Lol thanks broNutter said:Tashi to finally go pro.
Ajemsuhgao said:I want the feeling of you vs the world back from Halo 1. Where it really is just you taking on everyone and everything without the constant help of AI buddies. I want the MC to stop being such a tank like he turned into after Halo 2. Even the parts in Halo 2/3 where you are alone, it's completely fine because you take a ton of damage and take on rooms filled with enemies all attacking you and still come out fine with very little strategy.
This was one of my favorite fights during my Halo 3 Legendary solo run. Good times.Dax01 said:
Dax01 said:When designing the encounters of Halo 4, look to Halo 3. Halo 3 has the best in the series. Campaign is the most important aspect of a Halo game.
So basically a mysterious game (Halo 1) with great dialogue and universe expansion (Halo 2)Dax01 said:Having a story as good as Halo 1 or Halo 2's would be the most important thing after encounters (it is a game, after all). A good story gives an emotional weight to the gameplay. I want 343 to really go places with the story in Halo 4. Cortana rampancy, yes please.
Yes.wwm0nkey said:So basically a mysterious game (Halo 1) with great dialogue and universe expansion (Halo 2)
Hit the nail on the head.wwm0nkey said:So basically a mysterious game (Halo 1) with great dialogue and universe expansion (Halo 2)
godhandiscen said:Just get rid of the jaggies (I would love to have true 720p with a proper AA implementation that doesn't have some ghosting bullcrap), and make the shotgun as satisfying as the H3 shotgun was.
Make sprint to be default.
wwm0nkey said:Speaking of the armor system here is how I would reboot that
-add an A LOT and I mean A LOT of armor in (including all armor from previous games)
-Some armor can be obtained via achievements
-Some are purchasable with Cr (though Cr should NOT be the ranking system)
-Have some dropped randomly like loot as loot instantly makes a game addictive.
-Armor can be added in the game
TF2's system would work perfectly and since its not just hats unlocks could become more frequent than in TF2.StalkerUKCG said:A TF2 style armor system could work, randomly earn one for killing someone, or killing some one in various ways.
DLC armory is a must at this point.
Unknown_helmet.jpg
wwm0nkey said:TF2's system would work perfectly and since its not just hats unlocks could become more frequent than in TF2.
Also maybe add weapon skins and ect on that too. Like unlock the classic BR skin or stuff like that.
Seriously though stuff like that would cause people to play for hundreds of hours just to try and unlock the thing they want.
Petrichor said:Reticule in the centre of the screen like Halo: CE
Player movement / physics similar to those in Halo :CE
No dual-wielding
Fighting a brand new enemy so that the sense of mystery and isolation of Halo: CE is finally recaptured
A decent, surprising story that's self-contained
Hardly any human characters
For all of the story to be told in-engine and in first person perspective like Half-Life 2. No cutscenes please.
...It being on the Xbox 720
Halo 2 had the best movement speed/ jump height.StalkerUKCG said:Nope.
Halo CE has the worst player moment in the franchise, it does nothing but slow the game down. We have evolved past that.
Rose tinted glasses ect
Why not? Halo has a very expansive universe and there is still a story to be told. If they ended it on Halo 3 a lot of people would be pissed. It closed the book on the Human vs Covenant war but there was still a lot of questions to be answered.Mzo said:I wish it didn't exist.
I'm really late here, has that been said like a million times?
Mzo said:I wish it didn't exist.
I'm really late here, has that been said like a million times?
Mzo said:I wish it didn't exist.
I'm really late here, has that been said like a million times?
Precisely, Reclaimer!wwm0nkey said:So basically a mysterious game (Halo 1) with great dialogue and universe expansion (Halo 2)
Seriously if they could capture both of those story elements it will be the best Halo game. Well gameplay also has to be good too obviouslyDax01 said:Precisely, Reclaimer!
How many game series have improved once the original developers left but the publisher still wanted to milk it? You shouldn't care about the next sequel; you should care about the new series the original developers are working on. You don't buy Guitar Hero 3, you buy Rock Band. You don't buy Medal of Honor 2, you buy Call of Duty.AllIsOneIsNone said:I too like to shatter the dreams of others for no apparent reason (still don't have a 360?).
Oh my god, ok first off Halo is not being milked. If a story is still there to be told and if fans still want to explore that universe then its not milking. 343i is also very passionate about Halo and that is very clear from all their interviews and community interaction.Mzo said:How many game series have improved once the original developers left but the publisher still wanted to milk it? You shouldn't care about the next sequel; you should care about the new series the original developers are working on. You don't buy Guitar Hero 3, you buy Rock Band. You don't buy Medal of Honor 2, you buy Call of Duty.
In answer to my first question, off the top of my head, Tomb Raider.
You should understand that this isn't Guitar Hero being moved to Neversoft or anything like that. This is really one of the few times a team was made around a franchise. 343's purpose is nothing but Halo. The people on this team are some of the best in the industry, and they've already poured a ton of care into the franchise, despite not even releasing a game yet.Mzo said:How many game series have improved once the original developers left but the publisher still wanted to milk it? You shouldn't care about the next sequel; you should care about the new series the original developers are working on. You don't buy Guitar Hero 3, you buy Rock Band. You don't buy Medal of Honor 2, you buy Call of Duty.
In answer to my first question, off the top of my head, Tomb Raider.
Is it really that time for an early morning troll?Mzo said:How many game series have improved once the original developers left but the publisher still wanted to milk it? You shouldn't care about the next sequel; you should care about the new series the original developers are working on. You don't buy Guitar Hero 3, you buy Rock Band. You don't buy Medal of Honor 2, you buy Call of Duty.
In answer to my first question, off the top of my head, Tomb Raider.
truth, here are the currently known employeesLingitiz said:Except this is one of the first times a team has been built in mine for a singular franchise. 343's purpose is nothing but Halo. The people on this team are some of the best in the industry, and they'be already poured a ton of care into the franchise, despite not even releasing a game yet.
Bonnie Ross General Manager
Frank O'Connor Franchise Development Director (formerly of Bungie)
David Wu Chief Technology Officer (also CEO and Director of Technology at Pseudo Interactive, former Senior Software Engineer at Origin Systems)
Dan Ayoub Executive Producer for Publishing (former Senior Producer at Ubisoft and EA, Game Director at Propoganda Games)
Kiki Wolfkill Executive Producer on Halo 4 (former Director of Art at Microsoft Game Studios)
Josh Holmes Studio Creative Director, Creative Director on Halo 4 (former VP and General Manager of Propoganda Games, Lead Designer at EA)
Kenneth Scott - Senior Art Director on Halo 4 (former Art Director at id Software)
David Berger Development Manager on Halo 4 (former Development Lead at FASA Studios)
Sotaro Tojima Audio Director on Halo 4 (former Sound Designer and Audio Director at Kojima Productions)
Chris Lee Lead Producer (former Lead Producer and Producer at Microsoft Game Studios, Program Manager at Microsoft)
Scott Warner Lead Game Designer on Halo 4 (former Designer at Pandemic and Black Isle Studios)
Brad Welch Lead Designer on Halo 4 (former Lead Designer at EA, Pandemic Studios)
Corrinne Yu Principal Engine Programmer on Halo 4 (Director of Technology of Gearbox Software, creator of Borderlands, Lead Engine Programmer of 3D Realms, creator of Prey, Director of Technology of ION Storm, creator of Deus Ex and Anachronox)
Jesse Snyder - Lead Designer on Halo 4 (former designer at Treyarch, purported creator of the Nazi Zombies gametype)
Ray Almaden - Lead Level Designer on Halo 4 (former Senior Designer at EA, Guerilla Games and Sony Computer Entertainment Europe)
Fredrik Persson - Lead Gameplay Engineer (former Lead Programmer at Pandemic Studios)
Nick Bell - Lead Mission Artist (former 3D Artist at id Software, Senior Environment Artist at Edge of Reality, and Senior Prop Artist at Midway Games)
Paul Pepera - Environment Artist (former Environment Artist at id Software, 3D Artist at Timegate Studios, founder of Tryptych Studios)
Brien Goodrich - Cinematic Director on Halo 4 (former Art Lead at Turn 10 Studios, Lighting Supervisor and Associate Art Director at FASA Studios)
Kevin Grace - Managing Editor
Jonathan Goff - Communtiy Manager (formerly of McFarlane Toys)
Ryan Payton - Narrative Designer on Halo 4 (former Assistant Producer at Kojima Productions, freelance writer)
Christopher Schlerf - Senior Writer on Halo 4
Jason Pace - Publishing Producer
Jeremy Patenaude Content Creator (formerly of AscendantJustice.com)
Jacob Benton Mission Designer (formerly of AscendantJustice.com)
David Ellis - Halo Waypoint Content Editor (formerly of 1up.com)
Daniel Price - Senior Service Engineer (former Software Development Engineer at Microsoft)
Sally Huang - Producer on Halo 4 (former World Art Intern at Bethesda Softworks, Technical Artist at EA)
Che Chou - Studio Producer (former Community Manager at Turn 10 Studios)
Corrine Robinson - Associate Producer (former manager at McFarlane Toys)
Veronica Peshterianu - Associate Producer on Halo Waypoint (former Production Intern at EA Redwood Shores)
Greg Murphy - Dr. Designer (former Design Director and Software Test Engineer at Microsoft)
Matt Aldridge - Lead Character Artist (former Senior Character Artist at Lucasfilm, Character Artist at EA Los Angeles)
Joe Waters - Software Development Engineer (former Lead Engineer at Hidden Path Entertainment, Graphics/Effects Developer at FASA Studios)
Rj Ranola - Environment Artist (former Environment Artist at Raven Software and EA Chicago)
Derrick Hammond - Environment Artist (former Environment Artist at Raven Software)
Donnie Taylor - Environment Artist (former Contract Artist for Bungie, 3D Artist at Liquid Dragon Studios)
Wade Mulhern - Senior Environment Artist (former Senior Environment Artist and Cinematic Artist at Sony Computer Entertainment America)
Mark Champigny - Cinematic Artist (former Senior Animator at Raven Software and Activision, Animator at EA Chicago)
Adam Peterson - Senior Environment Artist (former Environment Artist at Sony and Namco)
Tonya Noerr Tornberg - Senior Animator (former Senior Animator at Animal Logic and Sony Pictures Imageworks, Animator at EA)
Bryce Cochrane - Animator Director (former Animator at EA Blackbox, Art Director at Kuju Entertainment)
CJ Markham - Motion Capture Supervisor (former Lead Animator at Rockstar Games London, Animation Consultant at Rockstar San Diego, Course Content Providor at Autodesk)
Eric Will - Senior 2D Artist and Graphic Designer (former Artist at id Software, User Interface Artist at EA Chicago)
Andrew Bosold - 3D Environment Artist (former 3D Generalist at Valkyrie Entertainment, Lead Artist at Wandering Samurai Studios)
Greg Cox - 3D Environment Artist
Jonathon Wood - Senior Effects Artist (former Lead FX Artist at n-Space, senior VFX artist at EA Tiburon)
Justin Dinges - Environment Artist (former freelance artist at Glitchless, Senior Environment Artist and Multiplayer Level Designer at Raven Software)
Scott Parish - Lead Creature Technical Director (former Lead Creature TD at Industrial Light and Magic, Character Pipeline TD and Cloth Technical Director at Sony Pictures Imageworks)
Daveed Kaplan - Sr. Character Artist (former Art Director at Atari, did contract work as Art Director and Digital Sculptor for Square Enix, Marvel and Todd McFarlane Design)
Liz M. E. Chung - Multiplayer Designer (former Designer at 2K Marin, Associate Game Designer at Crystal Dynamics)
Clive Burdon - Animation and Cinematics Producer (former Senior Producer at Neversoft Entertainment and Paradox Development, Producer at Leftfield Productions)
Gavin Carter - Sr. Producer (former Producer and Design Intern at Bethesda Softworks)
Paul Parsons - Sr. Game Designer (former Game Designer at Disney Interactive Studios and Backbone Entertainment)
Alexander Boczar - Lead Infrastructure Engineer (former Technical Director at Pandemic Studios, Lead Programmer at Unique Development Studios)
Adam Pino - Gameplay Developer (former Lead Tools and Systems Engineer and Senior Software Engineer at Pandemic Studios, Programmer at Idol Minds)
Matt Brown - Senior AI Developer (former Lead AI Engineer at 2K Marin, Senior Software Engineer at EA)
Alex Cutting - Producer (former Software Design Engineer at Microsoft Game Studios)
Chris Haluke - Sr. Mission Designer (former Lead Level Designer at Guerilla Games and Propaganda Games, Level Designer at Ubisoft Montreal and Artech Studios)
Jason Behr - Sr. Mission Designer (former Senior Designer at Monolith Productions and Retro Studios, Design Consultant at Bluepoint Games)
Paul Ehreth - Mission Designer (former Product Designer at Good Science, Technical Artist at Microsoft Research, Game Designer at Sony Online Entertainment)
Wei Wiharjo Chan - Environment Artist (former Lead Artist at Killspace Entertainment, Senior Artist and External Art Producer at Pandemic Studios, Artist at Vivendi Universal)
Kendall Deacon Davis - Designer (former Screenwriter at Mirror Images, Program Manager at Microsoft, Writer at Swolecat Studios)
Dave Bolton - Junior Concept Artist (former Concept Artist at ArenaNet and Hourglass Games)
Justin Lippert - Level Builder (former Web Desinger at LeadingMD, Lead World Builder and Level Designer at queSPECK Studios)
Tiana Los - User Interface Artist (former Web Advertising Designer at AT&T)
Brendan Wilson - Tools Developer (former Game Programmer at Koei Canada, Engineer at ATI)
Quentin Rezin - Encounter Designer (former Scripter and Level designer at inXile Entertainment)
Josh Kerwin - Public Relations
Chad Armstrong - Designer (former Multiplayer Designer at Bungie)
Here I will combine the 2Jadedx said:This thread is disappointing, we need more scenery/skybox pics and a lot more gifs.
Mzo said:How many game series have improved once the original developers left but the publisher still wanted to milk it? You shouldn't care about the next sequel; you should care about the new series the original developers are working on. You don't buy Guitar Hero 3, you buy Rock Band. You don't buy Medal of Honor 2, you buy Call of Duty.
In answer to my first question, off the top of my head, Tomb Raider.
First laugh of the morning. Thank you sir.Mzo said:How many game series have improved once the original developers left but the publisher still wanted to milk it? You shouldn't care about the next sequel; you should care about the new series the original developers are working on. You don't buy Guitar Hero 3, you buy Rock Band. You don't buy Medal of Honor 2, you buy Call of Duty.
In answer to my first question, off the top of my head, Tomb Raider.
jhferry said:I want some kind of "snap to" feature in forge. Instead of having to sit there forever to line your pieces up there would be some the could snap together perfectly.