem was that our system wasnt scalable, it couldnt support a large number of objects in our world, and basically we werent able to do the cool stuff we were seeing come from the guys at Havok.

For Bungie, it was important to find a solution that could integrate well with the Halo 2 code, and of course a partner that could work closely with Bungie to ensure the best fit with the game and its needs. Bungie engineer Chris Butcher pushed the team to watch a demonstration of what Havok could do, and the decision was made. Havoks tools looked like they would work well with the Bungie code base, and the results were attractive, convincing, and most of all, fun.

The next step was to perform some test integration of Havok into Halo 2 and, as Charlie illustrates, the decision was simple. It didnt take very long and, once we saw this, we knew there was no going back.

The natural fear was that Havok’s physics would feel different from Halo’s in either tangible or intangible ways, and they were legitimate concerns. In the end it’s just physics, says Charlie. I think one of the biggest differences is that their stuff is a little more stiff than ours the vehicles in Halo 1 tend to bounce more and ended up having spongier interactions because it was again this spring-based system. But things worked out pretty well for the most part.

It wasn’t all smooth sailing (game development seldom is). Getting the Havok technology up and running was simple enough. But to get it to work and not have Halo 2 crash and not use too much memory, that took a long time, Charlie explains. The first time the public got to see Havok working in Halo 2 was at the E3 Expo in 2003. Bungie showed off the single-player demo, the creation of which was a fraught-filled race against time to patch together working elements of the game in time for a long-awaited public unveiling. Ironically, while much of the content of that demo ended up on the cutting room floor, the physics integration was remarkably successful.

"Crates are just so danged useful"

The joke object often associated with Havok (and actually, video games in general) is the ever-so-humble crate. Crates are just so danged useful. You can stack ‘em, blow ‘em up, climb over ‘em and more importantly, stash gold coins inside them. But Havok can move more than packing crates.

Eamon McKenzie, Bungie’s self-titled "Programming Soldier Ant" is quick to point out some surprising non-crate Newtonian pawns. The bipeds (Halo 2’s human and alien combatants) in Halo 2 are special because they are physical objects in the same way that vehicles and crates are; they all work on the same playing field they just have a different controller moving them around.

Bipeds in Halo 1 were treated to some related but accidental indignities, as Eamon explains: "What some people may not know is the reason we killed bipeds by running over them in Halo 1 was because it was cool of course, but also that we couldn’t solve the collision well enough. It was easier to kill them than to bounce them." Bipeds illustrate another useful aspect of Havok the ability for a Havok object to undergo invisible transitions of complexity. When a biped is walking around, shooting, jumping, and running, it's ironically in its simplest state as far as Havok is concerned. Havok treats it as if it were a capsule standing on end. The complexity inherent in an animated Halo 2 biped is all our code and animation. When it dies, however, Havok has a larger role tossing a flung corpse, for example, or making a body tumble from a ledge. It then interacts with our rag-doll system. A corpse, in fact, is a great deal more work for Havok than a live specimen. The tradeoff in processing power is perfect a corpse is no longer chugging AI cycles.

The only objects in Halo 2 that remain untouched in some way by Havok’s magic are weapons and projectiles. Projectiles are a bizarre hole in this generation of Havok (although the problem is inherent to particle systems, not unique to Havok). Charlie calls it the "bullet through paper" problem. Basically, the old version of Havok didn't deal well with objects which move quickly relative to their size at least in terms of how they collide with other surfaces, although Havok version 3 has since addressed that. Bungie chose to solve the problem with custom tools, but Charlie has an interesting experiment for folks to try: "The Warthog has a hubcap that can fall off and, if you play around with it, it is not that hard to make it go through the world, to make it fall through the geometry so you don’t see it anymore."

"Don't make anything smaller than a PC monitor "

Charlie also ruminates on his need for big vs. the need for artful detail. Laughing, he states - "That was the thing I used to say to all the artists: don’t make anything smaller than a PC monitor, in any dimension, like nothing can be smaller than a foot-and-a-half or two feet! Originally it was three feet, but it kept shrinking ‘cause they kept making crap anyway. Then of course the Warthog hubcap was like six inches they just blatantly ignored everything I said."

The important thing to remember is that Havok is a tool that allows Bungie to move, modify, and generally molest. Havok moves not a pixel without a designer or programmer’s imagination and instruction. As a matter of fact, the thing that most impressed Bungie about the software was not the code base, or the support from Havok, but rather, the art that other game developers had created with it.

Havok, while a commercial enterprise, shares some of the advantages of open source code. It constantly evolves with the input of new users as software developers continue to apply it to new uses. The code is actually supplied as a set of tools, libraries, and a chunk of the original source code. As developers find new ways to use it, these aspects can be added to the next iteration of the software. Bungie implemented some cool stuff and also used Havok for a somewhat unexpected purpose calculating what is and should be in the camera's field of view, or frustum.

Havok's Lead Architect Nick Gray admits, "Every new release has some new stuff in it. Some of the stuff the Bungie guys mentioned putting in for the camera display, quickly determining which parts of the world are visible, was something that we didn’t have before, now we do" He adds, The feedback that we get from our clients is what really drives the development of Havok. Clients immediately see things we might not have seen, bugs that are important that need to be fixed versus things that don’t really matter, small tweaks that can be integrated to make it more usable.

"The Hog is still the Hog "

Detail-oriented players will immediately blame any change in the old Halo physics on Havok, and one commonly leveled accusation is that Havok changed the Warthog. Nothing could be further from the truth. One of the first exercises using the Havok tools was to recreate the Hog’s every nuance, loss of traction, and force of friction. It worked perfectly and very quickly identical in every regard. The changes added to the Hog after the fact were game balance tweaks: making the Hog more of a challenge to master. The introduction of the e-brake basically forced players to learn one more skill to recreate the feel of the old Hog. The Hog is still the Hog, but the controls have certainly evolved.

Charlie is quick to separate what Havok does from what Bungie did: I don’t know if people know this but the Warthog actually has three gears, and if you listen to the engine sound you can hear them. We added this whole system of multiple running gears, and the designers tweaked the way the tire friction stuff works. We probably made some minor changes, but they were all centered on what the designers wanted. Havok didn’t change a thing.



But the only thing better than Havok moving objects around, is having those objects collide and explode. Charlie alludes to this point: One of the cool things we got out of Havok is the whole contact point system. Knowing where things were touching and whether or not they were going in the direction we wanted, we got this ability to deal with damage from the physics engine itself in terms of how hard objects are reacting with each other.

That aspect of Havok had other benefits in unexpected areas. It allowed our audio engineers to apply audio to Havok objects where they interacted with specific surfaces. That meant the sound of a Ghost scraping against concrete, or a Hog colliding with a Wraith, could be altered based on information being tracked by Havok.

"You should basically feel like a kernel in a popcorn popper "

Havok doesn't actually do anything with sound, but it's simply a useful tool for the sound engineers to associate objects with principles thing falling in water goes splash, for example. But it's interesting to note that working with Havok allows our audio engineers to actually add simulated effects on-the-fly to the sound of, say, a barrel rolling on concrete, rather than simply playing back the barrel sample with no adjustment made for surface properties.

But Havok had some even weirder benefits for the Halo 2 team.

There are instances in Halo 2 where realistic physics would actually suck when applied to gameplay. Think of the Scarab as a good example. If the enormous Covenant spider-tank-‘Mech were being accurately modeled in terms of Newtonian physics, everything on its surface would simply be tossed off. Eamon describes it more colorfully, saying, You should basically feel like a kernel in a popcorn popper.

Havok is flexible enough to apply realism where needed and ignore it where gameplay demands it. The reasoning in gameplay terms is that when you're on a ship, you automatically adjust your balance for the sway of the ocean without thinking about it. For purposes of fun, we assume Chief and the Covenant on board are also doing that, so they don't all tumble off into the canal...

The interaction of AI with Havok objects also poses some unique problems. A Covenant Elite in Halo 2 knows how to engage the Chief and attack him, but when an explosion dumps a stack of crates in front of him, Halo 2 AI has to compensate. So many moving Havok objects created challenging scenarios for the Halo 2 team, but challenges they were able to overcome.
 
I meant it was a clear statement that 343 would not invest the time and money into revamping any old multiplayer while actively maintaining the more current Halo iteration of MP. "Splitting the playerbase" is something that I remember Frankie giving as one of the reasons as to why 343 didn't include MP in Halo: Anniversary.

Has any developer with an active franchise title gone back to re-work previous incarnations of its multiplayer? I'm actually ignorant of this, so I'm genuinely curious.

COD 1, Perfect Dark remake, banjo and kazooie and Battlefield arcade
 

Ghazi

Member
All I can think of when I think Havok is how you could drag bodies hundreds of feet just by running through them and you'd pull them along lol.
 
It does, and being a pack-in for the LEs of MW2 just makes it that much funnier. You have a ported game with all its functionality retained as a bonus, and the excuse for Halo was that they were afraid of splitting userbase. Come on.
Then add to that the fact that Anniversary significantly split the (Reach) userbase (or at the very least, didn't do anything to unify it like Halo 3: Mythic did).
 

Shadders

Member
I think Fyre is on the money, it's not so much a userbase splitting issue as it is a technical one.

Frankie said as much at the Halofest panel, if they had recreated Halo CE multiplayer it could never have been a 1:1 representation and so they felt it wasn't worth doing. They would have gotten so much abuse if people perceived that they ruined it. The Anniversary edition was definitely the better option.

Halo 2 has none of these issues.
 
I think Fyre is on the money, it's not so much a userbase splitting issue as it is a technical one.

Frankie said as much at the Halofest panel, if they had recreated Halo CE multiplayer it could never have been a 1:1 representation and so they felt it wasn't worth doing. They would have gotten so much abuse if people perceived that they ruined it. The Anniversary edition was definitely the better option.

Halo 2 has none of these issues.
They still can't be forgiven for not including the local mp and system link though.
 

FyreWulff

Member
I wonder how much redevelopment would be required to support a different xbox live platform or higher resolutions or framerates or netcode/host updates or dedicated servers for X1 etc.

Older developments always have issues.

Well, considering Hired Gun did a fast port, and in the process made it work with GFWL, added a server list + dedicated servers, and made the game run at 60fps.. not too hard (relatively)

I bet if there was a possibility of a Halo 2 on Xbox One, it'd probably be like Anniversary and be based off Hired Gun's PC code and not the Xbox code.
 
I think Fyre is on the money, it's not so much a userbase splitting issue as it is a technical one.

Frankie said as much at the Halofest panel, if they had recreated Halo CE multiplayer it could never have been a 1:1 representation and so they felt it wasn't worth doing. They would have gotten so much abuse if people perceived that they ruined it. The Anniversary edition was definitely the better option.
If you gave me the choice of a mostly authentic CE experience, or none at all (which is what a Reach map pack was), it's a simple choice. When you play enough Halo PC you can take the quirks. I just don't know what the changes would be to alter the experience so much so as to invalidate the effort in doing it. Lag? Of course there would be lag; I don't know what sense there is in placating the insane who would have held that against adding an online component to the multiplayer of the game.

And it's not like online would've been the only choice, the offline play should be fine, just as the campaign was.
 

FyreWulff

Member
And it's not like online would've been the only choice, the offline play should be fine, just as the campaign was.

It feels like most of the effort was put into forcing Halo 1's campaign to work over the internet. And it still tends to.. fall apart.

Speaking of which, I wonder what happened to campaign matchmaking for Halo 4. T'was a bit weird they patched in the ability to play campaign co-op for Cores for Reach and then completely dropped the feature for 4
 
It feels like most of the effort was put into forcing Halo 1's campaign to work over the internet. And it still tends to.. fall apart.

Speaking of which, I wonder what happened to campaign matchmaking for Halo 4. T'was a bit weird they patched in the ability to play campaign co-op for Cores for Reach and then completely dropped the feature for 4

Probably left that space in MM for Spartan Ops.

lol

I really hope they just put campaign/spops stuff back in the Matchmaking tab next time. Maybe add in a Full Episode voting option.
 
I think Fyre is on the money, it's not so much a userbase splitting issue as it is a technical one.

Frankie said as much at the Halofest panel, if they had recreated Halo CE multiplayer it could never have been a 1:1 representation and so they felt it wasn't worth doing. They would have gotten so much abuse if people perceived that they ruined it. The Anniversary edition was definitely the better option.
I'm not sure I agree, I'd have to side with Rickenslacker on this one.
 
I think Fyre is on the money, it's not so much a userbase splitting issue as it is a technical one.

Frankie said as much at the Halofest panel, if they had recreated Halo CE multiplayer it could never have been a 1:1 representation and so they felt it wasn't worth doing. They would have gotten so much abuse if people perceived that they ruined it. The Anniversary edition was definitely the better option.

Halo 2 has none of these issues.

So not even trying to get online working for the only Halo game to not have XBL (and arguably the most deserving) was the best option?

I disagree with that mentality.
 
So not even trying to get online working for the only Halo game to not have XBL (and arguably the most deserving) was the best option?

I disagree with that mentality.

That's blind fanboyism and this is coming from a dude who started with Halo PC. Porting identical multi with the same netcode would draw way too many complaints, especially when it still exists completely untouched on the PC for a fraction of the price. Certain other aspects (like ultra fall damage and fast kill times) would have completely sucked over LIVE and 343 would have to take unwarranted blame, too. Remember Invasion on Spire with bad lag? Elites would hump the ground at supersonic speeds for a good ten seconds and then immediately telefrag themselves trying to jump off the Spire.
 
That's blind fanboyism and this is coming from a dude who started with Halo PC. Porting identical multi with the same netcode would draw way too many complaints, especially when it still exists completely untouched on the PC for a fraction of the price. Certain other aspects (like ultra fall damage and fast kill times) would have completely sucked over LIVE and 343 would have to take unwarranted blame, too. Remember Invasion on Spire with bad lag? Elites would hump the ground at supersonic speeds for a good ten seconds and then immediately telefrag themselves trying to jump off the Spire.

Surely not as many as completely omitting it.
 
Sorry, when I said "best option" I meant from the perspective of 343.

Yeah I know what you meant, but I was also thinking about how fans were led to believe 343 had all the backing in the world, both from Microsoft's wallets and the support of fans, with extraordinary talent from around the industry. We all saw the videos, we all saw the hype 343 created for themselves, we all felt the potential for finally some Halo experiences that break through what we've already been getting from Halo games (also applies to Halo 4).. but what did we get?

A Halo 1 remake without the one thing most people were asking for (honestly, I can't recall anyone asking for a campaign remake.. especially at the expense of multiplayer). IMO it was a poor decision to focus resources on campaign over multiplayer for that game.


I think we're all guilty of defending Halo devs and finding excuses/reasons for a lack of polish, lack of features, or just areas of disappointment in general because of our greater love for this franchise. Personally, I think more Halo fans are aware of this these days and probably is one of the reasons for the population drops, including competition from other studios to raise the bar for multiplayer.
 
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